Virtual vending interaction method and device in game, electronic equipment and storage medium
By displaying a graphical user interface of a virtual sales scene in the game, and combining player touch operations to increase the number of sold goods and NPCs, the problem of insufficient interactivity in the virtual sales process is solved, and the player experience is improved.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-02-28
- Publication Date
- 2026-04-03
AI Technical Summary
In existing technologies, the virtual sales process of game players trading with NPCs lacks dynamic interaction and visual feedback, resulting in a poor player experience.
The virtual sales scene is displayed through the graphical user interface of the terminal device. The number of sold goods and virtual revenue are increased by the player's touch operation, and the number of NPCs is dynamically adjusted to provide visual and perceptible feedback.
It enhances the immersion and interactivity of the virtual sales scene in the game, improving the player's experience during the virtual sales process.
Smart Images

Figure CN121775445A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technology, and in particular to a virtual vending interaction method, device, electronic device and storage medium in games. Background Technology
[0002] With the development and rise of video games, they have become an important carrier for digital cultural dissemination and technological innovation, playing an increasingly important role in promoting cultural prosperity and technological progress. In related technologies, game players can exchange their virtual items for in-game virtual rewards, realizing virtual sales interaction within the game. Depending on the trading partner, virtual sales in games can generally be divided into two modes: the first is transactions between game players, and the second is transactions between game players and NPCs (Non-Player Characters).
[0003] In the second sales model, game players typically trade with in-game NPCs through one-click selling or AFK (away from keyboard) methods. Players find an NPC with a purchasing function, select the virtual item to sell, and can complete the sale with a single click to receive the corresponding virtual profit. The process is relatively simple. However, this process lacks dynamic interaction and visual, perceptible feedback, resulting in poor interactivity and negatively impacting the player experience to some extent. Summary of the Invention
[0004] This application provides a virtual vending interaction method, device, electronic device, and storage medium in games to solve the technical problem that the interactivity of the virtual vending process in the prior art is poor, which to some extent affects the player experience.
[0005] In a first aspect, embodiments of this application provide a virtual vending interaction method in a game, the method comprising: The system obtains the quantity of goods sold and the virtual revenue value, and displays a scene of the virtual sales scenario through the graphical user interface of the terminal device based on the quantity of goods sold and the virtual revenue value, so that the display content of the scene includes the quantity of goods sold and the virtual revenue value; the display content of the scene also includes the virtual vending machine and the player's virtual character; In response to a first touch operation on the scene screen, the quantity of sold goods is increased, and the virtual revenue value is updated; In response to a second touch operation on the scene screen, the number of non-player virtual characters displayed in the scene screen is determined, and the current number of virtual viewers is obtained. If the current number of virtual viewers is less than a preset maximum display threshold, the current number of virtual viewers is increased.
[0006] Secondly, embodiments of this application provide a virtual vending interaction device for games, the device comprising: The display module is used to obtain the quantity of goods sold and the virtual revenue value, and to display the scene of the virtual sales scenario through the graphical user interface of the terminal device based on the quantity of goods sold and the virtual revenue value, so that the display content of the scene includes the quantity of goods sold and the virtual revenue value; the display content of the scene also includes the virtual vending machine and the player's virtual character; The information update module is used to increase the quantity of sold goods and update the virtual revenue value in response to the first touch operation on the scene screen; The character update module is used to determine the number of non-player virtual characters displayed in the scene and obtain the current number of virtual viewers. If the current number of virtual viewers is less than the preset maximum display threshold, the current number of virtual viewers is increased.
[0007] Thirdly, embodiments of this application provide an electronic device, including: a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes the computer program to implement the virtual vending interaction method in the game according to any of the above embodiments.
[0008] Fourthly, embodiments of this application provide a computer-readable storage medium storing computer instructions that, when executed by a processor, implement the virtual vending interaction method in a game according to any of the above embodiments.
[0009] The embodiments of this application have at least the following beneficial effects: This application provides a virtual vending interaction method, device, electronic device, and storage medium in a game. During the virtual vending process in the game, the virtual vending scene is first displayed through the graphical user interface of the terminal device. The scene displays the player's virtual character, the virtual vending station, the quantity of virtual goods sold, and the virtual revenue value in the virtual vending scene. In response to a first touch operation on the scene, the quantity of goods sold in the scene is increased and the virtual revenue value is updated. In response to a second touch operation on the scene, the number of non-player virtual characters displayed in the scene is determined to obtain the current number of virtual viewers. If the current number of virtual viewers is less than a preset maximum display threshold, the current number of virtual viewers is increased.
[0010] This application combines the number of NPCs, the quantity of goods sold, and the amount of virtual revenue in the scene with the player's touch operations. The more touch operations the player makes on the scene, the more goods are sold, the more virtual revenue is generated, and the more NPCs are displayed, achieving dynamic interaction in the virtual sales scene within the game. Furthermore, by displaying the virtual sales counter, player's virtual character, the quantity of goods sold, virtual revenue, and NPCs in the scene, it provides players with visual and perceptible dynamic feedback, allowing them to more intuitively experience and simulate the virtual sales process in the game. This enhances the immersion and interactivity of the virtual sales scene, thereby improving the overall gaming experience.
[0011] Other features and advantages of this application will be set forth in the following description, or some features and advantages may be inferred from the description or determined without doubt, or may be learned by practicing this application. To make the objectives, features, and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0012] To more clearly illustrate the technical solutions in the embodiments of this application or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, the 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.
[0013] Figure 1 This is a flowchart illustrating the virtual vending interaction method in the game, as described in this application embodiment. Figure 2 This is a schematic diagram of a virtual vending scenario in an embodiment of this application; Figure 3 This is a flowchart illustrating the steps of displaying a virtual vending scene through the graphical user interface of a terminal device in this embodiment of the application. Figure 4 This is an example of an interaction diagram in which the quantity of sold goods is increased and the virtual revenue value is updated in response to a first touch operation on the scene screen in this application embodiment. Figure 5 This is one of the interactive schematic diagrams for increasing the current number of virtual viewers in the embodiments of this application; Figure 6 This is the second interactive illustration of increasing the current number of virtual viewers in this embodiment of the application; Figure 7 This is one of the interactive schematic diagrams for increasing the sales popularity value in the embodiments of this application; Figure 8This is the second interactive illustration of increasing the sales popularity value in the embodiments of this application; Figure 9 This is one of the flowcharts illustrating the display of a second special effect screen corresponding to the virtual interactive event in the second display area of the scene screen in this application embodiment; Figure 10 This is a second schematic diagram of the process of displaying the second special effect screen corresponding to the virtual interactive event in the second display area of the scene screen in this application embodiment; Figure 11 This is a schematic diagram of the structure of the virtual vending interaction device in the game, as described in this application embodiment. Figure 12 This is one of the structural schematic diagrams of the electronic device in the embodiments of this application; Figure 13 This is the second schematic diagram of the structure of the electronic device in the embodiments of this application. Detailed Implementation
[0014] To make the objectives, technical solutions, and effects of this application clearer, the technical solutions in the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this application, and not all of them. All other embodiments obtained by those skilled in the art based on the embodiments of this application without creative effort are within the scope of protection of this application.
[0015] The following section provides a detailed description of the virtual vending interaction method in games provided in this application embodiment, using several specific application examples.
[0016] The virtual vending interaction method in games provided in this application can run on local terminal devices or servers. It is understood that when running on a local terminal device, the virtual vending interaction method can be adopted by various local game modes, such as single-player games, single-player modes of online games, and single-player modes of online games. When the virtual vending interaction method runs on a server, this method can be considered a cloud game and is implemented and executed based on a cloud interaction system. The cloud interaction system may include servers and client devices; cloud gaming refers to a game mode based on cloud computing.
[0017] In some optional implementations, in cloud gaming operation mode, the game program and game screen can be run and presented separately through different hardware devices, meaning the main body running the game program and the main body presenting the game screen are separate devices. The storage and operation of the virtual vending interaction method in the game, as well as the calculation and response of game data, can all be completed through the server, while the client device is used to realize data transmission and reception and the presentation of the game screen. For example, the client device can be a terminal that directly interacts with the game player, possessing data transmission and screen display functions, and can interact with the game player through a graphical user interface. For example, the client device can be, but is not limited to, a smartphone, tablet, personal computer, game console, etc. The server is the device responsible for handling game logic, data storage, and computation tasks, and can be, but is not limited to, a single server or a server cluster. During the game, the game player can operate the client device to send corresponding game commands to the server, and the server can run the game according to the received game commands and return the corresponding running results (such as updated game data, game screen data, game commands, etc.) to the client device for screen rendering and display.
[0018] In some optional implementations, in the local game operation mode, the local terminal device stores the game program and is used to display the game screen; that is, the entity running the game program and the entity displaying the game screen are both the local terminal device. The local terminal device can interact with the game player through a graphical user interface and respond to the game player's game requests. For example, the local terminal device may include a display component and a processor. The display component is used to display the graphical user interface, the content of which includes scene images of a virtual vending scene. The processor can be used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display component. For example, the local terminal device may be, but is not limited to, a smartphone, tablet computer, personal computer, game console with a display component, etc.
[0019] In some alternative implementations, such as Figure 1 As shown, this application provides a virtual vending interaction method in a game, which specifically includes the following steps: S102: Obtain the quantity of goods sold and the virtual revenue value, and display the scene of the virtual sales scenario through the graphical user interface of the terminal device according to the quantity of goods sold and the virtual revenue value, so that the display content of the scene includes the quantity of goods sold and the virtual revenue value; the display content of the scene also includes the virtual vending machine and the player's virtual character.
[0020] In this application, the virtual sales scenario can be a virtual scene constructed within a game, allowing game players to sell virtual goods to non-player characters; it serves as the scenario carrier for virtual sales between the game and game players. Virtual goods refer to virtual items that can be traded in the game, and their forms may include, but are not limited to, virtual equipment, virtual props, virtual materials, etc.; this application does not impose specific restrictions on this.
[0021] The quantity of goods sold can be the current cumulative number of virtual goods sold by the player in one or more virtual sales scenarios. It's understood that as the virtual sales progress, the number of goods sold will continuously change, and this change can be displayed in real-time through the graphical user interface so that players can intuitively understand the sales progress. For example, in this virtual sales scenario, if the player has sold a total of 10 virtual goods by time T1, the quantity of goods sold is 10; if the player has sold a total of 20 virtual goods by time T1, the quantity of goods sold is 20.
[0022] Virtual revenue value can be the cumulative in-game virtual revenue earned by a player through selling virtual goods in one or more virtual sales scenarios. Virtual revenue value is positively correlated with the quantity of goods sold; that is, the more goods sold, the higher the virtual revenue value. Virtual revenue value refers to virtual assets circulating within the game, which can take various forms, including but not limited to game coins, game diamonds, virtual points, etc. This application does not impose specific restrictions on these.
[0023] A virtual vending machine can be a virtual carrier used to display virtual goods for sale and identify sales attributes in a virtual vending scene. It is one of the core visual elements of the scene. Its virtual image, dynamic and static changes can be set according to the game style. For example, it can be a static stall table, shelf, vending cart, etc. This application does not impose specific restrictions on it.
[0024] A player virtual character refers to a virtual character controlled by a game player to perform virtual sales operations in a virtual sales scenario; it serves as a virtual carrier of the player's identity within the game. It is understood that the appearance of a player virtual character can be customized according to the game's style and settings; for example, it can be anthropomorphic animals, robots, or other distinctive character designs. This application does not impose specific restrictions in this regard.
[0025] The terminal device mentioned in this step can be either the local terminal device described above or a client device in the cloud interaction system. Specifically, this step can display the scene of the virtual vending scene through the graphical user interface of the terminal device, so as to show the core information and dynamic changes contained in the virtual vending scene to the game player, and to interact with the game player through the scene. In some examples, the scene of the virtual vending scene can be as follows: Figure 2 As shown.
[0026] S104: In response to the first touch operation on the scene screen, increase the quantity of sold goods and update the virtual revenue value.
[0027] The touch operation described in this application refers to the interactive operation performed by a game player on the scene screen presented by the terminal device through the touch interaction component (such as touch screen, touchpad, mouse, etc.). This operation may include, but is not limited to, clicks, swipes, long presses, knuckle taps, etc. The first touch operation refers to the touch operation performed by the game player on the scene screen to trigger the virtual goods selling operation. The specific form of the first touch operation can be customized according to the game design.
[0028] In this step, if a player performs a first touch operation on the virtual vending scene screen, a virtual vending command is triggered. In this case, the quantity of sold goods is incrementally calculated to increase the total quantity. Since the virtual revenue value is positively correlated with the quantity of sold goods, the virtual revenue value should also increase as the quantity of sold goods increases; therefore, the virtual revenue value is updated. Thus, the execution result of the virtual vending operation is reflected in the virtual vending scene screen, providing feedback to the player on the result of their first touch operation.
[0029] Since the first touch operation is the trigger condition for increasing the quantity of sold goods and updating the virtual revenue value, the quantity of sold goods is positively correlated with the number of times the first touch operation is performed, and the virtual revenue value is also positively correlated with the number of times the first touch operation is performed. In other words, the more times the player performs the first touch operation, the more goods are sold, and the higher the virtual revenue value will be. This design not only enhances the game's interactivity but also provides players with a more intuitive feedback mechanism.
[0030] It should be understood that the logic for calculating the increase in the quantity of sold goods can be set according to the actual situation, and this application does not impose specific restrictions on it. For example, whenever a player triggers the first touch operation, the quantity of sold goods can increase by a fixed value or a dynamic value, while the virtual revenue value can be accumulated based on the increase in the quantity of sold goods and their unit price.
[0031] S106: In response to the second touch operation on the scene screen, determine the number of non-player virtual characters displayed in the scene screen, obtain the current number of virtual viewers, and if the current number of virtual viewers is less than the preset maximum display threshold, increase the current number of virtual viewers.
[0032] Non-player virtual characters (NPCs) refer to virtual characters controlled by the game program rather than by game players. In this virtual sales scenario, they act as virtual spectators and are one of the dynamic visual elements of the scene. The current number of virtual spectators refers to the number of non-player virtual characters displayed within the scene of the virtual sales scenario, that is, the real-time number of non-player virtual characters visually displayed in the scene, which can reflect the popularity of the virtual sales scenario.
[0033] The second touch operation refers to the player's interaction with the scene screen to trigger a virtual audience. It's the core interaction command that increases the number of non-player virtual characters. It's important to note that the second touch operation can be the same as or different from the first touch operation. When the second touch operation is the same as the first touch operation, for example, both are single-click operations, when the player clicks the scene screen, steps S104 and S106 can be executed: increasing the number of sold goods, updating the virtual revenue value, determining the number of displayed non-player virtual characters, and selectively increasing the number of virtual audience members. This method simplifies the operation process and improves the smoothness of the game experience. When the second touch operation differs from the first touch operation, for example, the second touch operation is a two-finger swipe while the first touch operation is a single click, the game can trigger corresponding interaction logic based on the different operation types, thereby achieving more precise operation control.
[0034] In this step, by displaying non-player characters within the scene, the effect of hawking and attracting onlookers in a real sales scenario can be simulated, further enhancing the immersion of the virtual sales scene. The number of non-player virtual characters displayed can be adjusted based on the player's touch operations on the scene. Specifically, if a second touch operation is detected on the virtual sales scene, it can be determined whether the currently displayed NPCs have reached their limit. If not, the number of virtual spectators can be increased to increase the number of non-player characters displayed in the virtual sales scene, thereby simulating the dynamic changes of the crowd in a real sales scene, further enhancing the game's immersion and realism.
[0035] For example, when a player enters a virtual vending scene within the game, the graphical user interface of the terminal device displays a scene including a virtual vending stall, the player's virtual character, 0 items sold, 0 virtual earnings, and 0 virtual viewers. The game's maximum display threshold is 50 players. When the player performs a first touch on the scene, the game program triggers a sales command, increasing the number of sold items by 1 and the virtual earnings by 5 coins. The scene parameters are simultaneously refreshed. Subsequently, the player performs a second touch on a blank area of the scene. The game program counts the current virtual viewers as 0 (0 is less than 50), triggering a virtual viewer increase operation, updating the current virtual viewer count from 0 to 6. The game program then renders 6 non-player virtual characters around the virtual vending stall.
[0036] In some alternative implementations, to optimize the gaming experience, this application can dynamically adjust the growth rate of virtual revenue or additional reward mechanisms based on changes in the current number of virtual viewers. For example, when the number of virtual viewers is large, a higher revenue bonus ratio can be set to incentivize players to attract viewers through more touch operations.
[0037] This application combines the number of NPCs, the quantity of goods sold, and the amount of virtual revenue in the scene with the player's touch operations. The more touch operations the player makes on the scene, the more goods are sold, the more virtual revenue is generated, and the more NPCs are displayed, achieving dynamic interaction in the virtual sales scene within the game. Furthermore, by displaying the virtual vending machine, the player's virtual character, the quantity of goods sold, virtual revenue, and NPCs in the scene, visual and perceptible dynamic feedback can be provided to the player. This allows the player to more intuitively experience and simulate the virtual sales process, enhancing the immersion and interactivity of the virtual sales scene and improving the overall gaming experience.
[0038] In some alternative implementations, increasing the current number of virtual viewers includes: Determine the amount of a single character increase, and generate at least one character style description text corresponding to the single character increase amount; The pre-loaded basic character image is adjusted according to the target description text to obtain the new character image; wherein, the target description text is any one of the at least one character style description text; The newly added character image is rendered into the scene to increase the number of current virtual viewers.
[0039] Specifically, the single character addition amount refers to the number of non-player virtual characters that need to be added to the scene screen in response to a second touch operation. This can be a fixed value preset by the game or a value obtained through dynamic calculation; this application does not impose specific limitations on this. Character style description text refers to text data used to define the appearance style and characteristics of non-player virtual characters. For example, it may include at least one of the following descriptive information: character's clothing style, hairstyle characteristics, accessory type, posture style, character gender, etc. Basic character image refers to a pre-loaded virtual character image with a general character skeleton and basic appearance. The basic character image may not have specific style characteristics, thus allowing for adaptation to different character styles by adjusting parameters. New character image refers to a non-player virtual character image with specific style characteristics obtained by adjusting the basic character image; it is the character image ultimately rendered to the scene screen.
[0040] When it is necessary to increase the number of current virtual viewers, i.e., to render new non-player characters in the scene, the single-time character increase amount can be determined first to clarify the number of non-player virtual characters to be added. Subsequently, a corresponding number of character style description texts can be generated based on the single-time character increase amount. Each character style description text defines the appearance and characteristics of a newly added non-player virtual character. It should be understood that this application can generate character style description texts in any manner, including but not limited to random generation, text extraction from multiple pre-generated description texts based on preset rules, combination of pre-generated description statements based on preset rules, generation using machine learning models, etc.
[0041] After generating character style description text, this application can adjust the pre-loaded basic character image according to each character style description text to generate a new character image with a specific style that meets the description of the text. After generating the new character image, this application can render the new character image into the scene screen of the virtual sales scene, thereby increasing the number of non-player virtual characters.
[0042] It's understandable that the number of characters added per instance, the number of character style description texts, and the number of new character images are the same. For example, when the number of characters added per instance is 2, 2 character style description texts and 2 new character images can be generated; when the number of characters added per instance is 5, 5 character style description texts and 5 new character images can be generated.
[0043] By generating character style description text, adjusting basic character images, and rendering newly added images, this application can achieve differentiated generation of virtual audience images and loading of scene visuals, making it suitable for applications requiring rich visual diversity for virtual audiences. Furthermore, it avoids the resource consumption issues caused by pre-loading a large number of differentiated character images, thus reducing resource usage.
[0044] In some alternative implementations, the behavior patterns of the newly added non-player virtual avatar can be correlated with the player's actions. For example, when the player frequently performs a first or second touch operation, the new avatar can show higher attention or more active interaction, such as moving closer to the virtual vending machine, clapping, or giving a thumbs-up. This design not only enhances the player's sense of feedback but also further stimulates player engagement, increasing the game's fun and interactivity.
[0045] In some alternative implementations, such as Figure 3 As shown, the step of displaying a virtual sales scenario through the graphical user interface of the terminal device based on the quantity of goods sold and the virtual revenue value includes: S202: Load the basic layer data into the running memory of the terminal device, and render based on the basic layer data to obtain the basic layer; wherein, the basic layer data is used to display the background of the virtual vending machine and the scene screen; S204: If the quantity of sold goods changes or the virtual revenue value changes, the dynamic layer data is refreshed, and the dynamic layer is rendered based on the refreshed dynamic layer data to obtain a dynamic layer; wherein, the dynamic layer is used to display the quantity of sold goods and the virtual revenue value; S206: If the current number of virtual viewers changes, then according to the change in the number of displays, the virtual character data in the character layer data is loaded or unloaded, and the character layer data after loading or unloading is rendered to obtain the character layer; S208: The base layer, the dynamic layer, and the character layer are merged to obtain the scene image, and the scene image is displayed through the graphical user interface.
[0046] Specifically, base layer data refers to the data used to construct the base layer. The base layer is a fixed, unchanging bottom layer in the scene, used to support elements that do not dynamically change with interactive operations, such as the virtual vending machine and the background. During or before rendering the virtual vending scene, this application can load the base layer data into the terminal device's memory using methods such as local resource reading or network download, and mark it as resident data. This ensures that the base layer data is not released during the virtual vending scene's operation, avoiding resource waste and delays caused by repeated loading. After loading the base layer data, this application can draw layers according to preset rendering rules to generate the base layer. For example, this application can render a panoramic background of an ancient-style market across the entire scene, and then render a wooden shelf virtual vending machine at the lower left corner of the screen (X: 100 pixels, Y: 400 pixels), allowing the virtual vending machine to blend naturally with the background, ultimately resulting in a fixed base layer.
[0047] Dynamic layer data refers to the data used to construct dynamic layers. A dynamic layer is a layer used to display core statistical parameters that dynamically change in a scene based on interactive operations. During the rendering process of a virtual vending scene, the numerical information on the screen can be dynamically updated based on changes in the quantity of goods sold and the virtual revenue value. Specifically, this application can monitor changes in the quantity of goods sold and changes in the virtual revenue value separately. If at least one of them changes (e.g., increases or decreases), a dynamic layer data refresh command is triggered. In this case, the changed quantity of goods sold and the changed virtual revenue value can be updated in the dynamic layer data, and the screen is rendered based on the updated dynamic layer data, so that the rendered dynamic layer can display the changed quantity of goods sold and the changed virtual revenue value.
[0048] Character layer data refers to the data used to construct character layers, which are layers used to house non-player virtual characters. During the rendering process of a virtual vending scene, if it's necessary to increase or decrease the number of non-player characters displayed in the scene, a loading or unloading command for the character layer data can be triggered to load or unload NPC character data accordingly. It can be understood that when a loading command is triggered, this application can load virtual character data into the character layer data and perform layer rendering based on the loaded character layer data to increase the number of virtual viewers in the character layer. When an unloading command is triggered, this application can remove some virtual character data from the character layer data and perform layer rendering based on the unloaded character layer data to decrease the number of virtual viewers in the character layer. By dynamically adjusting the character layer data, the addition or removal of non-player virtual characters in the scene can be achieved, ensuring consistency between the visual effects and logical interactions of the virtual vending scene.
[0049] After rendering the base layer, dynamic layer, and character layer, this application will blend these three layers according to preset layer blending rules. During the layer blending stage, this application can overlay the base layer, dynamic layer, and character layer in a preset hierarchical order to generate a complete scene. Specifically, the base layer serves as the bottom layer, providing a fixed background and virtual vending machine; the dynamic layer overlays the base layer and is used to update interactive information such as the quantity of sold goods and virtual revenue values in real time; the character layer is located on top and is used to display the dynamic changes of non-player virtual characters. Through layer blending technology, seamless visual transitions between layers are ensured while maintaining logical independence, facilitating subsequent individual adjustments or optimizations of specific layers.
[0050] By employing a layered rendering mechanism that features a permanent base layer, dynamic layers that update dynamically based on information changes, and character layers that are loaded on demand, this application avoids the resource waste caused by a full-screen refresh, achieving efficient scene rendering and resource optimization.
[0051] In some optional implementations, the first touch operation is a click operation, which may be, but is not limited to, a single click or a multi-click operation.
[0052] The step of increasing the quantity of sold goods and updating the virtual revenue value in response to a first touch operation on the scene screen includes: In response to a click on the scene screen, the quantity of sold goods is increased according to a preset single-time increase amount, and the virtual revenue value is updated according to the single-time increase amount and a preset goods revenue mapping relationship.
[0053] Specifically, when a player clicks on the game screen, this application can incrementally calculate the quantity of sold goods and update the virtual revenue value according to a pre-set single-item increase in goods. For example, such as... Figure 4 As shown, if the amount of goods added in a single transaction is A, and the quantity of goods sold before the increment calculation is B, then after the increment calculation, the quantity of goods sold will be updated to B+A. Furthermore, according to the preset goods revenue mapping relationship, the virtual revenue value will also increase accordingly. For example, if each virtual item corresponds to C game coins, then the virtual revenue value will increase by A×C.
[0054] By using click-based triggering, fixed-increment calculation, and virtual revenue mapping updates, this application enables simple and intuitive virtual sales interaction feedback, improving the ease of game operation and the timeliness of feedback, thereby enhancing the player's operating experience in the virtual sales scenario.
[0055] In some optional implementations, the first touch operation is a long press operation, which refers to an operation where the pressing duration exceeds a corresponding duration threshold. For example, when the corresponding duration threshold is 1 second, if the game player performs a continuous interactive operation of "press-hold-release" on the scene screen, and the continuous pressing duration exceeds 1 second, it can be considered that the game player has performed a long press operation on the scene screen.
[0056] The step of increasing the quantity of sold goods and updating the virtual revenue value in response to a first touch operation on the scene screen includes: In response to a long press operation on the scene screen, the duration of the long press operation is determined, and the amount of goods added in a single operation is determined based on the duration of the operation; wherein, the amount of goods added in a single operation is positively correlated with the duration of the operation. The quantity of sold goods is increased based on the single increase in goods, and the virtual revenue value is updated according to the single increase in goods and the preset goods revenue mapping relationship.
[0057] Specifically, when a player performs a long-press operation on the scene screen, this application can incrementally calculate the quantity of sold goods based on the duration of the long-press operation (i.e., the duration of the press). The increase in the quantity of sold goods (i.e., the amount of goods added per operation) is positively correlated with the duration of the long-press operation; that is, the longer the press duration, the greater the amount of goods added per operation. For example, if the operation duration is 3 seconds, the amount of goods added per operation is 1; if the operation duration is 5 seconds, the amount of goods added per operation is 3.
[0058] Given a determined quantity of goods added in a single transaction, this application can perform incremental calculations on the quantity of goods sold and update the virtual revenue value accordingly. The incremental calculation process and revenue update process can be referred to the description in the above embodiments.
[0059] By using methods such as operation duration statistics, dynamic incremental calculation, and revenue mapping updates, this application can achieve efficient and strategic virtual sales interaction, further improving the interactivity of virtual sales scenarios and enhancing game fun and player experience.
[0060] In some optional implementations, the second touch operation is a click operation. For details on click operations, please refer to the above description, which will not be repeated here.
[0061] Increasing the current number of virtual viewers includes increasing the current number of virtual viewers according to a preset single-time character increase amount. Specifically, if a player clicks on the scene, the number of non-player characters displayed in the scene can be increased by a fixed single-time character increase amount. For example, when the single-time character increase amount is 1, each time a player clicks on the scene, one non-player character is added to the scene. By triggering and adding a fixed number of NPCs through click operations, this application can achieve simple and intuitive virtual sales interaction feedback, improve the ease of game operation and the timeliness of feedback, thereby enhancing the player's operating experience in the virtual sales scene.
[0062] In some optional implementations, the second touch operation is a sliding operation, which refers to the operation in which the game player presses the touch interaction component of the terminal device and slides it in different areas of the touch interaction component while in a pressed state.
[0063] Increasing the current number of virtual viewers includes: The amount of character increase per operation is determined based on the sliding range of the sliding operation; wherein, the amount of character increase per operation is positively correlated with the sliding range. Based on the single increase in character count, increase the current number of virtual viewers.
[0064] Specifically, if a player performs a swipe gesture on the scene, this application can determine the number of characters added per swipe based on the swipe's amplitude. The number of characters added per swipe is positively correlated with the swipe amplitude; that is, the larger the swipe amplitude, the greater the number of characters added per swipe. Given a determined number of characters added per swipe, N, this application can add and display N non-player character images to the virtual vending scene. This enhances the interactive strategy of the virtual vending experience, allowing players to adjust the intensity of their actions according to their needs, thereby adjusting the number of NPCs added. Furthermore, it simulates the real-world phenomenon where large-scale hawking attracts more onlookers in a real vending scene, further enhancing the realism and immersion of the virtual vending scene.
[0065] For example, such as Figure 5 and Figure 6 As shown, when the swipe distance is small, the number of characters added per swipe is 1, increasing the number of NPCs displayed in the scene from 2 to 3. When the swipe distance is large, the number of characters added per swipe is 1, increasing the number of NPCs displayed in the scene from 2 to 4. In the diagram, the dashed gesture indicates the starting position of the swipe operation, and the solid gesture indicates the ending position.
[0066] In some optional implementations, the content displayed in the scene screen may also include virtual goods; the method may further include: In response to the first touch operation on the scene screen, the quantity of the virtual goods in the scene screen is determined. If the quantity of the virtual goods is greater than a preset minimum quantity, the quantity of the virtual goods displayed in the scene screen is reduced.
[0067] Virtual goods refer to in-game virtual items that players sell in virtual sales scenarios, including but not limited to virtual silk, virtual snacks, virtual props, and virtual potions. The quantity of virtual goods refers to the number of virtual goods displayed in the virtual sales scenario, which can increase or decrease as the virtual sales proceed.
[0068] Specifically, when a player performs a first touch operation on the scene screen, this application can determine the quantity of virtual goods displayed in the scene screen, and thereby judge whether the quantity of virtual goods displayed in the scene screen has reached a lower limit. If it has not reached the lower limit, it indicates that the virtual goods displayed in the scene screen are relatively abundant. Since the first touch operation triggers a virtual sales instruction, in a real sales scenario, selling goods will reduce the quantity of inventory goods. To simulate this real scenario, when a player performs a first touch operation, if the quantity of virtual goods is relatively abundant, this application can reduce the quantity of virtual goods displayed in the scene screen to enhance the realism and immersion of virtual sales.
[0069] In some examples, this application can decrease the quantity of virtual goods based on a preset single-time reduction amount. For example, if the single-time reduction amount is 1 and the current quantity of virtual goods is 10, then after the player performs the first touch operation, the quantity of virtual goods will be updated to 9, and the displayed quantity of virtual goods in the scene screen will be updated simultaneously.
[0070] In some optional implementations, the method further includes: Determine whether preset replenishment conditions are met; wherein the replenishment conditions include at least one of the following: the quantity of virtual goods is less than or equal to the minimum quantity of goods; the quantity of virtual goods is less than the maximum quantity of goods, and no first touch operation on the scene screen is detected for a first preset duration; If so, increase the quantity of the virtual goods displayed in the scene until the quantity of the virtual goods equals the preset maximum quantity of goods. The "addition conditions" refer to the conditions used to trigger the replenishment of the virtual goods displayed on the scene screen. This application can combine the quantity of virtual goods currently displayed on the scene screen with the player's touch operations to comprehensively determine whether it is necessary to increase the quantity of virtual goods.
[0071] If the quantity of virtual goods is less than or equal to the minimum quantity, it indicates that the virtual goods in the scene are nearly sold out. In this case, a restocking mechanism needs to be triggered to replenish the quantity of virtual goods, simulating the restocking process in a real sales scenario. If the quantity of virtual goods has not reached the maximum value (i.e., less than the maximum quantity), and the player has not performed a first touch operation for a long time, it indicates that the player has not performed any virtual sales operations for an extended period. In this case, a restocking mechanism can be triggered to increase the accumulation of goods in the real scene. This further simulates a real sales scenario, enhancing the realism and immersion of virtual sales and improving the gaming experience.
[0072] Under any of the above-mentioned replenishment conditions, this application can increase the quantity of virtual goods displayed in the scene until a preset maximum quantity is reached. It should be noted that the virtual goods can be increased to the maximum quantity gradually or all at once; the specific method can be adjusted according to the game design requirements. For example, if the current quantity of virtual goods is 3 and the maximum quantity is 10, then under the gradual increase method, this application can add 1 virtual item every 0.5 seconds until the maximum quantity is reached. Under the all-at-once replenishment method, this application can directly increase the quantity of virtual goods from 3 to 10, and simultaneously update the display effect in the scene. By flexibly adjusting the replenishment method, this application can adapt to different game rhythm requirements while enhancing the realism and dynamism of the virtual sales scene.
[0073] In some optional implementations, after increasing the number of current virtual viewers, the method further includes: if the increased number of current virtual viewers is greater than or equal to the maximum display threshold, then displaying a first special effect image in the first display area of the scene screen. Specifically, after increasing the number of non-player characters displayed, if the number of non-player characters displayed in the scene screen reaches the upper limit, special effects, such as lighting effects, illumination effects, etc., can be triggered, and corresponding special effect images can be displayed in the scene screen to enhance the atmosphere and improve the fun and immersion of virtual sales interaction.
[0074] In some optional implementations, the method further includes: If no second touch operation is detected on the scene screen for a second preset duration, the current number of virtual viewers is determined, and if the current number of virtual viewers is greater than a preset minimum display threshold, the current number of virtual viewers is reduced.
[0075] Specifically, if game players do not perform a second touch operation for a long time, this application can reduce the number of non-player characters in the virtual sales scene to simulate the dynamic process of the audience gradually leaving when there is no shouting operation in the real sales scene, thereby enhancing the realism and rationality of the virtual sales scene.
[0076] This application can record the time when a player last performed a second touch operation, and determine the duration of inactivity following that second touch operation based on the trigger time and the current time. If the duration of inactivity exceeds a preset second timeout, it can determine whether the current number of virtual viewers is greater than a minimum display threshold to determine if there are sufficient virtual viewers displayed in the scene, and then determine whether to trigger the logic to reduce the number of virtual viewers. If the logic is triggered, during the reduction process, the number of non-player characters displayed can be decreased according to a preset single-character reduction amount or a dynamic single-character reduction amount.
[0077] For example, if the number of characters reduced in a single instance is 1, and the current number of virtual viewers is 5, then after the reduction logic is triggered, the number of non-player characters in the scene will be updated to 4, and the display effect will be updated accordingly. In this way, the process of viewers gradually dispersing in a real scene can be further simulated, enhancing the dynamism and immersion of virtual vending interaction.
[0078] Furthermore, in some examples, if the duration of inactivity of the second touch operation exceeds a preset second preset duration, and the current number of virtual viewers is less than the minimum display threshold, the logic to reduce the current number of virtual viewers may not be triggered, in order to avoid game program errors or to retain a certain virtual viewer base, ensuring the rationality of the scene and the continuity of the game experience.
[0079] In some optional implementations, the displayed content of the scene screen may also include a sales popularity value; the method further includes: In response to the first touch operation or the second touch operation on the scene screen, the sales popularity value is increased; Whether to trigger a virtual interactive event is determined based on at least one of the sales popularity value and the current number of virtual viewers; wherein, the trigger probability of the virtual interactive event is positively correlated with the sales popularity value and the trigger probability of the virtual interactive event is positively correlated with the current number of virtual viewers; If so, the second special effect screen corresponding to the virtual interactive event will be displayed in the second display area of the scene screen.
[0080] The "Sales Popularity Value" is a numerical indicator used to measure the popularity of sales activities in a virtual sales scenario, reflecting the current activity level of the virtual sales environment. The scene visuals of the virtual sales scenario can display the current sales popularity value, providing intuitive feedback to players. Virtual interactive events refer to dynamic feedback events that can interact with players, including but not limited to virtual audience applause, cheers, and gift-giving. Virtual interactive events further enhance the interactivity and fun of the virtual sales scenario.
[0081] Specifically, this application can determine whether to trigger a virtual interactive event based on the sales popularity value and / or the number of non-player characters displayed in the scene. A higher sales popularity value makes it easier to trigger a virtual interactive event; a larger number of current virtual viewers also makes it easier to trigger a virtual interactive event. For example, when triggering a virtual interactive event based on the sales popularity value, a higher sales popularity value results in more frequent triggering of the virtual interactive event. Similarly, when triggering a virtual interactive event based on the number of current viewers, a larger number of current viewers results in more frequent triggering of the virtual interactive event. Furthermore, when triggering a virtual interactive event based on both the sales popularity value and the number of current viewers, a higher combined weighting of these two factors results in a greater probability of triggering the virtual interactive event.
[0082] If it is determined that a virtual interactive event needs to be triggered, this application can display the corresponding special effects visuals within the virtual vending scene to provide game players with a second set of special effects visuals. For example, when the virtual interactive event is an applause event, the second display area can show the animation effect of the audience clapping, accompanied by sound effects to enhance immersion. As another example, when the virtual interactive event is a cheering event, the second display area can show the dynamic visuals of the audience cheering, supplemented by corresponding cheering sound effects, allowing game players to more intuitively experience the enthusiastic atmosphere of the virtual vending scene.
[0083] By triggering virtual interactive events based on sales popularity and the current number of virtual viewers, and displaying a second special effect screen in the scene, this application can further enhance the interactivity and immersion of the virtual sales scene and improve the gaming experience.
[0084] In some optional implementations, the first touch operation is a click operation, and / or the second touch operation is a click operation. For a description of click operations, please refer to the above description; it will not be repeated here.
[0085] The step of increasing the sales popularity value in response to the first touch operation or the second touch operation on the scene screen includes: In response to a click on the scene screen, the sales popularity value is increased according to a preset single-click popularity increase; or, In response to a click operation on the scene screen, the operation frequency of the click operation is determined, and the single-time popularity increase is determined based on the operation frequency. The sales popularity value is increased based on the single-time popularity increase; wherein, the single-time popularity increase is positively correlated with the operation frequency.
[0086] Specifically, the sales popularity value can be linked to and increased by player clicks. This makes increasing the sales popularity value more flexible and strategic, further enhancing the interactivity of the virtual sales process and improving the player experience.
[0087] This application can increase the sales popularity value in one of two ways: First, when a player performs a click operation, the sales popularity value is increased by a pre-set fixed single-click increase; second, when a player performs a click operation, the single-click increase is dynamically determined based on the click frequency (i.e., the click frequency), and the sales popularity value is increased accordingly. In the second case, within the same virtual sales scenario, the single-click increase can take different values, and its specific value is related to the frequency of touch operations. The higher the operation frequency, the greater the single-click increase.
[0088] In the first method described above, when a player clicks on the scene, this application can increase the sales popularity value by setting a fixed value, such as increasing the sales popularity value by 5 points with each click. This method is simple and intuitive, making it easy for players to understand and master.
[0089] In the second method described above, this application can dynamically adjust the increase in popularity per click based on the frequency of player clicks. For example, when the click frequency is low, the increase in popularity per click is small, such as only 2 points of sales popularity value per click; while when the click frequency is high, the increase in popularity per click will be higher, such as 10 points of sales popularity value per click. This method can incentivize players to quickly increase sales popularity value through high-frequency operations, thereby enhancing the tension and strategy of the virtual sales scenario. At the same time, the dynamic adjustment mechanism also makes the growth of sales popularity value more consistent with the interaction logic in real scenarios, further enhancing the game's immersion.
[0090] It's understandable that the scene display should show real-time sales popularity. That is, when the sales popularity value changes, the sales popularity value displayed in the scene should also change accordingly, allowing players to observe the dynamic changes in sales popularity in real time and adjust their strategies based on the current popularity value.
[0091] In some optional implementations, the first touch operation is a long press operation. For a detailed description of the long press operation, please refer to the above text, which will not be repeated here.
[0092] The step of increasing the sales popularity value in response to the first touch operation or the second touch operation on the scene screen includes: In response to a long press operation on the scene screen, the duration of the long press operation is determined, and the single increase in popularity is determined based on the duration of the operation. The sales popularity value is increased based on the single increase in popularity; wherein, the single increase in popularity is positively correlated with the duration of the operation.
[0093] Specifically, the sales popularity value can be associated with and triggered by a player's long-press action. When a player performs a long-press action, the dynamic increase in popularity per instance is determined based on the duration of the long-press action (i.e., long-press duration), thereby increasing the sales popularity value. In this implementation, the single-increase in popularity can take different values within the same virtual sales scenario, with the specific value related to the duration of the long-press action. The longer the duration of the action, the greater the single-increase in popularity.
[0094] For example, when a player presses and holds the scene for 1.5 seconds, the increase in popularity is small, adding 1 point to the sales popularity score. As the holding time increases, the increase in popularity gradually increases. When a player presses and holds the scene for 3 seconds, the increase in popularity is larger, adding 5 points to the sales popularity score. This method not only encourages players to quickly accumulate popularity scores through long-press actions, but also enhances the strategic, fun, and interactive aspects of the virtual sales scenario, improving the player experience.
[0095] Furthermore, in some examples, the trigger mechanism for long-press actions can be designed in conjunction with cooldown periods. For instance, after a long-press action ends, a short cooldown period can be set during which a long-press action cannot be triggered again. This design can prevent players from becoming overly reliant on a single action method, thereby balancing the interactive logic within the game and adding more rhythm and challenge to the virtual vending scene.
[0096] By linking the increase in sales popularity value to the duration of long-press operations, this application makes the increase in sales popularity value more flexible and strategic, further improving the interactivity of the virtual sales process and enhancing the player experience.
[0097] In some optional implementations, the second touch operation is a swipe operation. For a detailed description of the swipe operation, please refer to the above text, and this application will not repeat it here.
[0098] The step of increasing the sales popularity value in response to the first touch operation or the second touch operation on the scene screen includes: In response to a sliding operation on the scene screen, the single increase in popularity is determined based on the sliding range of the sliding operation, and the sales popularity value is increased based on the single increase in popularity; wherein, the single increase in popularity is positively correlated with the sliding range.
[0099] Specifically, the sales popularity value can be correlated with and triggered by players' swipe actions. When a player performs a swipe, the dynamic increase in popularity per swipe is determined based on the swipe's amplitude, thus increasing the sales popularity value. In this implementation, the single-time popularity increase can take different values within the same virtual sales scenario, with the specific value related to the swipe amplitude. The larger the swipe amplitude, the larger the single-time popularity increase.
[0100] For example, please combine Figure 7 and Figure 8 When players swipe short distances within the scene, the increase in popularity is small, adding 2 points to the sales popularity score. As the swipe distance increases, the increase in popularity gradually increases. When players swipe long distances, the increase in popularity is larger, adding 8 points to the sales popularity score. This method not only encourages players to quickly accumulate popularity points through large swipes but also enhances the strategic, fun, and interactive aspects of the virtual sales scene, improving the player experience.
[0101] Furthermore, in some examples, the trigger mechanism for swipe actions can be designed in conjunction with directional restrictions. For instance, only swipes in specific directions can effectively trigger an increase in sales popularity, while swipes in other directions will have no effect. This design can guide players to perform more precise actions, thereby increasing the depth and challenge of the game's gameplay, while adding more strategic elements to the virtual sales scenario.
[0102] By linking the increase in sales popularity value to the swipe range of the swipe operation, this application makes the increase in sales popularity value more flexible and strategic, further improving the interactivity of the virtual sales process and enhancing the player experience.
[0103] In some optional implementations, the method further includes: if no first touch operation or second touch operation is detected on the scene screen for a third preset duration, then the sales popularity value is reduced.
[0104] Specifically, to simulate the dynamic process of sales popularity gradually declining as the seller's sales status decreases in a real-world sales scenario, this application can gradually reduce the sales popularity value when the player does not perform any touch operations for an extended period. This method enhances the realism and plausibility of the virtual sales scenario and allows players to maintain touch operations on the scene, thereby improving the interactivity of the virtual sales process and enhancing the player's gaming experience.
[0105] If the player does not perform the first or second touch operation on the scene screen for a third preset time period, the sales popularity value can be reduced according to the preset popularity decay rule to simulate the dynamic change process of sales popularity. It should be understood that the aforementioned popularity decay mechanism can be linear or non-linear; it can decay according to a fixed value and a fixed speed, or it can decay according to a dynamic value.
[0106] By introducing a dynamic reduction mechanism for sales popularity, this application further enhances the immersion and strategy of virtual sales scenarios, enabling players to experience richer and more realistic interactive logic in the game.
[0107] In some optional implementations, reducing the sales popularity value includes: Determine the duration of no operation; wherein, the duration of no operation is the length of time during which neither the first touch operation nor the second touch operation is continuously detected; The amount of heat reduction is determined based on the duration of inactivity; wherein the amount of heat reduction is positively correlated with the duration of inactivity. The sales popularity value is reduced based on the amount of decrease in popularity.
[0108] Specifically, this application dynamically adjusts the rate of decrease in sales popularity by calculating the duration of inactivity. The longer the inactivity period, the greater the decrease in popularity, thus more realistically simulating the gradual decline of sales popularity over time. For example, in the first few seconds after the player stops touching the screen, the decrease in popularity is small, only reducing the sales popularity value by 1 point; however, as the inactivity time increases, the decrease gradually increases, for example, reducing the sales popularity value by 3 points per second. This decay pattern not only encourages players to maintain continuous attention and operation of the scene but also further enhances the realism and strategic depth of the virtual sales scenario.
[0109] Furthermore, in some examples, to prevent the sales popularity value from dropping to zero too quickly or becoming unreasonable, this application can also set a minimum popularity threshold. When the sales popularity value drops below this threshold, it will no longer continue to decline, ensuring the basic activity of the virtual sales scene and the player's gaming experience. At the same time, this approach can also balance the game pace to some extent, preventing players from losing interest due to a sudden drop in popularity value.
[0110] By combining the duration of inactive activity with a dynamic heat reduction mechanism, this application achieves refined management of changes in sales heat value, making the virtual sales scenario closer to real-world situations. It also enhances the strategic depth and fun of the game, allowing players to have a better gaming experience.
[0111] In some optional implementations, the method further includes: Determine if a critical hit event has been triggered; If so, determine the number of critical hits and increase the sales popularity value according to the number of critical hits.
[0112] Critical hit events are special interactive events triggered under specific conditions within the game program. After being triggered, the number of critical hits adds an extra increment to the sales popularity value, thereby increasing the randomness of the sales popularity value's growth and further enhancing the game's fun and player experience. The critical hit count is the core parameter used to calculate the extra increment to the sales popularity value after a critical hit event is triggered, determining the magnitude of the popularity value increase brought about by this critical hit event.
[0113] Specifically, this application can determine whether a critical hit event has been triggered based on critical hit trigger rules or critical hit trigger probabilities. For example, certain trigger conditions or probabilities can be set, such as triggering a critical hit event when a player completes a specific action, reaches a certain popularity threshold, or at a specific time.
[0114] If a critical hit event is triggered, the additional sales popularity value resulting from this critical hit event can be determined according to the preset critical hit number determination rules. That is, the critical hit number, and the sales popularity value is increased according to the critical hit number. For example, if the sales popularity value is C, then if a critical hit event with a critical hit number of D is triggered, the sales popularity value can be increased from C to C+D.
[0115] In some alternative implementations, determining whether a critical hit event has been triggered includes one of the following: Whether to trigger the critical hit event is determined according to a preset random probability value; The system determines whether to trigger the critical hit event based on at least one of the following: the sales popularity value, the current number of virtual viewers, the operation frequency of the first touch operation, and the operation frequency of the second touch operation.
[0116] Specifically, this application can determine whether a critical hit event is triggered using one of two methods. The first method is based on a preset random probability value. In this implementation, the application can generate a random number under specific conditions, such as at specific time intervals or when a player is detected performing a touch operation on the scene screen, and compare the random number with the preset random probability value. If the relationship between the two meets the preset triggering condition, such as the random number being greater than the random probability value, then a critical hit event is triggered; otherwise, the critical hit event is not triggered. This method can increase the randomness and unpredictability of the game, improving the player experience.
[0117] The second approach involves a comprehensive judgment based on sales parameters within the virtual sales scenario. These parameters include at least one of the following: sales popularity value, current number of virtual viewers, frequency of the first touch operation, and frequency of the second touch operation. In this implementation, the present application can determine whether to trigger a critical hit event based on one of the aforementioned sales parameters. For example, when the sales popularity value reaches a certain high threshold, the present application can increase the probability of triggering a critical hit event or directly trigger it. Furthermore, the present application can combine multiple of the aforementioned sales parameters to form complex triggering conditions. For instance, when the sales popularity value reaches a certain high threshold and the current number of virtual viewers exceeds a certain audience threshold, the probability of triggering a critical hit event is increased or it is directly triggered. This approach enhances the game's strategic and random elements, prompting players to consider multiple factors during operation, thereby improving the interactivity of the virtual sales process and enhancing the player experience.
[0118] By introducing diverse critical hit trigger mechanisms, this application enhances the dynamism and fun of virtual sales scenarios, improving the player experience. For example, players can actively influence the probability of critical hit events by adjusting their operation frequency or paying attention to changes in the virtual audience, thereby achieving a higher sales popularity value.
[0119] In some alternative implementations, determining the critical hit count includes one of the following: The number of critical hits is determined using a random algorithm; The critical hit count is determined using an exponential calculation method; The critical hit count is determined based on at least one of the sales popularity value, the current number of virtual viewers, the operation frequency of the first touch operation, and the operation frequency of the second touch operation; wherein the critical hit count is positively correlated with the sales popularity value, the current number of virtual viewers, the operation frequency of the first touch operation, and the operation frequency of the second touch operation.
[0120] Specifically, when a critical hit event is triggered, this application can determine the critical hit count using one of three methods. The first method is to determine the critical hit count using a random algorithm, that is, to randomly determine the increase in sales volume that the critical hit event will bring. Here, the random algorithm refers to a method of calculating the critical hit count by randomly generating an integer within the game's preset range of critical hit count values using a pseudo-random number generator. In this method, the critical hit count has no fixed associated parameters and is highly random. For example, if the upper limit of the critical hit count range is 100 and the lower limit is 30, then after each critical hit event is triggered, this application can randomly select an integer within the range of 30 to 100 as the critical hit count, such as 30, 35, or 100. This method adds unpredictability to the game, thereby improving the gaming experience.
[0121] The second method uses an exponential calculation to determine the critical hit count. This method establishes an exponential function relationship between the critical hit count and a preset base parameter or scene popularity level, causing the critical hit count to increase exponentially with the parameter or level. Under this method, the relationship between the critical hit count and the parameter / level is non-linear. For example, when the scene popularity level increases from 1 to 2, the critical hit count may increase from 50 to 200; and when the popularity level further increases to 3, the critical hit count may surge to 500 or even higher. This design incentivizes players to unlock higher critical hit potential by increasing scene popularity or completing specific goals, while also enhancing the growth and challenge of the virtual sales scene and improving the gaming experience.
[0122] The third method dynamically calculates the critical hit count based on sales parameters. Specifically, the critical hit count can be comprehensively determined based on sales parameters in the virtual sales scenario. These parameters include at least one of the following: sales popularity value, current number of virtual viewers, operation frequency of the first touch operation, and operation frequency of the second touch operation. In this implementation, the critical hit count can be determined based on one of the aforementioned sales parameters, and the higher the value of the sales parameter, the higher the critical hit count. For example, when the sales popularity value is 100, the critical hit count is 30; when the sales popularity value is 130, the critical hit count is 35. This method encourages players to improve their critical hit rewards through various operational optimizations, further enhancing the game's strategy and interactivity, thereby improving the gaming experience.
[0123] Furthermore, in the third approach, this application can combine multiple of the aforementioned sales parameters and determine the critical hit count based on a comprehensive analysis of these parameters. For example, when the sales popularity value is high and the current number of virtual viewers is large, the calculation of the critical hit count can be weighted by combining these two parameters. For instance, the sales popularity value and the number of virtual viewers are assigned different weight coefficients, and the final critical hit count is obtained through a weighted summation. This method not only reflects the player's overall performance in the virtual sales scenario but also further enhances the game's strategic depth and interactivity, thereby improving the gaming experience.
[0124] In some optional implementations, the method further includes: if it is determined that the critical hit event has been triggered, then displaying a third special effect screen corresponding to the critical hit event in a third display area of the scene screen.
[0125] The third display area refers to the area of the scene screen used to display the special effects corresponding to the critical hit event. The third display area may completely overlap with, partially overlap with, or not overlap with the first and second display areas. Its specific location can be determined based on the actual situation, and this application does not impose specific limitations on this. Specifically, when a critical hit event is determined to be triggered, this application can display the special effects corresponding to the critical hit event in the third display area to provide game players with a third set of special effects. For example, flashing lights, explosive particle effects, or gradual color transitions can be displayed in the third display area to highlight the occurrence of the critical hit event. These effects not only intuitively convey the triggering information of the critical hit event to the player but also enhance the game's immersion and tension through a strong visual impact, thus improving the gaming experience.
[0126] In some optional implementations, the virtual interactive event includes at least one of a virtual large gift giving event and a virtual gift chain giving event. A virtual large gift giving event refers to an event in which a game player gives a virtual large gift, while a virtual gift chain giving event refers to an event in which multiple virtual gifts are given consecutively within a short period of time. The virtual gifts described in this application refer to digital props used to incentivize players or enhance the interactive experience in virtual sales scenarios, and this application does not impose specific limitations on them.
[0127] After determining the number of critical hits, the method may further include: if the number of critical hits is greater than a preset first critical hit threshold, then triggering the virtual gift-giving event; if the number of critical hits is greater than a preset second critical hit threshold, then triggering the virtual gift-giving event.
[0128] Specifically, upon determining that a critical hit event has been triggered, this application can determine whether to trigger virtual interactive events such as virtual grand gift giving events or virtual gift chain events based on the number of critical hits corresponding to the critical hit event. This aims to further enhance the interactivity and fun of the virtual sales scenario and improve the gaming experience. When the number of critical hits corresponding to this critical hit event exceeds the first critical hit threshold, a virtual grand gift giving event can be automatically triggered to display luxurious virtual gift effects to the player, such as dazzling fireworks, dynamic gift box opening animations, virtual rockets, etc., thereby giving the player a strong visual experience and psychological satisfaction. When the number of critical hits corresponding to this critical hit event exceeds the second critical hit threshold, a virtual gift chain event can be automatically triggered to simulate the effect of giving away multiple virtual gifts in a short period of time. For example, continuous gift animations can be displayed in the scene, such as multiple gift boxes opening in sequence or multiple coins flying into the screen, further enhancing the player's gaming experience.
[0129] By linking critical hit mechanics with high-level virtual interactive events, the game's operational hierarchy and interactive fun can be enhanced, further increasing the interactivity and enjoyment of virtual sales scenarios and improving the overall gaming experience.
[0130] In some alternative implementations, such as Figure 9 As shown, when the virtual gift-giving event is triggered, displaying the second special effect screen corresponding to the virtual interactive event in the second display area of the scene screen includes: S302: Randomly determine the role identity of the virtual gift-giving character from a set of preset role identity information, and determine the character image of the virtual gift-giving character based on the role identity of the virtual gift-giving character; S304: Randomly determine the gift type of the virtual gift from a set of preset virtual gift types, and determine the target effect type based on the gift type of the virtual gift; S306: Based on the character identity and image of the virtual gift-giving character, display the second special effect screen corresponding to the target special effect type in the second display area, so as to display the character identity and image of the virtual gift-giving character in the second special effect screen.
[0131] Specifically, when a virtual gift-giving event is triggered, this application can display a corresponding second special effect screen in the scene based on the virtual gift-giving character's identity, character image, and the type of virtual gift. This second special effect screen can showcase the personalized characteristics of the virtual gift-giving character and the visual effects of the virtual gift, thereby further enhancing the player's immersion and participation, strengthening the interactivity of the virtual sales process, and improving the game experience.
[0132] The identity of the virtual gift-giving character can be randomly selected from multiple pre-set character identities. For example, the pre-set character identities may include "mysterious person," "wealthy businessman A," and "baozi shop owner B," etc. This application can use a random selection algorithm to select one or more of these identities as the virtual gift-giving character. After determining the identity of the virtual gift-giving character, this application can determine the character's appearance. For example, "mysterious person" corresponds to a low-key, luxurious, masked character image, accompanied by dark-toned special effects animations; "wealthy businessman A" corresponds to a high-profile, flamboyant, and expensive style, and can be paired with a glittering gift box or dynamic gold coin flying effects. By randomly selecting the character identity, this application can provide players with a diverse interactive experience, avoiding excessive repetition and improving the gaming experience.
[0133] Similar to the process of determining the role's identity described above, the type of virtual gift can also be randomly selected from multiple pre-set virtual gift types to avoid excessive repetition and provide players with a diverse interactive experience. For example, the pre-set virtual gift types may include: "luxury sports car," "dream castle," "starship," and "giant rocket." This application can use a random algorithm to select one of these pre-set gift types as the gift type for this virtual gift-giving event.
[0134] After determining the relevant character information of the virtual gift-giving character and the gift type of the virtual grand gift, this application can display the special effects screen corresponding to the gift type of the virtual grand gift in the second display area, and display the character identity and character image of the virtual gift-giving character through the second special effects screen, thereby providing players with a richer and more personalized visual experience.
[0135] In some alternative implementations, such as Figure 10 As shown, when the virtual gift delivery event is triggered, displaying the second special effect screen corresponding to the virtual interactive event in the second display area of the scene screen includes: S402: If the current number of virtual viewers is one, then the character identity information of the non-player virtual character displayed in the scene screen shall be used as the character identity of the virtual gift-giving character; S404: If there are multiple virtual viewers, obtain the character identity information of each non-player virtual character displayed in the scene screen, and determine the character identity of the virtual gift-giving character in each of the character identity information according to the preset gift-giving character selection rules. S406: Determine the type of virtual gift corresponding to the role identity of the virtual gift-giving character based on the preset role gift mapping relationship; S408: Determine the number of virtual gifts that can be sent consecutively, wherein the number of virtual gifts can be sent consecutively is positively correlated with at least one of the operation frequency of the first touch operation and the operation frequency of the second touch operation; S410: Based on the role identity of the virtual gift-giving character, the type of virtual gift, and the number of consecutive gifts, display the consecutive gift-giving effect screen in the second display area.
[0136] Specifically, when a virtual gift-giving event is triggered, this application can dynamically generate a series of gift-giving effects based on the current number of virtual viewers, the identity information of non-player virtual characters, and preset rules. When there is only one virtual viewer in the virtual sales scene, i.e., when only one non-player character is displayed on the scene screen, this application can directly designate the identity information of the virtual viewer as the identity of the virtual gift-giving character and generate corresponding effects based on this. This method ensures that the interactive experience in a single-player scenario remains smooth and personalized.
[0137] In scenarios where multiple virtual viewers exist simultaneously, this application can further filter and determine the identities of virtual gift-giving characters. Specifically, this application obtains the character identity information of all virtual viewers in the current scene and filters them according to preset gift-giving character selection rules. For example, the gift-giving character selection rules can prioritize characters with higher status levels or higher interaction frequencies as virtual gift-giving characters. In this way, the system can achieve a more reasonable and diverse character allocation in multi-character scenarios, thereby improving the overall interactivity and realism.
[0138] Once the identity of the virtual gift-giving character is determined, this application can automatically match the type of virtual gift that matches the character's identity based on a preset character-gift mapping relationship. For example, when the virtual gift-giving character is a steamed bun shop owner, the virtual gift type could be steamed buns; while when the virtual gift-giving character is the CEO of a technology company, the virtual gift type might be smart devices. This method not only enhances the connection between the character and the gift but also further enriches the details and logic of the game scene, allowing players to experience a deeper level of immersion.
[0139] In this embodiment, the number of virtual gifts that can be sent consecutively can be dynamically adjusted based on the player's actions. For example, the higher the frequency of the first touch operation, or the faster the frequency of the second touch operation, the more consecutive gifts can be sent. This mechanism incentivizes players to obtain more consecutive gift effects through frequent operations, thereby further enhancing the game's strategic depth and sense of participation, strengthening the interactivity of the virtual sales process, and improving the overall gaming experience.
[0140] After determining the aforementioned event information for the virtual gift-giving event, this application can generate and display a continuous gift-giving effect screen in the second display area based on the identity of the virtual gift-giving character, the type of virtual gift, and the number of gifts sent. For example, the system can present a continuous stream of flying gifts on the screen, combined with dynamic text prompts and dazzling light and shadow effects, creating a strong visual impact. The text prompts can describe the identity of the virtual character, the type of virtual gift, and the number of gifts sent, such as: "The steamed bun shop owner sent 10 steamed buns." This method not only intuitively conveys the occurrence of the virtual gift-giving event to the player but also enhances the game's immersion and entertainment value through rich visual presentation, thereby further improving the player's gaming experience.
[0141] In some optional implementations, the virtual interactive event includes at least one of a virtual large gift giving event and a virtual gift chain sending event. For details regarding virtual large gift giving events and virtual gift chain sending events, please refer to the above embodiments; these will not be repeated here. The method further includes: upon triggering the virtual large gift giving event or the virtual gift chain sending event, updating the virtual revenue value according to a preset gift revenue mapping relationship.
[0142] Specifically, after triggering a virtual gift gifting event or a virtual gift chain event, this application can calculate the corresponding reward value of the virtual gift based on a preset gift reward mapping relationship, and dynamically adjust and update the player's virtual reward value accordingly. For example, after triggering a virtual gift gifting event, if the virtual gift is a large rocket, this application can add the virtual reward value corresponding to the large rocket to the player's current reward value according to the preset gift reward mapping relationship. For example, if a large rocket corresponds to a reward value of 1000 virtual coins, this application can automatically add these 1000 virtual coins to the player's virtual reward value and intuitively display the reward change in the scene through dynamic number jumping or special effect text.
[0143] In this way, players can clearly perceive the direct impact of virtual gift giving or consecutive gifting events on their earnings, thereby enhancing the interactivity between the virtual sales process and players and improving the gaming experience.
[0144] In some optional implementations, the method further includes: In response to the fulfillment of the virtual sales termination conditions, the summary information corresponding to this virtual sales scenario is displayed through the graphical user interface, and the account information of the player's account is updated based on the summary information; The summarized information includes: the quantity of goods sold, the virtual revenue value, the highest sales popularity value, and the number of times the virtual interactive event was triggered in this virtual sales scenario.
[0145] The virtual sales termination condition refers to the conditions used to exit or end the virtual sales scenario. It is understood that the specific content of the virtual sales termination condition can be determined based on the actual situation, and this application does not impose specific restrictions on it. For example, the scene screen may display an exit control; if the player's touch operation on the exit control is detected, it can be determined that the virtual sales termination condition is met. Another example is when the player's account has insufficient remaining goods, it is determined that the virtual sales termination condition is met.
[0146] Upon exiting or ending the virtual sales scenario, this application can generate a detailed data report for the current sales scenario based on a preset aggregation logic, and display it intuitively to the player through a graphical user interface. This aggregated information may include the total quantity of goods sold, the player's accumulated virtual revenue value in this virtual sales scenario, and the highest sales popularity value reached. In addition, the number of times virtual interactive events are triggered will also be counted and displayed, so that players can fully understand their performance in the game.
[0147] For example, the aforementioned summary information can be presented in the form of charts or dynamic lists in a graphical user interface. The quantity of goods sold can be displayed using bar charts, while virtual revenue values can be enhanced with a bouncing number effect to increase visual impact. The highest sales popularity value can be represented by a flame icon or other eye-catching symbols, and the number of times virtual interactive events are triggered can be indicated with small animations, such as a flashing star pattern each time it is triggered.
[0148] Furthermore, this application can also update player account information based on aggregated information. For example, the virtual earnings obtained in this virtual sales scenario can be synchronized to the player's total account balance, while the highest sales popularity value can be recorded as the player's historical achievement data. Additionally, if a player triggers multiple virtual interaction events in this virtual sales scenario, they can be awarded extra reward points or special titles. These updates not only incentivize players to continue participating in the game but also provide them with a clear growth path and a sense of purpose.
[0149] In this way, this application can provide players with comprehensive data feedback and reward mechanisms after the virtual sales scenario ends, further enhancing the game's interactivity and sustained appeal.
[0150] It should be understood that although the steps in the flowcharts of the embodiments described above are shown sequentially according to the arrows, these steps are not necessarily executed in the order indicated by the arrows. Unless explicitly stated herein, there is no strict order restriction on the execution of these steps, and they can be executed in other orders. Moreover, at least some steps in the flowcharts of the embodiments described above may include multiple steps or multiple stages. These steps or stages are not necessarily completed at the same time, but can be executed at different times. The execution order of these steps or stages is not necessarily sequential, but can be performed alternately or in turn with other steps or at least some of the steps or stages of other steps.
[0151] Based on the same inventive concept, this application also provides a virtual vending interaction device for implementing the virtual vending interaction method in the game as described above. The solution provided by this device is similar to the solution described in the above method; therefore, the specific limitations of the one or more embodiments of the virtual vending interaction device provided below can be found in the limitations of the virtual vending interaction method in the game described above, and will not be repeated here.
[0152] In some alternative implementations, such as Figure 11 As shown, a virtual vending interaction device 500 for games is provided, including: a display module 502, an information update module 504, and a character update module 506, wherein: Display module 502 is used to obtain the quantity of goods sold and the virtual revenue value, and display the scene screen of the virtual sales scenario through the graphical user interface of the terminal device according to the quantity of goods sold and the virtual revenue value, so that the display content of the scene screen includes the quantity of goods sold and the virtual revenue value; the display content of the scene screen also includes the virtual vending machine and the player's virtual character; The information update module 504 is used to increase the quantity of sold goods and update the virtual revenue value in response to the first touch operation on the scene screen. The character update module 506 is used to determine the number of non-player virtual characters displayed in the scene screen, obtain the current number of virtual viewers, and if the current number of virtual viewers is less than the preset maximum display threshold, then the current number of virtual viewers is increased.
[0153] In some optional implementations, the role update module of this application may include: The text generation unit is used to determine the amount of a single character increase and generate at least one character style description text according to the amount of a single character increase. A character image adjustment unit is used to adjust a pre-loaded basic character image according to a target description text to obtain a new character image; wherein, the target description text is any one of the at least one character style description text; The character rendering unit is used to render the newly added character image onto the scene screen to increase the number of current virtual viewers.
[0154] In some alternative implementations, the display module of this application may include: A base layer rendering unit is used to load base layer data into the running memory of the terminal device and render it based on the base layer data to obtain a base layer; wherein, the base layer data is used to display the background of the virtual vending machine and the scene screen; A dynamic layer rendering unit is used to refresh the dynamic layer data and render it according to the refreshed dynamic layer data if the quantity of the sold goods changes or the virtual revenue value changes; wherein, the dynamic layer is used to display the quantity of the sold goods and the virtual revenue value; The character layer rendering unit is used to load or unload virtual character data in the character layer data according to the change in the number of current virtual viewers, and to render the character layer data after loading or unloading to obtain the character layer. The layer blending unit is used to blend the base layer, the dynamic layer and the character layer to obtain the scene image, and to display the scene image through the graphical user interface.
[0155] In some optional implementations, the first touch operation is a click operation. The information update module of this application may include: The first information addition unit is used to respond to a click operation on the scene screen, increase the quantity of sold goods according to a preset single goods addition amount, and update the virtual revenue value according to the single goods addition amount and a preset goods revenue mapping relationship.
[0156] In some optional implementations, the first touch operation is a long press operation. The information update module of this application may include: A single-time cargo increase determination unit is used to respond to a long-press operation on the scene screen, determine the duration of the long-press operation, and determine the single-time cargo increase based on the duration of the operation; wherein, the single-time cargo increase is positively correlated with the duration of the operation; The second information addition unit is used to increase the quantity of sold goods based on the single increase in goods quantity, and to update the virtual revenue value according to the single increase in goods quantity and a preset goods revenue mapping relationship.
[0157] In some optional embodiments, the second touch operation is a click operation. The role update module of this application may include: The first character-adding unit is used to increase the number of current virtual viewers according to a preset single character-adding amount.
[0158] In some optional embodiments, the second touch operation is a swipe operation. The role update module of this application may include: A single character increase determination unit is used to determine the single character increase based on the sliding amplitude of the sliding operation; wherein the single character increase is positively correlated with the sliding amplitude; The second character addition unit is used to increase the current number of virtual viewers based on the single character addition amount.
[0159] In some optional embodiments, the displayed content of the scene screen may also include virtual goods. The virtual vending interaction device for games provided in this application may further include: The virtual goods reduction module is used to respond to the first touch operation on the scene screen, determine the quantity of virtual goods in the scene screen, and if the quantity of virtual goods is greater than a preset minimum quantity, reduce the quantity of virtual goods displayed in the scene screen.
[0160] In some optional implementations, the virtual vending interaction device in the game provided in this application may further include: The replenishment judgment module is used to determine whether the preset replenishment conditions are met; The virtual goods addition module is used to increase the quantity of virtual goods displayed in the scene screen when preset addition conditions are met, until the quantity of virtual goods equals the preset maximum quantity of goods. The conditions for adding goods include at least one of the following: The quantity of the virtual goods is less than or equal to the minimum quantity of goods; The number of virtual goods is less than the maximum number of goods, and no first touch operation on the scene screen is detected for a first preset duration.
[0161] In some optional implementations, the virtual vending interaction device in the game provided in this application may further include: The first special effects display module is used to display a first special effects image in the first display area of the scene screen if the increased number of current virtual viewers is greater than or equal to the maximum display threshold after the current number of virtual viewers is increased.
[0162] In some optional implementations, the virtual vending interaction device in the game provided in this application may further include: The virtual audience reduction module is used to determine the current number of virtual audiences if no second touch operation is detected on the scene screen for a continuous second preset time, and to reduce the current number of virtual audiences if the current number of virtual audiences is greater than a preset minimum display threshold.
[0163] In some optional implementations, the displayed content of the scene screen also includes a sales popularity value. The virtual vending interaction device in the game provided in this application may further include: The first popularity value increasing module is used to increase the sales popularity value in response to the first touch operation or the second touch operation on the scene screen. The interactive event triggering judgment module is used to determine whether to trigger a virtual interactive event based on at least one of the sales popularity value and the current number of virtual viewers; wherein, the triggering probability of the virtual interactive event is positively correlated with the sales popularity value and the triggering probability of the virtual interactive event is positively correlated with the current number of virtual viewers; The second special effects display module is used to display the second special effects screen corresponding to the virtual interactive event in the second display area of the scene screen when it is determined that a virtual interactive event has been triggered.
[0164] In some optional embodiments, the first touch operation is a click operation, and / or the second touch operation is a click operation. The first heat value increasing module of this application may include: a first heat value increasing unit, or a second heat value increasing unit. Wherein: The first popularity value increasing unit is used to respond to the click operation on the scene screen and increase the sales popularity value according to a preset single popularity increase amount. The second popularity value increasing unit is used to respond to a click operation on the scene screen, determine the operation frequency of the click operation, determine the single popularity increase amount based on the operation frequency, and increase the sales popularity value based on the single popularity increase amount; wherein, the single popularity increase amount is positively correlated with the operation frequency.
[0165] In some optional implementations, the first touch operation is a long press operation. The first heat value increasing module of this application may include: The third popularity value increasing unit is used to respond to a long press operation on the scene screen, determine the duration of the long press operation, determine the single popularity increase amount based on the duration of the operation, and increase the sales popularity value based on the single popularity increase amount; wherein, the single popularity increase amount is positively correlated with the duration of the operation.
[0166] In some optional embodiments, the second touch operation is a swipe operation. The first heat value increasing module of this application may include: The fourth popularity value increasing unit is used to respond to the sliding operation on the scene screen, determine the single popularity increase amount according to the sliding range of the sliding operation, and increase the sales popularity value based on the single popularity increase amount; wherein, the single popularity increase amount is positively correlated with the sliding range.
[0167] In some optional implementations, the virtual vending interaction device in the game provided in this application may further include: The heat value reduction module is used to reduce the sales heat value if no first touch operation or second touch operation is detected on the scene screen for a continuous third preset time.
[0168] In some optional implementations, the heat value reduction module provided in this application may include: The no-operation duration determination unit is used to determine the duration of no operation; wherein, the duration of no operation is the length of time during which neither the first touch operation nor the second touch operation is continuously detected; A heat reduction determination unit is used to determine the heat reduction amount based on the duration of inactivity; wherein the heat reduction amount is positively correlated with the duration of inactivity; A heat value reduction unit is used to reduce the sales heat value based on the heat value reduction amount.
[0169] In some optional implementations, the virtual vending interaction device in the game provided in this application may further include: The critical hit trigger judgment module is used to determine whether a critical hit event has been triggered. The second popularity value increasing module is used to determine the number of critical hits when a critical hit event is determined, and to increase the sales popularity value according to the number of critical hits.
[0170] In some optional implementations, the critical hit trigger determination module of this application includes at least one of the following: The first triggering judgment unit is used to determine whether the critical hit event is triggered according to a preset random probability value; The second triggering judgment unit is used to determine whether to trigger the critical hit event based on at least one of the sales popularity value, the current number of virtual viewers, the operation frequency of the first touch operation, and the operation frequency of the second touch operation.
[0171] In some optional implementations, the second heat value increasing module of this application may include one of the following: The first critical hit count determination unit is used to determine the critical hit count using a random algorithm; The second critical hit count determination unit is used to determine the critical hit count using an exponential calculation method; The third critical hit count determination unit is used to determine the critical hit count based on at least one of the sales popularity value, the current number of virtual viewers, the operation frequency of the first touch operation, and the operation frequency of the second touch operation; wherein the critical hit count is positively correlated with the sales popularity value, the current number of virtual viewers, the operation frequency of the first touch operation, and the operation frequency of the second touch operation.
[0172] In some optional implementations, the virtual vending interaction device in the game provided in this application may further include: The third special effects display module is used to display the third special effects screen corresponding to the critical hit event in the third display area of the scene screen when it is determined that the critical hit event has been triggered.
[0173] In some optional implementations, the virtual interactive event includes at least one of a virtual large gift giving event and a virtual gift chain giving event. The virtual vending interactive device for games provided in this application may further include: The big gift giving event triggering unit is used to trigger the virtual big gift giving event if the number of critical hits is greater than a preset first critical hit threshold after the number of critical hits is determined. The gift-giving event triggering unit is used to trigger the virtual gift-giving event if the number of critical hits is greater than a preset second critical hit threshold after the number of critical hits is determined.
[0174] In some optional implementations, when the virtual gift-giving event is triggered, the second special effects display module of this application may include: The first role determination unit is used to randomly determine the role identity of the virtual gift-giving role from a plurality of preset role identity information, and to determine the role image of the virtual gift-giving role based on the role identity of the virtual gift-giving role. The target effect type determination unit is used to randomly determine the gift type of the virtual gift from a plurality of preset virtual gift types, and determine the target effect type based on the gift type of the virtual gift; The first special effects display unit is used to display the second special effects screen corresponding to the target special effects type in the second display area based on the character identity and character image of the virtual gift-giving character, so as to display the character identity and character image of the virtual gift-giving character in the second special effects screen.
[0175] In some optional implementations, when the virtual gift delivery event is triggered, the second special effects display module of this application may include: The second role determination unit is used to determine the role identity information of the non-player virtual character displayed in the scene as the role identity of the virtual gift-giving character if the current number of virtual viewers is one. The third role determination unit is used to obtain the role identity information of each non-player virtual character displayed in the scene screen when there are multiple virtual viewers, and determine the role identity of the virtual gift-giving character in each role identity information according to the preset gift-giving role selection rules. The gift type determination unit is used to determine the type of virtual gift corresponding to the role identity of the virtual gift-giving role based on a preset role gift mapping relationship; A consecutive delivery quantity determination unit is used to determine the consecutive delivery quantity of the virtual gift, wherein the consecutive delivery quantity is positively correlated with at least one of the operation frequency of the first touch operation and the operation frequency of the second touch operation; The second special effects display unit is used to display the consecutive gifting special effects in the second display area based on the role identity of the virtual gift-giving character, the type of virtual gift, and the number of consecutive gifts.
[0176] In some optional implementations, the virtual interactive event includes at least one of a virtual large gift giving event and a virtual gift chain giving event. The virtual vending interactive device for games provided in this application may further include: The virtual earnings update module is used to update the virtual earnings value according to a preset gift earnings mapping relationship when the virtual big gift giving event or the virtual gift chain giving event is triggered.
[0177] In some optional implementations, the virtual vending interaction device in the game provided in this application may further include: The information aggregation module is used to display the aggregated information corresponding to this virtual sales scenario through the graphical user interface in response to the fulfillment of the virtual sales end conditions, and to update the account information of the player's account based on the aggregated information; The summarized information includes: the quantity of goods sold, the virtual revenue value, the highest sales popularity value, and the number of times the virtual interactive event was triggered in this virtual sales scenario.
[0178] The various modules in the virtual vending interaction device in the aforementioned game can be implemented entirely or partially through software, hardware, or a combination thereof. These modules can be embedded in the processor of the electronic device in hardware form or independent of it, or stored in the memory of the electronic device in software form, so that the processor can call and execute the corresponding operations of each module.
[0179] In some alternative embodiments, this application provides an electronic device including a processor and a memory storing machine-executable instructions that can be executed by the processor to implement the virtual vending interaction method in the game described in any of the above embodiments.
[0180] In some alternative implementations, when the electronic device is the aforementioned local terminal device, the internal structure diagram of the electronic device can be as follows: Figure 12 As shown, the electronic device includes a processor, memory, communication interface, display screen, and input device connected via a system bus. The processor provides computing and control capabilities. The memory includes a non-volatile storage medium and internal memory. The non-volatile storage medium stores the operating system and computer programs. The internal memory provides an environment for the operation of the operating system and computer programs stored in the non-volatile storage medium. The communication interface is used for wired or wireless communication with external terminals; wireless communication can be achieved through Wi-Fi, mobile cellular networks, NFC (Near Field Communication), or other technologies. When the computer program is executed by the processor, it implements a virtual vending interaction method in a game. The display screen can be an LCD screen or an e-ink screen. The input device can be a touch layer covering the display screen, a trackball or touchpad mounted on the device's casing, or an external touchpad or mouse, etc.
[0181] In some alternative implementations, when the electronic device is the server described above, the internal structure diagram of the electronic device can be as follows: Figure 13 As shown, the electronic device includes a processor, memory, and a network interface connected via a system bus. The processor provides computing and control capabilities. The memory includes a non-volatile storage medium and internal memory. The non-volatile storage medium stores the operating system, computer programs, and a database. The internal memory provides the environment for the operation of the operating system and computer programs in the non-volatile storage medium. The database stores game data such as the quantity of goods sold, virtual revenue values, summary information, and player account information. The network interface communicates with client terminal devices via a network connection. When the computer program is executed by the processor, it implements a virtual sales interaction method within the game.
[0182] Those skilled in the art will understand that Figure 12-13 The structure shown is merely a block diagram of a portion of the structure related to the present application and does not constitute a limitation on the electronic device to which the present application is applied. The specific electronic device may include more or fewer components than shown in the figure, or combine certain components, or have different component arrangements.
[0183] In some alternative embodiments, this application provides a computer-readable storage medium storing computer instructions that, when executed by a processor, implement the virtual vending interaction method in a game as described in any of the above embodiments.
[0184] In some alternative implementations, this application provides a computer program product, including a computer program that, when executed by a processor, implements the virtual vending interaction method in a game as described in any of the above embodiments.
[0185] Those skilled in the art will understand that all or part of the processes in the above embodiments can be implemented by a computer program instructing related hardware. The computer program can be stored in a non-volatile computer-readable storage medium. When the computer program is executed, it can include the processes of the embodiments of the above methods.
[0186] Any references to memory, databases, or other media used in the embodiments provided in this application may include at least one of non-volatile and volatile memory. Non-volatile memory may include read-only memory (ROM), magnetic tape, floppy disk, flash memory, optical memory, high-density embedded non-volatile memory, resistive random access memory (ReRAM), magnetic random access memory (MRAM), ferroelectric random access memory (FRAM), phase change memory (PCM), graphene memory, etc. Volatile memory may include random access memory (RAM) or external cache memory, etc. By way of illustration and not limitation, RAM may be in various forms, such as static random access memory (SRAM) or dynamic random access memory (DRAM), etc. The databases involved in the embodiments provided in this application may include at least one of relational databases and non-relational databases. Non-relational databases may include, but are not limited to, blockchain-based distributed databases, etc. The processors involved in the various embodiments provided in this application may be general-purpose processors, central processing units, graphics processors, digital signal processors, programmable logic devices, quantum computing-based data processing logic devices, etc., and are not limited thereto.
[0187] In the description of this application, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0188] The various embodiments in this specification are described in a progressive manner. Each embodiment focuses on the differences from other embodiments. The various embodiments can be combined as needed, and the same or similar parts can be referred to each other.
[0189] The above description of the disclosed embodiments enables those skilled in the art to make or use this application. Various modifications to these embodiments will be readily apparent to those skilled in the art, and the general principles defined herein may be implemented in other embodiments without departing from the spirit or scope of this application. Therefore, this application is not to be limited to the embodiments shown herein, but is to be accorded the widest scope consistent with the principles and novel features disclosed herein.
Claims
1. A virtual vending interaction method in a game, characterized in that, The method includes: The system obtains the quantity of goods sold and the virtual revenue value, and displays a scene of the virtual sales scenario through the graphical user interface of the terminal device based on the quantity of goods sold and the virtual revenue value, so that the display content of the scene includes the quantity of goods sold and the virtual revenue value; the display content of the scene also includes the virtual vending machine and the player's virtual character; In response to a first touch operation on the scene screen, the quantity of sold goods is increased, and the virtual revenue value is updated; In response to a second touch operation on the scene screen, the number of non-player virtual characters displayed in the scene screen is determined, and the current number of virtual viewers is obtained. If the current number of virtual viewers is less than a preset maximum display threshold, the current number of virtual viewers is increased.
2. The virtual vending interaction method in a game according to claim 1, characterized in that, Increasing the current number of virtual viewers includes: Determine the amount of a single character increase, and generate at least one character style description text corresponding to the single character increase amount; The pre-loaded basic character image is adjusted according to the target description text to obtain the new character image; wherein, the target description text is any one of the at least one character style description text; The newly added character image is rendered into the scene to increase the number of current virtual viewers.
3. The virtual vending interaction method in a game according to claim 1, characterized in that, The step of displaying a virtual sales scenario through the graphical user interface of the terminal device based on the quantity of goods sold and the virtual revenue value includes: The base layer data is loaded into the running memory of the terminal device, and rendered based on the base layer data to obtain the base layer; wherein, the base layer data is used to display the background of the virtual vending machine and the scene screen; If the quantity of sold goods changes or the virtual revenue value changes, the dynamic layer data is refreshed, and the dynamic layer is rendered based on the refreshed dynamic layer data to obtain the dynamic layer; wherein, the dynamic layer is used to display the quantity of sold goods and the virtual revenue value; If the current number of virtual viewers changes, the virtual character data in the character layer data is loaded or unloaded according to the change in the number of displays, and the character layer data is rendered according to the loaded or unloaded character layer data to obtain the character layer. The base layer, the dynamic layer, and the character layer are merged to obtain the scene image, which is then displayed through the graphical user interface.
4. The virtual vending interaction method in a game according to claim 1, characterized in that, The first touch operation is a click operation; The step of increasing the quantity of sold goods and updating the virtual revenue value in response to a first touch operation on the scene screen includes: In response to a click on the scene screen, the quantity of sold goods is increased according to a preset single-time increase amount, and the virtual revenue value is updated according to the single-time increase amount and a preset goods revenue mapping relationship.
5. The virtual vending interaction method in a game according to claim 1, characterized in that, The first touch operation is a long press operation; The step of increasing the quantity of sold goods and updating the virtual revenue value in response to a first touch operation on the scene screen includes: In response to a long press operation on the scene screen, the duration of the long press operation is determined, and the amount of goods added in a single operation is determined based on the duration of the operation; wherein, the amount of goods added in a single operation is positively correlated with the duration of the operation. The quantity of sold goods is increased based on the single increase in goods, and the virtual revenue value is updated according to the single increase in goods and the preset goods revenue mapping relationship.
6. The virtual vending interaction method in a game according to claim 1, characterized in that, The second touch operation is a click operation; Increasing the current number of virtual viewers includes: Increase the current number of virtual viewers according to the preset single-time character increase amount.
7. The virtual vending interaction method in a game according to claim 1, characterized in that, The second touch operation is a swipe operation; Increasing the current number of virtual viewers includes: The amount of character increase per operation is determined based on the sliding range of the sliding operation; wherein, the amount of character increase per operation is positively correlated with the sliding range. Based on the single increase in character count, increase the current number of virtual viewers.
8. The virtual vending interaction method in a game according to claim 1, characterized in that, The scene display also includes virtual goods; the method further includes: In response to the first touch operation on the scene screen, the quantity of the virtual goods in the scene screen is determined. If the quantity of the virtual goods is greater than a preset minimum quantity, the quantity of the virtual goods displayed in the scene screen is reduced.
9. The virtual vending interaction method in a game according to claim 8, characterized in that, The method further includes: Determine whether the preset replenishment conditions are met; If so, increase the quantity of the virtual goods displayed in the scene until the quantity of the virtual goods equals the preset maximum quantity of goods. The conditions for adding goods include at least one of the following: The quantity of the virtual goods is less than or equal to the minimum quantity of goods; The number of virtual goods is less than the maximum number of goods, and no first touch operation on the scene screen is detected for a first preset duration.
10. The virtual vending interaction method in a game according to claim 1, characterized in that, After increasing the current number of virtual viewers, the method further includes: If the increased number of current virtual viewers is greater than or equal to the maximum display threshold, then the first special effect image is displayed in the first display area of the scene image.
11. The virtual vending interaction method in a game according to claim 1, characterized in that, The method further includes: If no second touch operation is detected on the scene screen for a second preset duration, the current number of virtual viewers is determined, and if the current number of virtual viewers is greater than a preset minimum display threshold, the current number of virtual viewers is reduced.
12. The virtual vending interaction method in a game according to claim 1, characterized in that, The displayed content of the scene screen also includes a sales popularity value; the method also includes: In response to the first touch operation or the second touch operation on the scene screen, the sales popularity value is increased; Whether to trigger a virtual interactive event is determined based on at least one of the sales popularity value and the current number of virtual viewers; wherein, the trigger probability of the virtual interactive event is positively correlated with the sales popularity value and the trigger probability of the virtual interactive event is positively correlated with the current number of virtual viewers; If so, the second special effect screen corresponding to the virtual interactive event will be displayed in the second display area of the scene screen.
13. The virtual vending interaction method in a game according to claim 12, characterized in that, The first touch operation is a click operation, and / or the second touch operation is a click operation; The step of increasing the sales popularity value in response to the first touch operation or the second touch operation on the scene screen includes: In response to a click on the scene screen, the sales popularity value is increased according to a preset single-click popularity increase; or, In response to a click operation on the scene screen, the operation frequency of the click operation is determined, and the single-time popularity increase is determined based on the operation frequency. The sales popularity value is increased based on the single-time popularity increase; wherein, the single-time popularity increase is positively correlated with the operation frequency.
14. The virtual vending interaction method in a game according to claim 12, characterized in that, The first touch operation is a long press operation; The step of increasing the sales popularity value in response to the first touch operation or the second touch operation on the scene screen includes: In response to a long press operation on the scene screen, the duration of the long press operation is determined, and the single increase in popularity is determined based on the duration of the operation. The sales popularity value is increased based on the single increase in popularity; wherein, the single increase in popularity is positively correlated with the duration of the operation.
15. The virtual vending interaction method in a game according to claim 12, characterized in that, The second touch operation is a swipe operation; The step of increasing the sales popularity value in response to the first touch operation or the second touch operation on the scene screen includes: In response to a sliding operation on the scene screen, the single increase in popularity is determined based on the sliding range of the sliding operation, and the sales popularity value is increased based on the single increase in popularity; wherein, the single increase in popularity is positively correlated with the sliding range.
16. The virtual vending interaction method in a game according to claim 12, characterized in that, The method further includes: If no first touch operation or second touch operation is detected on the scene screen for a third preset duration, the sales popularity value is reduced.
17. The virtual vending interaction method in a game according to claim 16, characterized in that, The reduction of the sales popularity value includes: Determine the duration of no operation; wherein, the duration of no operation is the length of time during which neither the first touch operation nor the second touch operation is continuously detected; The amount of heat reduction is determined based on the duration of inactivity; wherein the amount of heat reduction is positively correlated with the duration of inactivity. The sales popularity value is reduced based on the amount of decrease in popularity.
18. The virtual vending interaction method in a game according to claim 12, characterized in that, The method further includes: Determine if a critical hit event has been triggered; If so, determine the number of critical hits and increase the sales popularity value according to the number of critical hits.
19. The virtual vending interaction method in a game according to claim 18, characterized in that, The determination of whether a critical hit event has been triggered includes one of the following: Whether to trigger the critical hit event is determined according to a preset random probability value; The system determines whether to trigger the critical hit event based on at least one of the following: the sales popularity value, the current number of virtual viewers, the operation frequency of the first touch operation, and the operation frequency of the second touch operation.
20. The virtual vending interaction method in a game according to claim 18, characterized in that, The determination of the critical hit count includes one of the following: The number of critical hits is determined using a random algorithm; The critical hit count is determined using an exponential calculation method; The critical hit count is determined based on at least one of the sales popularity value, the current number of virtual viewers, the operation frequency of the first touch operation, and the operation frequency of the second touch operation; wherein the critical hit count is positively correlated with the sales popularity value, the current number of virtual viewers, the operation frequency of the first touch operation, and the operation frequency of the second touch operation.
21. The virtual vending interaction method in a game according to claim 18, characterized in that, The method further includes: If the critical hit event is determined to be triggered, the third special effect screen corresponding to the critical hit event will be displayed in the third display area of the scene screen.
22. The virtual vending interaction method in a game according to claim 18, characterized in that, The virtual interactive events include at least one of the following: virtual big gift giving event and virtual gift chain giving event; After determining the number of critical hits, the following is also included: If the number of critical hits is greater than the preset first critical hit threshold, the virtual gift-giving event is triggered. If the number of critical hits is greater than the preset second critical hit threshold, the virtual gift delivery event is triggered.
23. The virtual vending interaction method in a game according to claim 22, characterized in that, When the virtual gift-giving event is triggered, displaying the second special effect screen corresponding to the virtual interactive event in the second display area of the scene screen includes: The virtual gift-giving character is randomly determined from a set of preset character identity information, and the character image of the virtual gift-giving character is determined based on the character identity of the virtual gift-giving character. The gift type of the virtual gift is randomly determined from a set of preset virtual gift types, and the target special effect type is determined based on the gift type of the virtual gift. Based on the identity and appearance of the virtual gift-giving character, the second special effect screen corresponding to the target special effect type is displayed in the second display area, so as to display the identity and appearance of the virtual gift-giving character in the second special effect screen.
24. The virtual vending interaction method in a game according to claim 22, characterized in that, When the virtual gift delivery event is triggered, displaying the second special effect screen corresponding to the virtual interactive event in the second display area of the scene screen includes: If the current number of virtual viewers is one, then the character identity information of the non-player virtual character displayed in the scene will be used as the character identity of the virtual gift-giving character. If there are multiple virtual viewers, then obtain the character identity information of each non-player virtual character displayed in the scene, and determine the character identity of the virtual gift-giving character from each of the character identity information according to the preset gift-giving character selection rules. Based on the preset role-gift mapping relationship, determine the type of virtual gift corresponding to the role identity of the virtual gift-giving role; The number of virtual gifts sent in a row is determined, and the number of virtual gifts sent in a row is positively correlated with at least one of the operation frequency of the first touch operation and the operation frequency of the second touch operation; Based on the virtual gift-giving character's identity, the type of virtual gift, and the number of consecutive gifts, a consecutive gifting effect screen is displayed in the second display area.
25. The virtual vending interaction method in a game according to claim 12, characterized in that, The virtual interactive event includes at least one of a virtual large gift giving event and a virtual gift chain giving event; the method further includes: When the virtual gift-giving event or the virtual gift-giving event is triggered, the virtual income value is updated according to the preset gift income mapping relationship.
26. The virtual vending interaction method in a game according to any one of claims 12 to 25, characterized in that, The method further includes: In response to the fulfillment of the virtual sales termination conditions, the summary information corresponding to this virtual sales scenario is displayed through the graphical user interface, and the account information of the player's account is updated based on the summary information; The summarized information includes: the quantity of goods sold, the virtual revenue value, the highest sales popularity value, and the number of times the virtual interactive event was triggered in this virtual sales scenario.
27. A virtual vending interaction device in a game, characterized in that, The device includes: The display module is used to obtain the quantity of goods sold and the virtual revenue value, and to display the scene of the virtual sales scenario through the graphical user interface of the terminal device based on the quantity of goods sold and the virtual revenue value, so that the display content of the scene includes the quantity of goods sold and the virtual revenue value; the display content of the scene also includes the virtual vending machine and the player's virtual character; The information update module is used to increase the quantity of sold goods and update the virtual revenue value in response to the first touch operation on the scene screen; The character update module is used to determine the number of non-player virtual characters displayed in the scene and obtain the current number of virtual viewers. If the current number of virtual viewers is less than the preset maximum display threshold, the current number of virtual viewers is increased.
28. An electronic device, characterized in that, include: A memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor, when executing the computer program, implements the virtual vending interaction method in a game as described in any one of claims 1 to 26.
29. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer instructions that, when executed by a processor, implement the virtual vending interaction method in a game as described in any one of claims 1 to 26.