Virtual item obtaining method, device and equipment and computer readable storage medium
By sharing virtual items within the same game team, the problem of players only being able to obtain the items they have collected is solved, achieving greater flexibility and diversity in item acquisition, and enhancing the game experience and user engagement.
Patent Information
- Application Number
- CN202411219743.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-08-30
- Publication Date
- 2026-03-10
AI Technical Summary
Players can only acquire virtual items they have collected in the virtual battlefield. This limited acquisition method leads to a poor gaming experience and reduces user retention and engagement.
Players in the same game team share virtual items, and the server determines the items to be acquired based on the virtual items collected by each player, thus enabling flexible allocation of items.
It improves the flexibility and diversity of acquiring virtual items, enhances the player's gaming experience, and increases user retention and engagement.
Smart Images

Figure CN121623332A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and in particular to a method, apparatus, device, and computer-readable storage medium for obtaining virtual items. Background Technology
[0002] With the continuous development of computer technology, game technology has also developed rapidly, giving rise to more and more game modes. For example, players can team up to enter a virtual battlefield to collect virtual items and bring them to an extraction point for extraction. After a successful extraction, the virtual items collected by the players belong to the players themselves.
[0003] However, players can only acquire virtual items that they collect in the virtual battlefield, which limits the way they can obtain virtual items and makes them less flexible. This results in a poor gaming experience for players, which in turn reduces the game's user retention rate and user engagement. Summary of the Invention
[0004] This application provides a method, apparatus, device, and computer-readable storage medium for acquiring virtual items, which can be used to solve the problems in related technologies where the methods for acquiring virtual items are limited and lack flexibility, resulting in a poor gaming experience for players and consequently reducing user retention and engagement. The technical solution is as follows:
[0005] On one hand, embodiments of this application provide a method for obtaining virtual items, the method comprising:
[0006] The display shows a first virtual item collected by a first object in the virtual battlefield and a second virtual item collected by a second object in the same virtual battlefield, wherein the first object and the second object belong to the same game team;
[0007] When the virtual item allocation function is triggered, the third virtual item to be acquired by the first object is displayed, and the third virtual item is determined based on the first virtual item and the second virtual item.
[0008] Obtain the third virtual item.
[0009] On the other hand, embodiments of this application provide a method for obtaining virtual items, the method comprising:
[0010] Identify the first virtual item collected by the first object in the virtual battlefield and the second virtual item collected by the second object in the virtual battlefield, wherein the first object and the second object belong to the same game team;
[0011] Based on the first virtual item and the second virtual item, determine the third virtual item to be acquired by the first object;
[0012] The third virtual item is assigned to the first object.
[0013] On the other hand, embodiments of this application provide a device for acquiring virtual items, the device comprising:
[0014] The display module is used to display the first virtual item collected by the first object in the virtual battlefield and the second virtual item collected by the second object in the virtual battlefield, wherein the first object and the second object belong to the same game team;
[0015] The display module is also used to display a third virtual item to be acquired by the first object when the virtual item allocation function is triggered, wherein the third virtual item is determined based on the first virtual item and the second virtual item;
[0016] The acquisition module is used to acquire the third virtual item.
[0017] In one possible implementation, the display module is further configured to display a target marker on the target virtual item in response to a triggering operation for the target virtual item. The target marker indicates that the first object wishes to acquire the target virtual item, and the target virtual item is either the first virtual item or the second virtual item.
[0018] In one possible implementation, the display module is further configured to display the number of marked virtual items in response to a triggering operation on the target virtual item, the number of marked virtual items indicating the number of virtual items marked by the first object in the first virtual item and the second virtual item.
[0019] In one possible implementation, the display module is further configured to display the game contribution of the first object, the game contribution of the first object being determined based on the game performance of the first object in the virtual battlefield.
[0020] In one possible implementation, the game performance of the first object in the virtual battlefield includes the combat situation of the first object in the virtual battlefield and the total resource value of the first virtual item collected by the first object in the virtual battlefield. The combat situation of the first object in the virtual battlefield includes at least one of the number of objects defeated, the number of objects assisted, or the number of objects rescued by the first object in the virtual battlefield.
[0021] The device further includes:
[0022] The determining module is used to determine the contribution score of the first object based on the combat situation of the first object in the virtual battlefield and the total resource value of the first virtual items collected by the first object in the virtual battlefield; and to determine the game contribution of the first object based on the contribution score of the first object.
[0023] In one possible implementation, the display module is further configured to display object information and prompt information of a third object, wherein the third object belongs to the same game team as the first object, and the third virtual object fails to evacuate in the virtual battlefield, and the prompt information is used to indicate that the third object failed to evacuate in the virtual battlefield.
[0024] In one possible implementation, the display module is further configured to display a countdown timer, which indicates the remaining time for triggering the virtual item allocation function.
[0025] In one possible implementation, the device further includes:
[0026] The sending module is used to send a virtual item allocation request to the server when the virtual item allocation function is triggered. The virtual item allocation request includes the object identifier of the first object. The virtual item allocation request is used by the server to determine the third virtual item to be acquired by the first object based on the first virtual item and the second virtual item.
[0027] The receiving module is used to receive the third virtual item to be acquired from the first object sent by the server.
[0028] In one possible implementation, the acquisition module is configured to send a virtual item acquisition request to the server, the virtual item acquisition request including the object identifier of the first object, and the virtual item acquisition request being used by the server to allocate the third virtual item to the first object.
[0029] On the other hand, embodiments of this application provide a device for acquiring virtual items, the device comprising:
[0030] The determination module is used to determine the first virtual item collected by the first object in the virtual battlefield and the second virtual item collected by the second object in the virtual battlefield, wherein the first object and the second object belong to the same game team;
[0031] The determining module is further configured to determine the third virtual item to be acquired by the first object based on the first virtual item and the second virtual item;
[0032] The allocation module is used to allocate the third virtual item to the first object.
[0033] In one possible implementation, the device further includes:
[0034] The sending module is used to send a virtual item acquisition request to the server. The virtual item acquisition request includes the object identifier of the first object, and the virtual item acquisition request is used by the server to allocate the third virtual item to the first object.
[0035] In one possible implementation, the first object plays the game normally in the virtual battlefield, including at least one of the following: the movement time of the first object in the virtual battlefield is not less than a first duration threshold; the total resource value of the first virtual items collected by the first object in the virtual battlefield is not less than a first resource threshold; and the difference between the total resource value of the virtual items collected by the first object when it fails to evacuate and the total resource value of the first virtual items is not greater than a first difference.
[0036] In one possible implementation, the determining module is configured to: determine the total resource value of the first virtual item and the second virtual item; average the total resource value of the first virtual item and the second virtual item to obtain an average resource value; classify the first virtual item and the second virtual item according to the average resource value to obtain a first category and a second category, wherein the first category and the second category each include at least one virtual item, the total resource value of the virtual items included in the first category is the average resource value, and the total resource value of the virtual items included in the second category is the average resource value; and determine that the virtual items included in a third category are the third virtual items to be acquired by the first object, wherein the third category is either the first category or the second category.
[0037] In one possible implementation, the device further includes:
[0038] The acquisition module is used to acquire the item identifier of the target virtual item, wherein the target virtual item is either the first virtual item or the second virtual item, and the target virtual item is the virtual item that the first object wishes to acquire;
[0039] The determining module is used to determine the third virtual item to be acquired by the first object based on the first virtual item, the second virtual item, and the target virtual item.
[0040] In one possible implementation, the determining module is configured to: determine that the target virtual item is a third virtual item to be acquired by the first object if the target virtual item is not marked by the second object; average the total resource value of the first virtual item and the second virtual item to obtain an average resource value; determine a first resource difference between the average resource value and the resource value of the target virtual item if the average resource value is greater than the resource value of the target virtual item; and determine that the virtual item with the resource value equal to the first resource difference is the third virtual item to be acquired by the first object.
[0041] On the other hand, embodiments of this application provide a computer device, the computer device including a processor and a memory, the memory storing at least one piece of program code, the at least one piece of program code being loaded and executed by the processor, so that the computer device implements any of the above-described methods for obtaining virtual items.
[0042] On the other hand, a computer-readable storage medium is also provided, wherein at least one piece of program code is stored in the computer-readable storage medium, the at least one piece of program code being loaded and executed by a processor to enable a computer to implement any of the above-described methods for obtaining virtual items.
[0043] On the other hand, a computer program or computer program product is also provided, wherein the computer program or computer program product stores at least one computer instruction, which is loaded and executed by a processor to enable the computer to implement any of the above-mentioned methods for obtaining virtual items.
[0044] The technical solution provided in this application has at least the following beneficial effects:
[0045] The technical solution provided in this application determines the third virtual item to be acquired by the first object based on the first virtual item collected by the first object in the virtual battlefield and the second virtual item collected by the second object in the virtual battlefield. That is, the first object can acquire not only the virtual items it collected in the virtual battlefield, but also the virtual items collected by the second object in the virtual battlefield. This makes the acquisition of virtual items more diversified and flexible, thereby improving the player's gaming experience, increasing the user retention rate of the game, and increasing the participation in the game. Attached Figure Description
[0046] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0047] Figure 1 This is a schematic diagram of a computer system provided in an embodiment of this application;
[0048] Figure 2 This is a flowchart illustrating a method for obtaining virtual items according to an embodiment of this application;
[0049] Figure 3 This is a schematic diagram of a game preparation interface provided in an embodiment of this application;
[0050] Figure 4 This is a schematic diagram showing a virtual item sharing interface provided in an embodiment of this application;
[0051] Figure 5 This is a schematic diagram showing another virtual item sharing interface provided in an embodiment of this application;
[0052] Figure 6 This is a schematic diagram of a virtual item acquisition interface provided in an embodiment of this application;
[0053] Figure 7 This is a flowchart illustrating a method for obtaining virtual items according to an embodiment of this application;
[0054] Figure 8 This is a flowchart illustrating a method for obtaining virtual items according to an embodiment of this application;
[0055] Figure 9 This is a flowchart illustrating a method for obtaining virtual items according to an embodiment of this application;
[0056] Figure 10 This is a schematic diagram of the structure of a virtual item acquisition device provided in an embodiment of this application;
[0057] Figure 11 This is a schematic diagram of the structure of a virtual item acquisition device provided in an embodiment of this application;
[0058] Figure 12 This is a schematic diagram of the structure of a terminal device provided in an embodiment of this application;
[0059] Figure 13 This is a schematic diagram of the structure of a server provided in an embodiment of this application. Detailed Implementation
[0060] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.
[0061] It should be noted that the terms "first," "second," etc., used in this application are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such terms can be used interchangeably where appropriate so that the embodiments of this application described herein can be implemented in orders other than those illustrated or described herein. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this application as detailed in the appended claims.
[0062] With the continuous development of computer technology, game technology has also developed rapidly, leading to a surge in gamers. For example, "Escape" is a gameplay mode where players team up to enter a virtual battlefield to collect virtual items. Once players bring the collected items to an extraction point, they successfully escape, and the virtual items collected in the virtual battlefield belong to each player. Through this mode, players can acquire virtual items. However, players can only obtain the virtual items they collect themselves in the virtual battlefield, making the acquisition method relatively limited and inflexible. This results in a poor gaming experience, reducing user retention and engagement rates.
[0063] To address the aforementioned issues, this application provides a method for acquiring virtual items. When a first object and a second object team up for a game, the virtual items to be acquired by the first object are determined based on the virtual items collected by the first object and the second object in the virtual battlefield. This makes the acquisition of virtual items more diverse and flexible, thereby improving the player's gaming experience and increasing user retention and engagement.
[0064] Figure 1 This is a schematic diagram of a computer system provided in an embodiment of this application, such as... Figure 1 As shown, the computer system includes a terminal device 101 and a server 102. The terminal device 101 is the terminal device used by the first object 103. The terminal device 101 has a game client installed and running that can provide a virtual environment. The method for obtaining virtual items provided in this embodiment can be executed by the terminal device 101, or it can be executed jointly by the terminal device 101 and the server 102. This embodiment does not limit the execution of this method.
[0065] Server 102 provides background services for the game client installed on terminal device 101, which provides a virtual environment. In one possible implementation, server 102 undertakes the main computing work, and terminal device 101 undertakes the secondary computing work. Alternatively, server 102 undertakes the secondary computing work, and terminal device 101 undertakes the main computing work. Or, terminal device 101 and server 102 collaborate on computing using a distributed computing architecture.
[0066] For example, game clients capable of providing virtual environments can be third-person shooter (TPS) games, first-person shooter (FPS) games, multiplayer online battle arena (MOBA) games, multiplayer shooting survival games, massively multiplayer online role-playing games (MMOs), action role-playing games (ARPGs), virtual reality (VR) clients, augmented reality (AR) clients, 3D map programs, map simulation programs, social clients, interactive entertainment clients, etc.
[0067] Optionally, the terminal device 101 can be any electronic device product capable of human-computer interaction with the user through one or more methods such as a keyboard, touchpad, remote control, voice interaction, or handwriting device. For example, the terminal device 101 can be a smartphone, tablet computer, laptop computer, desktop computer, smart speaker, smartwatch, PC (Personal Computer), mobile phone, PDA (Personal Digital Assistant), wearable device, PPC (Pocket PC), smart car system, smart TV, etc.
[0068] Terminal device 101 can refer to one of a plurality of terminal devices. This embodiment uses terminal device 101 as an example. Those skilled in the art will know that the number of terminal devices 101 can be more or less. For example, there may be only one terminal device 101, or there may be dozens or hundreds of terminal devices 101, or more. This application embodiment does not limit the number or type of terminal devices 101.
[0069] Server 102 can be a single server, a server cluster consisting of multiple servers, or any of the following: a cloud computing platform or a virtualization center. This embodiment of the application does not limit this. Server 102 communicates directly or indirectly with terminal device 101 via wired or wireless communication. Server 102 has data receiving, data processing, and data sending functions. Of course, server 102 may also have other functions, which are not limited in this embodiment of the application.
[0070] In an exemplary embodiment of this application, terminal device 101 displays a virtual item sharing interface 104, which shows a first virtual item collected by a first object 103 in a virtual battlefield, a second virtual item collected by a second object in a virtual battlefield, and a confirmation control 105. The second object and the first object 103 belong to the same game team, and both objects have successfully withdrawn from the virtual battlefield. The first object 103 marks a target virtual item among the first and second virtual items. When the first object 103 selects the confirmation control 105, terminal device 101 sends a virtual item allocation request to server 102. The virtual item allocation request includes the object identifier of the first object 103 and the item identifier of the target virtual item. Server 102 determines a third virtual item to be acquired by the first object 103 and a fourth virtual item to be acquired by the second object based on the first, second, and target virtual items. The total resource value of the third and fourth virtual items is the same. Server 102 returns the third virtual item to terminal device 101. Terminal device 101 displays a virtual item acquisition interface 106, which shows a third virtual item, a fourth virtual item, and a claim control 107. When the first object 103 selects the claim control 107, terminal device 101 sends a virtual item acquisition request to server 102. Server 102 allocates the third virtual item to the first object 103.
[0071] Those skilled in the art should understand that the terminal device 101 and server 102 described above are merely illustrative examples. Other existing or future terminal devices or servers that are applicable to this application should also be included within the scope of protection of this application, and are hereby incorporated by reference.
[0072] This application provides a method for obtaining virtual items, which can be applied to the above-mentioned... Figure 1 The implementation environment shown is as follows: Figure 2 The flowchart shown in this application embodiment illustrates a method for obtaining virtual items. This method can be implemented by... Figure 1 The interaction between terminal device 101 and server 102 is implemented. For example... Figure 2As shown, the method includes the following steps.
[0073] In step 201, the terminal device sends an acquisition request to the server. The acquisition request is used to acquire the first virtual item collected by the first object in the virtual battlefield and the second virtual item collected by the second object in the virtual battlefield.
[0074] In the exemplary embodiments of this application, the terminal device is a terminal device used by the first object. The terminal device has a game client installed and running that can provide a virtual environment. The game client can be any type of client capable of providing a virtual environment; this embodiment does not limit its scope. The terminal device's display interface displays relevant information about the game client. This relevant information can be the game client's name, its icon, or other information; this embodiment does not limit its scope either.
[0075] When the first user wants to run the game client, it selects the relevant information for the game client. The terminal device receives the trigger operation for the relevant information for the game client and displays the game preparation interface. The game preparation interface displays a selection control and a start control. The selection control is used to determine whether to share the virtual items collected in the virtual battlefield, that is, whether to share the virtual items collected in the virtual battlefield during the match settlement phase. The start control is used for game matching and starting a game.
[0076] Match settlement is a crucial step in sports, esports, gaming, and any other form of competition. It refers to the process after a match where, according to certain rules and scoring criteria, the performance of participants is evaluated to determine winners, rankings, and potential rewards. Game matchmaking refers to the process by which a game system, based on specific rules and algorithms, assigns players to the same game or team so they can compete or cooperate. This process typically considers multiple factors, including but not limited to players' game level, rank, character attributes, past data (such as win rate, number of defeated opponents, number of defeated opponents, number of assists, damage dealt, and control duration), willingness to cooperate, geographical location, and language preference.
[0077] When the first player chooses to share virtual items collected in the virtual battlefield, they select the selection control. Once selected, they will be matched with other players who also chose to share their virtual items and enter the virtual battlefield as a team. After successfully withdrawing from the virtual battlefield, the first player does not receive any of their collected virtual items; instead, they share the items equally with other players in the same team who also successfully withdrew and are eligible for item distribution. Conversely, if the first player chooses not to share virtual items, they do not select the selection control. Once selected, they will be matched with other players who also chose not to share their virtual items and enter the virtual battlefield as a team. After successfully withdrawing from the virtual battlefield, the first player receives the virtual items they collected.
[0078] The information related to the game client selected by the target object can be information related to the target object clicking the game client or information related to the target object double-clicking the game client. This embodiment does not limit the method by which the target object selects the relevant information of the game client. The display format of the selection control being selected can be that a "√" is displayed in the selection control, and the display format of the selection control being unselected can be that a "√" is not displayed in the selection control. Of course, the display formats of the selection control being selected and unselected can also be other display formats, which are not limited here. The object with virtual item allocation eligibility is an object that is playing normally in the virtual battlefield.
[0079] like Figure 3 This is a schematic diagram illustrating a game preparation interface provided in an embodiment of this application. Figure 3 The game preparation interface shown displays a selection control 301 and a start control 302. The selection control 301 displays a checkmark (√), indicating that it is selected, meaning the first user has chosen to share the virtual items collected in the virtual battlefield.
[0080] When the first object does not want to share the virtual items collected in the virtual battlefield, the first object selects the selection control again. At this time, the selection control does not show a "√", that is, the selection control is in an unselected state.
[0081] In one possible implementation, the game preparation interface may also display a first virtual object, which is a virtual object controlled by a first object. For example... Figure 3303 in the text refers to the first virtual object.
[0082] It should be noted that other information may also be displayed in the game preparation interface, and this application embodiment does not limit this.
[0083] Once the first and second players are successfully matched and enter the virtual battlefield, they each collect virtual items and bring them back to the extraction point. The first player successfully extracts after bringing their first collected virtual item back to the extraction point. Similarly, the second player successfully extracts after bringing their second collected virtual item back to the extraction point. When other players in the same team as the first player bring their collected virtual items back to the extraction point, they also successfully extract.
[0084] If the first object successfully withdraws, the terminal device displays a withdrawal success interface, which shows a virtual item sharing control. In response to a trigger operation on the virtual item sharing control, a retrieval request is sent to the server. The retrieval request includes the object identifier of the first object and is used to retrieve the first virtual item collected by the first object and the second virtual item collected by the second object in the virtual battlefield. The first and second objects belong to the same game team, and both objects successfully withdrew from the virtual battlefield. The retrieval request is used by the server to determine, based on the object identifier of the first object, the second object belonging to the same game team as the first object and successfully withdrawing from the virtual battlefield, determine the first virtual item collected by the first object and the second virtual item collected by the second object in the virtual battlefield, and return the first and second virtual items collected by the first and second objects in the virtual battlefield to the terminal device.
[0085] It should be noted that when the first object fails to evacuate in the virtual battlefield, an evacuation failure interface will be displayed. The first object will not be able to obtain the virtual items collected by the first object in the virtual battlefield, nor will it be able to share the virtual items collected by the object that belongs to the same game team as the first object and successfully evacuated.
[0086] In step 202, the server receives the acquisition request and determines whether the first object is playing the game normally in the virtual battlefield.
[0087] In one possible implementation, the server receives an acquisition request from the terminal device, parses the request, and obtains the object identifier of the first object. The server determines whether the first object is playing normally in the virtual battlefield. The first object playing normally in the virtual battlefield includes at least one of the following:
[0088] The movement time of the first object in the virtual battlefield is not less than the first time threshold.
[0089] The total resource value of the first virtual item collected by the first object in the virtual battlefield is not less than the first resource threshold;
[0090] The difference between the total resource value of the virtual items collected by the first object when it fails to evacuate and the total resource value of the first virtual item is not greater than the first difference.
[0091] The first duration threshold, the first resource threshold, and the first difference are all set based on experience or adjusted according to the implementation environment. This application embodiment does not limit these settings.
[0092] The server determines whether the first player is playing normally in the virtual battlefield based on the game's mechanics. For example, if the first player enters the game and immediately leaves without collecting virtual items, attempting to participate in the final sharing of virtual items without effort, the server will obtain the first player's game time and the total value of virtual items collected in the virtual battlefield upon departure. If the first player's game time is too short and / or the total value of virtual items collected is too small, the server will determine that the first player is playing passively and abnormally in the virtual battlefield; therefore, the first player will not be able to participate in the final sharing of virtual items. When the first player withdraws, they transfer the virtual items they collected in the virtual battlefield to other players in the game team and withdraw without taking the virtual items with them. After the first player withdraws, the server can obtain the total resource value of the virtual items collected by the first player before withdrawal and the total resource value of the first player's virtual items collected after successful withdrawal. If the difference between the total resource value of the virtual items collected by the first player before withdrawal and the total resource value of the first player's virtual items collected after successful withdrawal is too large, it indicates that there is a significant reduction in the value of virtual item resources. The server will determine that the first player is playing maliciously and is not playing normally in the virtual battlefield. Therefore, the first player cannot participate in the final sharing of virtual items.
[0093] In step 203, if the first object is playing normally in the virtual battlefield, the server sends the first virtual item collected by the first object and the second virtual item collected by the second object in the virtual battlefield to the terminal device.
[0094] Once the server determines that the first object is playing normally in the virtual battlefield, the server obtains the first virtual item collected by the first object and the second virtual item collected by the second object in the virtual battlefield, and sends the first virtual item collected by the first object and the second virtual item collected by the second object in the virtual battlefield to the terminal device.
[0095] Optionally, the server stores the object identifiers of each object that successfully evacuates from the virtual battlefield and the corresponding relationships between the virtual items collected by each object that successfully evacuates from the virtual battlefield. Therefore, the server can obtain the first virtual item collected by the first object and the second virtual item collected by the second object in the virtual battlefield based on the object identifiers of the first object and the second object.
[0096] It should be noted that before sending the second virtual item collected by the second object in the virtual battlefield to the terminal device, it is necessary to first determine whether the second object has successfully withdrawn from the virtual battlefield and whether the second object is playing normally in the virtual battlefield. Only if the second object has successfully withdrawn from the virtual battlefield and is playing normally in the virtual battlefield will the second virtual item collected by the second object be sent to the terminal device. Optionally, the server stores the object identifiers of each object that has successfully withdrawn from the virtual battlefield. If the object identifiers of the objects that have successfully withdrawn from the virtual battlefield stored on the server include the object identifier of the second object, it is determined that the second object has successfully withdrawn from the virtual battlefield. Otherwise, the second object has failed to withdraw from the virtual battlefield. The process by which the server determines whether the second object is playing normally in the virtual battlefield is similar to the process by which it determines whether the first object is playing normally in the virtual battlefield, and will not be described in detail here.
[0097] In step 204, the terminal device displays the first virtual item collected by the first object in the virtual battlefield and the second virtual item collected by the second object in the virtual battlefield.
[0098] In one possible implementation, the terminal device receives data from the server, including a first virtual item collected by a first object and a second virtual item collected by a second object in the virtual battlefield, and then displays these items. Optionally, the terminal device displays a virtual item sharing interface, showing the first and second virtual items collected by the first and second objects in the virtual battlefield. The first and second objects belong to the same game team, successfully withdrew from the virtual battlefield, and played normally in the virtual battlefield; therefore, they are eligible for virtual item sharing.
[0099] like Figure 4 This is a schematic diagram of a virtual item sharing interface provided in an embodiment of this application. 401 includes a first virtual item collected by a first object in a virtual battlefield, and 402 includes a second virtual item collected by a second object in a virtual battlefield.
[0100] In one possible implementation, the game team to which the first object belongs also includes a third object that failed to evacuate in the virtual battlefield. The virtual item sharing interface also displays the third object's information and a notification message. The third object belongs to the same game team as the first object, and the third object failed to evacuate in the virtual battlefield. The notification message indicates that the third object's evacuation failed. Optionally, the third object's information includes, but is not limited to, the third object's name, and the notification message may be "evacuation failed." Figure 4 The system displays object information (third object) and a message (evacuation failed) for the third object that failed to evacuate.
[0101] The game team to which the first object belongs also includes a fourth object that has not yet withdrawn. The virtual item sharing interface also displays the fourth object's information and notification information. The fourth object belongs to the same game team as the first object, and the fourth object has not withdrawn from the virtual battlefield. The notification information indicates that the fourth object has not yet withdrawn from the virtual battlefield. Optionally, the fourth object's information includes, but is not limited to, the fourth object's name, and the notification information may indicate that the fourth object is still in the game.
[0102] If the game team of the first object also includes a fifth object who successfully withdrew from the virtual battlefield but is not eligible for virtual item sharing, the virtual item sharing interface will also display the fifth object's information and a reason why the fifth object is not eligible for virtual item sharing. Optionally, when the fifth object engages in abnormal gameplay in the virtual battlefield, the fifth object is not eligible for virtual item sharing. Abnormal gameplay by the fifth object in the virtual battlefield can be either passive or malicious.
[0103] In one possible implementation, the virtual item sharing interface also displays the first object's game contribution score. This score indicates the first object's importance within the game team, and is determined based on the first object's performance in the virtual battlefield. Figure 4 The game contribution of the first player is displayed as "A". Displaying the first player's game contribution helps them understand their importance within the game team.
[0104] Optionally, before displaying the game contribution of the first object in the virtual item sharing interface, it is necessary to determine the game contribution of the first object first. This application embodiment does not limit the process of determining the game contribution of the first object. Exemplarily, the process of determining the game contribution of the first object includes: the first object's game performance in the virtual battlefield includes the first object's combat situation in the virtual battlefield and the total resource value of the first virtual items collected by the first object in the virtual battlefield. The first object's combat situation in the virtual battlefield includes at least one of the number of targets defeated, the number of targets assisted, or the number of targets rescued by the first object in the virtual battlefield. Based on the first object's combat situation in the virtual battlefield and the total resource value of the first virtual items collected by the first object in the virtual battlefield, the first object's contribution score is determined; based on the first object's contribution score, the first object's game contribution is determined.
[0105] In one possible implementation, the combat situation of the first object in the virtual battlefield includes the number of objects defeated, the number of objects assisted, and the number of objects rescued. The process of determining the first object's contribution score based on its combat situation and the total resource value of the first virtual items collected in the virtual battlefield includes: determining the first object's contribution score based on the number of objects defeated, the defeat weight, the number of objects assisted, the assist weight, the number of objects rescued, the rescue weight, the total resource value of the first virtual items collected, and the resource weight.
[0106] For example, the contribution score of the first object is determined according to the following formula (1) based on the number of objects defeated, the defeat weight, the number of objects assisted, the assist weight, the number of objects rescued, the rescue weight, the total resource value of the first virtual items collected, and the resource weight in the virtual battlefield.
[0107] score=beat*N+assists*M+rescue*P+value*Q formula (1)
[0108] In the above formula (1), score is the contribution score of the first object, beat is the number of objects defeated by the first object in the virtual battlefield, N is the defeat weight, assists is the number of objects assisted by the first object in the virtual battlefield, M is the assist weight, rescue is the number of objects rescued by the first object in the virtual battlefield, P is the rescue weight, value is the total resource value of the first virtual item collected by the first object in the virtual battlefield, and Q is the resource weight.
[0109] It should be noted that the defeat weight, assist weight, rescue weight, and resource weight are all set based on experience or adjusted according to the implementation environment, and this application embodiment does not limit them.
[0110] In addition, the terminal device needs to obtain from the server the number of targets defeated, the number of targets assisted, the number of targets rescued, and the total resource value of the first virtual item collected by the first object in the virtual battlefield, so that the terminal device can determine the first object's contribution to the game.
[0111] After determining the contribution score of the first object, the process of determining the game contribution of the first object based on the contribution score includes: determining the contribution value range including the contribution score of the first object, and determining the game contribution corresponding to the contribution value range including the contribution score of the first object as the game contribution of the first object.
[0112] Optionally, Table 1 shows a correspondence between a range of contribution values and game contribution levels provided in an embodiment of this application.
[0113] Table 1
[0114] Contribution value range Game contribution [100,+∞) S [80,100) A [50,80) B [20,50) C [0,20) D
[0115] As shown in Table 1 above, the game contribution corresponding to the contribution value range [100, +∞) is S, the game contribution corresponding to the contribution value range [80, 100) is A, the game contribution corresponding to the contribution value range [50, 80) is B, the game contribution corresponding to the contribution value range [20, 50) is C, and the game contribution corresponding to the contribution value range [0, 20) is D.
[0116] For example, the contribution score of the first object is 85, and the contribution value range of the first object's contribution score is [80, 100). The game contribution corresponding to the contribution value range [80, 100) is A. Therefore, the game contribution of the first object is A.
[0117] In another possible implementation, the server can determine the game contribution of the first object and send the game contribution of the first object to the terminal device so that the terminal device can display the game contribution of the first object. The process by which the server determines the game contribution of the first object is similar to the process by which the terminal device determines the game contribution of the first object, and will not be described in detail here.
[0118] Optionally, the virtual item sharing interface also displays the second object's game contribution score. This score indicates the second object's importance within the game team, and is determined based on the second object's performance in the virtual battlefield. Figure 4 The second object's game contribution level shown in the image is "S".
[0119] Before displaying the game contribution score of the second object in the virtual item contribution interface, it is necessary to determine the game contribution score of the second object first. The method for determining the game contribution score of the second object is similar to that for the first object, and will not be described again in this embodiment.
[0120] In one possible implementation, the virtual item sharing interface also displays a target control corresponding to the second object. This target control is used by the first object to reflect the second object when the first object determines that the second object is not playing the game normally. For example... Figure 4 In the code, 403 indicates the target control corresponding to the second object. For example, if the first object believes that the second object is not playing normally in the virtual battlefield, the first object can trigger the target control corresponding to the second object to respond to the second object. In response to the first object triggering the target control corresponding to the second object, the terminal device sends a response request to the server. The response request includes the object identifier of the second object and is used to instruct the second object to be responded to.
[0121] After receiving the response request, the server parses it to obtain the object identifier of the second object, and then determines whether the first object's response was successful. If the server determines that the first object's response was successful, it cancels the second object's virtual item sharing eligibility. If the server determines that the first object's response failed, the second object still has the virtual item sharing eligibility, meaning that the second object can still share the virtual items collected by the first and second objects in the virtual battlefield.
[0122] Optionally, the server's process for determining whether the first object's response was successful includes: determining whether the second object's movement time in the virtual battlefield is less than a second time threshold; whether the total resource value of the second virtual items collected by the second object in the virtual battlefield is less than a second resource threshold; whether the difference between the total resource value of the virtual items collected by the second object before successful withdrawal and the total resource value of the second virtual items is greater than a second difference; if the second object's movement time in the virtual battlefield is not less than the second time threshold, the total resource value of the second virtual items collected by the second object in the virtual battlefield is not less than the second resource threshold, and the difference between the total resource value of the virtual items collected by the second object before successful withdrawal and the total resource value of the second virtual items is not greater than the second difference, then the first object's response is determined to have failed. Otherwise, the first object's response is determined to have succeeded.
[0123] The second duration threshold, the second resource threshold, and the second difference are all set based on experience or adjusted according to the implementation environment. This application embodiment does not limit this.
[0124] In this implementation, by displaying the target control corresponding to the second object, the first object can reflect the second object by triggering the target control corresponding to the second object. This provides a way for the first object to reflect the second object, allowing the first object to reflect the second object in the virtual item sharing interface without having to leave the virtual item sharing interface, which is more convenient for the first object.
[0125] It should be noted that after the second object is reflected, the server's criteria for determining whether the first object was successfully reflected are more stringent than the criteria for determining whether the second object is playing normally in the virtual battlefield before the second object is reflected. Therefore, the second duration threshold is greater than the first duration threshold, the second resource threshold is greater than the first resource threshold, and the second difference is less than the first difference.
[0126] In addition, the virtual item sharing interface also displays target controls for other objects belonging to the same game team as the first object. The above example only illustrates the target control corresponding to the second object.
[0127] In one possible implementation, the virtual item sharing interface also displays a countdown timer, indicating the remaining time before the virtual item allocation function is triggered. For example... Figure 4The countdown displayed is 6 hours and 24 minutes, meaning the first recipient has 6 hours and 24 minutes to trigger the virtual item allocation function. After the countdown ends, if any member of the first recipient's team who successfully evacuated and is eligible for virtual item allocation has not yet triggered the allocation function, the server will automatically allocate the virtual items. Displaying a countdown serves as a reminder to the first recipient to trigger the virtual item allocation function as soon as possible, and the automatic allocation after the countdown ends prevents the first recipient from missing out on virtual items.
[0128] In step 205, based on the virtual item allocation function being triggered, the terminal device sends a virtual item allocation request to the server.
[0129] In one possible implementation, the virtual item sharing interface also displays a confirmation control, such as... Figure 4 The 404 error indicates a confirmation button. In response to a trigger action on the confirmation button, the virtual item allocation function is activated. Based on this activation, a virtual item allocation request is sent to the server. This request includes the object identifier of a first object. The server uses this request to determine the third virtual item to be acquired by the first object, based on the first and second virtual items. The request also allows the server to determine the second object based on the object identifier of the first object, identify the first and second virtual items collected by the first object in the virtual battlefield, and finally determine the third virtual item to be acquired by the first object based on the first and second virtual items.
[0130] Optionally, the first object may also mark the virtual item that the first object wants to acquire in the first virtual item and the second virtual item. In response to a triggering operation targeting the target virtual item, a target marker is displayed on the target virtual item. The target marker indicates that the first object wishes to acquire the target virtual item, which can be either the first virtual item or the second virtual item. The target marker can be any type of marker, and this embodiment does not limit its application. Figure 4 The target marker is displayed on the sixth virtual item and on the sixth virtual item.
[0131] It can also display the marking order on the target markers. The marking order refers to the order in which the first object marks the target virtual item. For example... Figure 4 The target marker on the sixth virtual item in the first category shows the number 1, indicating that the first marked virtual item of the first object is the sixth virtual item. The target marker on the sixth virtual item shows the number 2, indicating that the second marked virtual item of the first object is the sixth virtual item.
[0132] When the first object clicks on a virtual item that already displays a target marker, the target marker is removed from the virtual item.
[0133] After the first object marks a target virtual item, the number of marked virtual items can be displayed. This number indicates the number of virtual items the first object has marked among the first and second virtual items. A marking threshold can also be displayed, which refers to the number of virtual items the first object can mark. The marking threshold is no greater than the number of virtual items the first object can obtain, and the number of virtual items the first object can obtain is half the sum of the number of the first and second virtual items. For example, if the number of first virtual items is 6 and the number of second virtual items is 10, then the number of virtual items the first object can obtain is 8. Figure 4 In the "2 / 5" section, 2 represents the number of already marked virtual items, and 5 represents the marking threshold. That is, the first object has marked 2 virtual items, and the first object can mark 5 virtual items. Displaying the number of marked virtual items lets the first object know how many virtual items it has marked, and displaying the marking threshold lets the first object know the number of virtual items it can mark.
[0134] When the number of virtual items already marked by the first object reaches the marking threshold, if the first object wants to mark more virtual items, a pop-up message is displayed. The pop-up message indicates that the number of virtual items already marked by the first object has reached the marking threshold. This application embodiment does not limit the content of the pop-up message. For example, the pop-up message may include the message "The number of items that can be marked has been exceeded."
[0135] After the first object marks the target virtual item, the virtual item allocation function is triggered, and the virtual item allocation request sent to the server also includes the item identifier of the target virtual item. The virtual item allocation request is used by the server to determine the third virtual item to be acquired by the first object based on the first virtual item, the second virtual item, and the target virtual item.
[0136] In one possible implementation, after the first object clicks the confirmation control, the confirmation control is changed to a "waiting for other players' confirmation" control, and this "waiting for other players' confirmation" control is in an untriggerable state. The "waiting for other players' confirmation" control being in an untriggerable state can mean that the control is displayed in gray. The "waiting for other players' confirmation" control being in an untriggerable state can also have other styles, which are not limited in this embodiment.
[0137] After the first object clicks the confirmation control, "Confirmed" is displayed next to the first object's name so that the first object and objects belonging to the same game team as the first object know that the first object has been confirmed.
[0138] like Figure 5 This is a schematic diagram of another virtual item sharing interface provided in this application embodiment, wherein a control 501 waiting for other players to confirm is displayed, and "Confirmed" is displayed next to the name of the first object.
[0139] In step 206, the server receives a virtual item allocation request and determines the first virtual item collected by the first object in the virtual battlefield and the second virtual item collected by the second object in the virtual battlefield.
[0140] In one possible implementation, the server receives a virtual item allocation request from a terminal device, parses the request to obtain the object identifier of a first object, and identifies a second object belonging to the same game team as the first object and successfully withdrawing from the virtual battlefield based on the object identifier. Upon receiving a virtual item allocation request from the second object, the server determines whether the first virtual item collected by the first object and the second virtual item collected by the second object were found in the virtual battlefield. In other words, if both the first and second objects determine that virtual item allocation is involved, the server determines whether the first virtual item collected by the first object and the second virtual item collected by the second object were found in the virtual battlefield.
[0141] Optionally, based on the object identifier of the first object, objects belonging to the same game team as the first object are identified. Among the objects belonging to the same game team as the first object, a second object that successfully withdrew from the virtual battlefield is then identified.
[0142] In step 207, the server determines the third virtual item to be acquired by the first object based on the first virtual item and the second virtual item.
[0143] In one possible implementation, the server randomly and evenly distributes the first and second virtual items to obtain the third virtual item to be acquired by the first object and the fourth virtual item to be acquired by the second object. The total resource value of the third virtual item and the total resource value of the fourth virtual item are the same, ensuring that the value of the virtual item acquired by the first object is the same as the value of the virtual item acquired by the second object.
[0144] Optionally, the process of determining the third virtual item to be acquired by the first object based on the first virtual item and the second virtual item includes: determining the total resource value of the first virtual item and the second virtual item; averaging the total resource value of the first virtual item and the second virtual item to obtain an average resource value; classifying the first virtual item and the second virtual item according to the average resource value to obtain a first category and a second category, wherein the first category and the second category each include at least one virtual item, the total resource value of the virtual items included in the first category is the average resource value, and the total resource value of the virtual items included in the second category is the average total resource value; determining that the virtual items included in the third category are the third virtual items to be acquired by the first object, wherein the third category is either the first category or the second category.
[0145] The server will also include the virtual items in the fourth category as the fourth virtual items to be acquired as the second object. The fourth category is either the first or the second category, and it is different from the third category.
[0146] For example, the first virtual items include items 1, 2, and 3, and the second virtual items include items 4, 5, 6, 7, and 8. The resource values of items 1, 2, 3, 4, 5, 6, 7, and 8 are 100, 200, 300, 4, 100, 200, 300, and 400 respectively. The total resource value of the first and second virtual items is 2000, with an average resource value of 1000. Based on the average resource value, the first and second virtual items are classified into a first category and a second category. The first category includes items 1, 2, 3, and 4, and the second category includes items 5, 6, 7, and 8. The virtual items included in the first category are designated as the third virtual items to be acquired by the first object, and the virtual items included in the second category are designated as the fourth virtual items to be acquired by the second object.
[0147] In this implementation, the first virtual item and the second virtual item are equally distributed to the first object and the second object, so that the value of the virtual items obtained by the first object and the second object is the same, making the distribution of virtual items more even and preventing the first object or the second object from not obtaining any virtual items.
[0148] In one possible implementation, when the first and second virtual items cannot be equally distributed, some of the virtual items in the first and second virtual items can first be divided into a third category and a fourth category. Each of the third and fourth categories includes at least one virtual item, and the value of the virtual items in the third category is the same as the value of the virtual items in the fourth category. The virtual items in one of the third and fourth categories are designated as the third virtual items to be acquired as the first target, and the virtual items in the other category are designated as the fourth virtual items to be acquired as the second target. Then, the remaining unallocated virtual items are exchanged for game resources of equal value. Half of the game resources are designated as the third virtual items to be acquired as the first target, and the other half as the fourth virtual items to be acquired as the second target. Thus, both the first and second virtual items to be acquired include both physical items and game resources. Furthermore, the total resource value of the first and second virtual items to be acquired is the same, ensuring an equal distribution of the first and second virtual items.
[0149] Game resources refer to in-game currency, such as game coins.
[0150] For example, the first virtual item includes item 1, and the second virtual item includes item 2 and item 3. Item 1 has a resource value of 300, item 2 has a resource value of 300, and item 3 has a resource value of 300, resulting in an average resource value of 450. Item 1 is considered the first object to be acquired as the third virtual item, item 2 is considered the second object to be acquired as the fourth virtual item, and item 3 is exchanged for equivalent game resources, i.e., 300 game resources. Of these, 150 game resources are used as the first object to be acquired as the third virtual item, and the remaining 150 game resources are used as the second object to be acquired as the fourth virtual item.
[0151] In another possible implementation, the virtual item allocation request also includes the item identifier of the target virtual item, which is the virtual item that the first object wants to obtain. The server can also obtain the item identifier of the target virtual item, and then determine the third virtual item to be obtained by the first object based on the first virtual item, the second virtual item, and the target virtual item.
[0152] If the target virtual item is not marked by the second object, the target virtual item is determined to be the third virtual item to be acquired by the first object; the total resource value of the first virtual item and the second virtual item is averaged to obtain an average resource value; if the average resource value is greater than the total resource value of the target virtual item, a first resource difference between the average resource value and the total resource value of the target virtual item is determined; the virtual item with a resource value equal to the first resource difference is determined to be the third virtual item to be acquired by the first object.
[0153] The process of determining the virtual item with a resource value equal to the first resource value as the third virtual item to be acquired by the first object includes: if, among the first and second virtual items (excluding the target virtual item), there exists a virtual item with a resource value equal to the first resource value, then that virtual item is designated as the third virtual item to be acquired by the first object. If, among the first and second virtual items (excluding the target virtual item), there is no virtual item with a resource value equal to the first resource value, then the game resource with the first resource value is designated as the third virtual item to be acquired by the first object.
[0154] For example, if the total resource value of the first virtual item and the second virtual item is 2000, then the average resource value is 1000. If the resource value of the target virtual item is 800, then the target virtual item and 200 game resources are used as the third virtual item.
[0155] In this implementation, when determining the third virtual item to be acquired by the first object, the target virtual item that the first object hopes to acquire can be used as the third virtual item. Subsequently, the target virtual item is allocated to the first object to improve the first object's satisfaction with the acquired virtual item, thereby improving the first object's gaming experience, enhancing the first object's loyalty to the game, and ultimately increasing the game's user retention rate.
[0156] If the target virtual item is marked by both the first and second objects, determine the weight scores of the first and second objects. If the weight score of the first object is greater than that of the second object, the target virtual item is determined to be the third virtual item to be acquired by the first object. If the weight score of the first object is less than that of the second object, the target virtual item is determined to be the fourth virtual item to be acquired by the second object. After determining the ownership of the target virtual item, determine the third and fourth virtual items to be acquired by the first and second objects from among the remaining virtual items (excluding the target virtual item). The total resource value of the third virtual item to be acquired by the first object and the total resource value of the fourth virtual item to be acquired by the second object are the same.
[0157] The process of determining the weight score of the first object is similar to that of determining the weight score of the second object. This embodiment of the application only illustrates the process of determining the weight score of the first object. For example, the process of determining the weight score of the first object includes: determining the weight score of the first object based on the contribution score of the first object and the marking order of the target virtual items marked by the first object.
[0158] Optionally, the weight score of the first object is determined according to the contribution score of the first object and the marking order of the target virtual items marked by the first object, according to the following formula (2).
[0159] The weight score of the first object = the contribution score of the first object - X * the marking order formula of the target virtual items marked by the first object (2)
[0160] Where X is the labeling coefficient, which is set based on experience or adjusted according to the implementation environment; this application embodiment does not limit this. For example, the labeling coefficient is 100.
[0161] The smaller the tag order of the target virtual item marked by the first object, the greater the contribution score of the first object, the higher the weight score of the first object, and the more likely the first object is to obtain the target virtual item.
[0162] For example, the target virtual item is marked by a first object and a second object. The first object marks the target virtual item with a marking order of 2. The first object's contribution score is 500, so the first object's weight score = 500 - 100 * 2 = 300. The second object marks the target virtual item with a marking order of 1. The second object's collinearity score is 450, so the second object's weight score is 450 - 100 * 1 = 350. Since the second object's weight score is greater than the first object's weight score, the target virtual item is designated as the fourth virtual item to be acquired by the second object.
[0163] It should be noted that when the weight scores of the first object and the second object are the same, the target virtual item is allocated according to the marking order of the target virtual item by the first object and the marking order of the target virtual item by the second object. That is, the target virtual item is allocated to the object with the smaller marking order.
[0164] In one possible implementation, after the marked virtual items are allocated, the server randomly distributes unmarked virtual items to the first and second objects until the total resource value of the virtual items to be acquired by the first and second objects is the same. If virtual items cannot be evenly distributed, the unmarked virtual items are prioritized, exchanged for equivalent game resources, and then evenly distributed. For example, there are 4 virtual items, each with a resource value of 300 currency, and 3 objects. Each of the 3 objects can receive one virtual item, and the remaining virtual item will be exchanged for 300 game resources, with each object receiving 100 game resources. If unmarked virtual items cannot be evenly distributed, the virtual items marked by the object with the highest total resource value of virtual items collected in the virtual battlefield are exchanged for equivalent game resources and then evenly distributed. For example, if object A collects virtual item 1 with a resource value of 350, object B collects virtual item 2 with a resource value of 300, and object C collects virtual item 3 with a resource value of 250, then virtual item 1 collected by object A will be exchanged for 350 game resources. 300 game resources will be allocated to object A, virtual item 2 will be allocated to object B, and virtual item 3 and 50 game resources will be allocated to object C.
[0165] In step 208, the server sends the third virtual item to be acquired to the terminal device.
[0166] In one possible implementation, after the server determines the third virtual item to be acquired in step 207 above, it sends the third virtual item to be acquired to the terminal device so that the terminal device displays the third virtual item to be acquired.
[0167] Optionally, while determining the third virtual item to be acquired by the first object, the server also determines the fourth virtual item to be acquired by the second object. Therefore, the server can also send the fourth virtual item to be acquired by the second object to the terminal device so that the terminal device can display the fourth virtual item to be acquired by the second object, thereby letting the first object know what virtual items the second object can acquire.
[0168] In step 209, the terminal device receives the third virtual item to be acquired from the first object and displays the third virtual item to be acquired from the first object.
[0169] In one possible implementation, after the terminal device receives the first object to be acquired and the third virtual item to be acquired from the server, it displays the first object to be acquired and the third virtual item to be acquired.
[0170] Optionally, the terminal device may also receive the second object to be acquired, the fourth virtual item, sent by the server, and may further display the second object to be acquired, the fourth virtual item.
[0171] Optionally, the terminal device displays the third virtual item to be acquired by the first object and the fourth virtual item to be acquired by the second object in the virtual item acquisition interface.
[0172] like Figure 6 This is a schematic diagram of a virtual item acquisition interface provided in an embodiment of this application. 601 includes a first object, a third virtual item to be acquired, and 602 includes a second object, a fourth virtual item to be acquired.
[0173] In one possible implementation, the virtual item acquisition interface also displays the total resource value of the third virtual item to be acquired from the first object, such as... Figure 6 In this context, 603 represents the total resource value of the third virtual item to be acquired by the first object.
[0174] The virtual item acquisition interface also displays the total resource value of the fourth virtual item to be acquired (as shown in the second image). Figure 6 The 604 in the figure represents the total resource value of the fourth virtual item to be acquired by the second object.
[0175] In this implementation, by displaying the third virtual item that the first object is to acquire, the first object is made aware of which virtual items it can acquire, thereby making the first object more aware of the allocation of virtual items.
[0176] In step 210, based on the virtual item acquisition function being triggered, the terminal device sends a virtual item acquisition request to the server.
[0177] In one possible implementation, the virtual item acquisition interface also displays a claim control, such as... Figure 6 605 in the code refers to the claim control. In response to the triggering operation of the claim control, the virtual item acquisition function is triggered. Based on the triggering of the virtual item acquisition function, a virtual item acquisition request is sent to the server. The virtual item acquisition request includes the object identifier of the first object. The virtual item acquisition request is used by the server to allocate a third virtual item to the first object so that the first object can acquire the third virtual item.
[0178] In step 211, the server receives a virtual item acquisition request and allocates a third virtual item to the first object.
[0179] In one possible implementation, the server receives a virtual item acquisition request sent by the terminal device, parses the virtual item acquisition request to obtain the object identifier of the first object, determines the third virtual item to be acquired by the first object based on the object identifier of the first object, and then allocates the third virtual item to the first object so that the first object can acquire the third virtual item.
[0180] Optionally, the process of the server allocating a third virtual item to the first object includes: the server transferring the third virtual item to the first object.
[0181] After the server allocates the third virtual item to the first object, the server can also send the first virtual item allocation information to the terminal device. The first virtual item allocation information is used to indicate that the third virtual item has been allocated to the first object. The server can send the first virtual item allocation information to the terminal device by sending an email containing the first virtual item allocation information, or the server can send the first virtual item allocation information directly to the terminal device. This application embodiment does not limit the method of sending the first virtual item allocation information.
[0182] Optionally, the server can also allocate a fourth virtual item to the second object. It can also send second virtual item allocation information to the terminal device used by the second object, indicating that a fourth virtual item has been allocated to the second object. The method of sending the second virtual item allocation information is similar to that of sending the first virtual item allocation information, and will not be described again here.
[0183] In one possible implementation, after the server allocates a third virtual item to the first object, if the server receives a response request for the first object and determines that the first object is not playing the game normally, the server cancels the first object's virtual item sharing qualification, reclaims the third virtual item already allocated to the first object, and allocates the third virtual item to the second object. The process by which the server determines whether the first object is playing the game normally is similar to the process by which the server determines whether the second object is playing the game normally as described above, and will not be repeated here.
[0184] Optionally, after the server reclaims the third virtual item that has been allocated to the first object, it may also send a first virtual item reclamation message to the terminal device. The first virtual item reclamation message is used to indicate that the third virtual item that has been allocated to the first object has been reclaimed.
[0185] Similarly, after the server assigns the fourth virtual item to the second object, if the server receives a response request for the second object and determines that the second object is not playing the game normally, the server cancels the second object's virtual item sharing privileges, reclaims the fourth virtual item already assigned to the second object, and assigns the fourth virtual item to the first object. The process by which the server determines whether the second object is playing the game normally has been described in the steps above and will not be repeated here.
[0186] After the server reclaims the fourth virtual item that has been allocated to the second object, it can also send a second virtual item reclamation message to the terminal device used by the second object. The second virtual item reclamation message is used to indicate that the fourth virtual item that has been allocated to the second object has been reclaimed.
[0187] The above method determines the third virtual item to be acquired by the first object based on the first virtual item collected by the first object in the virtual battlefield and the second virtual item collected by the second object in the virtual battlefield. That is, the first object can not only acquire the virtual items it collected in the virtual battlefield, but also the virtual items collected by the second object in the virtual battlefield. This makes the acquisition of virtual items more diversified and flexible, thereby improving the player's game experience, increasing the game's user retention rate, and increasing the game's participation.
[0188] Furthermore, when determining the third virtual item to be acquired by the first object, the marking status of the first object is also taken into account, which makes the first object more satisfied with the determined third virtual item to be acquired.
[0189] Furthermore, the first virtual item collected by the first object and the second virtual item collected by the second object in the virtual battlefield can be equally distributed among the first and second objects based on the method of equal distribution of resource values. This makes the virtual items obtained by the first and second objects more even, and the first and second objects will not quarrel over virtual items in the virtual battlefield. This allows the first and second objects to cooperate better in the game and improves their game experience.
[0190] Figure 7 This is a flowchart illustrating a method for acquiring virtual items according to an embodiment of this application. This method can be... Figure 1 The terminal device 101 in the computer system shown executes the method, which includes the following steps.
[0191] In step 701, the first virtual item collected by the first object in the virtual battlefield and the second virtual item collected by the second object in the virtual battlefield are displayed. The first object and the second object belong to the same game team.
[0192] In one possible implementation, the process of displaying the first virtual item collected by the first object in the virtual battlefield and the second virtual item collected by the second object in the virtual battlefield has been described in step 204 above, and will not be repeated here.
[0193] In step 702, the virtual item allocation function is triggered, and the third virtual item to be acquired by the first object is displayed. The third virtual item is determined based on the first virtual item and the second virtual item.
[0194] In one possible implementation, the process of displaying the third virtual item to be acquired by the first object based on the virtual item allocation function being triggered has been described in steps 205 to 209 above. Please refer to the content of steps 205 to 209 above for details, and will not be repeated here.
[0195] In step 703, the third virtual item is obtained.
[0196] In one possible implementation, the process of acquiring the third virtual item has been described in steps 210 to 211 above, and will not be repeated here.
[0197] The above method determines the third virtual item to be acquired by the first object based on the first virtual item collected by the first object in the virtual battlefield and the second virtual item collected by the second object in the virtual battlefield. That is, the first object can acquire not only the virtual items it collected in the virtual battlefield, but also the virtual items collected by the second object in the virtual battlefield. This makes the acquisition of virtual items more diversified and flexible, thereby improving the player's gaming experience, increasing the game's user retention rate, and increasing the game's participation.
[0198] Figure 8 This is a flowchart illustrating a method for acquiring virtual items according to an embodiment of this application. This method can be... Figure 1 The server 102 in the computer system shown executes the method, which includes the following steps.
[0199] In step 801, the first virtual item collected by the first object in the virtual battlefield and the second virtual item collected by the second object in the virtual battlefield are determined, and the first object and the second object belong to the same game team.
[0200] In one possible implementation, the process of determining the first virtual item collected by the first object in the virtual battlefield and the second virtual item collected by the second object in the virtual battlefield has been described in step 206 above, and will not be repeated here.
[0201] In step 802, the third virtual item to be acquired by the first object is determined based on the first virtual item and the second virtual item.
[0202] In one possible implementation, the process of determining the third virtual item to be acquired by the first object based on the first virtual item and the second virtual item has been described in step 207 above, and will not be repeated here.
[0203] In step 803, a third virtual item is assigned to the first object.
[0204] In one possible implementation, the process of allocating the third virtual item to the first object has been described in step 211 above, and will not be repeated here.
[0205] The above method determines the third virtual item to be acquired by the first object based on the first virtual item collected by the first object in the virtual battlefield and the second virtual item collected by the second object in the virtual battlefield. That is, the first object can not only acquire the virtual items it collected in the virtual battlefield, but also the virtual items collected by the second object in the virtual battlefield. This makes the acquisition of virtual items more diversified and flexible, thereby improving the player's game experience, increasing the game's user retention rate, and increasing the game's participation.
[0206] Figure 9 This is a flowchart of a method for obtaining virtual items provided in an embodiment of this application, such as... Figure 9 As shown, the method includes the following steps.
[0207] 1. The terminal device displays the game preparation interface.
[0208] The game preparation interface displays selection controls and a start control. The process of the terminal device displaying the game preparation interface has been described in step 201 above. Please refer to the content of step 201 for details, and it will not be repeated here.
[0209] 2. Select the first object and choose the control to confirm sharing the virtual items collected in the virtual battlefield.
[0210] The method of selecting the control for the first object has been described in step 201 above, and will not be repeated here.
[0211] 3. The first object selects the start control and sends a matching request to the server.
[0212] The matching request is used by the server to confirm that the second object and the first object, which share virtual items, are paired together.
[0213] 4. The server will group the first object and the second object that confirms the shared virtual items into a team.
[0214] 5. The server determines whether the first target has successfully evacuated from the virtual battlefield.
[0215] If the first object successfully evacuates from the virtual battlefield, proceed to step 6; if the first object fails to evacuate from the virtual battlefield, end the process.
[0216] Based on the fact that the first object will bring back the virtual items collected in the virtual battlefield to the extraction point, the first object will successfully extract from the virtual battlefield.
[0217] 6. The server determines whether the first target is playing the game normally in the virtual battlefield.
[0218] If the first object is playing normally in the virtual battlefield, proceed to step 7; if the first object is playing abnormally in the virtual battlefield, end the process.
[0219] The process of determining whether the first object is playing normally in the virtual battlefield has been described in step 202 above, and will not be repeated here.
[0220] 7. The server sends the first virtual item collected by the first object in the virtual battlefield and the second virtual item collected by the second object in the virtual battlefield to the terminal device.
[0221] The second object and the first object belong to the same game team and successfully withdrew from the virtual battlefield. The second object also plays normally in the virtual battlefield, which means that the second object has the qualification to share virtual items.
[0222] The process of the server sending the first virtual item collected by the first object in the virtual battlefield and the second virtual item collected by the second object in the virtual battlefield to the terminal device has been described in step 203 above. Please refer to the content of step 203 for details. The device will not be described again here.
[0223] 8. The terminal device displays the first virtual item collected by the first object in the virtual battlefield and the second virtual item collected by the second object in the virtual battlefield.
[0224] The process of the terminal device displaying the first virtual item collected by the first object in the virtual battlefield and the second virtual item collected by the second object in the virtual battlefield has been described in step 204 above. Please refer to the content of step 204 for details, and it will not be repeated here.
[0225] 9. The first object marks the target virtual item in the first virtual item and the second virtual item.
[0226] The target virtual item is the virtual item that the first object wants to acquire. The process of the first object marking the target virtual item has been described in step 204 above, and will not be repeated here.
[0227] 10. Once the first object selects the confirmation control, the terminal device sends a virtual item allocation request to the server.
[0228] The virtual item allocation request includes the object identifier of the first object and the item identifier of the target virtual item.
[0229] 11. The server determines the third virtual item to be acquired by the first object based on the first virtual item, the second virtual item, and the target virtual item.
[0230] The process of determining the third virtual item to be acquired by the first object based on the first virtual item, the second virtual item, and the target virtual item has been described in step 207 above. Please refer to the content of step 207 for details, and it will not be repeated here.
[0231] 12. The server sends the first object to the terminal device, which is the third virtual item to be acquired.
[0232] The process by which the server sends the first object to the terminal device to acquire the third virtual item has been described in step 208 above. Please refer to the content of step 208 for details, and it will not be repeated here.
[0233] 13. The terminal device displays the third virtual item to be acquired from the first object.
[0234] The process of the terminal device displaying the third virtual item to be acquired from the first object has been described in step 209 above. Please refer to the content of step 209 for details, and it will not be repeated here.
[0235] 14. When the first object selects the claim control, the terminal device sends a virtual item acquisition request to the server.
[0236] The virtual item acquisition request includes the object identifier of the first object.
[0237] 15. The server assigns the third virtual item to the first object.
[0238] The process of the server allocating the third virtual item to the first object has been described in step 211 above, and will not be repeated here.
[0239] Figure 10 The diagram shown is a structural schematic of a virtual item acquisition device provided in an embodiment of this application. Figure 10 As shown, the device includes:
[0240] Display module 1001 is used to display the first virtual item collected by the first object in the virtual battlefield and the second virtual item collected by the second object in the virtual battlefield. The first object and the second object belong to the same game team.
[0241] The display module 1001 is also used to display the third virtual item to be acquired by the first object when the virtual item allocation function is triggered, wherein the third virtual item is determined based on the first virtual item and the second virtual item.
[0242] Module 1002 is used to acquire the third virtual item.
[0243] In one possible implementation, the display module 1001 is further configured to display a target marker on the target virtual item in response to a triggering operation for the target virtual item. The target marker indicates that the first object wishes to acquire the target virtual item, which is either a first virtual item or a second virtual item.
[0244] In one possible implementation, the display module 1001 is further configured to display the number of marked virtual items in response to a trigger operation on the target virtual item, the number of marked virtual items being used to indicate the number of virtual items marked by the first object in the first virtual item and the second virtual item.
[0245] In one possible implementation, the display module 1001 is also used to display the game contribution of the first object, which is determined based on the game performance of the first object in the virtual battlefield.
[0246] In one possible implementation, the game performance of the first object in the virtual battlefield includes the combat situation of the first object in the virtual battlefield and the total resource value of the first virtual items collected by the first object in the virtual battlefield. The combat situation of the first object in the virtual battlefield includes at least one of the number of objects defeated, the number of objects assisted, or the number of objects rescued by the first object in the virtual battlefield.
[0247] The device also includes:
[0248] The determination module is used to determine the contribution score of the first object based on its combat performance in the virtual battlefield and the total resource value of the first virtual items collected by the first object in the virtual battlefield; and to determine the game contribution of the first object based on its contribution score.
[0249] In one possible implementation, the display module 1001 is also used to display object information and prompt information of the third object, the third object and the first object belong to the same game team, and the third virtual object fails to withdraw in the virtual battlefield, and the prompt information is used to indicate that the third object failed to withdraw in the virtual battlefield.
[0250] In one possible implementation, the display module 1001 is also used to display a countdown timer, which indicates the remaining time for triggering the virtual item allocation function.
[0251] In one possible implementation, the device further includes:
[0252] The sending module is used to send a virtual item allocation request to the server when the virtual item allocation function is triggered. The virtual item allocation request includes the object identifier of the first object. The virtual item allocation request is used by the server to determine the third virtual item to be acquired by the first object based on the first virtual item and the second virtual item.
[0253] The receiving module is used to receive the first object sent by the server as the third virtual item to be acquired.
[0254] In one possible implementation, the acquisition module 1002 is used to send a virtual item acquisition request to the server. The virtual item acquisition request includes the object identifier of the first object, and the virtual item acquisition request is used by the server to allocate a third virtual item to the first object.
[0255] When determining the third virtual item to be acquired by the first object, the aforementioned device does so based on the first virtual item collected by the first object in the virtual battlefield and the second virtual item collected by the second object in the virtual battlefield. In other words, the first object can acquire not only the virtual items it collected in the virtual battlefield, but also the virtual items collected by the second object in the virtual battlefield. This makes the acquisition of virtual items more diversified and flexible, thereby enhancing the player's gaming experience, increasing user retention, and improving game participation.
[0256] Figure 11 The diagram shown is a structural schematic of a virtual item acquisition device provided in an embodiment of this application. Figure 11 As shown, the device includes:
[0257] The determination module 1101 is used to determine the first virtual item collected by the first object in the virtual battlefield and the second virtual item collected by the second object in the virtual battlefield, wherein the first object and the second object belong to the same game team;
[0258] The determining module 1101 is further configured to determine the third virtual item to be acquired by the first object based on the first virtual item and the second virtual item;
[0259] The allocation module 1102 is used to allocate a third virtual item to the first object.
[0260] In one possible implementation, the device further includes:
[0261] The sending module is used to send a virtual item acquisition request to the server. The virtual item acquisition request includes the object identifier of the first object and is used by the server to allocate a third virtual item to the first object.
[0262] In one possible implementation, the first object plays the game normally in the virtual battlefield, including at least one of the following: the first object's movement time in the virtual battlefield is not less than a first duration threshold; the total resource value of the first virtual items collected by the first object in the virtual battlefield is not less than a first resource threshold; and the difference between the total resource value of the virtual items collected by the first object when it fails to evacuate and the total resource value of the first virtual items is not greater than a first difference.
[0263] In one possible implementation, the determining module 1101 is used to determine the total resource value of the first virtual item and the second virtual item; to average the total resource value of the first virtual item and the second virtual item to obtain an average resource value; to classify the first virtual item and the second virtual item according to the average resource value to obtain a first category and a second category, the first category and the second category respectively including at least one virtual item, the total resource value of the virtual items included in the first category being the average resource value, the total resource value of the virtual items included in the second category being the average resource value; and to determine that the virtual items included in the third category are the third virtual items to be acquired by the first object, the third category being either the first category or the second category.
[0264] In one possible implementation, the device further includes:
[0265] The acquisition module is used to acquire the item identifier of the target virtual item. The target virtual item is either the first virtual item or the second virtual item, and the target virtual item is the virtual item that the first object wants to acquire.
[0266] The determination module 1101 is used to determine the third virtual item to be acquired by the first object based on the first virtual item, the second virtual item, and the target virtual item.
[0267] In one possible implementation, the determining module 1101 is configured to determine, when the target virtual item is not marked by the second object, that the target virtual item is the third virtual item to be acquired by the first object; to average the total resource value of the first virtual item and the second virtual item to obtain an average resource value; if the average resource value is greater than the resource value of the target virtual item, to determine a first resource difference between the average resource value and the resource value of the target virtual item; and to determine the virtual item whose resource value is the first resource difference as the third virtual item to be acquired by the first object.
[0268] When determining the third virtual item to be acquired by the first object, the aforementioned device does so based on the first virtual item collected by the first object in the virtual battlefield and the second virtual item collected by the second object in the virtual battlefield. In other words, the first object can acquire not only the virtual items it collected in the virtual battlefield, but also the virtual items collected by the second object in the virtual battlefield. This makes the acquisition of virtual items more diversified and flexible, thereby enhancing the player's gaming experience, increasing user retention, and improving game participation.
[0269] It should be understood that the above-described apparatus is only illustrated by the division of the functional modules described above when implementing its functions. In practical applications, the functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments belong to the same concept, and their specific implementation process can be found in the method embodiments, which will not be repeated here.
[0270] Figure 12 This illustration shows a structural block diagram of a terminal device 1200 provided in an exemplary embodiment of this application. The terminal device 1200 can be any electronic device product capable of human-computer interaction with a user through one or more methods such as a keyboard, touchpad, remote control, voice interaction, or handwriting device. Examples include PCs (Personal Computers), mobile phones, smartphones, PDAs (Personal Digital Assistants), wearable devices, PPCs (Pocket PCs), tablet computers, smart car systems, smart TVs, smart speakers, and smartwatches.
[0271] Typically, terminal device 1200 includes a processor 1201 and a memory 1202.
[0272] Processor 1201 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1201 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 1201 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 1201 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content required to be displayed on the screen. In some embodiments, processor 1201 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.
[0273] The memory 1202 may include one or more computer-readable storage media, which may be non-transitory. The memory 1202 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 the memory 1202 are used to store at least one instruction, which is executed by the processor 1201 to implement the virtual item acquisition method provided in the method embodiments of this application.
[0274] In some embodiments, the terminal device 1200 may also optionally include: a peripheral device interface 1203 and at least one peripheral device. The processor 1201, memory 1202, and peripheral device interface 1203 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 1203 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of: a radio frequency circuit 1204, a display screen 1205, a camera assembly 1206, an audio circuit 1207, and a power supply 1208.
[0275] Peripheral device interface 1203 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 1201 and memory 1202. In some embodiments, processor 1201, memory 1202 and peripheral device interface 1203 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 1201, memory 1202 and peripheral device interface 1203 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0276] The radio frequency (RF) circuit 1204 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1204 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 1204 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals back into electrical signals. Optionally, the RF circuit 1204 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 1204 can communicate with other terminal devices through at least one wireless communication protocol. This wireless communication protocol includes, but is not limited to: the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 1204 may also include circuitry related to NFC (Near Field Communication), which is not limited in this application.
[0277] Display screen 1205 is used to display a UI (User Interface). This UI may include graphics, text, icons, videos, and any combination thereof. When display screen 1205 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 1201 for processing. In this case, display screen 1205 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 1205, disposed on the front panel of terminal device 1200; in other embodiments, there may be at least two display screens, disposed on different surfaces of terminal device 1200 or in a folded design; in still other embodiments, display screen 1205 may be a flexible display screen, disposed on a curved or folded surface of terminal device 1200. Furthermore, display screen 1205 may be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. The display screen 1205 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0278] The camera assembly 1206 is used to acquire images or videos. Optionally, the camera assembly 1206 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is located on the front panel of the terminal device 1200, and the rear-facing camera is located on the back of the terminal device 1200. 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 1206 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.
[0279] The audio circuit 1207 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, converting the sound waves into electrical signals that are input to the processor 1201 for processing, or input to the radio frequency circuit 1204 for voice communication. For stereo sound acquisition or noise reduction purposes, multiple microphones may be used, each located at a different part of the terminal device 1200. The microphone may also be an array microphone or an omnidirectional microphone. The speaker is used to convert electrical signals from the processor 1201 or the radio frequency circuit 1204 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 1207 may also include a headphone jack.
[0280] Power supply 1208 is used to power the various components in terminal device 1200. Power supply 1208 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 1208 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired line, and a wireless rechargeable battery is a battery that is charged via a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0281] In some embodiments, the terminal device 1200 further includes one or more sensors 1209. The one or more sensors 1209 include, but are not limited to: an acceleration sensor 1210, a gyroscope sensor 1211, a pressure sensor 1212, an optical sensor 1213, and a proximity sensor 1214.
[0282] Accelerometer 1210 can detect the magnitude of acceleration along the three coordinate axes of a coordinate system established by terminal device 1200. For example, accelerometer 1210 can be used to detect the components of gravitational acceleration along the three coordinate axes. Processor 1201 can control display screen 1205 to display the user interface in either a landscape or portrait view based on the gravitational acceleration signal acquired by accelerometer 1210. Accelerometer 1210 can also be used for games or for acquiring user motion data.
[0283] The gyroscope sensor 1211 can detect the orientation and rotation angle of the terminal device 1200. The gyroscope sensor 1211 can work in conjunction with the accelerometer sensor 1210 to collect the user's 3D movements on the terminal device 1200. Based on the data collected by the gyroscope sensor 1211, the processor 1201 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.
[0284] The pressure sensor 1212 can be disposed on the side bezel of the terminal device 1200 and / or on the lower layer of the display screen 1205. When the pressure sensor 1212 is disposed on the side bezel of the terminal device 1200, it can detect the user's grip signal on the terminal device 1200, and the processor 1201 can perform left / right hand recognition or quick operation based on the grip signal collected by the pressure sensor 1212. When the pressure sensor 1212 is disposed on the lower layer of the display screen 1205, the processor 1201 can control the operable controls on the UI interface based on the user's pressure operation on the display screen 1205. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.
[0285] Optical sensor 1213 is used to collect ambient light intensity. In one embodiment, processor 1201 can control the display brightness of display screen 1205 based on the ambient light intensity collected by optical sensor 1213. Specifically, when the ambient light intensity is high, the display brightness of display screen 1205 is increased; when the ambient light intensity is low, the display brightness of display screen 1205 is decreased. In another embodiment, processor 1201 can also dynamically adjust the shooting parameters of camera assembly 1206 based on the ambient light intensity collected by optical sensor 1213.
[0286] The proximity sensor 1214, also known as a distance sensor, is typically located on the front panel of the terminal device 1200. The proximity sensor 1214 is used to detect the distance between the user and the front of the terminal device 1200. In one embodiment, when the proximity sensor 1214 detects that the distance between the user and the front of the terminal device 1200 is gradually decreasing, the processor 1201 controls the display screen 1205 to switch from a screen-on state to a screen-off state; when the proximity sensor 1214 detects that the distance between the user and the front of the terminal device 1200 is gradually increasing, the processor 1201 controls the display screen 1205 to switch from a screen-off state to a screen-on state.
[0287] Those skilled in the art will understand that Figure 12 The structure shown does not constitute a limitation on the terminal device 1200, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.
[0288] Figure 13This is a schematic diagram of the server structure provided in the embodiments of this application. The server 1300 can vary considerably due to different configurations or performance. It may include one or more Central Processing Units (CPUs) 1301 and one or more memories 1302. The one or more memories 1302 store at least one line of program code, which is loaded and executed by the one or more processors 1301 to implement the virtual item acquisition method provided in the various method embodiments described above. Of course, the server 1300 may also have wired or wireless network interfaces, a keyboard, and input / output interfaces for input and output. The server 1300 may also include other components for implementing device functions, which will not be elaborated here.
[0289] In an exemplary embodiment, a computer-readable storage medium is also provided, which stores at least one piece of program code that is loaded and executed by a processor to enable a computer to implement any of the above-described methods for obtaining virtual items.
[0290] Optionally, the aforementioned computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc read-only memory (CD-ROM), magnetic tape, floppy disk, and optical data storage device, etc.
[0291] In an exemplary embodiment, a computer program or computer program product is also provided, which stores at least one computer instruction, which is loaded and executed by a processor to enable the computer to implement any of the above-described methods for obtaining virtual items.
[0292] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, data stored, data displayed, etc.) and signals involved in this application are all authorized by the user or fully authorized by all parties, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.
[0293] It should be understood that "multiple" as used in this article refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects have an "or" relationship.
[0294] The sequence numbers of the embodiments in this application are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.
[0295] The above description is merely an exemplary embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the principles of this application should be included within the protection scope of this application.
Claims
1. A virtual item acquisition method characterized by comprising: The method comprises: displaying first virtual items collected by a first object in a virtual battlefield and second virtual items collected by a second object in the virtual battlefield, the first object and the second object belonging to the same game team; based on a virtual item distribution function being triggered, displaying third virtual items to be obtained by the first object, the third virtual items being determined according to the first virtual items and the second virtual items; obtaining the third virtual items.
2. The method of claim 1, wherein, After the displaying of the first virtual items collected by the first object in the virtual battlefield and the second virtual items collected by the second object in the virtual battlefield, the method further comprises: in response to a triggering operation for a target virtual item, displaying a target mark on the target virtual item, the target mark being used to indicate that the first object hopes to obtain the target virtual item, the target virtual item being any one of the first virtual items and the second virtual items.
3. The method of claim 2, wherein, The method further comprises: in response to a triggering operation for a target virtual item, displaying a number of marked virtual items, the number of marked virtual items being used to indicate a number of virtual items marked by the first object among the first virtual items and the second virtual items.
4. The method according to any one of claims 1 to 3, characterized in that, The method further comprises: displaying a game contribution degree of the first object, the game contribution degree of the first object being determined based on a game performance of the first object in the virtual battlefield.
5. The method of claim 4, wherein, The game performance of the first object in the virtual battlefield comprises a battle situation of the first object in the virtual battlefield and a total resource value of the first virtual items collected by the first object in the virtual battlefield, the battle situation of the first object in the virtual battlefield comprising at least one of a number of defeated objects, a number of assisted objects or a number of rescued objects of the first object in the virtual battlefield; The method further comprises: determining a contribution score of the first object according to the battle situation of the first object in the virtual battlefield and the total resource value of the first virtual items collected by the first object in the virtual battlefield; determining the game contribution degree of the first object according to the contribution score of the first object.
6. The method according to any one of claims 1 to 3, characterized in that, The method further comprises: displaying object information and prompt information of a third object, the third object belonging to the same game team as the first object, and the third virtual object failing to withdraw from the virtual battlefield, the prompt information being used to indicate that the third object fails to withdraw from the virtual battlefield.
7. The method according to any one of claims 1 to 3, characterized in that, The method further comprises: displaying a countdown, the countdown being used to indicate a remaining time length for triggering the virtual item distribution function.
8. The method according to any one of claims 1 to 3, characterized in that, Before the displaying of the third virtual items to be obtained by the first object, the method further comprises: based on the virtual item distribution function being triggered, sending a virtual item distribution request to a server, the virtual item distribution request comprising an object identifier of the first object, the virtual item distribution request being used for the server to determine the third virtual items to be obtained by the first object according to the first virtual items and the second virtual items; receiving the third virtual item to be obtained by the first object from the server.
9. The method according to any one of claims 1 to 3, characterized in that, The method comprises: sending a virtual item obtaining request to the server, the virtual item obtaining request comprising an object identifier of the first object, the virtual item obtaining request being used for the server to allocate the third virtual item to the first object.
10. A virtual item acquisition method characterized by comprising: The method comprises: determining a first virtual item collected by a first object in a virtual battlefield and a second virtual item collected by a second object in the virtual battlefield, the first object and the second object belonging to a same game team; determining a third virtual item to be obtained by the first object according to the first virtual item and the second virtual item; allocating the third virtual item to the first object.
11. The method of claim 10, wherein, The method further comprises: in a case where the first object normally plays in the virtual battlefield, sending the first virtual item and the second virtual item to a terminal device, so that the terminal device displays the first virtual item and the second virtual item.
12. The method of claim 11, wherein, The first object normally playing in the virtual battlefield comprises at least one of: a moving duration of the first object in the virtual battlefield is not less than a first duration threshold; a total resource value of the first virtual item collected by the first object in the virtual battlefield is not less than a first resource threshold; a difference between a total resource value of virtual items collected by the first object when the first object fails to successfully evacuate and the total resource value of the first virtual item is not greater than a first difference value.
13. The method according to any one of claims 10 to 12, characterized in that, The method further comprises: determining a total resource value of the first virtual item and the second virtual item; averaging the total resource value of the first virtual item and the second virtual item to obtain an average resource value; classifying the first virtual item and the second virtual item according to the average resource value to obtain a first category and a second category, the first category and the second category each comprising at least one virtual item, the virtual items in the first category having the average resource value, and the virtual items in the second category having the average resource value; determining a third category comprising virtual items to be obtained by the first object as the third virtual item, the third category being the first category or the second category.
14. The method of any one of claims 10 to 12, wherein, The method further comprises: obtaining an object identifier of a target virtual item, the target virtual item being any one of the first virtual item and the second virtual item, and the target virtual item being a virtual item that the first object hopes to obtain; The method further comprises: determining a third virtual item to be obtained by the first object according to the first virtual item, the second virtual item, and the target virtual item.
15. The method of claim 14, wherein, The method further comprises: determining a third virtual item to be obtained by the first object according to the first virtual item, the second virtual item, and the target virtual item. In a case where the target virtual item is not marked by the second object, determining that the target virtual item is a third virtual item to be acquired by the first object; averaging a total resource value of the first virtual item and the second virtual item to obtain an average resource value; in a case where the average resource value is greater than a resource value of the target virtual item, determining a first resource difference value between the average resource value and the resource value of the target virtual item; determining that a virtual item with a resource value being the first resource difference value is a third virtual item to be acquired by the first object.
16. An apparatus for acquiring a virtual item, comprising: The apparatus comprises: a display module configured to display a first virtual item collected by a first object in a virtual battlefield and a second virtual item collected by a second object in the virtual battlefield, the first object and the second object belonging to a same game team; the display module is further configured to display a third virtual item to be acquired by the first object based on a virtual item distribution function being triggered, the third virtual item being determined according to the first virtual item and the second virtual item; an acquisition module configured to acquire the third virtual item.
17. An apparatus for acquiring a virtual item, characterized by comprising: The apparatus comprises: a determination module configured to determine a first virtual item collected by a first object in a virtual battlefield and a second virtual item collected by a second object in the virtual battlefield, the first object and the second object belonging to a same game team; the determination module is further configured to determine a third virtual item to be acquired by the first object according to the first virtual item and the second virtual item; a distribution module configured to distribute the third virtual item to the first object.
18. A computer device, comprising: The computer device comprises a processor and a memory, the memory storing at least one program code, the at least one program code being loaded and executed by the processor, so that the computer device implements the virtual item acquisition method according to any one of claims 1 to 15.
19. A computer-readable storage medium, characterized in that, The computer readable storage medium stores at least one program code, the at least one program code being loaded and executed by the processor, so that the computer implements the virtual item acquisition method according to any one of claims 1 to 15.
20. A computer program product, characterised in that, The computer program product stores at least one computer instruction, the at least one computer instruction being loaded and executed by the processor, so that the computer implements the virtual item acquisition method according to any one of claims 1 to 15.