Interaction methods, devices, computer equipment, and storage media between accounts
The interactive method and device in MOBA games improve account interactions by displaying a game preparation interface with icons representing different accounts, allowing for the selection and use of interactive tools, accompanied by server and terminal system to manage and verify tool usage, enhancing interaction efficiency and richness in MOBA games.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- TENCENT TECHNOLOGY (SHENZHEN) CO LTD
- Filing Date
- 2026-03-18
- Publication Date
- 2026-06-25
AI Technical Summary
Existing interactive methods in MOBA games lack efficiency and richness in account interactions, particularly in the preparation phases of team formation, object selection, and loading stages, which affect human-computer interaction.
An interactive method and device that display a game preparation interface with icons representing different accounts, allowing for the selection and use of interactive tools, accompanied by special effect animations to enhance interaction, utilizing a terminal and server system to manage and verify tool usage.
Enhances interaction efficiency and richness by enabling intuitive tool selection and usage without chat channels, improving human-computer interaction and ensuring fair gameplay by verifying tool ownership and availability.
Smart Images

Figure 2026104865000001_ABST
Abstract
Description
Technical Field
[0001] This application relates to the technical field of computer technology, and particularly to an interactive method, apparatus, computer device, and storage medium between accounts.
[0002] This application claims the priority of a Chinese patent application with an application number of 202210566922.3 and an invention title of "Interactive Method, Apparatus, Computer Device, and Storage Medium between Accounts" filed on May 23, 2022, the entire content of which is incorporated herein by reference.
Background Art
[0003] With the development of computer technology, the types of games that can be played are increasing. Here, MOBA (Multiplayer Online Battle Arena) is a relatively popular type of game. When playing such a game, players can interact by sending stamps (including stamps and emojis, etc., hereinafter simply referred to as "stamps").
Summary of the Invention
Problems to be Solved by the Invention
[0004] Embodiments of this application provide an interactive method, apparatus, computer device, and storage medium between accounts, which not only enrich the interactive method between accounts, improve the efficiency of human-computer interaction, but also improve the interactive efficiency between accounts. The technical means are as follows.
Means for Solving the Problems
[0005] In one aspect, an interactive method between accounts is provided, and the method includes A step of displaying a game preparation interface for a virtual game, wherein the game preparation interface includes a first icon and at least one second icon, the first icon being used to represent the currently logged-in first account, the second icon being used to represent accounts other than the first account, and the game preparation interface being used to prepare the virtual game. Steps include: displaying an item selection area in the game preparation interface in response to a trigger operation on a target icon, wherein the target icon is one of the at least one second icon, and at least one interactive item owned by the first account is displayed in the item selection area; The steps include: playing a target special effect animation of a target interactive tool in response to a use operation on the target interactive tool, wherein the target interactive tool is one of the at least one interactive tool, and the target special effect animation is used by the target interactive tool to display a special effect resource pointing from the first icon to the target icon.
[0006] In another embodiment, an interactive device between accounts is provided, the device including a first display module and a playback module, The first display module is used to display a game preparation interface for a virtual game, the game preparation interface includes a first icon and at least one second icon, the first icon is used to represent the currently logged-in first account, the second icon is used to represent accounts other than the first account, and the game preparation interface is used to prepare the virtual game. The first display module is further used to display an instrument selection area in the game preparation interface in response to a trigger operation on a target icon, wherein the target icon is one of the at least one second icon, and the instrument selection area displays at least one interactive instrument owned by the first account. The playback module is used to play a target special effect animation of a target interactive tool in response to a use operation on the target interactive tool, the target interactive tool being one of the at least one interactive tool, and the target special effect animation is used to display a special effect resource that the target interactive tool points from the first icon to the target icon.
[0007] In another embodiment, a computer device is provided, the computer device comprising a processor and memory, the memory being used to store at least one computer program, the at least one computer program being loaded and executed by the processor to realize the inter-account interactive method in the embodiment of the present application.
[0008] In another embodiment, a computer-readable storage medium is provided, the computer-readable storage medium storing at least one computer program, the at least one computer program being loaded and executed by a processor to realize the inter-account interactive method in the embodiment of the present application.
[0009] In another embodiment, a computer program product or computer program is provided, the computer program product or computer program includes computer program code, the computer program code is stored in a computer-readable storage medium, the processor of the computer device reads the computer program code from the computer-readable storage medium, and the processor executes the computer program code to cause the computer device to perform the inter-account interactive methods provided in each of the embodiments or various selectable implementations. [Brief explanation of the drawing]
[0010] [Figure 1] This is a schematic diagram of an implementation environment for an interactive method between accounts provided according to an embodiment of the present application. [Figure 2] This is a flowchart of an interactive method between accounts provided according to an embodiment of the present invention. [Figure 3] This is a flowchart of an interactive method between different accounts provided according to an embodiment of the present application. [Figure 4] This is a schematic diagram of a match preparation interface for the team formation stage provided according to an embodiment of the present invention. [Figure 5] This is a schematic diagram of a game preparation interface for the object selection stage provided according to an embodiment of the present application. [Figure 6] This is a schematic diagram of a game preparation interface during the loading phase provided according to an embodiment of the present application. [Figure 7] This is a flowchart of the transmission of a tool usage request provided according to the embodiments of the present application. [Figure 8] This is a flowchart for playing a target special effects animation provided according to an embodiment of the present invention. [Figure 9] This is an interaction flowchart of an account-to-account interaction method provided according to an embodiment of the present application. [Figure 10]This is a flowchart of a method of interaction between different accounts provided according to an embodiment of the present application. [Figure 11] This is a schematic diagram of the structure of an inter-account interaction device provided according to an embodiment of the present application. [Figure 12] This is a schematic diagram of the structure of another inter-account interaction device provided according to an embodiment of the present application. [Figure 13] This is a schematic diagram of the structure of a terminal provided according to an embodiment of the present application. [Figure 14] This is a schematic diagram of the structure of a server provided according to an embodiment of the present invention. [Modes for carrying out the invention]
[0011] It is important to clarify that the information relating to this application (including, but not limited to, user device information and user personal information), data (including, but not limited to, data for analysis, data for storage, data for display, etc.), and signals are all licensed by the user or fully licensed by the respective parties, and the collection, use, and processing of the relevant data must comply with the relevant laws, regulations, and standards of the relevant countries and regions. For example, the interaction tools and special effects resources relating to this application are all acquired under fully licensed conditions.
[0012] For the sake of understanding, the following interpretations will be provided for terms relating to this application.
[0013] MOBA games are a type of online game. In MOBA games, players are usually divided into two teams, which compete against each other on a game map, with each player controlling their own virtual object to perform various actions.
[0014] The team formation stage is the stage in the game where the player executes team formation. This team formation stage is one stage for preparing for a virtual game.
[0015] The object selection stage is the stage in the game where the player selects a virtual object. This object selection stage is one stage for preparing for a virtual game.
[0016] The loading stage is a waiting stage in the game where after the player selects a virtual object, the virtual scene of the virtual game is loaded. Here, the virtual scene includes the virtual object selected by the player.
[0017] The player's avatar is a small square-style image of the player's own image used in the game.
[0018] The bust is a rectangular-style image displayed by the virtual object selected by the player in the loading stage of the game.
[0019] The account interaction method provided by the embodiments of the present application can be executed by a computer device. In some embodiments, the computer device is a terminal or a server. Hereinafter, taking the computer device being a terminal as an example, the implementation environment of the account interaction method provided by the embodiments of the present application will be introduced. FIG. 1 is a schematic diagram of the implementation environment of the account interaction method provided according to the embodiments of the present application. As shown in reference to FIG. 1, the implementation environment includes a terminal 101 and a server 102. The terminal 101 and the server 102 can be directly or indirectly connected by a wired or wireless communication method, and the present application does not limit this.
[0020] In some embodiments, terminal 101 is a smartphone, tablet computer, laptop computer, desktop computer, smart speaker, smartwatch, smart voice interaction device, smart home appliance, and in-vehicle terminal, but is not limited to these. An application program is installed and running on terminal 101. The application program supports playing virtual games. The application program may be any one of the following: first-person shooting game (FPS), third-person shooting game, multiplayer online battle arena game (MOBA), or multiplayer gunfight survival game. When preparing for a virtual game, terminal 101 can display a virtual game preparation interface, in which a first icon and at least one second icon are displayed. The first icon is used to represent a first account logged into terminal 101, and the second icon is used to represent other accounts logged into other terminals 101. When a player operates the terminal 101, the first account interacts with other accounts using an interaction tool. In such cases, the terminal 101 can display a special effect resource in which the interaction tool points from the first icon to the target icon. Here, the target icon is used to represent the account that interacts with the first account.
[0021] It should be noted that the number of terminals may be greater or less than the number of terminals described above. For example, there may be one terminal, or there may be tens, hundreds, or more terminals. The embodiments of this application do not limit the number of terminals or the type of equipment.
[0022] In some embodiments, server 102 may be an independent physical server, a server cluster composed of multiple physical servers, or a distributed system. Furthermore, it may be a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN (Content Delivery Network), big data, and artificial intelligence platforms. Server 102 is used to provide background services to application programs that support virtual matches. These background services may include data storage services, information verification services, or information transmission services, and the embodiments of this application are not limited thereto.
[0023] For example, server 102 is used to provide information verification services to application programs that support virtual matches. When terminal 101 logged in with the first account uses an interaction tool with another account, terminal 101 logged in with the first account can send a tool usage request to server 102. Server 102 can verify the tool usage request. When the verification of the tool usage request is successful, terminal 101 and the other terminal 101 can obtain special effect resources corresponding to the interaction tool.
[0024] In some embodiments, the server 102 handles the primary computation operations and the terminal 101 handles secondary computation operations, or the server 102 handles secondary computation operations and the terminal 101 handles primary computation operations, or a distributed computing architecture is adopted between the server 102 and the terminal 101 to perform computations in cooperation.
[0025] Figure 2 is a flowchart of an account-to-account interaction method provided according to an embodiment of the present application, and as shown in Figure 2, the embodiment of the present application will be explained as being performed by a terminal. The account-to-account interaction method includes the following steps:
[0026] 201: The terminal displays a virtual game preparation interface, which includes a first icon and at least one second icon, the first icon being used to represent the currently logged-in first account, the second icon being used to represent any account other than the first account, and the game preparation interface being used to prepare for a virtual game.
[0027] In the embodiment of the present invention, the terminal is terminal 101 shown in Figure 1, and an application program is installed on the terminal. The application program supports a virtual game. A virtual game includes a preparation phase and an execution phase. In the virtual preparation phase, the terminal can prepare for the virtual game. In the execution phase of the virtual game, virtual objects of different factions compete against each other in a virtual scene. When preparing for a virtual game, the terminal displays a game preparation interface for the virtual game. In the game preparation interface, a first icon and at least one second icon are displayed. Here, the first icon is used to represent the first account currently logged into the terminal, and the second icon is used to represent other accounts currently logged into other terminals. Both the first account and the other accounts are accounts participating in the virtual game. The first icon and the second icon may be the player's avatar, or a bust of a virtual object selected by the player, and the embodiment of the present invention is not limited thereto. The quantity of at least one second icon may be one, four, nine, or the like, and the embodiments of this application are not limited thereto.
[0028] 202: In response to a trigger operation on the target icon, the terminal displays the tool selection area in the game preparation interface. The target icon is one of at least one of the second icons, and the tool selection area displays at least one interaction tool owned by the first account.
[0029] In the embodiments of the present application, in response to a trigger operation on any one of the at least one second icon, the terminal displays a tool selection area in the game preparation interface. Here, the trigger operation may be a click, double-click, long press, or drag operation, and the embodiments of the present application are not limited thereto. The display position of the tool selection area may be near the target icon, near the first icon, or a pre-set position in the game preparation interface, and the embodiments of the present application are not limited thereto. The tool selection area contains at least one interaction tool, and the embodiments of the present application are not limited thereto. The interaction tool may be a tool used for interaction, such as fireworks, a heart, or a flower, and the embodiments of the present application are not limited thereto.
[0030] 203: In response to a use operation on a target interaction tool, the terminal plays the target special effect animation for the target interaction tool. The target interaction tool is one of at least one interaction tool, and the target special effect animation is used to display a special effect resource that the target interaction tool points from a first icon to a target icon.
[0031] In the embodiments of this invention, for each interaction tool, there exists a special effects resource corresponding to the interaction tool. The special effects resource is used to synthesize the special effects animation of the interaction tool. In other words, for each interaction tool, the special effects animation of the interaction tool is associated. In response to a use operation on any one of at least one interaction tool, the terminal can play the special effects animation of the interaction tool. That is, when the first account uses the target interaction tool on the account represented by the target icon, the terminal can play the target special effects animation of the target interaction tool.
[0032] The means provided in the embodiment of the present application allows for the display of a tool selection area containing at least one interaction tool in the game preparation interface by triggering a target icon in the game preparation interface when preparing for a virtual game. By selecting a target interaction tool from among the at least one interaction tool, a target special effect animation corresponding to the target interaction tool is played, intuitively indicating that the first account is using the target interaction tool on another account, thereby enabling interaction between the first account and other accounts. In other words, interaction can be performed without requiring a chat channel, enriching the interaction method, improving the efficiency of human-computer interaction, and further improving the efficiency of interaction between accounts.
[0033] The target special effect animation in the embodiments of the present application may be generated by the terminal or by the server. The means provided by the present application will be further described below, using the example of the terminal generating the target special effect animation. Figure 3 is a flowchart of another inter-account interaction method provided according to an embodiment of the present application, and as shown in Figure 3, the embodiment of the present application will be described using the example of being performed by the terminal. The inter-account interaction method includes the following steps:
[0034] 301: The terminal displays a virtual game preparation interface, which includes a first icon and at least one second icon, the first icon being used to represent the currently logged-in first account, the second icon being used to represent any account other than the first account, and the game preparation interface is used to prepare for a virtual game.
[0035] In the embodiment of the present invention, the terminal is terminal 101 shown in Figure 1. The terminal has an application program installed that supports the deployment of a virtual game. The virtual game includes a preparation phase and an execution phase. In the virtual preparation phase, the terminal can prepare for the virtual game. In the execution phase of the virtual game, virtual objects of different factions compete against each other in a virtual scene. Here, the content that the terminal prepares in the preparation phase may be the creation of faction teams to participate in the virtual game, the selection of virtual objects to participate in the virtual game, or the loading of the virtual scene of the virtual game, and the embodiment of the present invention is not limited thereto. When preparing for a virtual game, the terminal can display a corresponding game preparation interface according to the preparation content. Multiple icons are displayed in the game preparation interface. The multiple icons may be the player's avatar, a bust of a virtual object selected by the player, a video of a virtual object selected by the player, or a three-dimensional model of a virtual object selected by the player, and the embodiment of the present invention is not limited thereto. Multiple means two and two or more. Multiple icons include a first icon and at least one second icon.
[0036] The terminal can perform at least one of the above-mentioned preparations for a virtual game. Accordingly, the preparation stage for a virtual game may be a single stage, for example, the preparation stage for a virtual game may be an object selection stage or a loading stage. In such a case, the terminal performs one type of preparation for a virtual game. The preparation stage for a virtual game may be divided into multiple stages. For example, the preparation stage for a virtual game may include a team formation stage, an object selection stage, and a loading stage. In such a case, the terminal performs three types of preparations for a virtual game.
[0037] The following explanation uses the example of a device performing multiple preparations for a virtual game. Here, the preparation stages for a virtual game are divided into three phases, such as the team formation phase, the object selection phase, and the loading phase, depending on the content of the preparations. Because the content of the preparations differs for each phase, the game preparation interface displayed by the device at each phase will also differ to some extent. The icons in the different game preparation interfaces may be the same or different.
[0038] In some embodiments, during the team formation phase, the terminal can create a team of factions to participate in a virtual match. In this case, icons corresponding to accounts belonging to the same faction are displayed in the match preparation interface; that is, the first account represented by the first icon and the other accounts represented by the second icon belong to the same faction, and the player corresponding to the first account and the player corresponding to the second account are teammates.
[0039] For example, Figure 4 is a schematic diagram of a game preparation interface for the team formation stage provided according to an embodiment of the present invention. As shown in Figure 4, 401 in Figure 4 exemplifies the display of a first icon and four second icons in the game preparation interface. Both the first icon and the four second icons are player avatars. The player corresponding to the first icon and the players corresponding to the four second icons belong to the same faction. A friends list is further displayed in the game preparation interface, which includes several players who are friends with the player corresponding to the first icon. The player corresponding to the first icon can invite players from the friends list to form a faction team.
[0040] In some embodiments, after the creation of the faction teams participating in the virtual match is complete, the terminal can match the faction teams with the opposing faction. After successful matching, players participating in the virtual match can select virtual objects to participate in the virtual match. That is, after the team formation stage is complete, the terminal matches the faction teams with the opposing faction, and then proceeds to the object selection stage. In the object selection stage, players from multiple factions can select virtual objects to participate in the virtual match. In this case, icons corresponding to accounts belonging to multiple factions are displayed in the match preparation interface; that is, the first account represented by the first icon and other accounts represented by the second icon may belong to the same faction or to different factions. The player corresponding to the first account and the player corresponding to the second account are either teammates or opponents of each other.
[0041] For example, Figure 5 is a schematic diagram of a game preparation interface for the object selection stage provided according to an embodiment of the present invention. As shown in Figure 5, 501 in Figure 5 exemplifies the display of a first icon and nine second icons in the game preparation interface. Both the first icon and the nine second icons are player avatars. Player avatars corresponding to players belonging to different factions are divided according to faction and displayed on the left and right sides of the game preparation interface, respectively. A virtual object display area is further displayed in the game preparation interface. When a player selects a virtual object using the first account, the display area can display the selected virtual object.
[0042] In some embodiments, during the loading phase, players participating in a virtual match have already selected virtual objects, and at this point, the terminal can load the virtual scene for the virtual match. The virtual scene includes the virtual objects selected by the players. In this case, icons corresponding to accounts belonging to multiple factions are displayed in the match preparation interface.
[0043] For example, Figure 6 is a schematic diagram of a game preparation interface during the loading phase provided according to an embodiment of the present application. As referenced in Figure 6, 601 in Figure 6 exemplifies the display of a first icon and nine second icons in the game preparation interface. Both the first icon and the four second icons are busts of virtual objects selected by the player. Busts corresponding to players belonging to different factions are divided according to faction and displayed on the upper and lower sides of the game preparation interface, respectively.
[0044] 302: In response to a trigger operation on a target icon, the terminal displays the tool selection area in the game preparation interface. The target icon is one of at least one second icon, and at least one interaction tool owned by the first account is displayed in the tool selection area.
[0045] In the embodiments of this application, the target icon is any one icon other than the first icon in the game preparation interface. When the target icon is triggered, the terminal can display a tool selection area. At least one interaction tool is displayed in the tool selection area, and the embodiments of this application do not limit the number of interaction tools in the tool selection area or the types of interaction tools. At least one interaction tool is an interaction tool owned by the first account. The tool selection area is used to select an interaction tool that the first account will use for the account represented by the target icon. The tool selection area may be a circular area, a square area, or a polygonal area, and the embodiments of this application do not limit this. The display position of the tool selection area may be near the target icon, near the first icon, or a pre-set position in the game preparation interface, and the embodiments of this application do not limit this.
[0046] In some embodiments, the tool selection area is a circular region, and the center of the tool selection area coincides with the center of the target icon. The tool selection area may also be considered as a roulette wheel. Because the display positions of icons in the game preparation interface differ to some extent and are limited by the size of the terminal screen, the terminal can adjust the size or display range of the tool selection area so that all interaction tools in the tool selection area can be displayed.
[0047] In the first case, the preparation phase is the team formation phase. For example, as continuously referenced in Figure 4, 402 in Figure 4 exemplifies a certain type of tool selection area. The tool selection area contains six sub-areas. All six of these sub-areas are circular areas. The distance between the centers of these six sub-areas and the center of the target icon is equal; that is, the centers of these six sub-areas are all located on a single circle with the center of the target icon as its center. Different sub-areas correspond to different types of interaction tools. Tools are displayed in five of the sub-areas in the tool selection area, and the remaining sub-area is empty. A tool pack is displayed in the empty sub-area. The tool pack is used to point to the tool library of the first account. Multiple interaction tools of the first account are stored in the tool library. In response to a trigger operation on a sub-area, the terminal can add interaction tools to the sub-area.
[0048] In the second case, the preparation phase is the object selection phase. For example, as continuously referenced in Figure 5, 502 in Figure 5 exemplifies a certain type of tool selection area. The tool selection area contains six sub-areas. All six of these sub-areas are circular. The distance between the centers of these six sub-areas and the centers of the target icon is equal; that is, the centers of these six sub-areas are all located on a single arc with the center of the target icon as its center. In order to display all interaction tools in the tool selection area, the terminal can adjust the distance between the centers of the sub-areas and the centers of the target icon, thereby increasing the distance between the centers of the sub-areas and the centers of the target icon. The distance between the centers of the sub-areas and the centers of the target icon in the object selection phase is greater than the distance between the centers of the sub-areas and the centers of the target icon in the team formation phase. Because the target icon is located in the upper right of the game preparation interface, the tool selection area is located in the lower left of the target icon in order to display all interaction tools in the tool selection area.
[0049] In the third case, the preparation phase is the loading phase. For example, as continuously referenced in Figure 6, 602 in Figure 6 exemplifies a certain type of tool selection area. The tool selection area contains six sub-areas. All six of these sub-areas are circular. The distance between the centers of these six sub-areas and the centers of the target icon is equal; that is, the centers of these six sub-areas are all located on a single arc with the center of the target icon as its center. In order to display all interaction tools in the tool selection area, the terminal can adjust the distance between the centers of the sub-areas and the centers of the target icon, thereby increasing the distance between the centers of the sub-areas and the centers of the target icon. The distance between the centers of the sub-areas and the centers of the target icon in the loading phase is greater than the distance between the centers of the sub-areas and the centers of the target icon in the team formation phase. Because the target icon is located below the game preparation interface, the tool selection area is located above the center of the target icon in order to display all interaction tools in the tool selection area.
[0050] It's important to explain that the interaction tools in the tool selection area are not constant. The terminal can display different interaction tools in the tool selection area based on how often the interaction tools are consumed, the remaining quantity of interaction tools, or the account relationships between accounts.
[0051] In some embodiments, the terminal can display an instrument selection area based on the frequency of use of interaction instruments. A higher frequency of use of an interaction instrument means that the player corresponding to the first account is more likely to use the interaction instrument again, and a lower frequency of use means that the player corresponding to the first account is less likely to use the interaction instrument again. Accordingly, the process by which the terminal displays the instrument selection area is that, in response to a trigger operation on a target icon, the terminal obtains the frequency of use of at least one interaction instrument. The terminal then displays an instrument selection area in the game preparation interface based on the frequency of use of at least one interaction instrument. Here, at least one interaction instrument is displayed in the instrument selection area in order of decreasing frequency of use. The means provided in the embodiment of the present invention is advantageous in that, because the player corresponding to the first account is likely to use frequently used interaction tools again, the interaction tools in the tool selection area can be displayed in order of decreasing frequency of use, thereby prioritizing the display of frequently used interaction tools. This makes it more convenient for the player to use frequently used interaction tools later, which not only matches the player's intentions but also improves the efficiency of human-computer interaction.
[0052] In some embodiments, the terminal can display a tool selection area based on the remaining quantity of interaction tools. Accordingly, the process by which the terminal displays the tool selection area involves the terminal obtaining the remaining quantity of at least one interaction tool in response to a trigger operation on a target icon. Next, the terminal displays the tool selection area in the game preparation interface based on the remaining quantity of at least one interaction tool. Here, at least one interaction tool is displayed in the tool selection area in order of decreasing remaining quantity. The means provided in the embodiments of the present application are advantageous in that interaction tools with a large remaining quantity can be preferentially displayed by displaying the interaction tools in the tool selection area in order of decreasing remaining quantity, thereby making it more convenient to use the interaction tool with a large remaining quantity later, avoiding situations where an interaction tool becomes unusable due to depletion of its consumption, and improving the efficiency of human-computer interaction.
[0053] In some embodiments, the terminal can display a tool selection area based on the account relationship between accounts. The account relationship may be at least one of the following: unrelated, teammate, opponent, romantic, and friend. Accounts with different account relationships will use different types of interaction tools. For example, accounts with a friend relationship will use interaction tools such as hearts or fireworks, accounts with an opponent relationship will use interaction tools such as knives or hammers, and unrelated accounts will use interaction tools such as flowers or candy. Accordingly, the process by which the terminal displays the tool selection area is as follows: In response to a trigger operation on a target icon, the terminal obtains the account relationship between the first account and the second account. The terminal then displays at least one interaction tool corresponding to the account relationship in the tool selection area of the game preparation interface. Here, the second account is the account represented by the target icon. The means provided in the embodiment of the present invention displays a tool selection area based on account relationships between accounts, displays interaction tools in the tool selection area, thereby displaying interaction tools that better match the player's intentions, eliminating the need to further select other interaction tools, and further improving the efficiency of human-computer interaction.
[0054] One point that needs to be explained is that the interaction tools in the tool selection area may be set by the player corresponding to the first account using the terminal. Accordingly, the process of setting interaction tools in the tool selection area is that the terminal displays a tool addition interface. Next, in response to a trigger operation on the tool addition control in the tool addition interface, the terminal displays multiple interaction tools for the first account. Next, in response to a tool selection operation, the terminal determines at least one interaction tool to be selected from the multiple interaction tools. Here, the tool addition interface is used to add interaction tools to the first account. The means provided in the embodiment of the present invention allows the player to set interaction tools in the tool selection area according to their needs by displaying the tool addition interface, thereby allowing them to directly find an interaction tool that meets their needs in the tool selection area when using an interaction tool subsequently, thereby eliminating the need to further select other interaction tools and further improving the efficiency of human-computer interaction.
[0055] One point that needs to be explained is that the terminal can also display the tool selection area via a tool selection control. Accordingly, the process by which the terminal displays the tool selection area is that, in response to a trigger operation on the target icon, the terminal displays the tool selection control. Next, in response to a trigger operation on the tool selection control, the terminal displays the tool selection area in the game preparation interface. Here, the tool selection control is used to select the interaction tool to be used for the second account, which is the account represented by the target icon. The tool selection control may also be displayed in a fixed position in the game preparation interface. If the target icon is not triggered, the terminal can display the tool selection area via the tool selection control. The means provided in the embodiment of the present invention, by displaying the tool selection area via the tool selection control, not only simplifies operation and improves the efficiency of human-computer interaction, but also avoids situations where the tool selection area is displayed by accidentally touching an icon when an interaction tool is not needed, thereby reducing the consumption of actions.
[0056] 303: In response to a use operation on a target interaction tool, the terminal obtains the special effect identifier of the target interaction tool. The target interaction tool is one of at least one interaction tool, and the special effect identifier is used to indicate the special effect resource of the target interaction tool.
[0057] In the embodiments of this application, each interaction tool has a tool identifier. Different interaction tools have different tool identifiers. For each interaction tool, there exists a special effect resource corresponding to the interaction tool. The special effect resource has a special effect identifier. There is a one-to-one correspondence between the tool identifier and the special effect identifier. A terminal can obtain the special effect identifier of a target interaction tool by the tool identifier of the target interaction tool. The special effect identifier may be provided by the terminal or by the server, and the embodiments of this application are not limited thereto.
[0058] In some embodiments, the terminal stores the special effect identifier of the target interaction tool. The terminal can retrieve the special effect identifier of the target interaction tool from the local machine based on the tool identifier of the target interaction tool. The means provided in the embodiments of the present invention allows for relatively fast retrieval of the special effect identifier by obtaining it from the terminal, thereby improving the efficiency of special effect identifier retrieval, and further improving the efficiency of human-computer interaction and inter-account interaction.
[0059] In some embodiments, the terminal can further obtain a special effect identifier for the target interaction tool from the server. Accordingly, the process by which the terminal obtains the special effect identifier involves the terminal sending a tool usage request to the server in response to a usage operation for the target interaction tool. The terminal then receives a special effect identifier corresponding to the tool identifier returned by the server. Here, the second account is the account represented by the target icon. The tool usage request includes the first account, the second account, and the tool identifier of the target interaction tool. The server can determine the special effect identifier of the target interaction tool based on the tool identifier of the target interaction tool. The means provided in the embodiments of the present application allows for relatively accurate acquisition of the special effect identifier by obtaining the special effect identifier of the target interaction tool from the server, thereby improving the accuracy of special effect identifier acquisition, and the terminal does not need to store the special effect resources and special effect identifiers of the interaction tool, thereby saving internal memory capacity.
[0060] One point that needs to be explained is the possibility of cheat tools existing on the terminal side. Cheat tools can increase the number of interaction tools for the first account, change the type of interaction tools for the first account, change the special effect resources of the interaction tools for the first account, or add new interaction tools that the first account does not own, and the embodiments of this application are not limited to these. However, cheat tools cannot change the data on the server side. Since new interaction tools added by cheat tools do not belong to the first account, when the terminal side uses a new interaction tool, the server side may end up using an interaction tool that the first account does not own for another account, which is clearly unreasonable and would compromise the fairness of the virtual match. To maintain the fairness of the virtual match, the server needs to verify tool usage requests and authenticate whether the interaction tool to be used is an interaction tool owned by the first account. The server will only return the special effect identifier of the target interaction tool to the terminal if it determines that the interaction tool to be used after passing verification is owned by the first account. This prevents other accounts from using interaction tools not owned by the first account, thus ensuring fairness. In short, the special effect identifier is returned by the server when the tool usage request meets the target conditions. The target conditions include several conditions. Here, the first condition is that the target interaction tool is included in the first account's tool library. Here, the tool library stores multiple interaction tools owned by the first account. The first condition above prevents other accounts from using interaction tools not owned by the first account. The second condition is that the virtual game has not yet started. The second condition prevents accidentally touching the icon and displaying the tool selection area when there is no need to use the interaction tool.The third condition is that the tool cooldown time is greater than or equal to a time threshold. Here, the tool cooldown time is used to represent the time interval between two consecutive uses of an interaction tool by the first account. The third condition limits the frequency of sending interaction tools and helps avoid situations where frequent use of interaction tools causes the device to freeze.
[0061] The following describes the process by which the server authenticates a request to use a tool.
[0062] When the server receives a tool usage request, it obtains the first account and the tool identifier of the target interaction tool in the tool usage request. Next, the server obtains the interaction tools owned by the first account based on the first account. Next, the server compares the tool identifier of the target interaction tool with the tool identifier of the interaction tool owned by the first account. If the server determines that the target interaction tool is not owned by the first account, it sends prompt information to the terminal to prompt the first account that it cannot use the target interaction tool. If the server determines that the target interaction tool is owned by the first account, it determines, based on the first account and the second account in the tool usage request, whether a virtual game has already started. If the server determines that a virtual game has already started, it sends prompt information to the terminal to prompt the first account that it cannot use the target interaction tool. If the server determines that the virtual game has not yet started, it determines that the first account can use interaction tools to interact. Next, the server retrieves the historical usage time of the first account's last use of the interaction tool. Then, based on the historical usage time and the current time, the server determines the tool's cooldown time. If the tool's cooldown time is less than the time threshold, the server sends prompt information to the terminal, prompting the first account that it cannot use the target interaction tool. If the tool's cooldown time is greater than or equal to the time threshold, the server sends the target tool's special effect identifier to the terminal.
[0063] It is important to explain that the terminal can perform further verification before sending a tool usage request to the server. The verification conditions may include, but are not limited to, that the virtual match has not yet started, or that the tool cooldown time is greater than or equal to a time threshold. After passing the verification, the terminal can send a tool usage request to the server.
[0064] For example, Figure 7 is a flowchart of sending a tool usage request provided according to an embodiment of the present invention. As shown in Figure 7, first, the terminal displays the game preparation interface. Next, when the target icon is triggered, the terminal displays the tool selection area. Next, one interaction tool is selected from the tool selection area as the target interaction tool to be used. When the target interaction tool is triggered, the terminal can obtain the tool cooldown time. If the tool cooldown time is greater than or equal to the time threshold, the terminal confirms that the tool is not currently in a cooldown state, i.e., passes the verification. Next, the terminal can send a tool usage request to the server. If the tool cooldown time is less than the time threshold, the terminal confirms that the tool is currently in a cooldown state, i.e., in a CD (Cool Down Time) state, i.e., fails the verification. In this case, the terminal terminates the operation to use the target interaction tool.
[0065] 304: The terminal retrieves the special effect resource for the target interaction tool based on the special effect identifier.
[0066] In the embodiments of this application, the special effect identifier of an interaction tool is used to indicate the special effect resource of the interaction tool. Different interaction tools have different special effect resources. A terminal can retrieve the special effect resource of a target interaction tool based on the special effect identifier of the target interaction tool.
[0067] In some embodiments, the special effects resource includes three parts: a first special effect, a second special effect, and a third special effect. Here, the first special effect is the special effect displayed when the target interaction tool is at the position of the first icon. The second special effect is the special effect displayed when the target interaction tool is moving. The third special effect is the special effect displayed when the target interaction tool is at the position of the target icon. The target interaction tool displays different special effects at different positions.
[0068] For example, the target interaction tool is a firework. When the firework is at the position of the first icon, the first special effect displayed by the firework is that it is an unlit firework. When the firework moves from the position of the first icon to the position of the second icon, the second special effect displayed by the firework is that it is already lit and gradually expands as it moves. When the firework reaches the position of the target icon, the third special effect displayed by the firework is that it has already exploded and sparks are flying.
[0069] 305: The terminal determines the special effect trajectory of the special effect resource based on the position of the first icon and the position of the target icon.
[0070] In the embodiments of this application, the special effect trajectory is the movement trajectory that the special effect resource travels from the position of the first icon to the position of the target icon. The special effect trajectory may be an irregular trajectory, a straight line segment, a curved segment, an arc segment, a sine segment, or a cosine segment, and the embodiments of this application are not limited thereto. The display positions of the first icon and the target icon in the game preparation interface directly affect the movement trajectory of the special effect resource. The terminal can obtain the positions of the first icon and the target icon based on the first icon and the target icon, and thereby determine the special effect trajectory of the special effect resource. Since the display positions of the icons in the game preparation interface at different preparation stages differ to some extent, and the positions of the first icon and the target icon also differ to some extent, the special effect trajectories displayed in the game preparation interface at different preparation stages will also differ to some extent.
[0071] In the first case, during the team formation phase, for example, as continuously referenced in Figure 4, 403 in Figure 4 exemplifies a schematic diagram of a certain type of special effect trajectory. Multiple icons in the game preparation interface are displayed in parallel horizontally, that is, the distance between the first icon and the target icon is parallel and horizontal. In this case, the special effect trajectory of the special effect resource is an almost horizontal trajectory, or a nearly horizontal trajectory.
[0072] In the second case, when in the object selection phase, for example, as continuously referenced in Figure 5, 503 in Figure 5 exemplifies a schematic diagram of a certain type of special effect trajectory. Among the multiple icons in the game preparation interface, there are icons displayed horizontally in parallel, icons displayed vertically in parallel, and icons in other directions. In this case, the special effect trajectory of the special effect resource may be a trajectory in any one of these directions. The special effect trajectory shown in 503 in Figure 5 is a special effect trajectory in the form of a curved segment sloping from the bottom left to the top right.
[0073] In the third case, when in the loading phase, for example, as continuously referenced in Figure 6, 603 in Figure 6 exemplifies a schematic diagram of a certain type of special effect trajectory. Among the multiple icons in the game preparation interface, there are icons displayed horizontally in parallel, icons displayed vertically in parallel, and icons in other directions. In this case, the special effect trajectory of the special effect resource may be a trajectory in any one of these directions. The special effect trajectory shown in 603 in Figure 6 is a special effect trajectory that slopes from the upper right to the lower left.
[0074] 306: The terminal plays a target special effect animation based on the special effect resources and special effect trajectory. The target special effect animation is used to display the special effect resources that the target interaction tool points from the first icon to the target icon.
[0075] In the embodiment of the present invention, the terminal moves a special effect resource according to a special effect trajectory, generates a target special effect animation, and plays it. During the movement process, the special effect resource displays a first special effect, a second special effect, and a third special effect in sequence.
[0076] For example, Figure 8 is a flowchart of the playback of a target special effect animation provided according to an embodiment of the present application. As shown in Figure 8, if the terminal has already acquired the special effect resource and special effect trajectory of the target interaction tool, the terminal generates and plays the target special effect animation of the target interaction tool. In other words, the terminal plays the first special effect in the special effect resource, then the second special effect in the special effect resource. When the special effect resource has not yet reached the position of the target icon, the terminal continues to play the second special effect in the special effect resource. When the special effect resource has reached the position of the target icon, the terminal plays the third special effect in the special effect resource. When the playback of the third special effect is complete, i.e., when the playback of the target special effect animation is complete, playback ends.
[0077] To more clearly illustrate the changes in the game preparation interface when using target interaction tools, Figures 4, 5, and 6 can be continuously referenced. Figures 401-403 in Figure 4 exemplify how the terminal displays the entire process of using target interaction tools in the game preparation interface when the team formation phase is underway. Figures 501-503 in Figure 5 exemplify how the terminal displays the entire process of sending target interaction tools in the game preparation interface when the object selection phase is underway. Figures 601-603 in Figure 6 exemplify how the terminal displays the entire process of sending target interaction tools in the game preparation interface when the loading phase is underway. Here, in displaying the entire process of using target interaction tools in the game preparation interface, first, a first icon and at least one second icon are displayed in the game preparation interface. The player can long-press the target icon among the at least one second icon with their finger. In this case, the terminal displays the tool selection area in the game preparation interface. The tool selection area is a single circular region, and its center coincides with the center of the target icon. The player drags the target icon with their finger to the target interaction tool they intend to use. When the player's finger is at the location of the target interaction tool, the player releases their finger and stops dragging the target icon. In this case, the terminal plays the target special effect animation for the target interaction tool.
[0078] To explain this method more clearly, we will describe it again in its entirety below.
[0079] For example, Figure 9 is an interaction flowchart of an account-to-account interaction method provided according to an embodiment of the present application. As shown in Figure 9, the first terminal is a terminal logged in with the first account. At least one second terminal is a terminal logged in with an account other than the first account. The other accounts are accounts represented by a second icon in the game preparation interface. The other accounts include a second account represented by a target icon, i.e., at least one second terminal includes a terminal logged in with a second account. When the first account uses a target interaction tool against the second account, the first terminal can send a tool usage request to the server, which includes the first account, the second account, and the tool identifier of the target interaction tool. Based on the first account and the target conditions, the server can verify the tool usage request to authenticate whether the target interaction tool is included in the first account's tool library, whether a virtual game is to start, and whether the tool cooldown time is greater than or equal to a time threshold. The server determines that the tool usage request has passed verification if the first account's tool library contains a target interaction tool, a virtual match has not started, and the tool's cooldown time is greater than or equal to the time threshold. Next, the server may broadcast a special effect identifier to the first terminal and at least one second terminal, so that both the first terminal and at least one second terminal can view the special effect resource of the target interaction tool. If the tool usage request fails verification, the server sends prompt information to the first terminal to prompt the player corresponding to the first account that they cannot use the target interaction tool.
[0080] It is important to note that, as provided by the embodiments of this application, the first account can also interact with other accounts by using stamps with other accounts, that is, by transmitting stamps to other accounts, and this application is not limited to this.
[0081] The means provided in the embodiment of the present invention allows for the display of a tool selection area containing at least one interaction tool in the game preparation interface by triggering a target icon in the game preparation interface when preparing for a virtual game. By selecting a target interaction tool from among the at least one interaction tool, a target special effect animation corresponding to the target interaction tool is played, making it intuitively clear that the first account is using the target interaction tool on another account, thereby enabling interaction between the first account and other accounts. In other words, since interaction can be performed without requiring a chat channel, it not only enriches the interaction method but also improves the efficiency of human-computer interaction and further improves the efficiency of interaction between accounts.
[0082] The terminal can directly obtain the target special effect animation of the target interaction tool from the server based on the means provided in the embodiments of the present application. The means provided in the present application will be further described below, with the server generating the target special effect animation as an example. Figure 10 is a flowchart of another inter-account interaction method provided according to the embodiments of the present application, and will be explained as an example of what is performed by the terminal in the embodiments of the present application, as shown in Figure 10. The inter-account interaction method includes the following steps.
[0083] 1001: The terminal displays a virtual game preparation interface, which includes a first icon and at least one second icon, the first icon being used to represent the currently logged-in first account, the second icon being used to represent any account other than the first account, and the game preparation interface being used to prepare for a virtual game.
[0084] In the embodiment of the present invention, the terminal is terminal 101 shown in Figure 1. The terminal has an application program installed that supports the deployment of a virtual game. The virtual game includes a preparation phase and an execution phase. In the virtual preparation phase, the terminal can prepare for the virtual game. In the execution phase of the virtual game, virtual objects of different factions compete against each other in the virtual scene. When preparing for a virtual game, the terminal can display the game preparation interface for the virtual game. Multiple icons are displayed in the game preparation interface. The multiple icons include a first icon and at least one second icon. The method for displaying the game preparation interface in step 1001 is similar to the method for displaying the game preparation interface in step 301, and will not be described again here.
[0085] 1002: In response to a trigger operation on the target icon, the terminal displays the tool selection area in the game preparation interface. The target icon is one of at least one second icon, and at least one interaction tool owned by the first account is displayed in the tool selection area.
[0086] In the embodiments of the present invention, when any one icon other than the first icon in the game preparation interface is triggered, the terminal can display a tool selection area. The tool selection area includes at least one interaction tool. The interaction tool may be a tool used for interaction, such as fireworks, a heart, or a flower, and the embodiments of the present invention are not limited thereto. The method for displaying the tool selection area in step 1002 is similar to the method for displaying the tool selection area in step 302, and will not be described again here.
[0087] 1003: In response to a use operation on a target interaction tool, the terminal sends a tool use request to the server. The tool use request includes the first account, the second account, the location of the first icon, the location of the target icon, and the tool identifier of the target interaction tool, where the second account is the account represented by the target icon.
[0088] In the embodiment of the present invention, the terminal can send a tool usage request to the server and obtain the target special effect animation of the target interaction tool from the server. Here, the position of the first icon and the position of the target icon included in the tool usage request are used by the server to determine the special effect trajectory of the special effect resource. The tool identifier included in the tool usage request is used by the server to determine the special effect identifier corresponding to the tool identifier. The method of sending the tool usage request to the server in step 1003 is similar to the method of sending the tool usage request to the server in step 303, and will not be described again here.
[0089] 1004: The terminal receives the target special effect animation sent back from the server. The target special effect animation is generated by the server based on the position of the first icon, the position of the target icon, and the special effect resource of the target interaction tool, which is determined by the server based on the special effect identifier corresponding to the tool identifier.
[0090] In the embodiment of the present invention, the target special effect animation is generated by the server. The process by which the server generates the target special effect animation is as follows: The server determines the special effect identifier of the target interaction tool based on the tool identifier of the target interaction tool. Next, the server obtains the special effect resource of the target interaction tool based on the special effect identifier. Next, the server determines the special effect trajectory of the special effect resource based on the position of the first icon and the position of the target icon. Finally, the server generates the target special effect animation based on the special effect resource and the special effect trajectory. The method employed in the process by which the server generates the target special effect animation is similar to the method by which the terminal generates the target special effect animation in steps 303 to 306, and will not be described again here.
[0091] One point that needs to be explained is that the target special effect animation is returned by the server when the tool usage request meets the target conditions. In other words, the server can verify the tool usage request, and only if the verification is successful will it send the target special effect animation to the terminal. The method by which the server verifies the tool usage request is similar to the method used to verify the tool usage request in step 303, and will not be explained again here.
[0092] 1005: The terminal plays the target special effect animation.
[0093] In the embodiment of the present invention, the terminal directly plays the target special effect animation after receiving it. The method for playing the target special effect animation in step 1005 is similar to the method for playing the target special effect animation in step 306, and therefore will not be described again here.
[0094] The embodiment of the present invention provides a means that, when preparing for a virtual game, a tool selection area containing at least one interaction tool can be displayed in the game preparation interface by triggering a target icon in the game preparation interface. By selecting a target interaction tool from the at least one interaction tool, a target special effect animation corresponding to the target interaction tool can be played, making it intuitively clear that the first account is using the target interaction tool on another account, thereby realizing interaction between the first account and other accounts. In other words, interaction can be performed without requiring a chat channel, enriching the interaction method, improving the efficiency of human-computer interaction, and further improving the efficiency of interaction between accounts.
[0095] Figure 11 is a schematic diagram of the structure of an account-to-account interaction device provided according to an embodiment of the present application. The device is used to perform the steps when performing the account-to-account interaction method described above, and as shown in Figure 11, the account-to-account interaction device includes a first display module 1101 and a replay module 1102.
[0096] The first display module 1101 is used to display the game preparation interface for a virtual game, and the game preparation interface includes a first icon and at least one second icon, the first icon is used to represent the first account that is currently logged in, and the second icon is used to represent accounts other than the first account, and the game preparation interface is used to prepare for a virtual game. The first display module 1101 is further used to display the tool selection area in the game preparation interface in response to a trigger operation on a target icon, wherein the target icon is one of at least one second icon, and at least one interaction tool owned by the first account is displayed in the tool selection area. The playback module 1102 is used to play a target special effect animation of a target interaction tool in response to a use operation on the target interaction tool, the target interaction tool being at least one of the interaction tools, and the target special effect animation is used to display a special effect resource that the target interaction tool points from a first icon to a target icon.
[0097] In some embodiments, Figure 12 is a schematic diagram of the structure of another inter-account interaction device provided according to an embodiment of the present application, and as shown in Figure 12, the regeneration module 1102 is A first acquisition unit 1201 used to obtain a special effect identifier of a target interaction tool in response to a usage operation on the target interaction tool, wherein the special effect identifier is used to indicate the special effect resource of the target interaction tool, and the first acquisition unit 1201 A second acquisition unit 1202 is used to acquire the special effect resource of the target interaction tool based on the special effect identifier, A determination unit 1203 is used to determine the special effect trajectory of a special effect resource based on the position of the first icon and the position of the target icon, Includes a playback unit 1204 used to play a target special effect animation based on special effect resources and a special effect trajectory.
[0098] In some embodiments, as continuously referenced in Figure 12, the first acquisition unit 1201 is used to send a tool use request to the server in response to a use operation on a target interaction tool, the tool use request includes a first account, a second account, and a tool identifier for the target interaction tool, the second account being the account represented by the target icon, and to receive a special effect identifier corresponding to the tool identifier returned from the server.
[0099] In some embodiments, the special effect identifier is returned by the server when the tool use request satisfies the target conditions. The target conditions are: The first account's tool library contains the target interaction tool, and the tool library stores multiple interaction tools owned by the first account. The virtual matches have not yet started, The condition includes that the tool cooldown time is greater than or equal to a time threshold, and that the tool cooldown time is used to represent the time interval between two consecutive uses of an interaction tool by the first account.
[0100] In some embodiments, as continuously referenced in Figure 12, the playback module 1102 is used to: send a tool use request to the server in response to a use operation on a target interaction tool, the tool use request includes a first account, a second account, the position of a first icon, the position of a target icon, and a tool identifier of the target interaction tool, the second account being the account represented by the target icon; receive a target special effect animation returned from the server, the target special effect animation being generated by the server based on the position of the first icon, the position of the target icon, and the special effect resources of the target interaction tool, the special effect resources of the target interaction tool being determined by the server based on the special effect identifier corresponding to the tool identifier; and play the target special effect animation.
[0101] In some embodiments, the special effects resource includes a first special effect, a second special effect, and a third special effect, the first special effect being a special effect displayed when the target interaction tool is at the position of the first icon, the second special effect being a special effect displayed during the movement of the target interaction tool, and the third special effect being a special effect displayed when the target interaction tool is at the position of the target icon.
[0102] In some embodiments, as continuously referenced in Figure 12, the first display module 1101 is used to obtain the consumption frequency of at least one interaction tool in response to a trigger operation on a target icon, and to display a tool selection area in the game preparation interface based on the consumption frequency of at least one interaction tool, wherein the at least one interaction tool is displayed in the tool selection area in order of decreasing consumption frequency.
[0103] In some embodiments, as continuously referenced in Figure 12, the first display module 1101 is used to obtain the remaining quantity of at least one interaction tool in response to a trigger operation on a target icon, and to display a tool selection area in the game preparation interface based on the remaining quantity of at least one interaction tool, wherein the at least one interaction tool is displayed in the tool selection area in order of decreasing remaining quantity.
[0104] In some embodiments, as continuously referenced in Figure 12, the first display module 1101 is used to obtain an account relationship between a first account and a second account in response to a trigger operation on a target icon, wherein the second account is the account represented by the target icon, and to display at least one interaction tool corresponding to the account relationship in the tool selection area of the game preparation interface.
[0105] In some embodiments, as continuously referenced in Figure 12, the first display module 1101 is used to display a tool selection control in response to a trigger operation on a target icon, the tool selection control being used to select an interaction tool to use for a second account, the second account being the account represented by the target icon, and to display a tool selection area in the game preparation interface in response to a trigger operation on the tool selection control.
[0106] In some embodiments, the tool selection area is a single circular region, and the center of the tool selection area coincides with the center of the target icon.
[0107] In some embodiments, as continuously referenced in Figure 12, the apparatus further includes a second display module 1103 and a selection module 1104. The second display module 1103 is used to display the tool addition interface, and the tool addition interface is used to add interaction tools to the first account. The second display module 1103 is further used to display multiple interaction tools of the first account in response to a trigger operation on the tool addition control in the tool addition interface. The selection module 1104 is used to determine at least one interaction tool to be selected from among multiple interaction tools in response to a tool selection operation.
[0108] The inter-account interaction device provided in the embodiment of the present invention can, when preparing for a virtual game, trigger a target icon in the game preparation interface to display a tool selection area containing at least one interaction tool in the game preparation interface. By selecting a target interaction tool from among the at least one interaction tool, a target special effect animation corresponding to the target interaction tool is played, intuitively indicating that the first account is using the target interaction tool on another account, thereby enabling interaction between the first account and other accounts. In other words, interaction can be performed without requiring a chat channel, enriching the interaction method, improving the efficiency of human-computer interaction, and further improving the efficiency of inter-account interaction.
[0109] One point that needs to be explained is that while the above embodiment only describes an example of how the inter-account interaction device operates an application program, in actual applications, the above functions can be distributed to different functional modules according to the needs. That is, the internal structure of the device can be divided into different functional modules to complete all or some of the functions described above. Furthermore, the embodiment of the inter-account interaction device and the inter-account interaction method provided in the above embodiment belong to the same concept, and details of the specific implementation process can be found in the method embodiment, so a redundant explanation will not be provided here.
[0110] In the embodiments of the present application, the computer equipment may be configured as a terminal or a server. When the computer equipment is configured as a terminal, the terminal may implement the technical means provided in the embodiments of the present application as the implementing entity. When the computer equipment is configured as a server, the server may implement the technical means provided in the embodiments of the present application as the implementing entity. The technical means provided in the present application may also be implemented through interaction between the terminal and the server, and the embodiments of the present application are not limited thereto.
[0111] Figure 13 is a schematic diagram of the structure of a certain terminal 1300 provided according to an embodiment of the present application. The terminal 1300 may be a portable mobile terminal, such as a smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), MP4 player (Moving Picture Experts Group Audio Layer IV), notebook computer, or desktop computer. The terminal 1300 may also be referred to by other names such as user device, portable terminal, lap terminal, or desktop terminal.
[0112] Typically, terminal 1300 includes a processor 1301 and memory 1302.
[0113] The processor 1301 may include one or more processing cores, such as a 4-core processor or an 8-core processor. The processor 1301 may be implemented using at least one type of hardware from among DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). The processor 1301 may include a main processor and a coprocessor, the main processor being a processor used to process data in a wake-up state and also called a CPU (Central Processing Unit), and the coprocessor being a low-power processor used to process data in a standby state. In some embodiments, the processor 1301 may integrate a GPU (Graphics Processing Unit), which is used to render and draw content that needs to be displayed on the display screen. In some embodiments, the processor 1301 may further include an AI (Artificial Intelligence) processor, which is used to process computational operations related to machine learning.
[0114] The memory 1302 may include one or more computer-readable storage media, which may be non-temporary. The memory 1302 may further include high-speed random-access memory and non-volatile memory, such as one or more magnetic disk storage devices or flash storage devices. In some embodiments, the non-temporary computer-readable storage media in the memory 1302 are used to store at least one computer program, which is executed by the processor 1301 to implement the inter-account interaction method provided by the method embodiment of the present application.
[0115] In some embodiments, the terminal 1300 optionally further includes a peripheral device interface 1303 and at least one peripheral device. The processor 1301, memory 1302, and peripheral device interface 1303 are connected by a bus or signal lines. Each peripheral device is connected to the peripheral device interface 1303 by a bus, signal lines, or circuit board. Specifically, the peripheral device includes at least one of a display screen 1305 and a power supply 1308.
[0116] The peripheral device interface 1303 may be used to connect at least one I / O (Input / Output) related peripheral device to the processor 1301 and the memory 1302. In some embodiments, the processor 1301, memory 1302, and peripheral device interface 1303 are integrated on the same chip or circuit board, and in some other embodiments, any one or two of the processor 1301, memory 1302, and peripheral device interface 1303 may be implemented on a single chip or circuit board, and this embodiment is not limited thereto.
[0117] The display screen 1305 is used to display a UI (User Interface). The UI may include shapes, text, icons, videos, and any combination thereof. When the display screen 1305 is a touch display screen, the display screen 1305 further has the ability to collect touch signals on or above the surface of the display screen 1305. These touch signals may be input to the processor 1301 as control signals for processing. In this case, the display screen 1305 is further used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, the display screen 1305 may be a single unit mounted on the front panel of the terminal 1300; in some other embodiments, the display screen 1305 may be at least two units, each mounted on a different surface of the terminal 1300, or designed to be foldable; and in some other embodiments, the display screen 1305 may be a flexible display screen, mounted on a curved surface or a foldable surface of the terminal 1300. Furthermore, the display screen 1305 may be mounted as an irregular shape other than a rectangle, i.e., a non-rectangular screen. The display screen 1305 may be manufactured using materials such as LCD (Liquid Crystal Display) or OLED (Organic Light-Emitting Diode).
[0118] Power supply 1308 is used to supply power to each unit in terminal 1300. Power supply 1308 may be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 1308 includes a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged by a wired line, and a wireless rechargeable battery is a battery that is charged by a wireless coil. The rechargeable battery may also be used to support fast charging technology.
[0119] As a person skilled in the art will understand, the structure shown in Figure 13 does not constitute a limitation on terminal 1300, and may include more or fewer units than shown, or combine several units, or employ a different unit layout.
[0120] Figure 14 is a schematic diagram of the structure of a certain type of server provided according to an embodiment of the present application. The server 1400 may vary considerably in configuration or performance and may include one or more processors (Central Processing Units, CPUs) 1401 and one or more memories 1402. Here, the memory 1402 stores at least one computer program, which is loaded and executed by the processor 1401 to implement the inter-account interaction method provided by each embodiment of the method. Of course, the server may further include components such as wired or wireless network interfaces, keyboards, and input / output interfaces to facilitate input and output. The server may further include other components used to implement the functions of the device, which will not be described again here.
[0121] Embodiments of the present invention further provide a computer-readable storage medium. The computer-readable storage medium stores at least one computer program, which is loaded and executed by the processor of a computer device to perform operations performed by the computer device in the inter-account interaction method of the above embodiment. For example, the computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc read-only memory (CD-ROM), a magnetic tape, a floppy disk, or an optical data storage device.
[0122] Embodiments of the present application further provide a computer program product or computer program, which includes computer program code, the computer program code being stored in a computer-readable storage medium. A processor of a computer device reads the computer program code from the computer-readable storage medium, and the processor executes the computer program code to cause the computer device to perform an inter-account interaction method provided in the various selectable implementations described above.
[0123] Those skilled in the art will understand that all or some of the steps of the above embodiments may be completed by hardware, or by a program issuing instructions to the relevant hardware. The program may be stored in a computer-readable storage medium, which may be read-only memory, a magnetic disk, or an optical disk, etc.
[0124] The foregoing are merely selectable embodiments of the present application and do not limit it. Any modifications, substitutions with equivalents, or improvements made within the spirit and principles of the present application should all be included within the scope of protection.
Claims
[Claim 1] A method of interaction between accounts, performed by computer equipment, A step of displaying a game preparation interface for a virtual game, wherein the game preparation interface includes a first icon and at least one second icon, the first icon being used to represent the currently logged-in first account, the second icon being used to represent accounts other than the first account, and the game preparation interface being used to prepare the virtual game. Steps include: displaying an item selection area in the game preparation interface in response to a trigger operation on a target icon, wherein the target icon is one of the at least one second icon, and at least one interaction tool owned by the first account is displayed in the item selection area; A method comprising the steps of: playing a target special effect animation of a target interaction tool in response to a use operation on the target interaction tool, wherein the target interaction tool is any one of the at least one interaction tool, and the target special effect animation is used by the target interaction tool to display a special effect resource pointing from the first icon to the target icon.