Method, device and equipment for obtaining virtual props and storage medium

By placing item collectors in the virtual environment, virtual characters of the same faction can store and retrieve virtual items in the item collectors, solving the problem of distance limitations between virtual characters and enabling flexible transfer of virtual items.

CN122141235APending Publication Date: 2026-06-05TENCENT TECHNOLOGY (SHENZHEN) CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2024-12-04
Publication Date
2026-06-05

AI Technical Summary

Technical Problem

In a virtual environment, the transfer of virtual items between virtual characters is limited by distance and cannot be flexibly achieved.

Method used

By placing item collectors in the virtual environment, virtual characters of the same faction can store and retrieve virtual items in the item collectors, and use the item collectors to transfer virtual items.

Benefits of technology

It avoids the distance restrictions between virtual characters, improves the flexibility of virtual item transfer, and allows virtual characters of the same faction to indirectly transfer items in different locations.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses a virtual prop acquisition method and device, equipment and storage medium, and belongs to the field of application programs supporting virtual environments. The method comprises the following steps: controlling a first virtual character to place a prop collector in a virtual environment, the prop collector being used for collecting virtual props; in the case that a second virtual character places a first virtual prop in the prop collector, storing the first virtual prop in the prop collector, the first virtual character and the second virtual character belonging to a first camp in a game; and controlling the first virtual character to acquire the virtual prop stored in the prop collector through the prop collector. The application can realize the transfer of the virtual prop between the virtual characters in the same camp through the prop collector. The application can avoid the problem that the transfer of the virtual prop is limited by the distance between the virtual characters, and the flexibility of the transfer of the virtual prop is improved.
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Description

Technical Field

[0001] This application relates to the field of applications supporting virtual environments, and in particular to a method, apparatus, device, and storage medium for obtaining virtual items. Background Technology

[0002] In applications that support virtual environments, such as first-person shooter (FPS) games, virtual characters from the first faction fight against virtual characters from the second faction using virtual items.

[0003] In related technologies, virtual characters of the same faction can transfer their virtual items to each other. For example, if a first virtual character and a second virtual character of the same faction are close to each other and the distance between them is less than a certain threshold, virtual items owned by the first virtual character can be transferred to the second virtual character, or vice versa, through an item transfer operation.

[0004] The above method of transferring virtual items has the problem of being limited by the distance between virtual characters. Summary of the Invention

[0005] This application provides a method, apparatus, device, and storage medium for acquiring virtual items, which can avoid the problem of distance limitations between virtual characters when transferring virtual items. The technical solution is as follows:

[0006] According to one aspect of this application, a method for obtaining virtual items is provided, the method comprising:

[0007] Control the first virtual character to place an item collector in a virtual environment, the item collector being used to collect virtual items;

[0008] When the second virtual character places the first virtual item in the item collector, the first virtual item is stored in the item collector, and the first virtual character and the second virtual character belong to the first faction in the game.

[0009] Control the first virtual character to obtain virtual items stored in the item collector through the item collector.

[0010] According to another aspect of this application, a device for acquiring virtual items is provided, the device comprising:

[0011] The control module is used to control the first virtual character to place an item collector in the virtual environment, the item collector being used to collect virtual items;

[0012] The storage module is used to store the first virtual item in the item collector when the second virtual character places the first virtual item in the item collector, wherein the first virtual character and the second virtual character belong to the first faction in the game.

[0013] The control module is also used to control the first virtual character to obtain virtual items stored in the item collector through the item collector.

[0014] In an optional design, the control module is configured to, in response to the deployment operation of the first virtual character of the item to be deployed, control the first virtual character to deploy the item to be deployed in the virtual environment, thereby obtaining the item collector in the virtual environment.

[0015] In an optional design, the control module is used to control the first virtual character to deploy the item to be deployed in the virtual environment according to the deployment position corresponding to the deployment operation, thereby obtaining the item collector located at the deployment position in the virtual environment; wherein, the deployment position is determined according to the deployment direction and deployment distance indicated by the deployment operation, and the deployment distance is the distance between the item collector and the first virtual character.

[0016] In an alternative design, the device further includes a dispensing module for dispensing the item to be deployed to the first virtual character at the start of the game.

[0017] In an optional design, the device further includes a display module for displaying a deployment control corresponding to the item to be deployed when the first virtual character holds the item to be deployed; wherein the deployment control is used to trigger the deployment operation.

[0018] In an optional design, the device further includes a display module for displaying a type selection control, which displays multiple candidate item types, upon completion of the deployment of the item to be deployed; and for displaying collection prompt information corresponding to the item collector in response to a selection operation of a first item type among the multiple candidate item types; wherein the collection prompt information is used to prompt the user to collect virtual items of the first item type through the item collector.

[0019] In an optional design, the storage module is used to store the attack item in the item collector when the second virtual character uses the attack item on the item collector.

[0020] In an optional design, the storage module is configured to store the virtual bullet in the item collector by generating a virtual item of the same type as the virtual bullet in the item collector when the second virtual character fires a virtual bullet at the item collector.

[0021] In an optional design, the item collector has a corresponding receiving area; the storage module is used to store the attack item in the item collector when the second virtual character uses the attack item on the item collector and the attack item hits the receiving area.

[0022] In an optional design, the prop collector is located on the ground in the virtual environment, and the receiving area is a closed graphic area at a preset distance above the prop collector.

[0023] In an optional design, the storage module is configured to store the first number of virtual bullets in the item collector by generating a first number of virtual items of the same type as the virtual bullets in the item collector when the second virtual character fires a first number of virtual bullets at the item collector.

[0024] In an optional design, the device further includes a display module for displaying a collection progress control corresponding to the item collector, wherein the collection progress control displays a progress bar; wherein the progress bar is used to indicate the progress of the item collector in collecting the virtual item.

[0025] In an optional design, the device further includes a display module for displaying a virtual character from the second faction destroying the item collector if the virtual character from the second faction attacks the item collector and the destruction conditions are met.

[0026] In an alternative design, the destruction condition includes the item collector's durability falling below a durability threshold, the durability decreasing with attacks from virtual characters of the second faction.

[0027] In an optional design, the storage module is used to store the second virtual item in the item collector when the first virtual character places the second virtual item in the item collector.

[0028] In an optional design, the device further includes a display module for displaying at least one of the second and third virtual characters approaching the item collector; wherein the item collector is used by virtual characters of the first faction to obtain virtual items stored in the item collector, and the third virtual character belongs to the first faction.

[0029] According to another aspect of this application, a computer device is provided, the computer device including a processor and a memory, the memory storing at least one program, the at least one program being loaded and executed by the processor to implement the method for obtaining virtual items as described above.

[0030] According to another aspect of this application, a computer-readable storage medium is provided, wherein at least one program is stored therein, the at least one program being loaded and executed by a processor to implement the method for obtaining virtual items as described above.

[0031] According to another aspect of this application, a computer program product or computer program is provided, comprising computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the virtual item acquisition method provided in various alternative implementations of the above aspects.

[0032] The beneficial effects of the technical solution provided in this application include at least the following:

[0033] A first virtual character places an item collector in the virtual environment, and a second virtual character of the same faction stores the first virtual item in the item collector. The first virtual character can then retrieve the virtual item stored in the item collector. This allows virtual characters of the same faction to transfer virtual items to each other via the item collector. Because the item collector can be flexibly placed in different locations within the virtual environment, and virtual characters of the same faction can indirectly transfer virtual items through the item collector, the problem of distance limitations between virtual characters in transferring virtual items is avoided, thus improving the flexibility of virtual item transfer. Attached Figure Description

[0034] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0035] Figure 1 This is a structural block diagram of a computer system provided in an exemplary embodiment of this application;

[0036] Figure 2 This is a schematic diagram illustrating the process of obtaining virtual items provided in an exemplary embodiment of this application;

[0037] Figure 3 This is a flowchart illustrating a method for obtaining virtual items provided in an exemplary embodiment of this application;

[0038] Figure 4 This is a flowchart illustrating a method for obtaining virtual items provided in an exemplary embodiment of this application;

[0039] Figure 5 This is a schematic diagram illustrating the process of deploying a prop to be deployed, provided in an exemplary embodiment of this application;

[0040] Figure 6 This is a schematic diagram of a type selection control provided in an exemplary embodiment of this application;

[0041] Figure 7 This is a schematic diagram illustrating the collection of prompt information provided in an exemplary embodiment of this application;

[0042] Figure 8 This is a schematic diagram illustrating the acquisition of virtual items via an item collector, provided in an exemplary embodiment of this application.

[0043] Figure 9 This is a schematic diagram of a destruction effect provided in an exemplary embodiment of this application;

[0044] Figure 10 This is a schematic diagram illustrating the process of transferring a virtual bullet according to an exemplary embodiment of this application;

[0045] Figure 11 This is a schematic diagram of the structure of a virtual item acquisition device provided in an exemplary embodiment of this application;

[0046] Figure 12 This is a schematic diagram of the structure of a virtual item acquisition device provided in an exemplary embodiment of this application;

[0047] Figure 13 This is a schematic diagram of the structure of a virtual item acquisition device provided in an exemplary embodiment of this application;

[0048] Figure 14 This is a schematic diagram of the structure of a terminal provided in an exemplary embodiment of this application.

[0049] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this application and, together with the description, serve to explain the principles of this application. Detailed Implementation

[0050] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.

[0051] First, let me introduce the terms used in this application:

[0052] Virtual environment: This refers to the virtual environment displayed (or provided) by an application when it runs on a terminal. This virtual environment can be a simulation of the real world, a semi-simulated / semi-fictional environment, or a purely fictional environment. The virtual environment can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual environment; this application does not limit this. The following embodiments illustrate a three-dimensional virtual environment. For example, the virtual environment includes the sky, land, and ocean, with the land including environmental elements such as plants and houses. Users can control virtual characters to move within this virtual environment. Of course, the virtual environment also includes virtual objects. These virtual objects can be interactive, such as virtual beds, virtual chairs, virtual lamps, and virtual bathtubs, allowing users to control their virtual characters to lie on the virtual bed or sit on the virtual chair. They can also be non-interactive, such as virtual trees, virtual stones, and virtual house structures (including roofs, floors, pillars, doors, and windows). This virtual environment can also simulate real-world environments under different weather conditions, such as sunny days, rainy days, foggy days, or nighttime. A variety of scene elements enhance the diversity and realism of the virtual environment.

[0053] Virtual Character: A virtual character refers to an active object in a virtual environment. This active object can be a virtual person, virtual animal, anime character, etc., such as a person displayed in a three-dimensional virtual environment. Optionally, a virtual character is a three-dimensional model created based on animation skeletal technology, which achieves different appearances by wearing different skins. Each virtual character has its own shape and volume in the three-dimensional virtual environment, occupying a portion of the space within the three-dimensional virtual environment. In some implementations, virtual characters can also be implemented using 2.5D or 2D models; this application does not limit this. Optionally, a virtual character is developed by a user from an initial virtual character according to the developer's design; or, the virtual character is designed by the developer, and users can acquire different virtual characters through purchase, completing tasks, lotteries, etc., and selectively control one of the virtual characters to enter a game.

[0054] Virtual items: Virtual items include items that virtual characters can use in a virtual environment. In some embodiments, by controlling a virtual character to use virtual items, the virtual items can provide corresponding buffs to the virtual character, such as increasing attack power, increasing defense power, increasing health, etc. For example, virtual items include at least one of wearable items, attack items, supply items, and functional items. Wearable items include virtual helmets, armor, pants, shoes, and other wearable items. Attack items include virtual knives, swords, pistols, rifles, grenades, flashbangs, bullets, and other attack items. Supply items are used to provide supplies for the virtual character during combat, such as virtual food, drinks, bandages, and medkits. Functional items are used to trigger the functions of the functional items, such as summoning functions, unlocking functions, etc. In some embodiments, virtual items may be referred to as virtual equipment.

[0055] First-person shooter (FPS) games are shooting games where users can play from a first-person perspective. The virtual environment in the game is viewed from the perspective of the user-controlled virtual character. In the game, at least two teams of virtual characters engage in single-round battles within the virtual environment. Virtual characters survive by dodging attacks from other virtual characters and avoiding dangers present in the virtual environment (such as poison gas circles, swamps, etc.). When a virtual character's health points in the virtual environment reach zero, their life ends, and the last surviving virtual character wins. Optionally, the competitive modes of the battles (matches) include single-player mode, two-player team mode, or multiplayer team mode. This application embodiment does not limit the battle mode.

[0056] User interface (UI) controls are any visual controls or elements that can be seen on the user interface of an application. Examples include images, input fields, text boxes, buttons, and labels; some of these UI controls respond to user actions.

[0057] Figure 1 This is a structural block diagram of a computer system provided in an exemplary embodiment of this application. The computer system 100 includes: a first terminal 110, a second terminal 120, and a server cluster 130.

[0058] The first terminal 110 has an application 111 installed and running that supports a virtual environment. This application 111 can be a client that supports a virtual environment. When the first terminal 110 runs the application 111, the user interface of the application 111 is displayed on the screen of the first terminal 110. The application 111 can be any of the following: First Person Shooting (FPS) game, Third Person Shooting (TPS) game, Multiplayer Online Battle Arena (MOBA) game, Fight Technology Game (FTG), Action Game (ACT), Real-Time Strategy Game (RTS), Massive / Massively Multiplayer Online Game (MMOG), Arcade Game, Simulation Game (SLG), Competitive Game, Party Game, or Casual Game. The first terminal 110 is the terminal used by the first user 112, who uses the first terminal 110 to control the behavior of a first virtual character located in the virtual environment. The first user, 112, logs in to use application 111.

[0059] The second terminal 120 has an application 121 installed and running that supports a virtual environment. This application 121 can be a client that supports a virtual environment. When the second terminal 120 runs the application 121, the user interface of the application 121 is displayed on the screen of the second terminal 120. The application 121 can be any of the following: FPS game, TPS game, MOBA game, FTG, ACT, RTS, MMOG, arcade game, SLG, competitive game, party game, or casual game. Optionally, the application 121 can be exactly the same as the application 111, or the same application under different operating systems, or different versions of the same application. The application 111 can be the first client, and the application 121 can be the second client. The second terminal 120 is the terminal used by the second user 122. The second user 122 uses the second terminal 120 to control the behavior of virtual characters other than the first virtual character in the virtual environment, such as controlling the behavior of the second, third, or fourth virtual character. The second user 122 uses the application 121 by logging in. Optionally, the virtual characters other than the first virtual character belong to the same or different factions as the first virtual character. When both belong to the same camp, there can also be at least one enemy virtual character from the opposing camp in the virtual environment. The enemy virtual character is controlled by the user using the third terminal through the corresponding application. The enemy virtual character belongs to the opposing camp of the first virtual character.

[0060] The device types of the first terminal 110 and the second terminal 120 include at least one of the following: smartphone, tablet computer, e-book reader, MP3 player, MP4 player, laptop computer, and desktop computer.

[0061] Figure 1 Only two terminals are shown in the figure, but multiple other terminals 140 exist in different embodiments. In some embodiments, at least one other terminal 140 is the terminal corresponding to the developer. A development and editing platform for a client that supports a virtual environment is installed on the other terminal 140. The developer can edit and update the client on the other terminal 140 and transmit the updated client installation package to the server cluster 130 via wired or wireless network. The first terminal 110 and the second terminal 120 can download the client installation package from the server cluster 130 to update the client.

[0062] The first terminal 110, the second terminal 120, and other terminals 140 are connected to the server cluster 130 via a wireless network or a wired network.

[0063] Server cluster 130 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server cluster 130 provides backend services to clients supporting the virtual environment. Optionally, server cluster 130 undertakes the primary computing task, and the terminals undertake secondary computing tasks; or, server cluster 130 undertakes secondary computing tasks, and the terminals undertake the primary computing tasks; or, server cluster 130 and terminals collaborate using a distributed computing architecture. Optionally, both the terminals and servers mentioned above are computer devices.

[0064] In an illustrative example, server cluster 130 includes servers 131 and 136. Server 131 includes a processor 132, a database 133, a game service module 134, and an input / output interface (I / O interface) 135. The processor 132 loads instructions stored in server 131 and processes data in database 133 and game service module 134. Database 133 stores user-related data for the first terminal 110, the second terminal 120, and other terminals 140, such as user avatars, nicknames, virtual characters, and server regions. Game service module 134 provides services for games between virtual characters from different factions. I / O interface 135 establishes communication and exchanges data with terminals via wireless or wired networks.

[0065] Based on the above introduction to the virtual environment and the description of the implementation environment, the method provided in the embodiments of this application will be described below.

[0066] Figure 2 This is a schematic diagram illustrating the process of obtaining virtual items according to an exemplary embodiment of this application. For example... Figure 2 As shown, the client displays an item collector 202 located in the virtual environment 201. The item collector 202 is used to collect virtual items. In some embodiments, the item collector 202 is placed in the virtual environment 201 by the client controlling the first virtual character 203. For example, the item collector 202 in the virtual environment 201 is obtained by controlling the first virtual character 203 to deploy the item to be deployed corresponding to the item collector 202 in the virtual environment 201. Optionally, the item to be deployed is issued to the first virtual character 203 at the beginning of the game, and the first virtual character 203 belongs to the first team.

[0067] When the second virtual character 204 places the first virtual item in the item collector 202, the client stores the first virtual item in the item collector 202. The second virtual character 204 also belongs to the first faction in the game; that is, the first virtual character 203 and the second virtual character 204 belong to the same faction in the game. In some embodiments, the first virtual item is an attack item, including virtual items used for virtual character combat. Optionally, the second virtual character 204 stores the attack item in the item collector 202 by using it. For example, taking a virtual bullet 205 as an example, when the second virtual character 204 fires a virtual bullet 205 at the item collector 202, the client stores the virtual bullet 205 in the item collector 202 by generating a virtual item of the same type as the virtual bullet 205. Optionally, for each instance where the second virtual character 204 fires a first number of virtual bullets 205 at the item collector 202, the client stores that first number of virtual bullets 205 in the item collector 202. Optionally, the item collector 202 has a corresponding receiving area 206, such as a spherical area at a preset distance above the item collector 202. The client will only store the virtual bullets 205 in the item collector 202 if the virtual bullets 205 fired by the second virtual character 204 hit the receiving area 206. In some embodiments, the first virtual character 203 can also store virtual items in the item collector 202; the storage process can refer to the process by which the second virtual character 204 stores the first virtual item, and will not be described in detail here.

[0068] When virtual items are stored in the item collector 202, the client can control the first virtual character 203 to obtain the virtual items stored in the item collector 202, thereby enabling the transfer of virtual items between virtual characters of the same faction through the item collector 202. In some embodiments, virtual characters in the first faction other than the first virtual character 203, such as the second virtual character 204 and the third virtual character, can also obtain the virtual items stored in the item collector 202 through the item collector 202. The third virtual character includes virtual characters in the first faction that do not have the item collector 202 placed on them and do not have any virtual items stored in the item collector 202.

[0069] A first virtual character places an item collector in the virtual environment, and a second virtual character of the same faction stores the first virtual item in the item collector. The first virtual character can then retrieve the virtual item stored in the item collector. This allows virtual characters of the same faction to transfer virtual items to each other via the item collector. Because the item collector can be flexibly placed in different locations within the virtual environment, and virtual characters of the same faction can indirectly transfer virtual items through the item collector, the problem of distance limitations between virtual characters in transferring virtual items is avoided, thus improving the flexibility of virtual item transfer.

[0070] Figure 3 This is a flowchart illustrating a method for obtaining virtual items according to an exemplary embodiment of this application. This method can be used on a computer device or a client on a computer device, for example... Figure 1 The first client shown. (As shown in the image) Figure 3 As shown, the method includes:

[0071] Step 302: Control the first virtual character to place an item collector in the virtual environment.

[0072] The first type of virtual character includes client-controlled virtual characters. A virtual character is an active object in a virtual environment, which can be a virtual person, virtual animal, an anime character, etc. A virtual character can be a simulation of a real-world object, a semi-simulated / semi-fictional character, or a purely fictional character. A virtual environment can be a simulation of the real world, a semi-simulated / semi-fictional environment, or a purely fictional environment. Virtual environments include at least one of two-dimensional, 2.5-dimensional, and three-dimensional virtual environments.

[0073] In some embodiments, the client, based on the control operations of the first virtual character by the first user account, can control the behavior of the first virtual character in the virtual environment, such as controlling at least one of the following: movement, skill activation, and use of virtual items. Controlling the movement of the first virtual character in the virtual environment includes controlling at least one of the following: walking, running, jumping, crouching, and crawling. The virtual character's skills include various combat-related abilities that the virtual character can use. Optionally, the virtual character's skills are divided into two categories: active skills and passive skills. Active skills are skills that the virtual character can actively use, and usually have a certain cooldown time after activation. Passive skills are skills that are automatically triggered when certain conditions are met. Activating a skill refers to activating an active skill.

[0074] Virtual items include items that virtual characters can use in a virtual environment. In some embodiments, by controlling a virtual character to use virtual items, the virtual items can provide corresponding buffs to the virtual character, such as increasing attack power, defense power, or health. Exemplarily, according to type, virtual items include at least one of wearable items, attack items, supply items, and functional items. Wearable items include virtual helmets, armor, pants, shoes, and other wearable items. Attack items include virtual knives, swords, pistols, rifles, grenades, flashbangs, bullets, and other attack items. Supply items are used to provide supplies for the virtual character during combat, such as virtual food, drinks, bandages, and medkits. Functional items are used to trigger the functions of the functional items, such as summoning or unlocking functions. According to function, virtual items include at least one of buff items and debuff items. When a virtual character uses a buff-type virtual item, the buff effect can be applied to the virtual character using the virtual item, or to other virtual characters; when a virtual character uses a debuff-type virtual item, the debuff effect can be applied to the virtual character using the virtual item, or to other virtual characters.

[0075] An item collector is used to collect virtual items. An item collector can also be considered a virtual item, such as the aforementioned functional item. In some embodiments, the appearance of the item collector is the same as, or similar to, the appearance of real-world receiving, capturing, storing, or consolidating items; for example, the appearance of the item collector is similar to that of a real-world antenna. In some embodiments, the item collector is obtained by reusing elements from other virtual items besides the item collector itself; for example, the item collector is obtained by modifying the parachute that a virtual character retracts after parachuting. Optionally, the item collector is used to collect all types of virtual items provided by the client, or it is used to collect some types of virtual items provided by the client. In some embodiments, the item collector is used to collect attack items, such as virtual grenades, smoke grenades, flashbangs, high-explosive shells, bullets, etc. This application does not limit the appearance of the item collector or the types of virtual items it supports collecting.

[0076] The item collector is placed in the virtual environment by the first virtual character. Optionally, the first virtual character belongs to the first faction in the game, which includes any faction participating in the game. In some embodiments, when the client receives a deployment operation for the item to be deployed corresponding to the item collector, it controls the first virtual character to place the item collector in the virtual environment. The item collector is obtained by deploying the item to be deployed in the virtual environment. The appearance of the item to be deployed may be the same as or different from that of the item collector; for example, the item collector is obtained by unfolding the item to be deployed. In some embodiments, the appearance of the item to be deployed is the parachute that the virtual character retracts after parachuting. Optionally, the deployment operation is triggered by a deployment control in the user interface displayed on the client. When the deployment operation is triggered, the client determines the deployment location of the item collector indicated by the deployment operation in the virtual environment, and then deploys the item collector at that location. Optionally, the item to be deployed is issued to the first virtual character by the client at the beginning of the game, for example, after the first virtual character parachutes.

[0077] In some embodiments, the client displays and controls a first virtual character in a game interface, which is a user interface for different virtual characters to play against each other in a virtual environment. Optionally, the client displays the first virtual character in a virtual environment screen displayed in the game interface, and the virtual environment screen is a view of the virtual environment observed from the perspective of the first virtual character. The first user account can change the view of the virtual environment by controlling its corresponding first virtual character to move within the virtual environment.

[0078] Step 304: If the second virtual character places the first virtual item in the item collector, store the first virtual item in the item collector.

[0079] The second virtual character differs from the first virtual character. Both the first and second virtual characters belong to the same faction in the game; that is, they are virtual characters of the same faction. The second virtual character includes any virtual character in the first faction other than the first virtual character. In some embodiments, the second virtual character is a virtual character controlled by a second user account of a second client, or the second virtual character is a non-player character (NPC), such as a virtual character controlled by artificial intelligence (AI).

[0080] The first virtual item includes any virtual item possessed by the second virtual character. In some embodiments, the first virtual item includes any attack item possessed by the second virtual character, such as virtual grenades, smoke grenades, flashbangs, high-explosive rounds, bullets, etc., possessed by the second virtual character.

[0081] In some embodiments, when a second virtual character performs a placement operation on a first virtual item it owns, the client stores the first virtual item in the item collector. The placement operation is an action to instruct the first virtual item to be placed in the item collector, and the placement operation can be triggered by a placement control in the user interface displayed by the second client. Optionally, the first virtual item can only be placed in the item collector if the distance between the second virtual character and the item collector is less than a first distance threshold.

[0082] In some embodiments, the first virtual item is an attack item. When a second virtual character uses an attack item on an item collector, the client stores the first virtual item used by the second virtual character in the item collector. Optionally, if the first virtual item used by the second virtual character hits the item collector, or hits the area corresponding to the item collector in the virtual environment, the client is triggered to store the attack item used by the second virtual character in the item collector. Optionally, if the first virtual item is an attack item and is a one-time use attack item, the client stores the first virtual item in the item collector by generating a virtual item of the same type as the first virtual item. Alternatively, the client stores the first virtual item in the item collector by transferring its location in the virtual environment to the item collector and resetting its state to unused. For example, if the first virtual item is a virtual bullet, the client stores the virtual bullet in the item collector by generating a virtual item of the same type as the virtual bullet. For example, virtual bullets include sniper ammunition and heavy ammunition. In the case where the first virtual item is sniper ammunition, the client generates sniper ammunition in the item collector to store the sniper ammunition in the item collector.

[0083] In some embodiments, the first virtual character can also store virtual items in the item collector, such as a second virtual item owned by the first virtual character. The process of the first virtual character storing the second virtual item in the item collector can refer to the process of the second virtual character storing the first virtual item, and will not be described in detail here.

[0084] Step 306: Control the first virtual character to obtain the virtual items stored in the item collector through the item collector.

[0085] When virtual items are stored in the item collector, the client can control a first virtual character to obtain the virtual items stored in the item collector. Optionally, in response to the obtaining operation, the client controls the first virtual character to obtain virtual items through the item collector. In some embodiments, the obtaining operation is triggered by an obtaining control displayed in the client's user interface. Optionally, the obtaining control is an interactive control used to control the virtual character to interact with objects in the virtual environment. Optionally, the obtaining operation is used to indicate the type and quantity of virtual items obtained by the first virtual character from the item collector, and the client controls the first virtual character to obtain virtual items through the item collector according to the type and quantity of virtual items indicated by the obtaining operation. When the first virtual character obtains virtual items stored in the item collector, the client deducts the virtual items obtained by the first virtual character from the item collector. In some embodiments, virtual items stored in the item collector can only be obtained if the distance between the first virtual character and the item collector is less than a second distance threshold.

[0086] In some embodiments, virtual characters in the first faction other than the first virtual character, such as the second and third virtual characters, can also obtain virtual items stored in the item collector through the item collector. The third virtual character includes any virtual character in the first faction that has not placed the item collector and has not stored any virtual items in the item collector. The third virtual character differs from the first and second virtual characters; the third virtual character is a virtual character in the same faction as the first and second virtual characters.

[0087] In summary, the method provided in this embodiment involves a first virtual character placing an item collector in a virtual environment, and a second virtual character of the same faction storing the first virtual item in the item collector. The first virtual character can then access the virtual item stored in the item collector. This method enables the transfer of virtual items between virtual characters of the same faction via the item collector. Since the item collector can be flexibly placed in different locations within the virtual environment, and virtual characters of the same faction can indirectly transfer virtual items through the item collector, the problem of distance limitations between virtual characters in transferring virtual items can be avoided, thus improving the flexibility of virtual item transfer.

[0088] Figure 4 This is a flowchart illustrating a method for obtaining virtual items according to an exemplary embodiment of this application. This method can be used on a computer device or a client on a computer device, for example... Figure 1 The first client shown. (As shown in the image) Figure 4 As shown, the method includes:

[0089] Step 402: Control the first virtual character to place an item collector in the virtual environment.

[0090] The first virtual character includes a client-controlled virtual character. A virtual character is an active object in a virtual environment, which can be a virtual person, virtual animal, an anime character, etc. A virtual character can be a simulation of a real-world object, a semi-simulated / semi-fictional character, or a purely fictional character. The virtual environment can be a simulation of the real world, a semi-simulated / semi-fictional environment, or a purely fictional environment. The virtual environment includes at least one of two-dimensional, 2.5-dimensional, and three-dimensional virtual environments. In some embodiments, the client, based on the control operations of the first virtual character by the first user account, can control the behavior of the first virtual character in the virtual environment, such as controlling at least one of the following: movement, skill activation, and use of virtual items.

[0091] Virtual props include items that virtual characters can use in a virtual environment. In some embodiments, by controlling a virtual character to use virtual props, the virtual props can provide corresponding buffs to the virtual character, such as increasing attack power, increasing defense power, or increasing health. Exemplarily, virtual props include at least one of wearable props, attack props, supply props, and functional props. Wearable props include props corresponding to virtual helmets, armor, pants, shoes, and other wearable items. Attack props include props corresponding to virtual knives, swords, pistols, rifles, grenades, flashbangs, bullets, and other attack items. Supply props are used to provide supplies for the virtual character during combat, such as virtual food, drinks, bandages, and medkits. Functional props are used to trigger the functions of the props, such as summoning or unlocking functions.

[0092] An item collector is used to collect virtual items. In some embodiments, the item collector's appearance is the same as, or similar to, real-world receiving, capturing, storing, or looting items; for example, the item collector's appearance is similar to a real-world antenna. In some embodiments, the item collector is obtained by reusing elements from other virtual items, such as modifying a parachute that a virtual character retracts after jumping. Optionally, the item collector is used to collect all types of virtual items provided by the client, or it is used to collect only some types of virtual items provided by the client. In some embodiments, the item collector is used to collect attack items. This application does not limit the appearance of the item collector or the types of virtual items it supports collecting.

[0093] The item collector is placed in the virtual environment by a first virtual character. In some embodiments, in response to a deployment operation of an item to be deployed by the first virtual character, the client controls the first virtual character to deploy the item to be deployed in the virtual environment, thus obtaining the item collector in the virtual environment. In some embodiments, the item collector is deployed on the ground in the virtual environment. In this case, the item collector is obtained by deploying the item to be deployed in the virtual environment, the item to be deployed including virtual items used to deploy the item collector, the appearance of which may be the same as or different from the item collector. For example, the item collector is obtained by unfolding the item to be deployed in the virtual environment. In some embodiments, the item to be deployed appears as a parachute retracted after a virtual character jumps, and the item collector can be obtained by unfolding the parachute.

[0094] By deploying the corresponding items to be deployed in the virtual environment according to the deployment operation, the item collector in the virtual environment is obtained. This allows for flexible control of the item collector's position in the virtual environment based on the deployment operation, which helps to improve the flexibility of transferring virtual items through the item collector.

[0095] In some embodiments, upon triggering a deployment operation, the client controls a first virtual character to deploy the item to be deployed in the virtual environment according to the deployment location corresponding to the deployment operation, thereby obtaining an item collector located at the deployment location in the virtual environment. The deployment location is determined based on the deployment direction and deployment distance indicated by the deployment operation. The deployment direction is a direction in the virtual environment, and the deployment distance is the distance between the deployed item collector and the first virtual character. Optionally, the deployment direction and deployment distance are determined based on human-computer interaction operations during the triggering of the deployment operation. The human-computer interaction operation can be an aiming operation during the deployment process, and the deployment distance is not greater than a third distance threshold. In some embodiments, the first virtual character deploys the item to be deployed at the deployment location by throwing it into the deployment location in the virtual environment.

[0096] For example, Figure 5 This is a schematic diagram illustrating the process of deploying a prop to be deployed, provided in an exemplary embodiment of this application. For example... Figure 5 As shown, during the deployment of the item to be deployed by the first virtual character 501, the client determines the deployment direction and distance of the item in the virtual environment based on the human-computer interaction operation of the first user account, thereby triggering the deployment operation. Upon triggering the deployment operation, the client deploys the item in the virtual environment at the deployment location 502 corresponding to the deployment direction and distance, thus obtaining the item collector located at deployment location 502.

[0097] By controlling the location of item collectors in the virtual environment based on deployment operations, it is possible to accurately control the location of item collectors in the virtual environment according to deployment operations. This allows virtual items to be delivered through item collectors to the locations required by the user, which helps to enhance the strategic nature of the game.

[0098] Optionally, the deployment operation is triggered by a deployment control in the user interface displayed on the client. When the first virtual character holds the item to be deployed, the client displays the deployment control corresponding to the item in the user interface. This deployment control is used to trigger the deployment operation. Optionally, the deployment control is a use control, used to control the virtual character to use the currently held virtual item. The virtual item held by the virtual character can refer to the virtual item the virtual character is holding. Optionally, when the first virtual character holds the item to be deployed, the client also displays the icon of the item to be deployed in the use control, thus obtaining the deployment control. The icon of the item to be deployed is used to indicate the virtual item currently held by the virtual character.

[0099] For example, continue to refer to Figure 5 The deployment controls include controls 503 and 504. When the first virtual character holds the item to be deployed, the client displays the icon of the item in controls 503 and 504. When control 503 is triggered, the client begins receiving aiming commands from the first user account. When control 504 is triggered, the client triggers the deployment operation based on the deployment direction and distance indicated by the aiming command, thereby deploying the item to be deployed at the location corresponding to the deployment direction and distance, thus obtaining an item collector in the virtual environment.

[0100] By displaying deployment controls corresponding to the items to be deployed, users can control virtual characters to deploy the items in the virtual environment, thus creating item collectors within the virtual environment. This allows for convenient control of virtual characters to deploy items, improving the efficiency of placing item collectors in the virtual environment.

[0101] In some embodiments, at the start of the match, the client distributes the item to be deployed to the first virtual character. The start of the match is a phase after a preset duration or preset event has elapsed since the start of the match, such as the client distributing the item to the first virtual character after the first virtual character parachutes. Optionally, the client distributes the item to the first virtual character by adding it to the first virtual character's inventory or item bar.

[0102] By distributing items to be deployed to the first virtual character at the start of the game, the first virtual character can hold the items after the game begins. This allows the first virtual character to freely choose the location to deploy the items within a wider range, thereby increasing the flexibility of placing the item collector.

[0103] In some embodiments, when the first virtual character completes the deployment of the item to be deployed, the client displays a type selection control in the user interface. The type selection control displays multiple candidate item types, which include different virtual item types in the client. In response to the selection of the first item type from the multiple candidate item types, the client displays collection prompt information corresponding to the item collector. The first item type is the item type selected from the multiple candidate item types. The collection prompt information is displayed around the item collector, indicating that the first item type of virtual item should be collected through the item collector. This can be understood as the type of virtual item the first virtual character expects to obtain. Optionally, the collection prompt information includes an icon corresponding to the first item type. The collection prompt information is displayed through controls such as pop-ups and overlays. It should be noted that when a selection operation is triggered, the client used to control virtual characters of the same faction as the first virtual character will also display collection prompt information corresponding to the item collector in its user interface. In some embodiments, the multiple candidate item types include different types of attack items, such as grenades, smoke grenades, flashbangs, high-explosive rounds, and bullets. In some embodiments, the multiple candidate item types include different types of virtual bullets, with different types of virtual bullets applicable to different types of virtual guns.

[0104] For example, Figure 6 This is a schematic diagram of a type selection control provided in an exemplary embodiment of this application. For example... Figure 6 As shown, after the first virtual character 601 completes the deployment of the item to be deployed, thereby placing the item collector 602 in the virtual environment, the client will display a type selection control 603. The type selection control 603 displays four candidate item types, such as icons corresponding to the four types of virtual bullets.

[0105] For example, Figure 7 This is a schematic diagram illustrating the collection of prompt information provided in an exemplary embodiment of this application. For example... Figure 7 As shown, when the first item type is selected from multiple candidate item types through a selection operation, the client displays collection prompt information 702 corresponding to item collector 701. Collection prompt information 702 displays an icon corresponding to the first item type, such as the icon for the virtual bullet selected during the selection operation. Figure 7In the case where the user interface shown is the one displayed by the first client, virtual character 703 is the first virtual character, and virtual character 704 is the second virtual character. Figure 7 When the user interface shown is the user interface displayed by the second client, virtual character 703 is the second virtual character and virtual character 704 is the first virtual character.

[0106] By displaying a type selection control and showing the corresponding collection prompts for the item collector based on the first item type selected in the type selection control, the system can indicate the type of virtual item the first virtual character expects to obtain. This helps the item collector accurately collect the virtual item the first virtual character expects, thereby improving the accuracy of obtaining virtual items.

[0107] In some embodiments, one or more target locations in the virtual environment are provided with collectors to be occupied. When a first virtual character occupies a collector to be occupied, the client will identify the collector to be occupied as an item collector placed by the first virtual character in the virtual environment. Optionally, the appearance of the collector to be occupied may be the same as or different from that of an item collector; for example, the collector to be occupied may be obtained by increasing the transparency of an item collector. Optionally, if the distance between the first virtual character and the collector to be occupied is less than a fourth distance threshold, in response to the occupation operation, the client will identify the collector to be occupied as an item collector placed by the first virtual character in the virtual environment. The occupation operation can be triggered by an interactive control, which is used to control the interaction between the virtual character and objects in the virtual environment. Optionally, the target location is sent to the client by the server corresponding to the client. In the process of determining the target location, the server will input the starting positions of each virtual character participating in the current game and the identifier of the virtual environment corresponding to the current game into the prediction model, thereby obtaining the predicted combat position output by the prediction model, and determining the target location based on the predicted combat position. The predicted combat position is used to predict the combat location of virtual characters participating in the current game within the virtual environment. The starting position of a virtual character is its location in the virtual environment when the current game begins, such as the landing location after parachuting. The virtual environment corresponding to the current game can be understood as the map corresponding to the current game. The prediction model is an AI model, such as a machine learning model built based on a neural network (NN). The prediction model is trained using the identifiers of the virtual environments corresponding to different historical games, the starting positions of virtual characters participating in historical games, and the combat locations of different virtual characters in historical games. Item collectors are set up at target locations in the virtual environment for virtual characters to occupy and obtain the corresponding item collectors. Since item collectors have strategic value during the game, setting up a mechanism for occupying item collectors enriches the strategic depth of the game.

[0108] Step 404: If the second virtual character uses an attack item on the item collector, store the attack item in the item collector.

[0109] The second virtual character differs from the first virtual character. Both the first and second virtual characters belong to the same faction in the game; that is, they are virtual characters of the same faction. The second virtual character includes any virtual character in the first faction other than the first virtual character. In some embodiments, the second virtual character is a virtual character controlled by a second user account of a second client, or the second virtual character is an NPC.

[0110] The attack items used by the second virtual character against the item collector include any attack item owned by the second virtual character, and these attack items include virtual items used by the virtual character to launch an attack. For example, attack items include virtual grenades, smoke grenades, flashbangs, high-explosive grenades, bullets, etc., owned by the second virtual character. Using attack items against the item collector by the second virtual character includes throwing grenades, throwing smoke grenades, throwing flashbangs, throwing high-explosive grenades, firing bullets, etc. In some embodiments, the use of attack items by the second virtual character can be controlled by an operation. The operation is triggered by a control used to control the virtual character to use currently held virtual items. Optionally, when the second virtual character uses an attack item against the item collector, and the attack hits the item collector or a corresponding area of ​​the item collector in the virtual environment, the client is triggered to store the attack item used by the second virtual character in the item collector.

[0111] By using attack items on the item collector to store attack items in the item collector, a mechanism is provided for storing attack items in the item collector using attack items. Since attack items usually have a certain range of use (attack range), it is possible to store attack items in the item collector at a certain distance from the item collector, thereby increasing the flexibility of storing attack items in the item collector.

[0112] In some embodiments, the attack tool used by the second virtual character against the item collector is a virtual bullet. When the second virtual character fires a virtual bullet at the item collector, the client stores the virtual bullet in the item collector by generating a virtual item of the same type as the virtual bullet. For example, the virtual bullets include virtual sniper ammunition and heavy ammunition. When the attack tool is sniper ammunition, the client stores the sniper ammunition in the item collector by generating it.

[0113] When collecting virtual bullets using an item collector, this method allows virtual bullets to be stored in the item collector by generating virtual bullets of the same type within it. This provides a convenient way to collect virtual bullets via an item collector, helping to reduce the difficulty of implementing virtual bullet collection through an item collector.

[0114] In some embodiments, the number of virtual bullets collected by the item collector is the same as the number of virtual bullets fired by the second virtual character at the item collector. When the second virtual character fires the first number of virtual bullets at the item collector, the client stores the first number of virtual bullets in the item collector by generating a first number of virtual items of the same type as the virtual bullets.

[0115] When using an item collector to collect virtual bullets, determining the number of virtual bullets collected by the item collector based on the number of virtual bullets fired helps the user controlling the second virtual character to accurately control the number of virtual bullets transferred to the first virtual character.

[0116] In some embodiments, in the first case, the number of virtual bullets collected by the item collector is the same as the number of virtual bullets fired by the second virtual character at the item collector; in the second case, the number of virtual bullets collected by the item collector is different from the number of virtual bullets fired by the second virtual character at the item collector. For example, the client determines the type of the area corresponding to the item collector in the virtual environment. If the area corresponds to a first type, the item collector stores one virtual bullet for every first target number of virtual bullets fired by the second virtual character at the item collector; if the area corresponds to a second type, the item collector stores one virtual bullet for every virtual bullet fired by the second virtual character at the item collector; if the area corresponds to a third type, the item collector stores a second target number of virtual bullets for every virtual bullet fired by the second virtual character at the item collector. The first target number and the second target number may be the same or different. The first target number is a positive integer greater than one, such as 2. The second target number is a positive integer greater than one, such as 2. Optionally, the entire virtual environment is pre-divided into multiple pre-defined regions. The division method is set by the operations and maintenance personnel. For example, the virtual environment can be evenly divided into n squares, resulting in n pre-defined regions, where n is a positive integer. The client obtains the total damage in each pre-defined region from historical matches in the virtual environment. The total damage is determined based on the total damage suffered by different virtual characters in the historical matches within each pre-defined region. The client then determines the maximum and minimum total damage for each pre-defined region and evenly divides the range between the maximum and minimum values ​​into three intervals. If the total damage for a pre-defined region falls within the first interval, it is classified as type one; if it falls within the second interval, it is classified as type two; and if it falls within the third interval, it is classified as type three. The values ​​in the first interval are less than those in the second interval, and the values ​​in the second interval are less than those in the third interval. The area where the item collector is located in the virtual environment is the pre-defined region where the item collector is located. The third type of pre-defined region can be understood as the region with the highest probability of being attacked, the second type as the region with the second highest probability of being attacked, and the first type as the region with the lowest probability of being attacked. Optionally, the client can mark the type of the pre-defined region with different colors on the minimap corresponding to the virtual environment.By determining the relationship between the number of virtual bullets collected and the number of virtual bullets fired by an item collector based on its location, the system allows item collectors placed in areas where the virtual character is more likely to be attacked to collect more virtual bullets, and vice versa. When the virtual character needs to be close to the item collector to obtain virtual bullets, this mechanism ensures that the higher the risk of attack, the more virtual bullets the virtual character can obtain, thus enhancing the strategic depth of the game.

[0117] In some embodiments, the item collector corresponds to a receiving area, which is the area in the virtual environment corresponding to the item collector. When a second virtual character uses an attack item on the item collector and the attack item hits the receiving area, the client stores the attack item in the item collector. For example, if a second virtual character fires a virtual bullet at the item collector and the virtual bullet hits the receiving area, the client stores the virtual bullet in the item collector.

[0118] In some embodiments, the client displays a notification effect when an attack item hits the receiving area. For example, the client displays a notification effect when a virtual bullet hits the receiving area. The notification effect is used to indicate that an attack item has hit the receiving area, and can also be understood as indicating that an attack item has been successfully stored in the item collector. The notification effect can be a pattern or animation displayed around the item receiver. Optionally, the client also plays a notification sound effect when an attack item hits the receiving area.

[0119] For example, continue to refer to Figure 7 When a virtual bullet fired by the virtual character 703 hits the receiving area corresponding to the item collector 701, the client will display a prompt pattern 705 around the item receiver 701, for example, as shown below. Figure 7 The five-pointed star pattern shown. When virtual character 703 is the first virtual character, the client displaying the prompt pattern 705 is the client controlling the first virtual character. When virtual character 703 is the second virtual character, the client displaying the prompt pattern 705 is the client controlling the second virtual character.

[0120] By setting corresponding receiving areas for the item receiver, and determining whether to store the item in the receiver based on whether the attack item hits the receiving area, the system tests the user's accuracy in using attack items while collecting them through the item receiver, thus increasing the fun of collecting attack items through the receiver.

[0121] In some embodiments, the prop collector is located on the ground in the virtual environment, and the receiving area is a closed graphic region at a predetermined distance above the prop collector. Optionally, when the virtual environment is a two-dimensional virtual environment, the closed graphic region is a two-dimensional region, such as a rectangular region, a circular region, or a triangular region. When the virtual environment is a three-dimensional virtual environment, the closed graphic region is a three-dimensional region, such as a cubic region, a cone region, or a sphere / spherical region.

[0122] For example, continue to refer to Figure 6 When the first virtual character 601 places an item receiver 602 in the virtual environment, the client will generate a receiving area 604 corresponding to the item receiver 602 at a preset distance above the item receiver 602. The receiving area 604 is a spherical area, and the icon corresponding to the item receiver 602 is displayed in the receiving area 604.

[0123] By setting the receiving area corresponding to the item receiver to the closed graphic area above the item collector, it is possible to avoid the obstruction of obstacles when collecting attack items through the item receiver, which helps to improve the experience of collecting attack items through the item receiver.

[0124] In some embodiments, the client also displays a collection progress control corresponding to the item collector. The collection progress control displays a progress bar, which indicates the progress of the item collector in collecting virtual items, such as attack items. Optionally, the item collector has a quantity threshold, which is the maximum number of virtual items the item collector can collect. The progress reflected by the progress bar is determined based on the percentage of the virtual items currently collected by the item collector relative to the quantity threshold. In some embodiments, when an attack item is used on the item collector, and the number of attack items currently collected by the item collector reaches the quantity threshold, the client also displays a "full" effect. This "full" effect indicates that the item collector has reached its maximum collection limit for attack items and can no longer collect them. Optionally, the "full" effect is a banner displayed around the item collector.

[0125] For example, continue to refer to Figure 6 After the first virtual character 601 places the item collector 602, the client will display a progress bar 605 around the item collector 602 to indicate the progress of the item collector 602 in collecting virtual bullets. It should be noted that the client controlling virtual characters other than the first virtual character in the first faction can also display the collection progress control corresponding to the item collector.

[0126] By displaying the collection progress control corresponding to the item collector, the collection progress of the item collector can be fed back in real time. This allows users to easily know whether the number of virtual items collected by the item collector meets their needs and whether they can continue to collect virtual items through the item collector.

[0127] In some embodiments, if a target virtual character exists in the first faction and the target virtual character uses an attack item, the client will eliminate the damage caused by the attack item used by the target virtual character. That is, the attack item used by the target virtual character will not cause damage to any virtual character in the current match, and the attack item used by the target virtual character will be stored in the item collector. In this case, any attack item used by the target virtual character against any object in the virtual environment will be stored in the item collector. Furthermore, in this case, the storage of attack items does not consider whether the attack item hits the receiving area, or the distance between the hit location of the attack item and the item receiver. The target virtual character includes a virtual character in the first faction that attacks other virtual characters in the same faction and whose total damage to other virtual characters in the same faction exceeds a damage threshold. The target virtual character can be the first virtual character or any virtual character in the first faction other than the first virtual character. The damage from the attack item used by the target virtual character is eliminated, and the attack item used by the virtual character is automatically collected in the item collector. It can eliminate the impact of a virtual character's attack behavior when there is one in the first camp that attacks other virtual characters in the same camp, and can reuse the attack items used by the virtual character through the item collector, thereby balancing the game experience of violating users and normal users.

[0128] In some embodiments, if a virtual bullet fired by a virtual character in the second faction damages a virtual character in the first faction, and the bullet falls into the collection area corresponding to the item collector after causing damage, the client will store the virtual bullet fired by the virtual character in the item collector. Optionally, in this case, the virtual bullet stored in the item collector is a virtual bullet that conforms to the first item type. By storing the virtual bullet that caused damage by the enemy in the item collector when the conditions are met, it helps to balance the game experience of the faction to which the damaged virtual character belongs.

[0129] In some embodiments, the first virtual character can also store virtual items in the item collector. If the first virtual character places a second virtual item in the item collector, the client will store the second virtual item in the item collector. The process of the first virtual character storing the second virtual item in the item collector can refer to the process of the second virtual character storing the first virtual item, and will not be repeated here.

[0130] By allowing the first virtual character to store virtual items in the item collector, not only can the first virtual character obtain virtual items through the item collector, but it can also enable the first virtual character to actively pass virtual items to other virtual characters, which helps to enhance the strategic nature of the game.

[0131] Step 406: Control the first virtual character to obtain the virtual items stored in the item collector through the item collector.

[0132] When virtual items are stored in the item collector, the client can control a first virtual character to obtain the virtual items stored in the item collector. Optionally, in response to the obtaining operation, the client controls the first virtual character to obtain virtual items through the item collector. In some embodiments, the obtaining operation is triggered by an obtaining control displayed in the client's user interface. Optionally, the obtaining control is an interactive control used to control the virtual character to interact with objects in the virtual environment. Optionally, the obtaining operation is used to indicate the type and quantity of virtual items obtained by the first virtual character from the item collector, and the client controls the first virtual character to obtain virtual items through the item collector according to the type and quantity of virtual items indicated by the obtaining operation. When the first virtual character obtains virtual items stored in the item collector, the client deducts the virtual items obtained by the first virtual character from the item collector. In some embodiments, virtual items stored in the item collector can only be obtained if the distance between the first virtual character and the item collector is less than a second distance threshold. In some embodiments, the client will display an acquisition prompt when the first virtual character acquires a virtual item through the item collector. The acquisition prompt reflects the type and quantity of the virtual item acquired by the first virtual character through the item collector. This acquisition prompt can also be displayed for clients controlling virtual characters other than the first virtual character in the first faction.

[0133] For example, Figure 8 This is a schematic diagram illustrating the acquisition of virtual items via an item collector, provided in an exemplary embodiment of this application. For example... Figure 8 As shown, when the distance between the first virtual character 801 and the item collector 802 is less than a second distance threshold, the client will display a virtual item control 803 by triggering an interactive control. The virtual item control 803 displays the type and quantity of virtual items stored in the item collector 802, such as the type and quantity of virtual bullets stored in the item collector 802. By selecting the type and quantity of virtual items to acquire in the item collector 802, the client will control the first virtual character to acquire virtual items through the item collector based on the selected type and quantity.

[0134] In some embodiments, virtual characters in the first faction other than the first virtual character, such as the second and third virtual characters, can also obtain virtual items stored in the item collector through the item collector. The third virtual character includes any virtual character in the first faction that does not have the item collector placed on it and does not store any virtual items in the item collector. The third virtual character is different from the first and second virtual characters; the third virtual character belongs to the same faction as the first and second virtual characters. For the client controlling the first virtual character, at least one of the second and third virtual characters will be displayed near the item collector. In this case, the item collector is used for virtual characters in the first faction, that is, the second and / or third virtual characters near the item collector obtain virtual items stored in the item collector. Being near the item collector ensures that the distance between the virtual character and the item collector is less than a second distance threshold. The process by which the second and third virtual characters obtain virtual items through the item collector can refer to the process by which the first virtual character obtains virtual items through the item collector; this will not be elaborated upon in the embodiments of this application.

[0135] By enabling all virtual characters in the first faction to acquire virtual items through the item collector, it becomes possible to transfer virtual items owned by any two virtual characters in the first faction through the item collector, which helps to improve the efficiency of transferring virtual items.

[0136] In some embodiments, when the distance between the first virtual character and the item collector is less than a fifth distance threshold, in response to a retrieval operation, the client controls the first virtual character to retrieve the item collector, thereby allowing the first virtual character to regain the item to be deployed. The first virtual character can then place the item collector again in the virtual environment using the item to be deployed. Optionally, the retrieval operation is triggered by a retrieval control displayed in the client's user interface. Optionally, the item to be deployed has a maximum deployment count; if the deployment count of the item to be deployed corresponding to the item collector does not exceed the maximum deployment count, the client can control the first virtual character to retrieve the item collector according to the retrieval operation.

[0137] Step 408: If the virtual character of the second faction attacks the item collector and the destruction conditions are met, the virtual character of the second faction will destroy the item collector.

[0138] The second faction includes any faction other than the first faction participating in the game; the second faction is the opposing faction to the first faction. In some embodiments, virtual characters of the second faction attack the item collector using attack items. This application does not limit the method by which virtual characters of the second faction attack the item collector. Optionally, if the item collector is destroyed, the virtual items stored in the item collector will also be destroyed. When the item collector is destroyed, the client will display a destruction effect corresponding to the item collector. The destruction effect is used to reflect the destruction of the item collector, such as the effect of the item collector exploding.

[0139] For example, Figure 9 This is a schematic diagram illustrating a destruction effect provided in an exemplary embodiment of this application. For example... Figure 9 As shown, when the virtual character 901 of the second faction attacks the item collector 902 and meets the destruction conditions, the client will display the destruction effect 903 corresponding to the item collector. The destruction effect 903 is a special effect reflecting the explosion of the item collector 902.

[0140] By enabling virtual characters from the second faction to attack and destroy item collectors under certain conditions, the game's strategic depth can be enhanced, as item collectors provide positive value to the first faction.

[0141] In some embodiments, the destruction condition includes the item collector's durability falling below a durability threshold, with durability decreasing as it is attacked by virtual characters from the second faction. Optionally, the durability threshold is 0, and the item collector's initial durability is greater than 0. The amount by which the item collector's durability decreases each time it is attacked depends on how the virtual characters from the second faction attack the item collector. Optionally, the client displays the item collector's current durability around the item collector, or it does not display the item collector's current durability; this embodiment does not limit this.

[0142] By determining whether an item collector has been destroyed based on its current durability, it is possible to accurately control the timing of its destruction.

[0143] In some embodiments, when the distance between the virtual character placing the item collector (i.e., the first virtual character) and the item collector is greater than a sixth distance threshold, and the first virtual character possesses fewer virtual items than a certain item quantity threshold, the client will restore the item collector's durability at a preset rate, such as 1 point of durability per second. The sixth distance threshold is greater than a second distance threshold. By controlling virtual characters who need to obtain virtual items through the item collector and have fewer virtual items to move away from the item collector, a mechanism for automatically restoring the item collector's durability is provided. Since moving away from the item collector triggers the automatic restoration of the item collector's durability, preventing the item collector from being destroyed, but in this case, the virtual character cannot obtain virtual items through the item collector, it helps to enhance the game's strategic depth.

[0144] In summary, the method provided in this embodiment involves a first virtual character placing an item collector in a virtual environment, and a second virtual character of the same faction storing the first virtual item in the item collector. The first virtual character can then access the virtual item stored in the item collector. This method enables the transfer of virtual items between virtual characters of the same faction via the item collector. Since the item collector can be flexibly placed in different locations within the virtual environment, and virtual characters of the same faction can indirectly transfer virtual items through the item collector, the problem of distance limitations between virtual characters in transferring virtual items can be avoided, thus improving the flexibility of virtual item transfer.

[0145] Taking the method provided in this application as an example of virtual bullet delivery in shooting games, such as FPS or TPS games: The method provided in this embodiment implements a mechanism for indirectly delivering virtual bullets in shooting games, briefly described as follows: After the first virtual character of the first faction parachutes to the ground, the client automatically adds the item to be deployed to the first virtual character's inventory. The item can be activated through corresponding controls. After activation, a deployment location is selected in the virtual environment by throwing, thereby generating a bullet collector at that location through the item to be deployed. The bullet collector is used to collect virtual bullets. After the bullet collector is deployed, it forms a visible receiving area on the ground. This area has a certain radius and height and can capture virtual bullets that hit within the area. The capacity of the bullet collector is displayed through a corresponding progress bar. Other virtual characters of the first faction can shoot virtual bullets towards the receiving area of ​​the bullet collector. If hit, the bullet collector will automatically capture and store these virtual bullets. The bullet collector has a temporary storage space inside, which can hold a certain number of virtual bullets. Virtual characters from the first faction can retrieve temporarily stored virtual bullets by approaching the bullet collector and triggering a retrieval action. Once deployed, the bullet collector continuously displays the receiving area and the current number of temporarily stored virtual bullets for easy monitoring. The bullet collector can be destroyed by virtual characters from the opposing faction (second faction), for example, by shooting at it or using virtual explosives. Once destroyed, all temporarily stored virtual bullets immediately disappear. By providing bullet collectors, players can choose to use them at different locations and times based on the needs of the battle, thus distributing virtual bullets on the battlefield. The following describes the flow of the method provided in this application embodiment.

[0146] (1) By using controls, the virtual characters of the first faction can use the items to be deployed. After use, the client will prompt the player to select the throwing direction and distance and confirm again to ensure that the bullet collector can be accurately placed in the appropriate position. For example, by adjusting the aiming reticle, a strategically valuable and safe location can be selected for throwing. After throwing, the item to be deployed will automatically unfold at the selected location, resulting in a bullet collector.

[0147] (2) After the bullet collector is deployed, a clearly defined spherical receiving area will be generated at a certain height above the ground. The boundary of the area will be slightly larger than the visual effect of the deployed bullet collector to ensure that the receiving area has a certain degree of fault tolerance. The capacity of the bullet collector is indicated by a progress bar, which updates in real time the number of virtual bullets currently being received. The color or indicator of the progress bar will change depending on whether the stored virtual bullets are close to the capacity limit. By observing the capacity progress bar, the collection progress of virtual bullets can be judged at any time. In addition, after placing the bullet collector, the client will display a quick selection bar (type selection control) to indicate the type of virtual bullets required by the first virtual character. The quick selection bar can be multi-selected or left blank.

[0148] (3) Virtual characters in the first faction, excluding the first virtual character, can accurately fire virtual bullets at the bullet collector. Friendly virtual bullets landing in the bullet collector's receiving area will be automatically sensed and captured. Virtual bullets are stored in the bullet collector and managed effectively within its capacity. When virtual bullets are fired, visual feedback confirms successful delivery, allowing for continued delivery as needed.

[0149] (4) After the bullet collector is deployed, it has a temporary storage space inside that can hold various types of virtual bullets. When a virtual character from the first faction approaches the bullet collector, an interaction prompt will be displayed. By triggering the corresponding interaction button, the virtual character can obtain the virtual bullets temporarily stored in the bullet collector.

[0150] (5) Virtual characters from the second faction can destroy the bullet collector by directly shooting at the bullet collector itself or throwing explosives. The bullet collector has durability, but this durability is not explicitly displayed. Attacks on the bullet collector by virtual characters from the second faction will gradually reduce its durability. When the bullet collector's durability drops to zero, the bullet collector will be completely destroyed, and all virtual bullets temporarily stored inside will also disappear and can no longer be obtained by virtual characters.

[0151] For example, Figure 10 This is a schematic diagram illustrating the process of transferring a virtual bullet according to an exemplary embodiment of this application. Figure 10As shown, in step S1, the system detects that the player presses the use button, triggering the use event of the item to be deployed. At this time, the system detects the player's action and switches the item to be deployed from the default inactive state to the operable state, preparing for subsequent deployment. In step S2, the system switches the item to be deployed to throwing mode, and the player can adjust the view and angle to choose a suitable location for placement. At this time, the system calculates and estimates the throwing path to ensure that the final position of the bullet collector matches the player's expectations. In step S3, the system captures the relevant button input when the player confirms the throwing location. The system will execute the throwing operation according to the player's selection and record the landing coordinates of the bullet collector. In step S4, the system throws the item to be deployed at the location selected by the player. Once the item touches the ground, it immediately unfolds to form the bullet collector and generates a visible receiving area on the ground. The system initializes the state of the bullet collector, including setting the size, shape, and visibility of the receiving area. In step S5, after the bullet collector expands, a quick selection bar pops up, allowing the player to select the type of virtual bullet requested. The player's selection is then visually displayed in the bullet collector's receiving area. Teammates can use this prompt to determine the type of bullet the player needs and fire the corresponding type of virtual bullet at the bullet collector. In step S6, after the bullet collector expands, teammates can fire virtual bullets at it. In step S7, after detecting a teammate's virtual bullet shot, the system determines whether the virtual bullet lands within the bullet collector's receiving area. If the virtual bullet is outside the receiving range, the system ignores the capture request. In step S8, the system monitors the storage status inside the bullet collector in real time. When a new virtual bullet enters the receiving area, the system first checks if the current storage space is full and determines if there is still space to store the virtual bullet. In step S9, if the system detects that the storage space is full and cannot accept any more virtual bullets, it will notify the player through interface elements, indicating that the current storage space has reached its limit and no more virtual bullets can be received. In step S10, when the storage space is not full and the virtual bullet is within range, the system automatically captures the virtual bullet and stores it in the bullet collector's temporary storage space. The system provides visual feedback to the player through interface elements indicating successful capture and updates the storage status of the bullet collector. In step S11, when the player approaches the bullet collector, the system detects the player's location and allows the player to press the interaction button to retrieve the temporarily stored virtual bullet from the bullet collector. After the retrieval operation is completed, the system removes the virtual bullet from the bullet collector and adds it to the player's inventory. In step S12, when an enemy player shoots at the bullet collector or attacks it with explosives, the system detects the attack event, calculates the change in the bullet collector's durability, and records the damage suffered by the bullet collector.In step S13, after recording the damage, the system will check in real time whether the bullet collector's durability is below zero. If the durability is below zero, the system will trigger the bullet collector's destruction process. In step S14, when the bullet collector's durability reaches zero, the system will execute the destruction logic, delete all temporarily stored virtual bullets in the bullet collector, and remove the bullet collector from the map, displaying the destruction effect. In step S15, each time the bullet collector is attacked, the system will calculate and reduce the bullet collector's durability based on the attack's power until the bullet collector is completely destroyed or the battle ends.

[0152] It should be noted that in the above steps, "player" can be understood as the user controlling the first virtual character, "teammate" as the user controlling the second virtual character, and "enemy player" as the user controlling the virtual character of the second faction. The "system" in the above steps can be understood as the client, the server corresponding to the client, or the combination of the client and server.

[0153] In summary, the method provided in this application, by introducing a bullet collector, implements a mechanism for indirect bullet delivery within a team. The corresponding beneficial effects include at least the following: 1. Improved resource transfer efficiency: Through the bullet collector, players can transfer virtual bullets without directly approaching teammates, effectively avoiding difficulties in virtual bullet transfer caused by intense combat or scattered teammates, thus improving the flexibility and efficiency of battlefield resource allocation. 2. Enhanced tactical flexibility: The bullet collector allows players to deploy at any location, forming a visible receiving area. Teammates can fire virtual bullets into the bullet collector according to the combat situation. This mechanism significantly increases the diversity of tactical arrangements, allowing players to more freely adjust the virtual bullet transfer method and adapt to complex and ever-changing combat environments. 3. Optimized team collaboration: The use of the bullet collector not only simplifies the virtual bullet exchange process between teammates but also reduces the need for direct interaction between teammates in combat, helping to improve team collaboration efficiency. The existence of the bullet collector allows team members to flexibly share resources without sacrificing the combat rhythm, further strengthening the team's overall combat capability. Fourth, reduced combat risk: Since the bullet collector can be deployed away from enemies, players can avoid passing virtual bullets in high-risk areas, reducing the risk of exposing themselves during virtual bullet exchanges. This design effectively increases the probability of survival in combat.

[0154] It should be noted that this application may display prompt interfaces, pop-ups, or output voice prompts before and during the collection of user data. These prompt interfaces, pop-ups, or voice prompts are used to inform the user that their data is being collected. This ensures that the application only begins the steps for collecting user data after receiving confirmation from the user regarding the prompt interface or pop-up; otherwise (i.e., without user confirmation), the steps for collecting user data end, meaning no user data is collected. In other words, all user data collected in this application is collected with the user's consent and authorization, and the collection, use, and processing of related user data must comply with the relevant laws, regulations, and standards of the relevant countries and regions.

[0155] It should be noted that the order of the method steps provided in the embodiments of this application can be appropriately adjusted, and the steps can also be added or removed as appropriate. Any method variations that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included within the protection scope of this application, and therefore will not be elaborated further.

[0156] Figure 11 This is a schematic diagram of the structure of a virtual item acquisition device provided in an exemplary embodiment of this application. Figure 11 As shown, the device includes:

[0157] Control module 1101 is used to control the first virtual character to place an item collector in a virtual environment, the item collector being used to collect virtual items;

[0158] The storage module 1102 is used to store the first virtual item in the item collector when the second virtual character places the first virtual item in the item collector, wherein the first virtual character and the second virtual character belong to the first faction in the game.

[0159] The control module 1101 is also used to control the first virtual character to obtain virtual items stored in the item collector through the item collector.

[0160] In an optional design, the control module 1101 is configured to control the first virtual character to deploy the item to be deployed in the virtual environment in response to the first virtual character's deployment operation of the item to be deployed, thereby obtaining the item collector in the virtual environment.

[0161] In an optional design, the control module 1101 is used to control the first virtual character to deploy the item to be deployed in the virtual environment according to the deployment position corresponding to the deployment operation, so as to obtain the item collector located at the deployment position in the virtual environment; wherein, the deployment position is determined according to the deployment direction and deployment distance indicated by the deployment operation, and the deployment distance is the distance between the item collector and the first virtual character.

[0162] In an optional design, such as Figure 12 As shown, the device also includes a dispensing module 1103, used to dispense the items to be deployed to the first virtual character at the start of the game.

[0163] In an optional design, such as Figure 13 As shown, the device further includes a display module 1104, which is used to display a deployment control corresponding to the item to be deployed when the first virtual character holds the item to be deployed; wherein the deployment control is used to trigger the deployment operation.

[0164] In an optional design, such as Figure 13 As shown, the device further includes a display module 1104, which is used to display a type selection control when the deployment of the item to be deployed is completed. The type selection control displays multiple candidate item types. In response to the selection operation of the first item type among the multiple candidate item types, the device displays collection prompt information corresponding to the item collector. The collection prompt information is used to prompt the user to collect the virtual item of the first item type through the item collector.

[0165] In an optional design, the storage module 1102 is used to store the attack item in the item collector when the second virtual character uses the attack item on the item collector.

[0166] In an optional design, the storage module 1102 is used to store the virtual bullet in the item collector by generating a virtual item of the same type as the virtual bullet in the item collector when the second virtual character fires a virtual bullet at the item collector.

[0167] In an optional design, the item collector has a corresponding receiving area; the storage module 1102 is used to store the attack item in the item collector when the second virtual character uses the attack item on the item collector and the attack item hits the receiving area.

[0168] In an optional design, the prop collector is located on the ground in the virtual environment, and the receiving area is a closed graphic area at a preset distance above the prop collector.

[0169] In an optional design, the storage module 1102 is configured to store the first number of virtual bullets in the item collector by generating a first number of virtual items of the same type as the virtual bullets in the item collector when the second virtual character fires a first number of virtual bullets at the item collector.

[0170] In an optional design, such as Figure 13 As shown, the device also includes a display module 1104 for displaying a collection progress control corresponding to the item collector, wherein a progress bar is displayed in the collection progress control; wherein the progress bar is used to indicate the progress of the item collector in collecting the virtual items.

[0171] In an optional design, such as Figure 13 As shown, the device also includes a display module 1104, which is used to display the virtual character of the second faction destroying the item collector when the virtual character of the second faction attacks the item collector and the destruction conditions are met.

[0172] In an alternative design, the destruction condition includes the item collector's durability falling below a durability threshold, the durability decreasing with attacks from virtual characters of the second faction.

[0173] In an optional design, the storage module 1102 is used to store the second virtual item in the item collector when the first virtual character places the second virtual item in the item collector.

[0174] In an optional design, such as Figure 13 As shown, the device further includes a display module 1104 for displaying at least one of the second virtual character and the third virtual character approaching the item collector; wherein the item collector is used by the virtual character of the first faction to obtain virtual items stored in the item collector, and the third virtual character belongs to the first faction.

[0175] It should be noted that the virtual item acquisition device provided in the above embodiments is only an example of the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the virtual item acquisition device and the virtual item acquisition method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.

[0176] The embodiments of this application also provide a computer device, which includes a processor and a memory. The memory stores at least one instruction, at least one program, code set, or instruction set. The processor loads and executes the at least one instruction, at least one program, code set, or instruction set to implement the virtual item acquisition method provided in the above method embodiments.

[0177] For example, Figure 14 This is a schematic diagram of the structure of a terminal provided in an exemplary embodiment of this application.

[0178] Typically, terminal 1400 includes a processor 1401 and a memory 1402.

[0179] Processor 1401 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1401 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1401 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1401 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 1401 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.

[0180] The memory 1402 may include one or more computer-readable storage media, which may be non-transitory. The memory 1402 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1402 are used to store at least one instruction, which is executed by the processor 1401 to implement the virtual item acquisition method provided in the method embodiments of this application.

[0181] In some embodiments, the terminal 1400 may also optionally include a peripheral device interface 1403 and at least one peripheral device. The processor 1401, memory 1402, and peripheral device interface 1403 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 1403 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of the following: a radio frequency circuit 1404, a display screen 1405, a camera assembly 1406, an audio circuit 1407, and a power supply 1408.

[0182] Peripheral device interface 1403 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 1401 and memory 1402. In some embodiments, processor 1401, memory 1402 and peripheral device interface 1403 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 1401, memory 1402 and peripheral device interface 1403 can be implemented on separate chips or circuit boards, and this application embodiment does not limit this.

[0183] The radio frequency (RF) circuit 1404 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1404 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 1404 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals back into electrical signals. Optionally, the RF circuit 1404 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The RF circuit 1404 can communicate with other terminals through at least one wireless communication protocol. This wireless communication protocol includes, but is not limited to: the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 1404 may also include circuitry related to NFC (Near Field Communication), which is not limited in this application.

[0184] Display screen 1405 is used to display a UI (User Interface). This UI may include graphics, text, icons, videos, and any combination thereof. When display screen 1405 is a touch display screen, it also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to processor 1401 for processing. In this case, display screen 1405 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one display screen 1405, which serves as the front panel of terminal 1400; in other embodiments, there may be at least two display screens 1405, respectively disposed on different surfaces of terminal 1400 or in a folded design; in still other embodiments, display screen 1405 may be a flexible display screen, disposed on a curved or folded surface of terminal 1400. Furthermore, display screen 1405 may also be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. The display screen 1405 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).

[0185] The camera assembly 1406 is used to acquire images or videos. Optionally, the camera assembly 1406 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is located on the front panel of the terminal 1400, and the rear-facing camera is located on the back of the terminal. In some embodiments, there are at least two rear-facing cameras, which are any one of a main camera, a depth-sensing camera, a wide-angle camera, and a telephoto camera, to achieve background blurring by fusion of the main camera and the depth-sensing camera, panoramic shooting by fusion of the main camera and the wide-angle camera, VR (Virtual Reality) shooting, or other fusion shooting functions. In some embodiments, the camera assembly 1406 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm-light flash and a cool-light flash, which can be used for light compensation at different color temperatures.

[0186] The audio circuit 1407 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, converting the sound waves into electrical signals that are input to the processor 1401 for processing, or input to the radio frequency circuit 1404 for voice communication. For stereo sound acquisition or noise reduction purposes, multiple microphones may be used, each positioned at a different location on the terminal 1400. The microphone may also be an array microphone or an omnidirectional microphone. The speaker is used to convert electrical signals from the processor 1401 or the radio frequency circuit 1404 into sound waves. The speaker may be a conventional diaphragm speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can convert electrical signals not only into audible sound waves but also into inaudible sound waves for purposes such as distance measurement. In some embodiments, the audio circuit 1407 may also include a headphone jack.

[0187] Power supply 1408 is used to power the various components in terminal 1400. Power supply 1408 can be AC ​​power, DC power, a disposable battery, or a rechargeable battery. When power supply 1408 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired line, and a wireless rechargeable battery is a battery that is charged via a wireless coil. The rechargeable battery can also be used to support fast charging technology.

[0188] In some embodiments, the terminal 1400 further includes one or more sensors 1409. The one or more sensors 1409 include, but are not limited to: an accelerometer 1410, a gyroscope 1411, a pressure sensor 1412, an optical sensor 1413, and a proximity sensor 1414.

[0189] Accelerometer 1410 can detect the magnitude of acceleration along the three coordinate axes of a coordinate system established by terminal 1400. For example, accelerometer 1410 can be used to detect the components of gravitational acceleration along the three coordinate axes. Processor 1401 can control touchscreen 1405 to display the user interface in landscape or portrait view based on the gravitational acceleration signal acquired by accelerometer 1410. Accelerometer 1410 can also be used for games or for acquiring user motion data.

[0190] The gyroscope sensor 1411 can detect the orientation and rotation angle of the terminal 1400. The gyroscope sensor 1411 can work in conjunction with the accelerometer sensor 1410 to collect the user's 3D movements on the terminal 1400. Based on the data collected by the gyroscope sensor 1411, the processor 1401 can perform the following functions: motion sensing (e.g., changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.

[0191] The pressure sensor 1412 can be disposed on the side bezel of the terminal 1400 and / or on the lower layer of the touch display screen 1405. When the pressure sensor 1412 is disposed on the side bezel of the terminal 1400, it can detect the user's grip signal on the terminal 1400, and the processor 1401 can perform left / right hand recognition or quick operation based on the grip signal collected by the pressure sensor 1412. When the pressure sensor 1412 is disposed on the lower layer of the touch display screen 1405, the processor 1401 can control the operable controls on the UI interface based on the user's pressure operation on the touch display screen 1405. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.

[0192] Optical sensor 1413 is used to collect ambient light intensity. In one embodiment, processor 1401 can control the display brightness of touch display screen 1405 based on the ambient light intensity collected by optical sensor 1413. Specifically, when the ambient light intensity is high, the display brightness of touch display screen 1405 is increased; when the ambient light intensity is low, the display brightness of touch display screen 1405 is decreased. In another embodiment, processor 1401 can also dynamically adjust the shooting parameters of camera assembly 1406 based on the ambient light intensity collected by optical sensor 1413.

[0193] The proximity sensor 1414, also known as a distance sensor, is typically located on the front panel of the terminal 1400. The proximity sensor 1414 is used to detect the distance between the user and the front of the terminal 1400. In one embodiment, when the proximity sensor 1414 detects that the distance between the user and the front of the terminal 1400 is gradually decreasing, the processor 1401 controls the touchscreen display 1405 to switch from a screen-on state to a screen-off state; when the proximity sensor 1414 detects that the distance between the user and the front of the terminal 1400 is gradually increasing, the processor 1401 controls the touchscreen display 1405 to switch from a screen-off state to a screen-on state.

[0194] Those skilled in the art will understand that Figure 14 The structure shown does not constitute a limitation on terminal 1400 and may include more or fewer components than shown, or combine certain components, or use different component arrangements.

[0195] This application also provides a computer-readable storage medium storing at least one instruction, at least one program, code set, or instruction set. When the at least one instruction, at least one program, code set, or instruction set is loaded and executed by the processor of a computer device, the method for obtaining virtual items provided in the above-described method embodiments is implemented.

[0196] This application also provides a computer program product or computer program that includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the virtual item acquisition method provided in the above-described method embodiments.

[0197] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.

[0198] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent switching, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.

Claims

1. A method for obtaining virtual items, characterized in that, The method includes: Control the first virtual character to place an item collector in a virtual environment, the item collector being used to collect virtual items; When the second virtual character places the first virtual item in the item collector, the first virtual item is stored in the item collector, and the first virtual character and the second virtual character belong to the first faction in the game. Control the first virtual character to obtain virtual items stored in the item collector through the item collector.

2. The method according to claim 1, characterized in that, The control of the first virtual character to place an item collector in the virtual environment includes: In response to the deployment operation of the first virtual character on the item to be deployed, the first virtual character is controlled to deploy the item to be deployed in the virtual environment, thereby obtaining the item collector in the virtual environment.

3. The method according to claim 2, characterized in that, The step of controlling the first virtual character to deploy the item to be deployed in the virtual environment, thereby obtaining the item collector in the virtual environment, includes: Control the first virtual character to deploy the item to be deployed in the virtual environment according to the deployment location corresponding to the deployment operation, and obtain the item collector located at the deployment location in the virtual environment; The deployment location is determined based on the deployment direction and deployment distance indicated by the deployment operation, where the deployment distance is the distance between the item collector and the first virtual character.

4. The method according to claim 2 or 3, characterized in that, The method further includes: At the start of the match, the items to be deployed are distributed to the first virtual character.

5. The method according to claim 2 or 3, characterized in that, The method further includes: When the first virtual character holds the item to be deployed, the deployment control corresponding to the item to be deployed is displayed; The deployment control is used to trigger the deployment operation.

6. The method according to claim 2 or 3, characterized in that, The method further includes: Upon completion of the deployment of the item to be deployed, a type selection control is displayed, which shows multiple candidate item types; In response to the selection of a first item type from the plurality of candidate item types, the collection prompt information corresponding to the item collector is displayed; The collection prompt information is used to prompt users to collect virtual items of the first item type through the item collector.

7. The method according to any one of claims 1 to 3, characterized in that, When the second virtual character places the first virtual item in the item collector, storing the first virtual item in the item collector includes: When the second virtual character uses an attack item on the item collector, the attack item is stored in the item collector.

8. The method according to claim 7, characterized in that, When the second virtual character uses an attack item on the item collector, storing the attack item in the item collector includes: When the second virtual character fires a virtual bullet at the item collector, the virtual bullet is stored in the item collector by generating a virtual item of the same type as the virtual bullet.

9. The method according to claim 7, characterized in that, The item collector has a corresponding receiving area; the step of storing the attack item in the item collector when the second virtual character uses an attack item on the item collector includes: When the second virtual character uses the attack item on the item collector and the attack item hits the receiving area, the attack item is stored in the item collector.

10. The method according to claim 9, characterized in that, The item collector is located on the ground in the virtual environment, and the receiving area is a closed graphic area at a preset distance above the item collector.

11. The method according to claim 8, characterized in that, When the second virtual character fires a virtual bullet at the item collector, generating a virtual item of the same type as the virtual bullet in the item collector to store the virtual bullet in the item collector includes: When the second virtual character fires a first number of virtual bullets at the item collector, the first number of virtual items of the same type as the virtual bullets are generated in the item collector to store the first number of virtual bullets in the item collector.

12. The method according to any one of claims 1 to 3, characterized in that, The method further includes: The collection progress control corresponding to the item collector is displayed, and the collection progress control displays a progress bar; The progress bar is used to indicate the progress of the item collector in collecting the virtual items.

13. The method according to any one of claims 1 to 3, characterized in that, The method further includes: If a virtual character from the second faction attacks the item collector and the destruction conditions are met, the virtual character from the second faction will be shown destroying the item collector.

14. The method according to claim 13, characterized in that, The destruction conditions include the item collector's durability falling below a durability threshold, which decreases with attacks from virtual characters of the second faction.

15. The method according to any one of claims 1 to 3, characterized in that, The method further includes: When the first virtual character places a second virtual item in the item collector, the second virtual item is stored in the item collector.

16. The method according to any one of claims 1 to 3, characterized in that, The method further includes: Display at least one of the second and third virtual characters near the item collector; The item collector is used by the virtual characters of the first faction to obtain the virtual items stored in the item collector, and the third virtual character belongs to the first faction.

17. A device for acquiring virtual items, characterized in that, The device includes: The control module is used to control the first virtual character to place an item collector in the virtual environment, the item collector being used to collect virtual items; The storage module is used to store the first virtual item in the item collector when the second virtual character places the first virtual item in the item collector, wherein the first virtual character and the second virtual character belong to the first faction in the game. The control module is also used to control the first virtual character to obtain virtual items stored in the item collector through the item collector.

18. A computer device, characterized in that, The computer device includes a processor and a memory, the memory storing at least one program, which is loaded and executed by the processor to implement the method for obtaining virtual items as described in any one of claims 1 to 16.

19. A computer-readable storage medium, characterized in that, The readable storage medium stores at least one program segment, which is loaded and executed by a processor to implement the method for acquiring virtual items as described in any one of claims 1 to 16.

20. A computer program product, characterized in that, The computer program product includes computer instructions stored in a computer-readable storage medium, a processor of a computer device reading the computer instructions from the computer-readable storage medium, and the processor executing the computer instructions to cause the computer device to perform the method for obtaining virtual items as described in any one of claims 1 to 16.