Game task level-up interaction method, apparatus, device, and program

The method and device enhance game level-up interactions by reducing repetitive operations through multi-round opposition tasks and resource exchange controls, enabling quick level-ups based on operation parameters, thus improving flexibility and efficiency.

JP2025503384AActive Publication Date: 2025-02-04TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
JP2024532677
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2022-06-01
Filing Date
2023-04-14
Publication Date
2025-02-04
Estimated Expiration
2043-04-14

AI Technical Summary

Technical Problem

Conventional game level-up methods in strategic strategy games require repetitive and cumbersome operations with virtual gold coins, reducing flexibility and efficiency in level-up interactions.

Method used

A method and device that display a task screen for multi-round opposition tasks, allowing players to select avatars and perform resource exchange controls to determine a level-up interaction status, triggering quick level-ups based on operation parameters, reducing repetitive actions and enhancing flexibility.

Benefits of technology

The method and device streamline level-up processes by minimizing repetitive operations, improving flexibility and efficiency in game level-up interactions.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present invention discloses a game task level-up interaction method and device, a storage medium, and an electronic device. The method includes the steps of: displaying a task screen of a virtual game task in which a virtual character to be controlled is currently participating; displaying a resource exchange control in the task screen, the resource exchange control being for acquiring a level-up resource by using a material resource possessed by the virtual character to be controlled; determining a level-up interaction state that matches an operation parameter of the control operation in response to a control operation on the resource exchange control; and, if the level-up interaction state indicates that a quick level-up condition has been reached, raising the virtual character to be controlled from a first level to a second level and playing a corresponding level-up animation, the number of avatars that can participate in a competition at the first level being less than the number of avatars that can participate in a competition at the second level. The present invention can solve the problem of reduced flexibility of the conventional level-up interaction method.
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Description

[Technical field]

[0001] [CROSS REFERENCE TO RELATED APPLICATIONS] This application claims the benefit of priority to Chinese Patent Application No. 202210618500.6, filed with the State Intellectual Property Office of the People's Republic of China on June 1, 2022, for the invention entitled "Game task level-up interaction method and apparatus, storage medium and electronic device," the entire contents of which are incorporated herein by reference.

[0002] The present invention relates to the computer field, and more particularly to level-up interaction of game tasks. [Background technology]

[0003] In conventional strategy game apps, players can use virtual gold coins to increase their game level by following a certain strategy in the preparation phase, and can also use virtual gold coins to purchase and level up avatars. In the battle phase, avatars controlled by two players each automatically battle each other to determine the outcome of the game.

[0004] Usually, the opportunity for a player to control an avatar in the preparation phase is related to the player's current game level, for example, the higher the game level of the player, the more avatars can participate in the match in the player's controlled field. In other words, in the game, choosing whether to use virtual gold coins to increase the game level or purchase an avatar is an important game strategy.

[0005] In a conventional method for increasing a player's game level, a certain number of virtual gold coins is usually exchanged for a certain number of game experience points, and the player performs multiple exchange operations to increase the game experience points many times. When the game experience points reach a preset threshold, the game level is increased. However, in the conventional method of exchanging a certain number of virtual gold coins for a certain number of game experience points, the player needs to perform multiple click operations, which makes the operation complicated. In other words, the conventional game task level-up interaction method has a technical problem of reduced flexibility.

[0006] No effective solution to the above problem has yet been proposed. Summary of the Invention [Means for solving the problem]

[0007] The embodiments of the present invention provide a game task level-up interaction method and apparatus, medium, electronic device and program product that can solve at least the technical problem of reduced flexibility of conventional level-up interaction methods.

[0008] According to one aspect of an embodiment of the present invention, there is provided a level-up interaction method for a game task, the method including: displaying a task screen of a virtual game task of a virtual character to be controlled, the virtual game task being a multi-round competitive task between a plurality of virtual characters, and each round competitive task in the multi-round competitive task being a process in which each of two virtual characters selects at least one avatar to participate in a competition; displaying a resource exchange control in the task screen, the resource exchange control being for acquiring a level-up resource by using a material resource possessed by the virtual character to be controlled; determining a level-up interaction state that matches an operation parameter of the control operation in response to a control operation on the resource exchange control; and, if the level-up interaction state indicates that a condition for quick level-up has been reached, raising the virtual character to be controlled from a first level to a second level and playing a corresponding level-up animation, the number of avatars that can participate in the competition at the first level being less than the number of avatars that can participate in the competition at the second level.

[0009] According to another aspect of the embodiment of the present invention, there is provided a first display unit for displaying a task screen of a virtual game task of a virtual character to be controlled, the virtual game task being a multi-round competitive task between a plurality of virtual characters, and each round competitive task in the multi-round competitive task being a process in which each of two virtual characters selects at least one avatar and participates in a competitive battle; and a second display unit for displaying a resource exchange control in the task screen, the resource exchange control being a second display unit for acquiring a level-up resource by using a material resource possessed by the virtual character to be controlled. A level-up interaction device for a game task is further provided, comprising: a determining unit for determining a level-up interaction state matching an operation parameter of the control operation in response to a control operation on the resource exchange control; and a playback unit for raising the virtual character to be controlled from a first level to a second level and playing a corresponding level-up animation when the level-up interaction state indicates that a quick level-up condition has been reached, wherein the number of avatars that can participate in the competition at the first level is less than the number of avatars that can participate in the competition at the second level.

[0010] According to yet another aspect of an embodiment of the present invention, there is further provided a computer readable storage medium having a computer program stored thereon, the computer program being configured, when executed, to perform the level up interaction method for the game task.

[0011] According to yet another aspect of an embodiment of the present invention, there is provided a computer program product including a computer program stored in a computer-readable storage medium, the computer program being read by a processor of a computing device from the computer-readable storage medium and executed by the processor to cause the computing device to perform the game task level-up interaction method.

[0012] According to yet another aspect of an embodiment of the present invention, there is further provided an electronic device including a memory having a computer program stored therein, and a processor configured to execute a level-up interaction method for the game task using the computer program.

[0013] In an embodiment of the present invention, the method includes the steps of: displaying a task screen of a virtual game task of a virtual character to be controlled, the virtual game task being a multi-round competitive task between a plurality of virtual characters, and each round competitive task in the multi-round competitive task being a process in which each of two virtual characters selects at least one avatar to participate in a competitive battle; displaying a resource exchange control in the task screen, the resource exchange control being for acquiring a level-up resource by utilizing a material resource possessed by the virtual character to be controlled; determining a level-up interaction state that matches an operation parameter of the control operation in response to a control operation on the resource exchange control; and determining whether the level-up interaction state is a quick response to the control operation. and if the detected level-up interaction state corresponds to a control operation on the resource exchange control, the control unit 100 determines whether to terminate the level-up interaction operation according to the current operation, thereby avoiding repeated operations and solving the technical problem of reduced flexibility in the conventional level-up interaction method, and achieving the technical effect of flexibly leveling up according to pressing operation parameters. [Brief description of the drawings]

[0014] [Figure 1] FIG. 2 is a schematic diagram of an application environment of a selectable game task level-up interaction method according to an embodiment of the present invention. [Diagram 2] 1 is a flowchart of a selectable game task level-up interaction method according to an embodiment of the present invention. [Diagram 3]FIG. 2 is a schematic diagram of another selectable game task level-up interaction method according to an embodiment of the present invention. [Figure 4] FIG. 13 is a schematic diagram of yet another selectable game task level-up interaction method according to an embodiment of the present invention. [Diagram 5] FIG. 13 is a schematic diagram of yet another selectable game task level-up interaction method according to an embodiment of the present invention. [Figure 6] FIG. 13 is a schematic diagram of yet another selectable game task level-up interaction method according to an embodiment of the present invention. [Figure 7] FIG. 13 is a schematic diagram of yet another selectable game task level-up interaction method according to an embodiment of the present invention. [Figure 8] FIG. 13 is a schematic diagram of yet another selectable game task level-up interaction method according to an embodiment of the present invention. [Figure 9] FIG. 13 is a schematic diagram of yet another selectable game task level-up interaction method according to an embodiment of the present invention. [Figure 10] 4 is a flowchart of another selectable game task level-up interaction method according to an embodiment of the present invention. [Figure 11] FIG. 2 is a sequence diagram of a selectable game task level-up interaction method according to an embodiment of the present invention. [Figure 12] 13 is a flowchart of yet another selectable game task level-up interaction method according to an embodiment of the present invention. [Figure 13] FIG. 13 is a sequence diagram of another game task level-up interaction method according to an embodiment of the present invention. [Figure 14] FIG. 2 is a schematic diagram of a selectable game task level-up interaction device according to an embodiment of the present invention; [Figure 15] FIG. 1 is a schematic diagram of a selectable electronic device according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0015] In order to allow those skilled in the art to better understand the technical method of the present invention, the technical method according to the embodiments of the present invention will be described clearly and completely below with reference to the accompanying drawings in the embodiments of the present invention. It is obvious that the embodiments described herein are only some embodiments of the present invention, and are not all embodiments. Based on the embodiments of the present invention, other embodiments that a person skilled in the art can obtain without labor equivalent to inventive step should all be included in the technical scope of the present invention.

[0016] In addition, the terms "first", "second", etc. in the present specification and claims and the accompanying drawings are used to distinguish similar objects, and are not intended to limit the order of decisions or the order of precedence or posteriority. It will be understood that the data used in this manner can be exchanged, where appropriate, to cause the embodiments of the present invention to be performed according to an order other than that illustrated or described herein. In addition, the terms "comprise" and "have" and any variations thereof are intended to cover non-exclusive inclusions, such as, for example, a process, method, system, product, or device that includes a series of steps or units is not necessarily limited to the steps or units explicitly listed, but may include other steps or units that are not explicitly listed or that are inherent to these processes, methods, products, or devices.

[0017] In addition, the following technical terms are referred to in the embodiments of this application.

[0018] Auto Chess: A trading card game with a competitive round system. Eight players are placed in the game, and each player is given a chessboard. Each round includes two phases: preparation and battle. In the preparation phase, players purchase pieces (heroes) from the shop and arrange the pieces on the chessboard to organize their team. When the battle phase begins, both sides' formations are locked, and the pieces fight automatically until one side's pieces are all knocked out. The player who has lost all of his pieces becomes the loser of the round, and a certain number of vitality points are subtracted from the loser. In this way, game rounds are repeated so that each player is matched with a new opponent until the player is deemed to have been knocked out when his life value becomes ≦0. The player who survives until the end wins the game (1st place).

[0019] Gold coins: Used to purchase heroes in games, promote heroes, and refresh basic resources in the shop. 10% of the current amount of gold coins will be received as additional rewards each round, and additional gold coins will be awarded if you win or fail consecutively.

[0020] Level Up: Here, it specifically refers to purchasing experience points by spending gold coins in Auto Chess games, accumulating enough experience points to increase the current team level, and thereby increasing the number of heroes deployed.

[0021] According to one aspect of the embodiment of the present invention, a game task level-up interaction method is provided. As an alternative embodiment, the game task level-up interaction method is applicable to, but not limited to, a game task level-up interaction system in the hardware environment shown in FIG. 1. Here, the game task level-up interaction system may include, but is not limited to, a terminal device 102, a network 104, a server 106, a database 108, and a terminal device 110. Client terminals of a competitive game application are running on the terminal device 102 and the terminal device 110. The terminal device 102 includes a human-computer interaction screen, a processor, and a memory. The human-computer interaction screen displays a virtual scene of a competitive game task including a first virtual character 10 and a second virtual character 11 participating in the competitive game task and belonging to different teams, where the first virtual character 10 and the second virtual character 11 can directly compete in the virtual scene and can control the avatars owned by each of them to compete, and is also used to provide a human-computer interaction interface that receives a human-computer interaction operation for controlling the controlled avatar in the virtual scene, and the avatar executes the competitive game task set in the virtual scene. The processor is used to generate an interaction command in response to the human-computer interaction operation and to transmit the interaction command to the server. The memory is used to store screen data of the scene screen, attribute data related to attribute information of the avatar controlled by the client terminal (such as the level information of the avatar, the life value of the avatar, the number and type of virtual characters owned by the avatar, etc.), and virtual social resources owned by the avatar controlled by the client terminal.

[0022] Furthermore, the server 106 includes a processing engine for performing a storage or read operation on the database 108. Specifically, the processing engine determines a level-up operation result according to a pressing operation command for the resource exchange control fed back from the terminal device 110. Then, when it is determined that the level-up is completed, the processing engine raises the virtual character from the first level to the second level and increases the number of avatars that can participate in the competition on the field of the current virtual character. At the same time, the processing engine reads out level-up animations corresponding to different levels from the database 108 and displays the corresponding level-up animations on the game interface.

[0023] A specific procedure is shown in the following steps. For example, in step S102, a task screen of a virtual game task in which a virtual character to be controlled is currently participating is displayed on the terminal device 102. Here, the virtual game task is a multi-round competitive task between a plurality of virtual characters, and each round competitive task in the multi-round competitive task is a process in which each of two virtual characters selects at least one avatar and participates in the competitive battle. Then, in step S104, a resource exchange control is displayed in the task screen. Here, the resource exchange control is used to acquire a level-up resource by utilizing a material resource possessed by the virtual character to be controlled. Then, in step S106, in response to a pressing operation on the resource exchange control, a level-up interaction state that matches the operation parameter of the pressing operation is determined. Also, in step S108, if the level-up interaction state indicates that a condition for quick level-up has been reached, a level-up animation is played to raise the virtual character to be controlled from the current first level to the second level. Here, the number of avatars that can participate in the competitive battle at the first level is smaller than the number of avatars that can participate in the competitive battle at the second level. Next, in step S110, the terminal device 102 transmits the level-up result to the server 106 via the network 104.

[0024] The server 106 executes steps S110 to S112, determines the number of avatars that can participate in the competition according to the synthesis result, and transmits the number of avatars that can participate in the competition back to the terminal device 102 via the network 104.

[0025] As another optional embodiment, if the terminal device 102 has a stronger computing capability, the step S110 may be performed by the terminal device 102. This is merely an example, and the present embodiment is not limited thereto.

[0026] In an embodiment of the present invention, the method includes the steps of: displaying a task screen of a virtual game task in which a virtual character to be controlled is currently participating, where the virtual game task is a multi-round competitive task between a plurality of virtual characters, and each round competitive task in the multi-round competitive task is a process in which each of two virtual characters selects at least one avatar to participate in a competitive battle; displaying a resource exchange control in the task screen, where the resource exchange control is used to obtain a level-up resource by utilizing a material resource possessed by the virtual character to be controlled; determining a level-up interaction state that matches an operation parameter of the control operation in response to a control operation on the resource exchange control; and displaying the level-up interaction state. and if the state indicates that a quick level-up condition has been reached, raising the controlled virtual character from a first level to a second level and playing a corresponding level-up animation, wherein the number of avatars that can participate in the competition at the first level is less than the number of avatars that can participate in the competition at the second level. By detecting the level-up interaction state corresponding to the control operation on the resource exchange control, it is possible to determine whether to end the level-up interaction operation according to the current operation, thereby avoiding repeated operations and solving the technical problem that the flexibility of the conventional level-up interaction method is reduced, and a technical effect of flexibly leveling up according to the pressing operation parameters can be achieved.

[0027] Optionally, in this embodiment, the game task level-up interaction method can be applied to a user device, but is not limited thereto. The user device may be, but is not limited to, a user device that supports the operation of a client terminal of an application, such as a mobile phone, a tablet, a notebook computer, a personal computer (abbreviated as PC machine), etc. The server and the user device can realize data interaction through a network, but is not limited thereto. The network can include, but is not limited to, a wireless network or a wired network. Among them, the wireless network includes Bluetooth (registered trademark), WIFI (registered trademark), and other networks that realize wireless communication. The wired network can include, but is not limited to, a wide area network, a metropolitan network, and a local area network. The above is only an example, and this embodiment is not limited thereto.

[0028] Optionally, in this embodiment, the game application may be a single-player game (SPG) application. The type of the game application may include, but is not limited to, at least one of a two-dimensional (2D) game application, a three-dimensional (3D) game application, a virtual reality (VR) game application, an augmented reality (AR) game application, and a mixed reality (MR) game application. The above is merely an example, and this embodiment is not limited thereto.

[0029] Optionally, as one possible embodiment, as shown in FIG. 2, the game task level-up interaction method includes the following steps:

[0030] S202: Display a task screen of a virtual game task of a virtual character to be controlled. Here, the virtual game task is a multi-round competitive task between a plurality of virtual characters, and each round competitive task in the multi-round competitive task is a process in which each of two virtual characters selects at least one avatar and participates in a competitive battle.

[0031] Specifically, the virtual game task may be a trading card game with a competitive round system. N players (N is an even number greater than 0) are placed in the game, and in one game round, they are matched one-to-one and compete. Each player in the game is given a portion of a virtual competition field, and in the competition phase, the fields of the two competing players are connected together, and the competition takes place on the connected virtual competition field. Each round includes two phases: preparation and battle. In the preparation phase, players purchase pieces (i.e., avatars) at a shop and arrange the pieces on a chessboard to form a team. When the competition phase begins, both camps are locked, and the pieces fight automatically until all of one side's pieces are knocked out. A player who has lost all of his pieces becomes the loser of the round, and a certain number of life values ​​(combat resources) are deducted from the loser. In this way, after the end of one round, the game rounds are repeatedly executed so that each player is matched with a new opponent until the player is determined to have been knocked out when his life value becomes ≦0. The last surviving player will be the winner of the game (1st place).

[0032] A selectable virtual game task screen may be shown in FIG. 3, in which the game task screen of the currently controlled virtual character is displayed. The currently controlled virtual character is the game account body (not shown) currently controlled by the game player. "Monster 1", "Monster 2", "Monster 3" and "Monster 4" shown in FIG. 3 are avatars selected by the currently controlled virtual character to participate in the competition. In response to this, "Monster 5" and "Monster 6" shown in FIG. 3 are avatars selected by the account body (opponent virtual character of the currently controlled virtual character) controlled by the opponent player to participate in the competition. In this embodiment, in the preparation phase, the controlled virtual character and the opponent virtual character of the controlled virtual character can select virtual characters to participate in the competition, increase the level of the avatars to participate in the competition, and distribute the positions of the avatars. In the competition phase, the avatars in FIG. 3 are controlled to fight automatically, and if all of the avatars on one side are "knocked out", the competition result of this game is determined.

[0033] S204: Display a resource exchange control within the task screen; here, the resource exchange control is for obtaining level-up resources by utilizing material resources possessed by the virtual character to be controlled.

[0034] First, the material resource will be described. The material resource may be a material resource for use in trading such as virtual gold coins, virtual treasures, and virtual exchange resources owned by the virtual character to be controlled. The level-up resource may be a virtual experience value indicating the game operation level or game duration of the virtual character to be currently controlled, and the game level of the virtual character to be currently controlled can be increased by accumulating the virtual experience value.

[0035] In one possible embodiment, the controlled virtual character can acquire different values ​​of level-up resources depending on the results of the battle in which it participates. For example, when the battle results of this game are completed, one virtual character that won the battle may receive a large reward of level-up resources, while the other virtual character that lost the battle may receive a small reward of level-up resources. In another possible embodiment, the controlled virtual character can acquire the level-up resources depending on the time the controlled virtual character participated in the battle. For example, a virtual character whose battle lasted longer may be rewarded with more level-up resources. Here, it should be understood that the method of acquiring the level-up resources is merely an example, and the specific method of acquiring the level-up resources in the embodiment of the present application is not limited.

[0036] In this embodiment, by displaying the resource exchange control, it is possible to acquire level-up resources using material resources possessed by the virtual character to be controlled. For example, it is possible to acquire unit level-up resources by consuming unit material resources of the virtual character to be controlled.

[0037] The method will be described below by taking the Auto Chess game as an example. The material resource may be virtual gold coins, which may be used by the controlled virtual character to purchase the avatar and participate in the battle, or may be used to level up the avatar. As an optional form, the virtual gold coins held by the controlled virtual character may be increased at a certain rate at the end of each round. For example, if the first controlled virtual character has 100 virtual gold coins by the end of the battle round, when the battle round ends, the first controlled virtual character can acquire 10% of the virtual gold coins held, that is, 10 (100*10%) virtual gold coins can be acquired additionally, and the current number of virtual gold coins held becomes 110. In this embodiment, the virtual character can also exchange the virtual gold coins for virtual experience value resources. For example, by consuming one virtual gold coin, one additional virtual experience value can be acquired.

[0038] In one specific embodiment, the form in which the resource exchange control is displayed may be a resource exchange control 301 displayed in the lower left corner of Fig. 3, i.e., a selectable display style. This resource exchange control 301 is used to acquire level-up resources by utilizing material resources possessed by the controlled virtual character, i.e., through this resource exchange control 301, virtual experience points can be "purchased" with virtual gold coins.

[0039] In another selectable form, the resource exchange control can be displayed in the preparation phase, and hidden in the battle phase to prevent erroneous touch operations from occurring in the battle phase.

[0040] In yet another alternative embodiment, the resource exchange control is hidden by default in the preparation phase, and when a virtual character exchange trigger operation is detected, the resource exchange control is displayed, for example, in response to a double-click operation on a virtual character avatar.

[0041] S206: In response to a control operation on the resource exchange control, a level-up interaction state that matches an operation parameter of the control operation is determined.

[0042] Specifically, the control operation may be an operation for realizing control over a resource exchange control, such as a pressing operation, a sliding operation, etc. Here, the pressing operation may be a long pressing operation or a click operation. Here, it should be understood that different level-up interaction methods can be arranged for different types of operations. For example, a click operation can correspond to a first level-up interaction. A long pressing operation can correspond to a second level-up interaction. The operation parameter may be the duration of the long pressing operation or the operation force of the long pressing operation. When the operation parameter is obtained, it is determined which operation mode corresponds to the operation parameter, and a level-up interaction state is further determined.

[0043] In one selectable form, the level-up interaction state can be determined to be a quick level-up state if the duration of the pressing operation reaches a preset threshold, while in another selectable form, the level-up interaction state can be determined to be a normal exchange state if the duration of the pressing operation does not reach a preset threshold.

[0044] S208: If the level-up interaction state indicates that a condition for quick level-up has been reached, the controlled virtual character is raised from a first level to a second level, and a level-up animation is played to raise the controlled virtual character from the current first level to the second level, where the number of avatars that can participate in the competition at the first level is smaller than the number of avatars that can participate in the competition at the second level.

[0045] One specific embodiment of the method will now be described with reference to FIG.

[0046] As shown in FIG. 4(a), a selectable resource exchange control 401 is displayed. The left box of the resource exchange control 401 displays the level "Level 5" of the virtual character currently being controlled and the level-up information "38 / 56", indicating that 56 experience points are required to increase from the current level "Level 5" to "Level 6", but the currently acquired experience points are 38 points. At the same time, the right box of the resource exchange control 401 displays the number "4", indicating that when a click operation is performed on the resource exchange control, that is, when a normal exchange operation is performed, 4 experience points are exchanged by consuming 4 virtual gold coins. At the same time, a gold coin prompt box 405 is displayed on the resource exchange control, indicating that the number of surplus gold coins of the virtual character currently being controlled is 36. Note that in this embodiment, the virtual character to be controlled can participate in a competition by controlling four avatars at the current level.

[0047] When a long press operation on the resource exchange control 401 is detected, that is, when it is determined that the trigger condition for quick level-up has been reached, an icon shown in Fig. 4(b) is displayed. That is, the current level-up progress status is superimposed on the resource exchange control 401 with a circular icon, and a level-up prompt box 402 saying "Target level 5>6; number of surplus gold coins 36>18" is displayed above the resource exchange control 401, indicating that the next level to be reached is "Level 6", the number of "gold coins" currently remaining is 36, and the number of "gold coins" remaining after completion of level-up is 18, that is, it is necessary to consume 18 "gold coins" to gain 18 experience points, and further perform a level-up interaction operation.

[0048] When the circular progress rate icon in FIG. 4(b) indicates that the level-up progress is 100%, a control style as shown in FIG. 4(c) is further displayed. As shown in the resource exchange control 404, the left box of the resource exchange control 404 displays the level "Level 6" of the currently controlled virtual character and the level-up information "0 / 80", indicating that 80 experience points are required to increase from the current level "Level 6" to "Level 7", but the currently acquired experience points are 0. At the same time, a level-up animation 403 is displayed above the resource exchange control 404, indicating that the level-up interaction operation of the currently controlled virtual character has ended. In addition, the gold coin prompt box 406 indicates that the number of gold coins currently held by the controlled virtual character is 18. Note that the controlled virtual character can control five virtual characters at the current level to participate in the competition. In other words, by leveling up the controlled virtual character, it is possible to control more virtual characters and participate in the competition.

[0049] In an embodiment of the present invention, the method includes the steps of: displaying a task screen of a virtual game task of a virtual character to be controlled, where the virtual game task is a multi-round competitive task between a plurality of virtual characters, and each round competitive task in the multi-round competitive task is a process in which each of two virtual characters selects at least one avatar to participate in a competitive battle; displaying a resource exchange control in the task screen, where the resource exchange control is used to obtain a level-up resource by utilizing a material resource possessed by the virtual character to be controlled; determining a level-up interaction state that matches an operation parameter of the control operation in response to a control operation on the resource exchange control; and displaying the level-up interaction state as a quick response to the control operation. and if the detected level-up interaction state corresponds to a control operation on the resource exchange control, it is possible to determine whether to terminate the level-up interaction operation according to the current operation, thereby avoiding repeated operations and solving the technical problem of reduced flexibility in the conventional level-up interaction method, and achieving the technical effect of flexibly leveling up according to pressing operation parameters.

[0050] In one alternative embodiment, the step of determining a level-up interaction state that matches an operation parameter of the control operation in response to the control operation on the resource exchange control includes: A step S1 of acquiring an operation parameter of a control operation in response to a control operation on a resource exchange control; a step S2 of determining that the quick level-up mode has been triggered when the operation parameter has reached a trigger condition for the quick level-up mode, and acquiring a resource value of a material resource currently possessed by the virtual character to be controlled; and a step S3 of determining that the level-up interaction state reaches a condition for quick level-up when the resource value of the material resource currently possessed by the virtual character to be controlled reaches a target material resource value, where the target material resource value is determined according to the resource value of the level-up resource matching the second level, and the second level and the first level are adjacent to each other.

[0051] In one possible implementation, the control operation includes a pressing operation, and the operation parameters include at least one of a pressing time and a pressing pressure.

[0052] It should be understood that when a pressing operation on the resource exchange control is detected, it is determined whether the current pressing operation is a long pressing operation according to the obtained pressing time and pressing pressure. Specifically, when the pressing pressure reaches a first threshold, it is determined that a pressing operation on the resource exchange control has been obtained, whereas when the pressing pressure does not reach the first threshold, it is determined that a pressing operation on the resource exchange control has not been obtained.

[0053] When it is determined that a pressing operation on the resource exchange control is acquired, a pressing time parameter is acquired, and when the pressing time reaches a first threshold, it is determined that a trigger condition for quick level-up is reached, whereas when the pressing time does not reach the first threshold, it is determined that the currently acquired pressing operation is a single-click operation, that is, a normal exchange state operation is executed. Specifically, four virtual gold coins can be consumed in one exchange operation to acquire four experience points.

[0054] Furthermore, when the operation parameters reach the trigger condition for quick level-up, it is determined that the quick level-up mode has been triggered, and the resource value of the material resource currently possessed by the virtual character to be controlled is obtained. Here, it should be understood that the number of material resources currently possessed by the virtual character to be controlled is compared with the number of material resources required to quickly ascend to the next level, and when the number of material resources currently possessed is equal to or greater than the number of material resources required to quickly ascend to the next level, it can be determined that the condition for quick level-up has been reached.

[0055] For example, if the number of virtual gold coins currently held by the virtual character to be controlled is 100 and the experience points required to advance from the current level to the next level is 50, assuming that one virtual gold coin can be exchanged for one experience point, the number of gold coins required to advance to the next level is 50, which is less than the number of virtual gold coins currently held by the virtual character to be controlled. Therefore, it is determined that the resource value of the material resource currently held by the virtual character to be controlled has reached the target material resource value, and it is determined that the level-up interaction state has reached the conditions for quick level-up.

[0056] In another embodiment, if the number of virtual gold coins held by the currently controlled virtual character is 25, and the experience points required to go up from the current level to the next level are 50, the number of gold coins required to go up to the next level is 50, which is more than the number of virtual gold coins held by the currently controlled virtual character, and therefore it is determined that the level-up interaction state does not meet the conditions for quick level-up. As one selectable form, if the conditions for quick level-up are not met, a message "Sorry, but you do not have enough gold coins at this time" can be displayed to indicate that the quick level-up operation has failed.

[0057] In this embodiment, the quick level-up operation can only increase the level by one level at a time. If another quick level-up needs to be performed, it must be triggered by a second long press operation. This prevents the player from accidentally consuming all material resources due to an erroneous touch operation, which would affect the operation experience.

[0058] In the embodiment of the present application, the following steps are performed in response to a pressing operation on a resource exchange control: acquiring operation parameters of the pressing operation, where the operation parameters include at least one of a pressing time and a pressing pressure; determining that the quick level-up mode has been triggered when the operation parameters reach a trigger condition for quick level-up, and acquiring a resource value of a material resource currently held by the virtual character to be controlled; and determining that the level-up interaction state has reached a condition for quick level-up when the resource value of the material resource currently held by the virtual character to be controlled reaches a target material resource value, where the target material resource value is determined according to the resource value of the level-up resource that matches the second level, and the second level and the first level are adjacent to each other. This makes it possible to determine whether the quick level-up mode has been triggered according to the pressing operation parameters, thereby combining the level-up method of the normal exchange state and the level-up method of the quick level-up to enhance the flexibility of the level-up interaction process of the game task.

[0059] In one alternative embodiment, after the step of obtaining the operation parameters of the pressing operation, determining that the operation parameter reaches a trigger condition for quick level-up when the pressing time of the operation parameter is equal to or longer than the target time, and determining that the quick level-up mode has been triggered; and / or The method includes a step of determining that the operation parameters reach a trigger condition for quick level-up when the pressing pressure among the operation parameters is equal to or greater than the target pressure, and determining that the quick level-up mode has been triggered.

[0060] In this embodiment, it is possible to determine whether or not the quick level-up mode has been triggered according to the pressing time. If the pressing time is equal to or longer than the target time, it is determined that the operation parameters have reached the trigger condition for the quick level-up, and it is determined that the quick level-up mode has been triggered. On the other hand, if the pressing time is less than the target time, it is determined that the operation parameters have not reached the trigger condition for the quick level-up, and it is determined that the normal level-up mode has been triggered. In other words, it is determined that the current pressing operation is a click operation according to the pressing time, and in response to the click operation, a certain number of level-up resources are acquired by consuming a certain number of material resources.

[0061] In this embodiment, it is further possible to determine whether the quick level-up mode has been triggered according to the pressing pressure. If the pressing pressure is equal to or greater than the target pressure, it is determined that the operation parameters have reached the trigger condition for the quick level-up, and it is determined that the quick level-up mode has been triggered. On the other hand, if the pressing pressure is less than the target pressure, it is determined that the operation parameters have not reached the trigger condition for the quick level-up, and it is determined that the normal level-up mode has been triggered. In other words, it is determined that the current pressing operation is a click operation according to the pressing pressure, and in response to the click operation, a certain number of level-up resources are acquired by consuming a certain number of material resources.

[0062] In the embodiment of the present application, when the pressing time among the operation parameters is equal to or greater than the target time, it is determined that the operation parameter has reached the trigger condition for quick level-up and determined that the quick level-up mode has been triggered, and / or when the pressing pressure among the operation parameters is equal to or greater than the target pressure, it is determined that the operation parameter has reached the trigger condition for quick level-up and determined that the quick level-up mode has been triggered. In this way, it is possible to accurately determine whether the quick level-up mode has been triggered according to the pressing operation parameter, and therefore it is possible to combine the normal exchange level-up method and the quick level-up level-up method to increase the flexibility of the level-up interaction process of the game task.

[0063] In one selectable embodiment, after the step of acquiring the resource value of the material resource currently possessed by the virtual character to be controlled, if the resource value of the material resource currently possessed by the virtual character to be controlled does not reach the target material resource value, the step of determining that the level-up interaction state does not reach the condition for quick level-up and displaying prompt information to the effect that level-up of the virtual character to be controlled has failed.

[0064] Hereinafter, two selectable specific embodiments of the method will be described with reference to FIG. 5 and FIG. 6. As shown in FIG. 5(a), as shown in the resource exchange control 501, the experience points required to go up to the next level are 18 points, that is, 18 gold coins are required to complete the quick level up, but the gold coin prompt box 502 displays the number of virtual gold coins currently held by the virtual character to be controlled as 10, which does not meet the requirement that at least 18 virtual gold coins must be exchanged for 18 points of experience points to go up to the next level. When a long press operation of the resource exchange control 501 is detected, an icon interface as shown in FIG. 5(b) is displayed, that is, a prompt animation 503 saying "Opps! Gold coins are insufficient" is displayed above the resource exchange control, that is, prompt information indicating that the level up of the virtual character to be controlled has failed is displayed.

[0065] Hereinafter, another selectable embodiment will be described with reference to Fig. 6. As shown in Fig. 6(a), when a long press operation of the resource exchange control 601 is detected, if the number of virtual gold coins currently held by the virtual character to be controlled does not meet the minimum number of gold coins required to advance to the next level, a game scene interface as shown in Fig. 6(b) is displayed, that is, a prompt animation of "Opps! The number of gold coins is insufficient" is displayed on the scene interface, that is, prompt information indicating that the level-up of the virtual character to be controlled has failed is displayed.

[0066] In the embodiment of the present application, if the resource value of the material resources currently possessed by the virtual character to be controlled does not reach the target material resource value, it is determined that the level-up interaction state does not reach the conditions for quick level-up, and a step is executed to display prompt information to the effect that level-up of the virtual character to be controlled has failed. By displaying related prompt information when the resource value of the material resources does not satisfy the conditions for quick level-up, it is possible to improve the interaction efficiency for performing level-up interaction.

[0067] In one alternative embodiment, when the level-up interaction state indicates that a quick level-up condition has been reached, the step of increasing the controlled virtual character from a first level to a second level and playing a corresponding level-up animation includes: S1, when the level-up interactive state indicates that a quick level-up condition is reached, playing a level-up buffering progress prompt animation, where the level-up buffering progress prompt animation is used to dynamically indicate the buffering progress for increasing the first level; and step S2, when playback of the level-up buffering progress prompt animation has ended, determining that level-up buffering for the first level has ended, and raising the level from the first level to a second level while displaying prompt information to the effect that the virtual character to be controlled has been successfully leveled up.

[0068] Here, it should be understood that in this embodiment, the level-up buffering progress is indicated by playing a level-up buffering progress prompt animation. As one selectable display form, the level-up buffering progress prompt animation may be a circular progress rate diagram, which indicates the current progress of buffering according to the ratio of the highlighted part on the ring to the whole ring. In another selectable form, the level-up buffering progress prompt animation may also be a progress histogram, which indicates the current level-up buffering progress according to the highlighted part in the diagram. In another selectable form, the level-up buffering progress prompt animation may also be a circular graph. The above display method of the progress prompt animation is merely an example, and the buffering animation actually adopted in this embodiment is not limited.

[0069] In one alternative embodiment, the playback time of the prompt animation may be a predetermined time, and the completion of leveling up may be determined after the playback of the buffering animation for the predetermined time has ended. In another alternative embodiment, the playback time of the prompt animation may be a non-predetermined time, and the specific length of the non-predetermined time is determined according to the experience points required for the controlled virtual character to advance to the next level, for example, the more experience points required, the longer the playback time of the prompt animation. The above method of determining the playback time of the prompt animation is merely an example, and the actual method of determining the animation time is not limited.

[0070] Specifically, the circular progress rate diagram as shown in FIG. 4(b) is one selectable display form of the level-up buffering animation, that is, a ring buffer is displayed near the pressing point, and the highlighted portion indicates the progress of the buffering. As shown in FIG. 7, another selectable display form of the level-up buffering animation is shown. As shown in FIG. 7(a), in response to a long press operation on the resource exchange control, an icon form as shown in FIG. 7(b) is displayed, for example, as in the prompt animation 701, a horizontal bar graph indicates that the current buffering progress is 9 / 16, and that 18 experience points are required to go up to the next level, but the currently acquired experience points are 11, and the remaining 7 experience points need to be accumulated to perform a quick level-up. Here, it should be understood that when the prompt animation 701 indicates the completion of buffering, an icon form indicating successful level-up as shown in FIG. 7(c) is displayed.

[0071] In the embodiment of the present application, when the level-up interactive state indicates that a condition for quick level-up has been reached, a level-up buffering progress prompt animation is played, where the level-up buffering progress prompt animation is used to dynamically indicate the buffering progress for increasing the first level; and when the playing of the level-up buffering progress prompt animation is completed, a step of determining that the level-up buffering for the first level has been completed, and increasing the level from the first level to a second level, and displaying prompt information indicating that the virtual character to be controlled has been successfully leveled up is executed, thereby notifying the current level-up buffering progress in animation form, thereby making it possible to improve the operation accuracy of the quick level-up operation.

[0072] In one alternative embodiment, the step of playing a level-up buffering progress prompt animation further includes the step of canceling the level-up buffering for the first level when the control operation on the resource exchange control is interrupted, and retaining the resource values ​​of the material resources and the level-up resources possessed by the virtual character to be controlled before the control operation.

[0073] It should be understood that in this embodiment, for example, when the control operation is a pressing operation, if a long press operation on the resource exchange control is detected, a level-up buffer animation is displayed to indicate the current buffering progress, whereas if an interruption of the long press operation is detected, an instruction is given to the currently controlled virtual character to cancel the current quick level-up operation, and further, the material resources and level-up resources of the controlled virtual character are controlled to be maintained at the values ​​before triggering the resource exchange control.

[0074] In the embodiment of the present application, when a pressing operation on a resource exchange control is interrupted, a step is executed to cancel level-up buffering for the first level and retain the resource values ​​of the material resources and the level-up resources held by the virtual character to be controlled before the pressing operation, thereby providing the virtual character to be controlled with an operation method for canceling quick level-up, thereby avoiding loss of material resources due to an erroneous touch operation of the virtual character to be controlled and improving the accuracy of the level-up interaction operation.

[0075] In one alternative embodiment, the step of playing a level up buffering progress prompt animation comprises: determining a first playing time corresponding to the second level rating, and playing a level-up buffering progress prompt animation according to the first playing time; determining a difference value between a resource value of a level-up resource matching the second level and a resource value of a level-up resource currently possessed by the virtual character to be controlled, and playing a level-up buffering progress prompt animation according to a second playback time matching the difference value.

[0076] Here, in the first aspect of the present embodiment, it should be understood that the animation duration of the level-up buffering progress prompt animation is related to the level grade to be raised, and the higher the grade, the longer the animation duration, that is, the longer the buffer time. In one specific embodiment, for example, the control operation is a pressing operation, and the animation duration in the process of quickly raising from level 5 to level 6 corresponds to "level 6" and is assumed to be 1s, and the animation duration in the process of quickly raising from level 6 to level 7 corresponds to "level 7" and is assumed to be 1.2s. That is, to trigger the quick level-up operation from level 6 to level 7, it is necessary to detect a longer long press operation.

[0077] In a second aspect of this embodiment, the animation duration of the level-up buffering progress prompt animation is related to the difference value with the level-up resource value required for the current quick level-up, and the higher the difference value, the longer the animation duration of the level-up buffering progress prompt animation. In one specific embodiment, for example, assuming that the control operation is a pressing operation, and the current experience value of the virtual character to be controlled is 20 points, and the experience value required to go up from level 5 to level 6 is 30 points, that is, the experience value required for the remaining is 10 points, it is determined that the animation duration of the level-up buffering progress prompt animation is 0.1 times 10, that is, 1 s. Also, assuming that the current experience value of the virtual character to be controlled is 30 points, and the experience value required to go up from level 6 to level 7 is 35 points, that is, the experience value required for the remaining is 5 points, it is determined that the animation duration of the level-up buffering progress prompt animation is 0.1 times 5, that is, 0.5 s. In other words, in this embodiment, the more experience value required for the remaining, the longer the long press operation needs to be detected to end the quick level-up operation.

[0078] In the embodiment of the present application, by performing the steps of determining a first playback time matching the second level grade, and playing a level-up buffering progress prompt animation according to the first playback time, and determining a difference value between the resource value of the level-up resource matching the second level and the resource value of the level-up resource currently possessed by the virtual character to be controlled, and playing a level-up buffering progress prompt animation according to a second playback time matching the difference value, multiple level-up buffering animation playback methods can be provided, thereby improving the flexibility of level-up interaction.

[0079] In one alternative embodiment, after the step of determining a level-up interaction state that matches the operation parameters of the pressing operation, further comprising: A step S1 of determining a difference between a resource value of a level-up resource that matches the second level and a resource value of a level-up resource currently possessed by the virtual character to be controlled; and a step S2 of determining that the level-up interaction state has reached a condition for quick level-up when a first reference resource value of a level-up resource of the virtual character to be controlled is equal to or greater than the difference value, wherein the first reference resource value is a resource value of the level-up resource that can be exchanged using a resource value of a material resource currently possessed by the virtual character to be controlled.

[0080] Here, in this embodiment, after determining a level-up interaction state that matches the operation parameters of the pressing operation, it is determined whether the current quick level-up operation can be realized by comparing a first reference resource value of a level-up resource that can be exchanged using the resource value of a material resource currently possessed by the virtual character to be controlled, a resource value of a level-up resource that matches the second level, and a difference value between the resource value of the level-up resource currently possessed by the virtual character to be controlled, and it should be understood that if the numerical relationship between the two satisfies that the reference resource value that can be exchanged using the resource value of the material resource is equal to or greater than the difference value, it is determined that the current quick level-up operation can be realized.

[0081] In the embodiment of the present application, a step of determining a difference value between the resource value of a level-up resource matching the second level and the resource value of a level-up resource currently possessed by the virtual character to be controlled, and a step of determining that the level-up interaction state has reached the conditions for quick level-up if the first reference resource value of a level-up resource that can be exchanged using the resource value of the material resource currently possessed by the virtual character to be controlled is equal to or greater than the difference value, thereby enabling the progress and possibility of realizing a quick level-up operation to be accurately determined from a comparison between the two, thereby improving the flexibility of the level-up interaction operation.

[0082] In one alternative embodiment, the step of leveling up the controlled virtual character from a first level to a second level and playing a corresponding level-up animation when the level-up interaction state indicates that a quick level-up condition has been reached includes the step of leveling up the controlled virtual character from the first level to the second level and playing a level-up progress prompt animation when the level-up interaction state indicates that a quick level-up condition has been reached, wherein the level-up progress prompt animation is used to dynamically indicate level-up progress for leveling up from the first level to the second level.

[0083] In this embodiment, the current level-up progress is dynamically shown by a progress prompt animation. In other words, in this embodiment, in response to a long press operation on the resource exchange control, a certain number of experience points are exchanged at regular intervals, and the real-time exchange procedure can be displayed in the form of an animation.

[0084] In the embodiment of the present application, when the level-up interaction state indicates that a quick level-up condition has been reached, a level-up progress prompt animation is played, where the level-up progress prompt animation is used to dynamically show the level-up progress for increasing from a first level to a second level. By performing the step of: when a long press operation is performed on the resource exchange control, the progress of exchanging resources in tile time can be displayed, thereby enabling flexible control of the level-up interaction operation.

[0085] In one alternative embodiment, the step of playing a level up progress prompt animation comprises: Step S1 of determining a time range in which a continuous operation time of a control operation exists; Step S2 of exchanging the material resource of unit resource value with the level-up resource for each exchange interval that matches the time range, where the longer the continuous operation time, the shorter the exchange interval; and step S3 of dynamically determining a level-up progress in the level-up progress prompt animation based on the result of the exchange.

[0086] In this embodiment, the level-up resource value of the virtual character to be controlled is updated in real time. For example, if the control operation is a long press operation among the press operations, even if the long press operation is interrupted, the exchanged experience value is not collected, and the consumed virtual gold coins are not returned, and the current level-up progress status remains. At the same time, the exchange speed from the material resource to the level-up resource is accelerated as the operation time of the long press operation becomes longer.

[0087] The method will be described below with reference to FIG. 7 and FIG. 8. As shown in FIG. 7, for example, when the control operation is a long press operation among the pressing operations, the exchange interval for exchanging the virtual gold coins for the virtual resources is shortened as the duration of the long press becomes longer. For example, in FIG. 8, in the first duration period (0, 200 ms), the corresponding exchange interval is 200 ms. That is, when a long press operation with a duration of 200 ms is detected, an exchange from the virtual gold coins to the virtual resources occurs once. In the second duration period (200 ms, 400 ms), the corresponding exchange period is 100 ms. That is, it means that an exchange operation occurs twice in the second duration period (200 ms). In the third duration period (400 ms, 700 ms), the corresponding exchange period is 75 ms. That is, it means that an exchange operation occurs four times in the third duration period (300 ms). In the fourth duration period (700ms, 1000ms), the corresponding exchange period is 50ms, which means that in the fourth duration period (300ms), the exchange operation occurs six times.

[0088] Furthermore, a schematic diagram of the linear relationship between the pressing time and the number of replacements is shown in Figure 9. In Figure 9, if the long pressing operation continues for 200 ms, it is determined that the first replacement operation has occurred. Also, if the long pressing operation continues for 700 ms, it is determined that a total of seven replacement operations have occurred. As shown in the figure, as the pressing duration becomes longer, the replacement speed becomes faster and the replacement cycle becomes shorter.

[0089] Here, it should be understood that, by obtaining the number of exchanges, and further obtaining the number of resource values ​​exchanged each time, the number of resource values ​​exchanged can be determined as the pressing duration increases, so that the current exchange level-up progress can be presented through the level-up progress in the level-up progress prompt animation.

[0090] In the embodiment of the present application, the steps include determining a time range in which the continuous operation time of the control operation exists, and exchanging a material resource of unit resource value for each exchange interval that matches the time range for a level-up resource, in which the longer the continuous operation time, the shorter the exchange interval, and dynamically determining the level-up progress status in the level-up progress prompt animation based on the result of the exchange. By performing this step, the relationship between the control time and the number of exchanges can be accurately determined, thereby improving the accuracy of the level-up interaction operation.

[0091] In one alternative embodiment, when playing the level-up progress prompt animation, the method further includes the step of, if the control operation on the resource exchange control is interrupted, canceling the level-up for the first level, updating the material resources held by the virtual character being controlled to the resource values ​​remaining at the time of the interruption, and pausing the level-up progress prompt animation at the level-up progress achieved at the time of the interruption.

[0092] It should be understood that in this embodiment, by pressing and holding the resource exchange control, real-time exchange of resources can be realized until the current quick level-up operation is completed. On the other hand, if the current quick level-up operation is not completed and an interruption of the long press operation is detected, the resource value exchanged at the time of interruption is set as the final state, and the material resource and level-up resource of the virtual character to be controlled are updated.

[0093] In the embodiment of the present application, when the control operation on the resource exchange control is interrupted, the level-up for the first level is cancelled, the material resources held by the virtual character to be controlled are updated to the resource values ​​remaining at the time of interruption, and the level-up progress prompt animation is paused at the level-up progress achieved at the time of interruption, thereby providing an operation method for accurately determining the level-up progress in response to the activation of the control operation at any time, thereby improving the flexibility of the level-up interaction operation.

[0094] In one optional embodiment, after the step of canceling the level-up for the first level, the method further includes a step of, when resuming the control operation on the resource exchange control, continuing to update the level-up progress in the level-up progress prompt animation starting from the level-up progress achieved at the time of interruption.

[0095] Here, in this embodiment, for example, if the control operation is a long press operation among the pressing operations, it should be understood that when the long press operation is interrupted, the real-time exchange level-up operation can be continued according to the next long press operation. In one selectable form, the exchange rate of the resumed long press operation can be added from the previously interrupted long press operation. The above form will be described with reference to FIG. 8. For example, in the process of pressing long at level 5 to rise to level 6, the duration of the first long press operation is 200 ms, and the corresponding exchange speed is 200 ms / time, that is, one exchange operation has occurred. After the first long press operation is interrupted, the duration of the second long press operation is 200 ms, and the corresponding exchange speed can be calculated continuously from the first long press operation, that is, it is determined that the duration of the second long press operation is within a period of 200 ms-400 ms, and the corresponding exchange speed is 100 ms / time, that is, two exchanges have occurred.

[0096] In another alternative embodiment, the exchange rate of the long press operation to be resumed needs to be recalculated. The above embodiment will be described with reference to FIG. 8. For example, in the process of pressing and holding at level 5 to rise to level 6, the duration of the first long press operation is 200 ms, and the corresponding exchange speed is 200 ms / time, i.e., one exchange operation occurs. After the first long press operation is interrupted, the duration of the second long press operation is 200 ms, and the corresponding exchange speed needs to be recalculated, i.e., the duration of the second long press operation is determined to be within a period of 0 ms to 200 ms, and the corresponding exchange speed is 200 ms / time, i.e., one exchange occurs.

[0097] In the embodiment of the present application, when the control operation on the resource exchange control is resumed, a step of continuously updating the level-up progress in the level-up progress prompt animation is executed based on the level-up progress achieved at the time of interruption, thereby providing an operation method for accurately determining the level-up progress in response to the control operation being activated at any time, thereby improving the flexibility of the level-up interaction operation.

[0098] In one optional embodiment, when playing the corresponding level-up animation, the method further includes a step of indicating that the controlled virtual character is being raised to a second level, and displaying a surplus resource value of the material resources possessed by the controlled virtual character after the level-up is completed.

[0099] The above-mentioned form will be described below with reference to FIG. 4. When the circular progress rate icon in FIG. 4(b) indicates that the level-up progress rate is 100%, a control style as shown in FIG. 4(c) is further displayed. As shown in the resource exchange control 404, the left box of the resource exchange control 404 displays the rank of the currently controlled virtual character "Level 6" and the level-up information "0 / 80", indicating that 80 experience points are required to increase from the current level "Level 6" to "Level 7", but the currently acquired experience points are 0. Also, as shown in the gold coin prompt box 406, it is indicated that the number of gold coins remaining after the completion of the level-up is 18.

[0100] In the embodiment of the present application, the display efficiency of the level-up interaction can be improved by executing a step of indicating that the virtual character to be controlled will be raised to a second level and displaying the surplus resource value of the material resources possessed by the virtual character to be controlled after the level-up is completed.

[0101] A specific embodiment will be described below with reference to Figures 10 and 11. In this embodiment, the control operation is a long press operation among pressing operations.

[0102] As shown in the flow chart of FIG. 10, in step S1002, the player presses and holds the experience point purchase button.

[0103] Specifically, whether or not the quick level-up function has been triggered is determined based on the amount of time that the player presses and holds the experience point purchase button, and if that time reaches a time threshold, it can be determined that the quick level-up function has been triggered.

[0104] Next, in step S1004, it is determined whether the number of gold coins is sufficient to advance to the next level, and if the number of gold coins is sufficient to advance to the next level, step S1006-1 is executed to trigger the quick level up function, whereas if the number of gold coins is insufficient to advance to the next level, step S1006-2 is executed to pop up a prompt indicating insufficient gold coins.

[0105] It should be understood that the step S1004 may be realized by a server system. After the server sends back the determination result to the terminal, the terminal executes step S1006-1 or step S1006-2 according to the feedback result.

[0106] In the process of executing step S1006-1, as shown in FIG. 4, the current level-up target and the remaining number of gold coins are displayed above the button to make them easier for the player to read; at the same time, a trigger buffer bar (which may be circular, horizontal, or vertical; FIG. 4 uses a circular shape as an example) may be displayed at the position pressed by the finger.

[0107] Next, execute step S1008 to determine whether the buffer bar is full. If it is determined that the buffer bar is full, execute step S1010-2 to succeed in leveling up and pop up a prompt special effect, whereas if it is determined that the buffer bar is not full, execute step S1010-1 to determine whether the player has lifted his / her finger. If it is determined that the player has lifted his / her finger, execute step S1012 to cancel the current operation, whereas if it is determined that the player has not lifted his / her finger, return to step S1008.

[0108] Specifically, if the player continues to press until the buffer bar is filled, the level-up is complete and a prompt indicating successful level-up pops up. In this embodiment, the level-up operation is over at this point, and the trigger will not continue even if the button is continued to be pressed. To continue leveling up, the player must release the hand from the screen and then continue to press again. Also, if the player lifts his finger midway, the current quick level-up operation is canceled, but the current number of gold coins and experience points will not change.

[0109] If the system determines that the player's current gold coins are insufficient to reach the next level, the quick level-up function will not be triggered even if the player presses the experience point purchase button for a certain period of time, and a corresponding prompt will be displayed, which may be located near the button or in the middle of the screen.

[0110] The method will now be further described with reference to the sequence diagram shown in FIG.

[0111] In S1102, the player presses and holds the experience point purchase button; in S1104, the presentation layer sends a real-time operation signal of the player's finger to the logic layer; in S1106, the logic layer judges whether the current number of gold coins is enough to reach the next level, and in S1108-1, if the answer is "NO", the quick level-up operation is not performed, and S1110-1 is subsequently executed, and the presentation layer pops up a prompt saying "Not enough gold coins"; in S1108-2, if the answer is "YES", the quick level-up operation is performed, i.e., S1110-2 is continued to be executed, and the presentation layer displays the level-up target and the remaining number of gold coins above the button; and a trigger buffer bar is displayed at the position pressed by the finger.

[0112] At S1112, the player continues the long press operation or lifts his finger; at S1114, the presentation layer sends the real-time operation signal of the player's finger to the logic layer; at S1116, the logic layer judges whether the player lifts his finger during buffering, and at S1118-1, if the answer is "NO", the level-up is successful after the buffering is completed, and at S1120-1, the presentation layer pops up the corresponding prompt special effect; on the other hand, at S1118-2, if the answer is "YES", the current operation is canceled, and at S1120-2, the presentation layer hides the buffer bar and leaves the number of gold coins and experience points unchanged.

[0113] Another specific embodiment will now be described with reference to FIGS.

[0114] In step S1202, the player presses and holds the experience point purchase button.

[0115] Specifically, whether or not the quick level-up function has been triggered is determined based on the amount of time that the player presses and holds the experience point purchase button, and if that time reaches a time threshold, it can be determined that the quick level-up function has been triggered.

[0116] Next, execute step S1204 to determine whether the number of gold coins is 0; if it is determined that the number of gold coins is 0, execute step S1206-2 to stop the quick level-up and keep the progress bar at the current progress rate, whereas if the number of gold coins is not 0, execute S1206-1 to execute the quick level-up and accelerate the injection speed of experience points over time.

[0117] Specifically, if the answer is "YES", the quick level-up is not executed, and the progress bar on the information display panel remains at the current progress status. If the answer is "NO", the quick level-up is executed (the information display panel is displayed above the button, and the progress bar is updated in real time), and the injection speed of experience points increases as the pressing time increases. As shown in FIG. 7, the quick level-up function is triggered after the player presses the experience point purchase button for a certain period of time. At this time, the system displays the information display panel above the button, and executes the operation of automatically purchasing experience points for the player at a certain unit time interval (Xms), and the exchange time interval decreases as the pressing time increases, and the relationship between the long pressing duration and the exchange time interval is shown in FIG. 8.

[0118] Next, step S1208 is executed to determine whether the player has lifted his / her finger. If it is determined that the player has lifted his / her finger, step S1206-2 is executed to stop the quick level-up and keep the progress bar at the current progress rate, whereas if it is determined that the player has not lifted his / her finger, step S1210-1 is executed to determine whether the level-up is complete. If the level-up is complete, step S1212 is executed to indicate that the level-up is successful and pop up a prompt special effect, whereas if it is not complete, the process returns to step S1204.

[0119] Specifically, in this embodiment, when pressed, experience points are automatically exchanged until the level-up is completed, and a prompt special effect that indicates the level-up is successful pops up. According to the rules, the level-up operation is finished at this point, and the trigger will not continue even if the button is pressed. To continue the level-up, it is necessary to release the hand from the screen and press and hold it again to trigger again. The exchange of experience points is performed in real time throughout the process, and if the player releases his / her hand halfway, the exchange is stopped and the current progress is suspended, but the number of gold coins consumed is not returned and the experience points acquired are not collected. If the number of gold coins of the player is not enough to go up to the next level, the progress bar remains at the point where the number of gold coins of the player is all consumed, and the level-up is not successful, but the number of gold coins consumed is not returned and the experience points acquired are not collected.

[0120] The method will now be further described with reference to the sequence diagram of FIG.

[0121] In S1302, the player presses and holds the experience point purchase button; in S1304, the presentation layer sends a real-time operation signal of the player's finger to the logic layer; in S1306, the logic layer determines whether the current number of gold coins is 0, and if it is "YES" in S1308-1, the quick level-up operation is not performed, and in S1310-1, the presentation layer pops up an information display panel, in which the progress bar remains at the current progress rate; in S1308-2, if it is "NO", the quick level-up operation is performed, and the speed of experience point injection is accelerated as time increases; in S1310-2, the presentation layer displays an information display panel above the button and updates the progress bar in real time.

[0122] In S1312, the player holds the long press or lifts his finger; in S1314, the presentation layer sends the real-time operation signal of the player's finger to the logic layer; in S1316, the logic layer determines whether the player lifts his finger before the level-up is completed, and in S1318-1, if "NO", the level-up is successful when the progress bar is filled, and in S1320-1, the presentation layer pops up a prompt special effect indicating the level-up is successful; on the other hand, in S1318-2, if "YES", the quick level-up is paused, and in S1320-2, the progress bar of the information display panel remains at the current progress rate.

[0123] In an embodiment of the present invention, the present invention includes the steps of: displaying a task screen of a virtual game task in which a virtual character to be controlled is currently participating, where the virtual game task is a multi-round competitive task between a plurality of virtual characters, and each round competitive task in the multi-round competitive task is a process in which each of two virtual characters selects at least one avatar to participate in a competitive battle; displaying a resource exchange control in the task screen, where the resource exchange control is used to obtain a level-up resource by utilizing a material resource possessed by the virtual character to be controlled; determining a level-up interaction state that matches an operation parameter of the pressing operation in response to a pressing operation on the resource exchange control; and displaying the level-up interaction state in response to a pressing operation on the resource exchange control. and if the interaction state indicates that a quick level-up condition has been reached, playing a level-up animation for raising the controlled virtual character from a current first level to a second level, wherein the number of avatars that can participate in the competition at the first level is less than the number of avatars that can participate in the competition at the second level. By detecting the level-up interaction state corresponding to the control operation on the resource exchange control, it is possible to determine whether to terminate the level-up interaction operation according to the current operation, thereby avoiding repeated operations and solving the technical problem of reduced flexibility in the conventional level-up interaction method, and achieving the technical effect of flexibly leveling up according to the pressing operation parameters.

[0124] In addition, although the embodiments of the above methods are described as a combination of a series of operations for ease of explanation, those skilled in the art should recognize that the present invention is not limited to the described order of operations, since some steps may be performed in other orders or simultaneously according to the present invention. Next, those skilled in the art should recognize that all the embodiments described in this specification belong to preferred embodiments, and related operations and modules are not necessarily essential to the present invention.

[0125] According to another aspect of the embodiment of the present invention, there is also provided a game task level-up interaction device for implementing the game task level-up interaction method. As shown in FIG. 14, the device includes: a first display unit 1402 for displaying a task screen of a virtual game task of a virtual character to be controlled, where the virtual game task is a multi-round competitive task between a plurality of virtual characters, and each round competitive task in the multi-round competitive task is a process in which each of two virtual characters selects at least one avatar to participate in a competitive battle; a second display unit 1404 for displaying a resource exchange control in the task screen, where the resource exchange control is used to obtain a level-up resource by utilizing a material resource possessed by the virtual character to be controlled; a determining unit 1406 for determining a level-up interaction state that is consistent with an operation parameter of the control operation in response to the control operation on the resource exchange control; and a playback unit 1408 for raising the controlled virtual character from a first level to a second level and playing a corresponding level-up animation when the level-up interaction state indicates that a quick level-up condition has been reached, where the number of avatars that can participate in the competition at the first level is less than the number of avatars that can participate in the competition at the second level.

[0126] In one possible implementation, the decision unit further comprises: in response to a control operation on the resource exchange control, obtaining the operation parameters of the control operation; determining that a quick level-up mode has been triggered when the operation parameter reaches a trigger condition for a quick level-up mode, and acquiring a resource value of a material resource currently possessed by the virtual character to be controlled; and a step of determining that the level-up interaction state has reached the quick level-up condition when the resource value of a material resource currently possessed by the virtual character to be controlled reaches a target material resource value, where the target material resource value is determined according to the resource value of a level-up resource matching the second level, and the second level and the first level are adjacent to each other.

[0127] In one possible implementation, the control operation includes a pressing operation, and the operation parameters include at least one of a pressing time and a pressing pressure.

[0128] In one possible implementation, the decision unit further comprises: When the pressing time of the operation parameters is equal to or longer than a target time, it is determined that the operation parameters have reached a trigger condition for the quick level-up, and it is determined that the quick level-up mode has been triggered.

[0129] In one possible implementation, the decision unit further comprises: When the pressing pressure among the operation parameters is equal to or greater than a target pressure, the step of determining that the operation parameter has reached a trigger condition for the quick level-up and determining that the quick level-up mode has been triggered is executed.

[0130] In one possible implementation, the decision unit further comprises: When the resource value of the material resource currently possessed by the virtual character to be controlled does not reach the target material resource value, the method is configured to execute a step of determining that the level-up interaction state does not reach the condition for the quick level-up, and displaying prompt information to the effect that level-up of the virtual character to be controlled has failed.

[0131] In one possible implementation, the playback unit further comprises: playing a level-up buffering progress prompt animation when the level-up interactive state indicates that the quick level-up condition has been reached, where the level-up buffering progress prompt animation is used to dynamically indicate the buffering progress for increasing the first level; when playback of the level-up buffering progress prompt animation is completed, determining that level-up buffering for the first level is completed, and raising the level from the first level to the second level while displaying prompt information indicating that the virtual character to be controlled has been successfully leveled up.

[0132] In one possible implementation, the playback unit further comprises: When the control operation on the resource exchange control is interrupted, the level-up buffering for the first level is cancelled, and a step of retaining the resource value of the material resource and the resource value of the level-up resource held by the virtual character to be controlled before performing the control operation is executed.

[0133] In one possible implementation, the playback unit further comprises: determining a first playback time corresponding to the second level classification, and playing the level-up buffering progress prompt animation according to the first playback time; The method is configured to execute a step of playing a level-up buffering progress prompt animation by any one of the following methods: determining a difference value between a resource value of a level-up resource matching the second level and a resource value of a level-up resource currently possessed by the virtual character to be controlled; and playing the level-up buffering progress prompt animation according to a second playback time matching the difference value.

[0134] In one possible implementation, the decision unit further comprises: determining a difference between a resource value of a level-up resource that matches the second level and a resource value of a level-up resource currently possessed by the virtual character to be controlled; and when a first reference resource value of a level-up resource of the virtual character to be controlled is equal to or greater than the difference value, determining that the level-up interaction state has reached the condition for quick level-up, wherein the first reference resource value is a resource value of the level-up resource that can be exchanged using a resource value of a material resource currently possessed by the virtual character to be controlled.

[0135] In one possible implementation, the playback unit further comprises: and if the level-up interaction state indicates that the quick level-up condition has been reached, then the controlled virtual character is increased from a first level to a second level and a level-up progress prompt animation is played, where the level-up progress prompt animation is used to dynamically indicate level-up progress for increasing from the first level to the second level.

[0136] In one possible implementation, the playback unit further comprises: determining a time range in which the continuous operation time of the control operation exists; exchanging the material resource of unit resource value for a level-up resource for each exchange interval that matches the time range, wherein the longer the continuous operation time, the shorter the exchange interval; and dynamically determining a level-up progress in the level-up progress prompt animation based on a result of the exchange.

[0137] In one possible implementation, the playback unit further comprises: When the control operation on the resource exchange control is interrupted, the method is configured to execute the steps of canceling the level-up for the first level, updating the material resources possessed by the virtual character to be controlled to the resource value remaining at the time of interruption, and pausing the level-up progress prompt animation at the level-up progress achieved at the time of interruption.

[0138] In one possible implementation, the playback unit further comprises: When the control operation on the resource exchange control is resumed, the step of continuing to update the level-up progress in the level-up progress prompt animation is performed starting from the level-up progress achieved at the time of interruption.

[0139] In one possible implementation, the second display unit further comprises: The device is configured to execute a step of indicating that the virtual character to be controlled will be raised to the second level, and displaying a surplus resource value of the material resources possessed by the virtual character to be controlled after the level-up is completed.

[0140] Thus, the present invention includes a step of displaying a task screen of a virtual game task of a virtual character to be controlled, where the virtual game task is a multi-round competitive task between a plurality of virtual characters, and each round competitive task in the multi-round competitive task is a process in which each of two virtual characters selects at least one avatar and participates in a competitive battle; a step of displaying a resource exchange control in the task screen, where the resource exchange control is used to acquire a level-up resource by utilizing a material resource possessed by the virtual character to be controlled; a step of determining a level-up interaction state that matches an operation parameter of the control operation in response to a control operation on the resource exchange control; and a step of displaying the level-up interaction state as a quick report. and if it indicates that a bell-up condition has been reached, a step of raising the controlled virtual character from a first level to a second level and playing a corresponding level-up animation, wherein the number of avatars that can participate in the competition at the first level is less than the number of avatars that can participate in the competition at the second level. By detecting a level-up interaction state corresponding to a control operation on a resource exchange control, it is possible to determine whether to complete the level-up interaction operation according to the current operation, thereby avoiding repeated operations and solving the technical problem of reduced flexibility in conventional level-up interaction methods, and achieving the technical effect of flexibly leveling up according to pressing operation parameters.

[0141] According to another aspect of an embodiment of the present invention, an electronic device for implementing the game task level-up interaction method is also provided. The electronic device may be a terminal device or a server as shown in FIG. 15. In this embodiment, the electronic device is described as a terminal device. As shown in FIG. 15, the electronic device includes a memory 1502 in which a computer program is stored, a processor 1504 configured to execute steps in the embodiment of the method according to any one of the above items by the computer program, and a transmission device 1506.

[0142] Optionally, in this embodiment, the electronic device may be located in at least one network device among a plurality of network devices of a computer network.

[0143] Optionally, in this embodiment, the processor is configured to execute the following steps by a computer program: Step S1 of displaying a task screen of a virtual game task of a virtual character to be controlled, where the virtual game task is a multi-round competitive task between a plurality of virtual characters, and each round competitive task in the multi-round competitive task is a process in which each of two virtual characters selects at least one avatar and participates in a competitive battle; A step S2 of displaying a resource exchange control in the task screen, where the resource exchange control is used to acquire a level-up resource by utilizing a material resource possessed by the virtual character to be controlled; a step S3 of determining a level-up interaction state in response to a control operation on the resource exchange control, the level-up interaction state matching an operation parameter of the control operation; The method may be configured to execute a step S4 of increasing the virtual character to be controlled from a first level to a second level and playing a corresponding level-up animation if the level-up interaction state indicates that a condition for quick level-up has been reached, wherein the number of avatars that can participate in the competition at the first level is less than the number of avatars that can participate in the competition at the second level.

[0144] Optionally, it should be understood by those skilled in the art that the structure shown in FIG. 15 is only schematic, and the electronic device may be a terminal device such as a smartphone (Android smartphone, iOS smartphone, etc.), a tablet, a handheld, a Mobile Internet Device (MID), a PAD, etc. FIG. 15 does not limit the configuration of the electronic device. For example, the electronic device may include more or less components (such as a network interface) than those shown in FIG. 15, or have a different configuration than those shown in FIG. 15.

[0145] Here, the memory 1502 may be used to store software programs and modules, such as program instructions / modules corresponding to the game task level-up interaction method and device according to the embodiment of the present application. The processor 1504 executes each function application and data processing by executing the software programs and modules stored in the memory 1502, that is, realizes the game task level-up interaction method. Here, the memory 1502 may include, but is not limited to, the first display unit 1402, the second display unit 1404, the determination unit 1406, and the playback unit 1408 in the game task level-up interaction device. In addition, it may further include other modules and units in the game task level-up interaction device, which will not be described further in this example.

[0146] Optionally, the transmission device 1506 is used to receive or transmit data over a network, examples of which may include wired and wireless networks.

[0147] The electronic device also includes a display 1508 for displaying the virtual scene on a screen, and a connection bus 1510 for connecting each modular component in the electronic device.

[0148] According to one aspect of the present application, a computer program product is provided that includes a computer program / instructions including program code for performing the method illustrated in the flow chart. In such an embodiment, the computer program may be downloaded and installed via a communication unit from a network and / or installed from a removable medium. When the computer program is executed by a central processor, various functions according to the embodiments of the present application are performed.

[0149] The numbers in the above embodiments of the present invention are for description purposes only and do not represent the superiority or inferiority of the embodiments.

[0150] According to one aspect of the present application, a computer-readable storage medium is provided, wherein a processor of a computing device reads the computer program from the computer-readable storage medium, and the processor executes the computer program to cause the computing device to perform the game task level-up interaction method.

[0151] In an embodiment of the present application, a computer program product is also provided that includes a computer program, which, when executed on a computer, causes the computer to carry out a method according to said embodiment.

[0152] Optionally, in this embodiment, all or part of the steps of the various methods of the embodiment can be instructed to be executed by the relevant hardware of the terminal device by a program that can be stored in a computer-readable storage medium, which can include a flash memory disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.

[0153] The integrated units in the above embodiments may be implemented as software functional units and stored in the above computer-readable storage medium when sold or used as an independent product. Based on this understanding, the technical technique of the present invention may be essentially embodied as a software product, or the part that contributes to the prior art, or all or a part of the technical technique. The computer software product is stored in a storage medium that includes some instructions for causing one or more computer devices (which may be a personal computer, a server, or a network device, etc.) to execute all or a part of the steps of the methods described in each embodiment of the present application.

[0154] In the above embodiments of the present invention, emphasis is placed on the description of each embodiment, and for parts of an embodiment that are not described in detail, reference may be made to the relevant descriptions of other embodiments.

[0155] In some embodiments provided herein, it should be understood that the disclosed client terminal may be realized in other ways. Among them, the above-described device embodiments are merely exemplary, and for example, the division of the units is merely a logical division of functions, and other division methods may be used in actual implementation. For example, multiple units or components may be combined or integrated into another system, and some features may be ignored or not implemented. In other respects, the couplings or direct couplings or communication connections between each other shown or discussed may be indirect couplings or communication connections via some interfaces, units or modules, and may be electrical or other forms.

[0156] The units described above as separate components may or may not be physically separated. The components shown as units may or may not be physical units, i.e., they may be located in one place or distributed among multiple network units. According to actual needs, some or all of the units therein may be selected to achieve the objective of the technical solution of the present embodiment.

[0157] In addition, each functional unit in each embodiment of the present invention may be integrated into one processing unit, each unit may exist physically alone, or two or more units may be integrated into one unit. The integrated unit may be realized in the form of hardware or in the form of a software functional unit.

[0158] The above is only a preferred embodiment of the present invention. Those skilled in the art can make various improvements and modifications without departing from the principle of the present invention, and these improvements and modifications should also fall within the protection scope of the present invention.

Claims

1. 1. A method for leveling up a game task performed by an electronic device, comprising: a step of displaying a task screen of a virtual game task of a virtual character to be controlled, the virtual game task being a multi-round competitive task between a plurality of virtual characters, and each round competitive task in the multi-round competitive task being a process in which each of two virtual characters selects at least one avatar and participates in a competitive battle; a step of displaying a resource exchange control within the task screen, the resource exchange control being for acquiring a level-up resource by utilizing a material resource possessed by the virtual character to be controlled; in response to a control operation on the resource exchange control, determining a level-up interaction state that matches an operational parameter of the control operation; A level-up interaction method for a game task, comprising: if the level-up interaction state indicates that a quick level-up condition has been reached, a step of raising the virtual character to be controlled from a first level to a second level and playing a corresponding level-up animation, wherein the number of avatars that can participate in the competition at the first level is less than the number of avatars that can participate in the competition at the second level.

2. the step of determining a level-up interaction state in response to a control operation on the resource exchange control, the level-up interaction state matching an operation parameter of the control operation, comprising: in response to a control operation on the resource exchange control, obtaining the operation parameters of the control operation; determining that a quick level-up mode has been triggered when the operation parameter reaches a trigger condition for quick level-up, and acquiring a resource value of a material resource currently possessed by the virtual character to be controlled; 2. The game task level-up interaction method of claim 1, further comprising: a step of determining that the level-up interaction state has reached the quick level-up condition when a resource value of a material resource currently possessed by the virtual character to be controlled reaches a target material resource value, the target material resource value being determined according to a resource value of a level-up resource that matches the second level, and the second level being adjacent to the first level.

3. The game task level-up interaction method according to claim 2 , wherein the control operation includes a pressing operation, and the operation parameter includes at least one of a pressing time and a pressing pressure.

4. After the step of obtaining the operational parameters of the control operation, further comprising: The game task level-up interaction method of claim 3, further comprising a step of determining that the operation parameter has reached a trigger condition for the quick level-up and determining that the quick level-up mode has been triggered when the pressing time of the operation parameter is equal to or longer than a target time.

5. After the step of obtaining the operational parameters of the control operation, further comprising: The game task level-up interaction method of claim 3, further comprising a step of determining that the operation parameter has reached a trigger condition for the quick level-up when the pressing pressure among the operation parameters is equal to or greater than a target pressure, and determining that the quick level-up mode has been triggered.

6. After the step of acquiring a resource value of a material resource currently possessed by the virtual character to be controlled, 3. The game task level-up interaction method according to claim 2, further comprising a step of determining that the level-up interaction state does not meet the conditions for the quick level-up when the resource value of the material resource currently possessed by the virtual character to be controlled has not reached the target material resource value, and displaying prompt information to the effect that level-up of the virtual character to be controlled has failed.

7. if the level-up interaction state indicates that a quick level-up condition has been reached, the step of raising the controlled virtual character from a first level to a second level and playing a corresponding level-up animation includes: playing a level-up buffering progress prompt animation when the level-up interaction state indicates that the quick level-up condition is reached, the level-up buffering progress prompt animation being for dynamically indicating a buffering progress for increasing the first level; 2. The game task level-up interaction method of claim 1, further comprising: when the playback of the level-up buffering progress prompt animation is completed, determining that the level-up buffering for the first level is completed, and raising the level from the first level to the second level and displaying prompt information indicating that the virtual character to be controlled has been successfully leveled up.

8. In playing the level up buffering progress prompt animation, the method further comprises:

8. The game task level-up interaction method of claim 7, further comprising a step of canceling level-up buffering for the first level when the control operation for the resource exchange control is interrupted, and retaining the resource value of the material resource and the resource value of the level-up resource possessed by the virtual character to be controlled before performing the control operation.

9. The step of playing the level up buffering progress prompt animation further comprises: determining a first playback time that matches the second level rating, and playing the level-up buffering progress prompt animation according to the first playback time; and determining a difference value between a resource value of a level-up resource that matches the second level and a resource value of a level-up resource currently possessed by the virtual character to be controlled, and playing the level-up buffering progress prompt animation according to a second playback time that matches the difference value.

10. After the step of determining a level-up interaction state that matches an operation parameter of the control operation, further comprising: determining a difference between a resource value of a level-up resource that matches the second level and a resource value of a level-up resource currently possessed by the virtual character to be controlled; 8. The game task level-up interaction method of claim 7, further comprising: a step of determining that the level-up interaction state has reached the quick level-up condition when a first reference resource value of a level-up resource of the virtual character to be controlled is equal to or greater than the difference value, wherein the first reference resource value is a resource value of the level-up resource that is exchangeable with a resource value of a material resource currently possessed by the virtual character to be controlled.

11. if the level-up interaction state indicates that a quick level-up condition has been reached, the step of raising the controlled virtual character from a first level to a second level and playing a corresponding level-up animation includes:

2. The method for leveling up a game task as described in claim 1, further comprising the step of: when the level-up interaction state indicates that a condition for quick level-up has been reached, raising the virtual character to be controlled from the first level to the second level and playing a level-up progress prompt animation, wherein the level-up progress prompt animation is for dynamically indicating the level-up progress for raising from the first level to the second level.

12. said step of playing said level up progress prompt animation further comprising: determining a time range in which the continuous operation time of the control operation exists; exchanging the material resource of unit resource value for a level-up resource for each exchange interval that matches the time range, the exchange interval being shorter as the continuous operation time is longer; and dynamically determining a level-up progress in the level-up progress prompt animation based on a result of the exchange.

13. In playing the level up progress prompt animation, the method further comprises:

13. The game task level-up interaction method of claim 12, further comprising the steps of: when the control operation on the resource exchange control is interrupted, canceling the level-up for the first level, updating the material resources held by the virtual character to be controlled to the resource value remaining at the time of interruption, and pausing the level-up progress prompt animation to the level-up progress achieved at the time of interruption.

14. After the step of canceling level-up buffering for the first level, further comprising: The game task level-up interaction method of claim 13, further comprising a step of, when resuming the control operation on the resource exchange control, continuing to update the level-up progress in the level-up progress prompt animation starting from the level-up progress achieved at the time of interruption.

15. In playing the corresponding level-up animation, the method further comprises: A game task level-up interaction method according to any one of claims 1 to 14, comprising a step of indicating that the virtual character to be controlled will be raised to the second level and displaying a surplus resource value of the material resources possessed by the virtual character to be controlled after completion of the level-up.

16. A game task level-up interaction device, comprising: a first display unit for displaying a task screen of a virtual game task of a virtual character to be controlled, the virtual game task being a multi-round competitive task between a plurality of virtual characters, and each round competitive task in the multi-round competitive task being a process in which each of two virtual characters selects at least one avatar and participates in a competitive battle; a second display unit for displaying a resource exchange control within the task screen, the resource exchange control being used to acquire a level-up resource by utilizing a material resource possessed by the virtual character to be controlled; a determination unit for determining a level-up interaction state in response to a control operation on the resource exchange control, the level-up interaction state being consistent with an operation parameter of the control operation; A level-up interaction device for a game task comprising: a playback unit for raising the virtual character to be controlled from a first level to a second level and playing a corresponding level-up animation when the level-up interaction state indicates that a quick level-up condition has been reached, wherein the number of avatars that can participate in the competition at the first level is less than the number of avatars that can participate in the competition at the second level.

17. A computer program which, when executed by a process, implements the game task level-up interaction method according to any one of claims 1 to 14.

18. An electronic device comprising: a memory in which a computer program is stored; and a processor configured to execute the game task level-up interaction method according to any one of claims 1 to 14 using the computer program.

Citation Information

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