Display method, device and electronic equipment for virtual object in game
Patent Information
- Application Number
- CN202610728275.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-05-25
- Publication Date
- 2026-09-01
AI Technical Summary
当用户需要浏览或获取虚拟道具时,终端设备需退出当前游戏场景并加载独立的商城渲染环境,导致图形用户界面的渲染管线被频繁重建,增加了终端处理器的运算负荷和内存占用;同时,服务端需响应额外的场景切换请求并处理跨模块的数据查询,造成了冗余的信令交互开销和数据同步延迟
本公开提供了一种游戏中虚拟对象的显示方法、装置和电子设备,确定待展示的目标游戏场景,目标游戏场景包括多个场景位置;控制将多个场景位置中的新开放位置或与指定虚拟道具相关联的场景位置,设置为第一虚拟角色的出生位置,其中,第一虚拟角色为第一账号控制的游戏角色;在图形用户界面中展示目标游戏场景时,控制在出生位置生成第一虚拟角色和目标交互对象;响应于针对目标交互对象的第一交互操作,控制在图形用户界面中展示目标虚拟道具的获取途径,其中,目标虚拟道具为:至少部分的指定虚拟道具,或与新开放位置相关联的虚拟道具。该方式中,通过在玩家角色的出生位置生成一交互对象,玩家针对该交互对象进行交互操作,即可展示虚拟道具的获取途径,无需进入游戏商城等场景即可为玩家精准化的展示目标虚拟道具,简化了获取虚拟道具的操作流程,提高了玩家的游戏体验。
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Figure CN122665327A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of computer technology, and in particular to a method, apparatus, and electronic device for displaying virtual objects in a game. Background Technology
[0002] In related technologies, the entry point for acquiring virtual items is typically deployed in a separate menu system outside of game sessions or social instances. When a user needs to browse or acquire virtual items, the terminal device must exit the current game scene and load a separate store rendering environment, causing the graphical user interface rendering pipeline to be frequently rebuilt, increasing the computational load and memory consumption of the terminal processor. At the same time, the server needs to respond to additional scene switching requests and process cross-module data queries, resulting in redundant signaling interaction overhead and data synchronization delays. Summary of the Invention
[0003] In view of this, the present disclosure provides a method, device, and electronic device for displaying virtual objects in a game. By generating an interactive object at the player character's spawn location, the player can interact with the interactive object to display the acquisition methods of virtual items. This allows for precise display of target virtual items to the player without having to enter the game store or other similar scenarios, thereby simplifying the process of acquiring virtual items and improving the player's gaming experience.
[0004] In a first aspect, embodiments of this disclosure provide a method for displaying virtual objects in a game, providing a graphical user interface through a terminal device, the terminal device corresponding to a first account, the method comprising: determining a target game scene to be displayed, the target game scene including multiple scene locations; controlling the setting of a newly opened location or a scene location associated with a specified virtual item among the multiple scene locations as the spawn location of a first virtual character, wherein the first virtual character is a game character controlled by the first account; when displaying the target game scene in the graphical user interface, controlling the generation of the first virtual character and a target interactive object at the spawn location; and in response to a first interactive operation on the target interactive object, controlling the display of the acquisition method of the target virtual item in the graphical user interface, wherein the target virtual item is: at least a portion of the specified virtual item, or a virtual item associated with a newly opened location.
[0005] Secondly, embodiments of this disclosure provide a display device for virtual objects in a game, providing a graphical user interface via a terminal device corresponding to a first account. The device includes: a scene determination module, used to determine a target game scene to be displayed, the target game scene including multiple scene locations; a location setting module, used to control the setting of a newly opened location or a scene location associated with a specified virtual item from the multiple scene locations as the spawn location of a first virtual character, wherein the first virtual character is a game character controlled by the first account; an object generation module, used to control the generation of the first virtual character and a target interactive object at the spawn location when displaying the target game scene in the graphical user interface; and a path display module, used to control the display of the acquisition path of the target virtual item in the graphical user interface in response to a first interactive operation on the target interactive object, wherein the target virtual item is: at least a portion of the specified virtual item, or a virtual item associated with a newly opened location.
[0006] Thirdly, embodiments of this disclosure provide an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the method for displaying virtual objects in a game according to any of the first aspects.
[0007] Fourthly, embodiments of this disclosure provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to implement the method for displaying virtual objects in a game according to any of the first aspects.
[0008] The embodiments disclosed herein bring the following beneficial effects: This disclosure provides a method, apparatus, and electronic device for displaying virtual objects in a game. The method involves determining a target game scene to be displayed, which includes multiple scene locations; controlling the setting of a newly opened location or a scene location associated with a specified virtual item as the spawn location of a first virtual character, wherein the first virtual character is a game character controlled by a first account; when displaying the target game scene in a graphical user interface, controlling the generation of the first virtual character and a target interactive object at the spawn location; and responding to a first interactive operation on the target interactive object, controlling the display of the acquisition method for the target virtual item in the graphical user interface, wherein the target virtual item is: at least a portion of the specified virtual item, or a virtual item associated with a newly opened location. In this method, by generating an interactive object at the spawn location of the player character, and the player interacting with the interactive object, the acquisition method for virtual items can be displayed. This allows for precise display of the target virtual item to the player without needing to enter a game store or similar scene, simplifying the process of acquiring virtual items and improving the player's gaming experience.
[0009] Other features and advantages of this disclosure will be set forth in the following description and will be apparent in part from the description or may be learned by practicing the disclosure. The objects and other advantages of this disclosure are realized and obtained through the structures particularly pointed out in the description, claims and drawings.
[0010] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0011] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0012] Figure 1 A flowchart illustrating a method for displaying virtual objects in a game, provided as an embodiment of this disclosure; Figure 2 A schematic diagram illustrating a method for displaying virtual objects in a game, provided in an embodiment of this disclosure; Figure 3 A schematic diagram of the structure of a display device for virtual objects in a game provided in an embodiment of this disclosure; Figure 4 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation
[0013] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.
[0014] In some games (such as multiplayer competitive games), commercial entry points such as the in-game store and events are concentrated in various menus outside of the game, while players spend their core time in combat matches or social dungeons. This creates a disconnect between players' core attention and access to commercial information. When players are in the preparation phase of a battle or immersed in a social dungeon, the store and event pages are either collapsed or silent. Without active clicking, new products and limited-time events are almost impossible for users to access. For example, if a player feels an urge to buy something in a social dungeon, they must exit the dungeon and switch to a separate store to make the purchase. This cumbersome process causes the player's desire to buy to gradually diminish with each additional step, negatively impacting the gaming experience. Therefore, this disclosure provides a method, apparatus, and electronic device for displaying virtual objects in games, applicable to devices such as mobile phones, laptops, computers, and tablets.
[0015] In one embodiment of this disclosure, the method for displaying virtual objects in a game can run on a local terminal device or a server. When the method for displaying virtual objects in a game runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0016] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of virtual objects in the game are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0017] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0018] In one possible implementation, this embodiment of the invention provides a method for displaying virtual objects in a game, providing a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. This terminal device corresponds to a first account, such as... Figure 1 As shown, the method includes the following steps: Step S102: Determine the target game scene to be displayed, which includes multiple scene locations; The aforementioned target game scene can be the game scene corresponding to a social instance in the game. Typically, a target game scene includes multiple scene locations, meaning it is divided into multiple scene locations (also called scene areas), each with a corresponding scene theme. For example, the target game scene includes three scene locations: Scene 1, Scene 2, and Scene 3. Scene 1 has a Christmas theme, Scene 2 has a Mid-Autumn Festival theme, and Scene 3 has a rock theme. In Scene 1, the non-player characters' costumes are all Christmas-related, the scene decorations are Christmas-related, and the music played in Scene 1 is also Christmas-related. In Scene 2, the non-player characters' costumes are all Mid-Autumn Festival-related, the scene decorations are Mid-Autumn Festival-related, and the music played in Scene 2 is also Mid-Autumn Festival-related. In Scene 3, the non-player characters' costumes are all rock-related, the scene decorations are rock-related, and the music played in Scene 3 is also rock music-related.
[0019] In practice, players can select the game scene they want to enter on the game scene selection page. In response to the scene control corresponding to the game scene being triggered, the game scene is determined as the target game scene to be displayed.
[0020] Step S104: Control the setting of a newly opened location or a scene location associated with a specified virtual item from multiple scene locations as the spawn location of the first virtual character, where the first virtual character is a game character controlled by the first account. The aforementioned newly opened location typically refers to the latest opened location in the target game scene. If multiple new scene locations are opened simultaneously in the target game scene, optionally, a target scene location is randomly selected from the multiple newly opened scene locations and set as the spawn location of the first virtual character; optionally, the multiple newly opened scene locations have preset priorities, and the target scene location with the highest priority is selected from the multiple newly opened scene locations and set as the spawn location of the first virtual character; optionally, the target scene location with the fewest currently accommodated virtual characters is selected from the multiple newly opened scene locations and set as the spawn location of the first virtual character.
[0021] The aforementioned designated virtual items typically refer to the main recommended virtual items currently featured in the game's in-game store. For example, the main recommended virtual items might be multiple virtual items with a Qixi Festival theme (such as virtual skins, outfits, actions, and voice lines). These designated virtual items usually have scene tags; for instance, Qixi Festival-themed virtual items are tagged with the Qixi Festival tag, and the scene theme associated with the Qixi Festival tag is also Qixi Festival-themed.
[0022] In one alternative implementation, if a new open location exists among multiple scene locations, the new open location is set as the spawn location of the first virtual character; otherwise, a scene location associated with the specified virtual character is determined, and that scene location is set as the spawn location of the first virtual character.
[0023] In another optional implementation, if there is a scene location in the target game scene that is associated with the specified virtual item, then that scene location is set as the spawn location of the first virtual character; otherwise, the newly opened location is set as the spawn location of the first virtual character.
[0024] Step S106: When displaying the target game scene in the graphical user interface, control the generation of the first virtual character and the target interactive object at the spawn position; The aforementioned target interactive object typically refers to a pre-set interactive game model, which can be a non-player character, a floating billboard, a virtual animal, a virtual object, a virtual camera, etc. This target interactive object provides a visual focus and interaction entry point for the first virtual character, enabling the first account to easily understand and obtain the target virtual item. Furthermore, this target interactive object is set to be visible only to the first virtual character; other virtual characters in the same target game scene cannot see it, thus avoiding visual clutter and ensuring each account has an independent, personalized shopping guide experience.
[0025] Optionally, the system can generate a first virtual character at the spawn location and simultaneously generate a target interactive object at a preset distance from the first virtual character, in the direction the first virtual character is facing. This allows the graphical user interface to display the target interactive object while displaying the first virtual character, enabling players to directly face the target interactive object without switching perspectives after the first virtual character enters the target game scene.
[0026] Optionally, if there are obstacles (such as walls, trees, or statues) near the spawn location, the spawn position of the target interactive object will be automatically adjusted to avoid the obstacles while still being centered in the first virtual character's field of vision. For example, the target interactive object may be spawned at a preset angle slightly to the left or right in front of the spawn location to ensure it is not obstructed.
[0027] Optionally, after the target interactive object is generated, it persists around the first virtual character. When the first virtual character moves, the target interactive object remains within a preset range (e.g., 10 game units) from the first virtual character and is always located in front of or to the side of the first virtual character's field of vision. If the first virtual character is too far from its spawn location (e.g., more than 20 game units), the target interactive object automatically disappears to save system resources; when the first virtual character returns to the vicinity of its spawn location, the target interactive object is regenerated.
[0028] Step S108: In response to the first interactive operation on the target interactive object, control the display of the acquisition method of the target virtual prop in the graphical user interface, wherein the target virtual prop is: at least part of the specified virtual prop, or a virtual prop associated with the newly opened location.
[0029] The aforementioned first interactive operation can be clicking the target interactive object with a finger or mouse, or it can be any of the preset interactive methods such as long-pressing with a finger, right-clicking with a mouse, triggering with a gamepad button, gesture recognition, or eye-tracking confirmation. The aforementioned acquisition methods refer to the ways or entry points through which the first account obtains the target virtual items, including but not limited to: direct purchase interface, limited-time event participation entry point, task chain claiming interface, redemption code input interface, friend gift request interface, lottery / blind box drawing interface, etc.
[0030] Optionally, if the spawn location is a newly opened location, the virtual item associated with the newly opened location can be directly identified as the target virtual item, or the virtual item that the first account does not yet own among the virtual items associated with the newly opened location can be identified as the target virtual item; if the spawn location is a scene location associated with a specified virtual item, the specified virtual item can be directly identified as the target virtual item, or the virtual item that the first account does not yet own among the specified virtual items can be identified as the target virtual item.
[0031] Optionally, when the first interaction is clicking the target interactive object, the system determines whether the first account already owns the target virtual item. If the first account does not yet own it, a semi-transparent floating window pops up in the graphical user interface, displaying detailed information about the target virtual item (such as name, rarity, preview image, price, remaining time, etc.), and a "Buy Now" or "Get Now" button is displayed at the bottom of the window. If the first account already owns the target virtual item, a "Owned" message is displayed instead, or other unowned virtual items are recommended.
[0032] Optionally, the target interactive object is equipped with a target virtual item. When the first virtual character approaches the target interactive object, or when the first interaction is clicking the target interactive object, the graphical user interface displays an interaction method for obtaining the target virtual item (e.g., "Click [M] to obtain the virtual item currently equipped by the target interactive object"). For example, such as... Figure 2 The text displays "Buy the same item [B]".
[0033] This disclosure provides a method for displaying virtual objects in a game. The method involves determining a target game scene to be displayed, which includes multiple scene locations; controlling the setting of a newly opened location or a scene location associated with a specified virtual item as the spawn location of a first virtual character, where the first virtual character is a game character controlled by a first account; when displaying the target game scene in a graphical user interface, controlling the generation of the first virtual character and a target interactive object at the spawn location; and responding to a first interactive operation on the target interactive object, controlling the display of the acquisition method for the target virtual item in the graphical user interface, where the target virtual item is at least a portion of the specified virtual item or a virtual item associated with a newly opened location. In this method, by generating an interactive object at the spawn location of the player character, and the player interacting with this interactive object, the acquisition method for virtual items can be displayed. This eliminates the need to enter a game store or other similar scenarios to accurately display the target virtual item to the player, simplifying the process of acquiring virtual items and improving the player's gaming experience.
[0034] One possible implementation of the above-described step of setting a newly opened location among multiple scene locations or a scene location associated with a specified virtual prop as the spawn location of the first virtual character is as follows: (1) When a new open location exists among multiple scene locations, the control sets the new open location as the spawn location of the first virtual character; Optionally, if the number of virtual characters currently accommodated in the newly opened location is less than the first preset number, and the first virtual character has never entered the newly opened location, the newly opened location is set as the spawn location of the first virtual character. The first preset number can be configured as a fixed number of users threshold, a percentage threshold of the server's maximum capacity, or a dynamic elastic threshold; for example, the first preset number is set to 50 users in a normal server, 100 users in a large server, and 80% of the maximum capacity of a single line in a split-line server.
[0035] Optionally, if there are multiple new open locations, the multiple new open locations are sorted. For each new open location, it is first determined whether the number of virtual characters currently accommodated in the new open location is less than the first preset number, and whether the first virtual character has never entered the new open location. If either of these conditions is not met, the above steps are performed on the next new open location until the birth location of the first virtual character is determined.
[0036] (2) Otherwise, control the scene location associated with the specified virtual prop among multiple scene locations to be the spawn location of the first virtual character.
[0037] If no new open location exists among multiple scene locations, or if the new open location is full, or if the first virtual character has already visited a new open location, then the scene location associated with the specified virtual item will be set as the spawn location for the first virtual character. Through this hierarchical priority decision-making, players are prioritized to be directed to the newly opened area (i.e., the aforementioned new open location) to ensure the exposure and experience of new content. If no new open area exists or is unavailable, players are then placed in scene areas highly associated with the specified virtual item. This establishes a strong association between the product and the scene atmosphere during the primacy effect window when players enter the scene, improving the effective reach of product information.
[0038] Optionally, the aforementioned specified virtual items are: preset virtual items in the game's in-game store, and the preset virtual items are configured with corresponding scene tags.
[0039] One possible implementation involves determining a scene tag corresponding to a preset virtual prop; determining an associated scene location from multiple scene locations that is related to the scene tag; and determining the spawn location of the first virtual character based on the associated scene location.
[0040] If there is only one scene tag, then there is also only one associated scene location. If the number of virtual characters currently accommodated at the associated scene location is less than a second preset number, this associated scene location is determined as the spawn location of the first virtual character. The second preset number can be configured as a fixed player threshold or a percentage threshold of the server's maximum capacity. For example, in a regular server, the second preset number is set to 50, 80, or 100 players; in a split-line server, it is set to 80%, 85%, or 90% of the maximum capacity of a single line. If the number of virtual characters currently accommodated at the associated scene location is greater than the second preset number, the preferred character of the first account is determined, along with associated virtual items (virtual items that the first account does not yet own) related to this preferred character (virtual characters acquired by the player through payment, or virtual characters used most frequently by the player). The scene location associated with this associated virtual item is then set as the spawn location of the first virtual character. For example, if a related scene location currently accommodates 90 people, exceeding the second preset number of 80, the game system determines that the first account's preferred character is character A, who has paid the most. Therefore, it sets the scene location corresponding to a related virtual item that character A does not yet own as the first virtual character's spawn location. Alternatively, if a related scene location currently accommodates 50 people, exceeding the second preset number of 30, but the first account already owns all related virtual items for that preferred character, then a scene location is randomly selected from multiple locations and set as the first virtual character's spawn location. If the first account already owns a related virtual item, or if no related scene location exists for the related virtual item, a scene location is randomly selected from multiple locations and set as the first virtual character's spawn location.
[0041] If there are multiple scene tags and multiple associated scene locations, a random associated scene location can be selected from these locations and set as the spawn location of the first virtual character. Alternatively, the associated scene location with the fewest currently accommodated virtual characters can be selected from the multiple associated scene locations and set as the spawn location of the first virtual character.
[0042] Optionally, the aforementioned preset virtual items are assigned priorities, which are quantified based on at least one of the virtual item's quality level, listing time, or operational recommendation weight; for example, legendary quality virtual items have higher priority than epic quality, and epic quality has higher priority than rare quality; or, for instance, featured virtual items listed within the last 7 days have the highest priority. One optional implementation of the step of determining associated scene locations linked to scene tags from multiple scene locations is as follows: The preset virtual items are sorted according to their priority, and each scene location is sequentially determined to have an associated scene location linked to the scene tag corresponding to the preset virtual item, until an associated scene location is determined.
[0043] First, determine from multiple scene locations whether there is a related scene location associated with the scene tag corresponding to the highest priority preset virtual prop. If there is, directly determine the related scene location as the spawn location of the first virtual character; otherwise, continue to determine from multiple scene locations whether there is a related scene location associated with the scene tag corresponding to the next priority preset virtual prop, until a related scene location is determined. For example, if the main product pool (i.e., the aforementioned preset virtual items) contains a Qixi Festival-themed skin (e.g., the first preset virtual item) with a priority of 1 (scene tag: Qixi Festival) and a rock-themed weapon (e.g., the second preset virtual item) with a priority of 2 (scene tag: rock), and both a Qixi Festival-themed scene location and a rock-themed scene location exist in the current instance (i.e., the aforementioned target game scene), then the spawn location of the first virtual character will be determined as the Qixi Festival-themed scene location. Similarly, if the main product pool contains a Christmas-themed mount (scene tag: Christmas) with a priority of 1, but no Christmas-themed scene location exists in the current instance, then the Cyberpunk-themed clothing (scene tag: Cyberpunk) with a priority of 2 will be matched. If a Cyberpunk-themed scene location exists in the current instance, then the spawn location of the first virtual character will be determined as the Cyberpunk-themed scene location. This priority-based matching method ensures that high-value virtual items promoted by the operations team receive the best scene-related exposure locations first, preventing low-priority products from occupying high-traffic spawn points, thereby achieving precise allocation and maximum utilization of operational resources within the social instance.
[0044] Before controlling the generation of the first virtual character and the target interactive object at the birth location, the above method also includes: determining the object image of the target interactive object.
[0045] Optionally, the target interactive object mentioned above is a non-player character; the object's appearance typically includes an object model and object clothing (including virtual clothes, hats, shoes, bags, watches, necklaces, bracelets, earrings, rings, glasses, tools, etc.). The object model mentioned above usually refers to the character model corresponding to the game character in the game.
[0046] The aforementioned object image includes an object model. One possible implementation of the step of determining the object image of the target interactive object is as follows: if the target virtual props include virtual props that the first virtual character can equip, then the character model of the first virtual character is determined as the object model of the target interactive object; otherwise, the character model of the first preferred character in the preferred characters of the first account is determined as the object model of the target interactive object, wherein the first preferred character can equip at least some of the target virtual props.
[0047] The virtual items that the first virtual character can equip usually refer to virtual items that the first virtual character can use or associate with.
[0048] If the target virtual items do not include any virtual items that the first virtual character can equip, the first account's preferred character is determined based on the account's historical game data. Specifically, first, it is determined whether the first account owns any paid virtual characters. If so, the virtual character with the highest purchase price is determined as the first account's first preferred character. If not, the virtual character with the highest historical usage frequency is determined and designated as the first account's first preferred character. The character model of the first preferred character is then used as the object model of the target interaction object.
[0049] Optionally, if the target virtual items include virtual items that the first preferred character can equip, the character model of the first preferred character is determined as the object model of the target interactive object; otherwise, a specified virtual character is determined from the virtual characters that can equip the target virtual items, and the character model of the specified virtual character is determined as the object model of the target interactive object.
[0050] The designated virtual character typically refers to the most frequently used virtual character across the entire game server (usually the most popular virtual character). If the designated virtual character is not among those capable of equipping the target virtual item—for example, if the usage frequency of all available virtual characters is below a minimum preset threshold—then a virtual character is randomly selected from those capable of equipping the target virtual item as the designated virtual character. Alternatively, a virtual character can be randomly selected from pre-configured virtual characters as the designated virtual character. By pre-determining the image of the target interaction object before its generation, especially by using a character model that matches the first virtual character or the player's preferred character, the player's sense of familiarity and identification with the image can be leveraged to reduce their psychological defenses and increase their willingness to interact. When the preferred character cannot equip the target virtual item, the most popular designated virtual character across the entire server is chosen instead, further stimulating potential consumption conversion through herd mentality.
[0051] The aforementioned object image includes virtual props. One possible implementation of the step of determining the object image of the target interactive object is as follows: The system identifies virtual items not yet owned by the first account from the target virtual items; from these, it identifies virtual items that the target interaction object can equip, and designates these equipable virtual items as the target interaction object's object virtual items. By selecting virtual items not yet owned by the first account as target interaction objects, it effectively avoids duplicate exposure of already purchased items, reduces visual and informational interference from invalid information, makes the shopping guide content more targeted, and thus improves the conversion efficiency per unit exposure time.
[0052] Typically, the virtual props that a target interactive object can equip include one or more. Optionally, the aforementioned virtual props are configured with priorities. When displaying the target game scene in the graphical user interface, the method further includes: determining the target virtual prop with the highest priority among the virtual props; displaying the target interactive object equipped with the target virtual prop at the spawn position, so that the target interactive object presents the game effect of the target virtual prop in the game scene; wherein, the target interactive object is only visible to the first virtual character.
[0053] The aforementioned game effects refer to the visual, auditory, or dynamic performance of the target virtual props when they are worn, held, or displayed by the target interactive object in the target game scene. The aforementioned target virtual props include at least one of the following: virtual clothing, virtual accessories, actions, expressions, and voice.
[0054] Specifically, if the target object's virtual items include virtual clothing (such as character skins, weapon appearances, and back accessories), the game effect will be as follows: the appearance of the target interactive object's model will change, and its visual characteristics such as texture, material, lighting effects, and color will be consistent with the design of the virtual clothing. For example, after the target interactive object wears the "Flame Phoenix" skin, its whole body will be surrounded by flame particle effects, it will leave a trail of light when moving, and its attack actions will be accompanied by spark splash effects.
[0055] If the target object's virtual props include virtual accessories (such as headwear, face ornaments, and waist ornaments), the game effect will be as follows: the corresponding body part of the target interactive object will have a model of the accessory added, and it can move with the movement. For example, after wearing the "panda headwear", an adorable panda doll will appear above the target interactive object's head, and the panda's ears will flap when it speaks.
[0056] If the target virtual prop includes actions (such as dancing, greeting, or taunting), the game effect is as follows: the target interactive object actively loops the animation sequence of that action, accompanied by corresponding displacement, special effects, or sound effects. For example, when demonstrating a "street dance" action, the target interactive object performs continuous animations such as rotations and freezes in place, while spotlights and musical note effects appear on the ground. If the target virtual prop includes expressions (such as happy, shy, or angry), the game effect will be as follows: the target interactive object's facial model will change to the corresponding expression and pose, triggering a short facial animation. For example, when displaying the "heart eyes" expression, the target interactive object's eyes will turn into pink hearts, its cheeks will turn red, and heart-shaped bubbles will float above its head.
[0057] If the target virtual prop includes voice (such as character lines or sound effects), the game effect is as follows: when the first virtual character approaches the target interactive object, the target interactive object automatically plays the voice clip and displays subtitles at the top of the screen.
[0058] It should be noted that the above game effects are presented in a real-time rendering environment of the target game scene, which is fundamentally different from the static thumbnails or rotating model previews in the store preview interface. The first virtual character can move freely around the target interactive object and zoom the camera to observe the actual performance of virtual props under real lighting, shadows, and environmental reflections from different angles and distances, thereby obtaining an immersive "what you see is what you get" experience.
[0059] For example, when the target virtual item is a "Galactic Battleship" skin, the store preview usually only shows the front view of the skin against a solid color background; however, in this embodiment, the target interactive object is standing in a beach scene in front of the spawn location, where the afterglow of the setting sun shines on the metal armor and reflects a gradient halo, and the water splashes on the legs when the waves crash, creating a wet texture change. These are all part of the game effects, which can significantly enhance the first account's confidence in making a purchase decision.
[0060] Optionally, if the virtual props of the target object contain multiple props (such as skin + action + emoticon), the target interactive object will simultaneously display the game effects of all props: the skin changes appearance, the action loops, and the emoticon is triggered intermittently.
[0061] Using the above method, the first account can intuitively see the complete game effect of the target virtual item in the real game environment the moment it enters the target game scene, without the need for additional preview clicks, thereby increasing the attractiveness and conversion rate of the product.
[0062] The above method further includes: in response to a second interactive operation on the target interactive object, controlling the target interactive object to update the equipped target object virtual item to another object virtual item; wherein, the other object virtual item is: a virtual item among the object virtual items that has a lower priority than the target object virtual item and is adjacent to the target object virtual item.
[0063] The second interactive operation mentioned above can be clicking the right mouse button or pressing the first designated key on the keyboard.
[0064] Optionally, typically in response to the positional relationship between the first virtual character and the target interactive object satisfying the target positional relationship (e.g., the first virtual character is within a preset range of the target interactive object), if the target interactive object includes multiple virtual props, the first interaction method is displayed in the graphical user interface (e.g., as exemplified by...). Figure 2 The "Buy the same item [B]" option in the text) and the second interaction method (exemplary such as...) Figure 2The "Recommended Other Items [N]" option is used. In response to a second interaction method being triggered (e.g., pressing the "N" key on a keyboard), the target interactive object is controlled to update its equipped virtual item to another virtual item, allowing the target interactive object to experience the game effects of that other virtual item in the game scene. This technology, which allows for quick switching between different virtual items in a real-world setting through simple interaction, significantly reduces the number of menu operations and cognitive load required for players to navigate between different items. It enables players to efficiently browse multiple recommended items without exiting the current social instance, improving browsing efficiency and purchase conversion rates.
[0065] The above method also includes: in response to a third interactive operation on the target interactive object, controlling the target interactive object to perform an action related to the target object's virtual props or its birth location.
[0066] The third interactive operation mentioned above can be the left mouse button, or pressing the second designated key on the keyboard.
[0067] Optionally, typically in response to the positional relationship between the first virtual character and the target interactive object satisfying the target positional relationship (e.g., the first virtual character is within a preset range of the target interactive object), if the target interactive object's virtual props include actions, the first interaction method is displayed in the graphical user interface (e.g., as exemplified by...). Figure 2 The phrase "Buy the same item [B]" and third-party interaction methods (exemplary such as...) Figure 2 The "Execute Action [T]" in the code. In response to the triggering of a third interaction method (such as pressing the "T" key on the keyboard), it controls the target interactive object to perform an action related to the target object's virtual items or its spawn location.
[0068] After responding to the first interactive operation targeting the target virtual item and controlling the display of the acquisition method of the target virtual item in the graphical user interface, the method further includes: responding to the target interactive operation targeting the target virtual item, performing a purchase of the target virtual item at the spawn location, and controlling the removal of the target interactive item at the spawn location. Specifically, in response to the first interactive operation, the terminal device pops up a semi-transparent purchase confirmation floating window in the graphical user interface, displaying the detailed information and price of the target virtual item, and providing a virtual payment button; in response to a touch click operation on the virtual payment button, the first account directly completes the purchase process of the target virtual item at the spawn location, and the target interactive item is removed from the spawn location after successful purchase. By embedding the purchase loop directly at the spawn location, players can complete the transaction without exiting the current social instance or entering a separate store interface, significantly reducing impulse decay and conversion loss caused by multi-level menu jumps and excessively long operation paths, and realizing instant consumption conversion within the social scenario.
[0069] For example, such as Figure 2 In the "Buy the same item [B]" function, players can press the "B" key to control their first account to purchase the target virtual item and control the removal of the target interactive object at the spawn location.
[0070] After controlling the generation of the first virtual character and the target interactive object at the birth location, the above method further includes: in response to the first virtual character and the target interactive object satisfying a first positional relationship or the duration of the first virtual character at the birth location being greater than a preset duration, controlling the removal of the target interactive object at the birth location.
[0071] The aforementioned first positional relationship typically refers to a distance greater than a preset distance threshold between the first virtual character and the target interactive object. By setting distance and dwell time thresholds as automatic removal conditions for the target interactive object, the system can promptly release the client-side rendering computing resources occupied by the target interactive object after the player leaves the target interactive object's area of interest, avoiding the continuous consumption of system performance by invalid objects. At the same time, timely removal of the target interactive object can reduce unnecessary visual interference to the player, ensuring a pure experience within the social dungeon scene.
[0072] Corresponding to the above method embodiments, this disclosure provides a display device for virtual objects in a game, which provides a graphical user interface through a terminal device, the terminal device corresponding to a first account, such as... Figure 3 As shown, the device includes: The scene determination module 301 is used to determine the target game scene to be displayed, which includes multiple scene locations. The location setting module 302 is used to control the setting of a newly opened location or a scene location associated with a specified virtual prop from multiple scene locations as the spawn location of the first virtual character, wherein the first virtual character is a game character controlled by the first account; The object generation module 303 is used to control the generation of the first virtual character and the target interactive object at the spawn position when the target game scene is displayed in the graphical user interface; The path display module 304 is used to control the display of the acquisition path of the target virtual item in the graphical user interface in response to the first interactive operation of the target interactive object, wherein the target virtual item is: at least part of the specified virtual item, or a virtual item associated with the newly opened location.
[0073] This disclosure provides a device for displaying virtual objects in a game. It determines a target game scene to be displayed, which includes multiple scene locations. It controls the setting of a newly opened location or a scene location associated with a specified virtual item as the spawn location of a first virtual character, where the first virtual character is a game character controlled by a first account. When displaying the target game scene in a graphical user interface, it controls the generation of the first virtual character and a target interactive object at the spawn location. In response to a first interactive operation on the target interactive object, it controls the display of the acquisition method for the target virtual item in the graphical user interface, where the target virtual item is at least a portion of the specified virtual item or a virtual item associated with a newly opened location. In this method, by generating an interactive object at the spawn location of the player character, the acquisition method for virtual items can be displayed by the player interacting with the interactive object. This allows for precise display of the target virtual item to the player without needing to enter a game store or similar scene, simplifying the process of acquiring virtual items and improving the player's gaming experience.
[0074] The aforementioned location setting module is also used to: when a new open location exists among multiple scene locations, control the setting of the new open location as the spawn location of the first virtual character; otherwise, control the setting of the scene location associated with the specified virtual prop among multiple scene locations as the spawn location of the first virtual character.
[0075] The aforementioned virtual items refer to the preset virtual items in the game's in-game store, which are configured with corresponding scene tags.
[0076] The aforementioned location setting module is also used to: determine the scene tag corresponding to the preset virtual prop; determine the associated scene location associated with the scene tag from multiple scene locations; and determine the spawn location of the first virtual character based on the associated scene location.
[0077] The aforementioned preset virtual props are set with priority. The aforementioned location setting module is also used to: sort according to the priority of the preset virtual props, and sequentially determine from multiple scene locations whether there are associated scene locations related to the scene tags corresponding to the preset virtual props, until it is determined that there are associated scene locations.
[0078] The aforementioned device also includes an object image determination module, used to: determine the object image of the target interactive object.
[0079] The aforementioned object image includes an object model. When the target virtual item is at least a portion of the specified virtual item, the aforementioned object image determination module is further configured to: if the target virtual item includes virtual items that the first virtual character can equip, then determine the character model of the first virtual character as the object model of the target interactive object; otherwise, determine the character model of the first preferred character among the preferred characters of the first account as the object model of the target interactive object, wherein the first preferred character can equip at least a portion of the target virtual item.
[0080] The aforementioned object image determination module is also used to: if the target virtual props include virtual props that the first preferred character can equip, determine the character model of the first preferred character as the object model of the target interactive object; otherwise, determine a specified virtual character from the virtual characters that can equip the target virtual props, and determine the character model of the specified virtual character as the object model of the target interactive object.
[0081] The aforementioned object image includes object virtual props. The aforementioned object image determination module is also used to: determine virtual props that the first account does not yet own from the target virtual props; determine virtual props that the target interactive object can equip from the virtual props that the first account does not yet own; and determine the virtual props that the target interactive object can equip as the object virtual props of the target interactive object.
[0082] The aforementioned virtual props are configured with priorities. When displaying the target game scene in the graphical user interface, the device further includes: an item equipment module, used to determine the target virtual prop with the highest priority among the virtual props; displaying a target interactive object equipped with the target virtual prop at the spawn position, so that the target interactive object presents the game effect of the target virtual prop in the game scene; wherein, the target interactive object is only visible to the first virtual character.
[0083] The aforementioned device further includes: an item update module, used to respond to a second interactive operation on the target interactive object and control the target interactive object to update the equipped target object virtual item to another object virtual item; wherein, the other object virtual item is: a virtual item among the object virtual items that has a lower priority than the target object virtual item and is adjacent to the target object virtual item.
[0084] The aforementioned device also includes an action execution module, used to: in response to a third interactive operation on the target interactive object, control the target interactive object to perform an action associated with the target object's virtual props or its spawn location.
[0085] The aforementioned device further includes: a first removal module, configured to, in response to a target interaction operation on a target virtual item, perform a purchase action on the target virtual item at the spawn location, and control the removal of the target interaction object at the spawn location.
[0086] The aforementioned device further includes: a second removal module, configured to control the removal of the target interactive object at the birth position in response to the first virtual character and the target interactive object satisfying a first positional relationship or the first virtual character's duration at the birth position exceeding a preset duration.
[0087] The aforementioned target virtual props include at least one of the following: virtual clothing, virtual accessories, actions, expressions, and voice.
[0088] The display device for virtual objects in games provided in this embodiment has the same technical features as the display method for virtual objects in games provided in the above embodiments, so it can also solve the same technical problems and achieve the same technical effects.
[0089] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the above-described method for displaying virtual objects in the game. This electronic device can be a server or a terminal device.
[0090] See Figure 4 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the above-mentioned method for displaying virtual objects in the game.
[0091] Furthermore, Figure 4 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.
[0092] The memory 101 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 102 may be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 4The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0093] The processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 100 or by instructions in software form. The processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0094] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations in the method for displaying virtual objects in the aforementioned game: The system determines the target game scene to be displayed, which includes multiple scene locations. It controls the setting of a newly opened location or a scene location associated with a specified virtual item as the spawn location of a first virtual character, where the first virtual character is a game character controlled by a first account. When displaying the target game scene in the graphical user interface, it controls the generation of the first virtual character and a target interactive object at the spawn location. In response to a first interactive operation on the target interactive object, it controls the display of the acquisition method for the target virtual item in the graphical user interface, where the target virtual item is: at least a portion of the specified virtual item, or a virtual item associated with a newly opened location. In this method, by generating an interactive object at the player character's spawn location, the acquisition method for virtual items is displayed through player interaction with this object. This allows for precise display of the target virtual item to the player without needing to enter a game store or similar scene, simplifying the process of acquiring virtual items and improving the player's gaming experience.
[0095] The step of controlling the setting of a newly opened location among multiple scene locations or a scene location associated with a specified virtual prop as the spawn location of the first virtual character includes: when a newly opened location exists among multiple scene locations, the control sets the newly opened location as the spawn location of the first virtual character; otherwise, the control sets the scene location associated with the specified virtual prop among multiple scene locations as the spawn location of the first virtual character.
[0096] The aforementioned virtual items refer to the preset virtual items in the game's in-game store, which are configured with corresponding scene tags.
[0097] The above-mentioned control step of setting the scene location associated with a specified virtual prop among multiple scene locations as the spawn location of the first virtual character includes: determining the scene tag corresponding to the preset virtual prop; determining the associated scene location associated with the scene tag from multiple scene locations; and determining the spawn location of the first virtual character based on the associated scene location.
[0098] The aforementioned preset virtual props are set with priority. The step of determining the associated scene location associated with the scene tag from multiple scene locations includes: sorting according to the priority of the preset virtual props, and sequentially determining from multiple scene locations whether there is an associated scene location associated with the scene tag corresponding to the preset virtual prop, until an associated scene location is determined to exist.
[0099] Before controlling the generation of the first virtual character and the target interactive object at the birth location, the method also includes: determining the object image of the target interactive object.
[0100] The aforementioned object image includes an object model. When the target virtual item is at least a portion of the specified virtual items, the step of determining the object image of the target interactive object includes: if the target virtual item includes virtual items that a first virtual character can equip, then the character model of the first virtual character is determined as the object model of the target interactive object; otherwise, the character model of the first preferred character in the preferred characters of the first account is determined as the object model of the target interactive object, wherein the first preferred character can equip at least a portion of the target virtual items.
[0101] The step of determining the character model of the first preferred character in the first account's preferred characters as the object model of the target interaction object includes: if the target virtual items include virtual items that the first preferred character can equip, determining the character model of the first preferred character as the object model of the target interaction object; otherwise, determining a specified virtual character from the virtual characters that can equip the target virtual items, and determining the character model of the specified virtual character as the object model of the target interaction object.
[0102] The aforementioned object image includes object virtual props. The steps for determining the object image of the target interactive object include: identifying virtual props that the first account does not yet own from the target virtual props; identifying virtual props that the target interactive object can equip from the virtual props that the first account does not yet own; and determining the virtual props that the target interactive object can equip as the object virtual props of the target interactive object.
[0103] The aforementioned virtual props are configured with priorities. When displaying the target game scene in the graphical user interface, the method further includes: determining the target virtual prop with the highest priority among the virtual props; displaying the target interactive object equipped with the target virtual prop at the spawn position so that the target interactive object presents the game effect of the target virtual prop in the game scene; wherein, the target interactive object is only visible to the first virtual character.
[0104] The above method further includes: in response to a second interactive operation on the target interactive object, controlling the target interactive object to update the equipped target object virtual item to another object virtual item; wherein, the other object virtual item is: a virtual item among the object virtual items that has a lower priority than the target object virtual item and is adjacent to the target object virtual item.
[0105] The above method also includes: in response to a third interactive operation on the target interactive object, controlling the target interactive object to perform an action related to the target object's virtual props or its birth location.
[0106] After responding to the first interactive operation on the target interactive object and controlling the display of the acquisition method of the target virtual item in the graphical user interface, the method further includes: responding to the target interactive operation on the target virtual item, performing a purchase action on the target virtual item at the spawn location, and controlling the removal of the target interactive object at the spawn location.
[0107] After the above-mentioned control generates the first virtual character and the target interaction object at the birth position, the method further includes: in response to the first virtual character and the target interaction object satisfying a first positional relationship or the duration of the first virtual character at the birth position being greater than a preset duration, controlling the removal of the target interaction object at the birth position.
[0108] The aforementioned target virtual props include at least one of the following: virtual clothing, virtual accessories, actions, expressions, and voice.
[0109] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions cause the processor to implement the above-mentioned method for displaying virtual objects in the game.
[0110] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be executed to perform the following operations in the method for displaying virtual objects in the game: The system determines the target game scene to be displayed, which includes multiple scene locations. It controls the setting of a newly opened location or a scene location associated with a specified virtual item as the spawn location of a first virtual character, where the first virtual character is a game character controlled by a first account. When displaying the target game scene in the graphical user interface, it controls the generation of the first virtual character and a target interactive object at the spawn location. In response to a first interactive operation on the target interactive object, it controls the display of the acquisition method for the target virtual item in the graphical user interface, where the target virtual item is: at least a portion of the specified virtual item, or a virtual item associated with a newly opened location. In this method, by generating an interactive object at the player character's spawn location, the acquisition method for virtual items is displayed through player interaction with this object. This allows for precise display of the target virtual item to the player without needing to enter a game store or similar scene, simplifying the process of acquiring virtual items and improving the player's gaming experience.
[0111] The step of controlling the setting of a newly opened location among multiple scene locations or a scene location associated with a specified virtual prop as the spawn location of the first virtual character includes: when a newly opened location exists among multiple scene locations, the control sets the newly opened location as the spawn location of the first virtual character; otherwise, the control sets the scene location associated with the specified virtual prop among multiple scene locations as the spawn location of the first virtual character.
[0112] The aforementioned virtual items refer to the preset virtual items in the game's in-game store, which are configured with corresponding scene tags.
[0113] The above-mentioned control step of setting the scene location associated with a specified virtual prop among multiple scene locations as the spawn location of the first virtual character includes: determining the scene tag corresponding to the preset virtual prop; determining the associated scene location associated with the scene tag from multiple scene locations; and determining the spawn location of the first virtual character based on the associated scene location.
[0114] The aforementioned preset virtual props are set with priority. The step of determining the associated scene location associated with the scene tag from multiple scene locations includes: sorting according to the priority of the preset virtual props, and sequentially determining from multiple scene locations whether there is an associated scene location associated with the scene tag corresponding to the preset virtual prop, until an associated scene location is determined to exist.
[0115] Before controlling the generation of the first virtual character and the target interactive object at the birth location, the method also includes: determining the object image of the target interactive object.
[0116] The aforementioned object image includes an object model. When the target virtual item is at least a portion of the specified virtual items, the step of determining the object image of the target interactive object includes: if the target virtual item includes virtual items that a first virtual character can equip, then the character model of the first virtual character is determined as the object model of the target interactive object; otherwise, the character model of the first preferred character in the preferred characters of the first account is determined as the object model of the target interactive object, wherein the first preferred character can equip at least a portion of the target virtual items.
[0117] The step of determining the character model of the first preferred character in the first account's preferred characters as the object model of the target interaction object includes: if the target virtual items include virtual items that the first preferred character can equip, determining the character model of the first preferred character as the object model of the target interaction object; otherwise, determining a specified virtual character from the virtual characters that can equip the target virtual items, and determining the character model of the specified virtual character as the object model of the target interaction object.
[0118] The aforementioned object image includes object virtual props. The steps for determining the object image of the target interactive object include: identifying virtual props that the first account does not yet own from the target virtual props; identifying virtual props that the target interactive object can equip from the virtual props that the first account does not yet own; and determining the virtual props that the target interactive object can equip as the object virtual props of the target interactive object.
[0119] The aforementioned virtual props are configured with priorities. When displaying the target game scene in the graphical user interface, the method further includes: determining the target virtual prop with the highest priority among the virtual props; displaying the target interactive object equipped with the target virtual prop at the spawn position so that the target interactive object presents the game effect of the target virtual prop in the game scene; wherein, the target interactive object is only visible to the first virtual character.
[0120] The above method further includes: in response to a second interactive operation on the target interactive object, controlling the target interactive object to update the equipped target object virtual item to another object virtual item; wherein, the other object virtual item is: a virtual item among the object virtual items that has a lower priority than the target object virtual item and is adjacent to the target object virtual item.
[0121] The above method also includes: in response to a third interactive operation on the target interactive object, controlling the target interactive object to perform an action related to the target object's virtual props or its birth location.
[0122] After responding to the first interactive operation on the target interactive object and controlling the display of the acquisition method of the target virtual item in the graphical user interface, the method further includes: responding to the target interactive operation on the target virtual item, performing a purchase action on the target virtual item at the spawn location, and controlling the removal of the target interactive object at the spawn location.
[0123] After the above-mentioned control generates the first virtual character and the target interaction object at the birth position, the method further includes: in response to the first virtual character and the target interaction object satisfying a first positional relationship or the duration of the first virtual character at the birth position being greater than a preset duration, controlling the removal of the target interaction object at the birth position.
[0124] The aforementioned target virtual props include at least one of the following: virtual clothing, virtual accessories, actions, expressions, and voice.
[0125] The computer program products of the display method, apparatus, electronic device and system for virtual objects in games provided in the embodiments of this disclosure include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.
[0126] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0127] Furthermore, in the description of the embodiments of this disclosure, unless otherwise expressly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in this disclosure based on the specific circumstances.
[0128] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0129] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0130] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.
Claims
1. A method for displaying virtual objects in a game, characterized in that, The method includes providing a graphical user interface via a terminal device, the terminal device corresponding to a first account, and the method comprising: Determine the target game scene to be displayed, which includes multiple scene locations; The control sets a newly opened location or a scene location associated with a specified virtual item from the plurality of scene locations as the spawn location of the first virtual character, wherein the first virtual character is a game character controlled by the first account; When the target game scene is displayed in the graphical user interface, the system controls the generation of the first virtual character and the target interactive object at the spawn location. In response to a first interactive operation on the target interactive object, control the display of the acquisition method of the target virtual item in the graphical user interface, wherein the target virtual item is: at least a portion of the specified virtual item, or a virtual item associated with the newly opened location.
2. The method according to claim 1, characterized in that, The step of controlling the setting of a newly opened location or a scene location associated with a specified virtual prop from the plurality of scene locations as the spawn location of the first virtual character includes: When a new open location exists among the multiple scene locations, the system controls the setting of the new open location as the spawn location of the first virtual character. Otherwise, the control sets the scene location associated with the specified virtual prop among the multiple scene locations as the spawn location of the first virtual character.
3. The method according to claim 2, characterized in that, The designated virtual item is a preset virtual item in the game's in-game store, and the preset virtual item is configured with a corresponding scene tag.
4. The method according to claim 3, characterized in that, The step of controlling the setting of the scene location associated with the specified virtual prop from among the plurality of scene locations as the spawn location of the first virtual character includes: Determine the scene tag corresponding to the preset virtual prop; Determine the associated scene location that is linked to the scene label from the plurality of scene locations; The birth location of the first virtual character is determined based on the associated scene location.
5. The method according to claim 4, characterized in that, The preset virtual props are set with priorities. The step of determining the associated scene location related to the scene tag from the multiple scene locations includes: The virtual props are sorted according to their priority, and then it is determined whether there is an associated scene location that is related to the scene tag corresponding to the virtual prop from the multiple scene locations, until the associated scene location is determined to exist.
6. The method according to claim 2, characterized in that... Before controlling the generation of the first virtual character and the target interactive object at the birth location, the method further includes: Determine the object image of the target interactive object.
7. The method according to claim 6, characterized in that... The object image includes an object model. When the target virtual item is at least a part of the specified virtual item, the step of determining the object image of the target interactive object includes: If the target virtual props include virtual props that the first virtual character can equip, then the character model of the first virtual character is determined as the object model of the target interactive object; Otherwise, the character model of the first preferred character in the preferred characters of the first account is determined as the object model of the target interactive object, wherein the first preferred character may be equipped with at least some of the target virtual items.
8. The method according to claim 7, characterized in that... The step of determining the role model of the first preferred role in the preferred roles of the first account as the object model of the target interaction object includes: If the target virtual items include virtual items that the first preferred character can equip, the character model of the first preferred character is determined as the object model of the target interactive object; Otherwise, a specific virtual character is determined from the virtual characters that can equip the target virtual prop, and the character model of the specified virtual character is determined as the object model of the target interactive object.
9. The method according to claim 6, characterized in that, The object image includes virtual props. The step of determining the object image of the target interactive object includes: Identify from the target virtual items the first account does not yet own; From the virtual items that the first account does not yet own, determine the virtual items that the target interactive object can equip, and determine the virtual items that the target interactive object can equip as the target interactive object's object virtual items.
10. The method according to claim 9, characterized in that, The virtual props are configured with priority, and when the target game scene is displayed in the graphical user interface, the method further includes: Identify the target virtual item with the highest priority among the virtual items; The target interactive object equipped with the target object virtual prop is displayed at the spawn location, so that the target interactive object presents the game effect of the target object virtual prop in the game scene; wherein, the target interactive object is only visible to the first virtual character.
11. The method according to claim 10, characterized in that, The method further includes: In response to a second interaction operation on the target interaction object, the target interaction object is controlled to update the equipped target object virtual item to another object virtual item; wherein, the other object virtual item is: a virtual item among the object virtual items that has a lower priority than the target object virtual item and is adjacent to the target object virtual item.
12. The method according to claim 10, characterized in that, The method further includes: In response to a third interaction operation on the target interaction object, control the target interaction object to perform an action associated with the target object's virtual props or the birth location.
13. The method according to claim 1, characterized in that, In response to a first interactive operation on the target interactive object, after controlling the display of the acquisition method of the target virtual item in the graphical user interface, the method further includes: In response to a target interaction operation for the target virtual item, a purchase action for the target virtual item is performed at the spawn location, and the target interaction object is removed at the spawn location.
14. The method according to claim 1, characterized in that, After controlling the generation of the first virtual character and the target interactive object at the birth location, the method further includes: In response to the first virtual character and the target interactive object satisfying a first positional relationship or the first virtual character's duration at the birth position being greater than a preset duration, the target interactive object is removed from the birth position.
15. The method according to claim 1, characterized in that, The target virtual props include at least one of the following: virtual clothing, virtual accessories, actions, expressions, and voice.
16. A display device for virtual objects in a game, characterized in that, The device provides a graphical user interface via a terminal device, the terminal device corresponding to a first account, and the apparatus includes: The scene determination module is used to determine the target game scene to be displayed, and the target game scene includes multiple scene locations; The location setting module is used to control the setting of a newly opened location or a scene location associated with a specified virtual item from the plurality of scene locations as the spawn location of the first virtual character, wherein the first virtual character is a game character controlled by the first account; An object generation module is used to control the generation of the first virtual character and the target interactive object at the spawn position when the target game scene is displayed in the graphical user interface. The pathway display module is used to control the display of the acquisition pathway of the target virtual item in the graphical user interface in response to a first interactive operation on the target interactive object, wherein the target virtual item is: at least a portion of the specified virtual item, or a virtual item associated with the newly opened location.
17. An electronic device, characterized in that, It includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the method for displaying virtual objects in a game as described in any one of claims 1-15.
18. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the method for displaying virtual objects in a game as described in any one of claims 1-15.