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

The method enhances game level-up interactions by displaying resource exchange controls to determine level-up states and perform animations, addressing the inflexibility of conventional methods through flexible and efficient level-up processes.

JP7803504B2Active Publication Date: 2026-01-21TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
JP2024532677
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2022-06-01
Filing Date
2023-04-14
Publication Date
2026-01-21
Estimated Expiration
2043-04-14

AI Technical Summary

Technical Problem

Conventional methods for increasing game level in strategy games require repetitive and cumbersome click operations to exchange virtual gold coins for game experience points, leading to reduced flexibility in level-up interactions.

Method used

A method and apparatus that display a task screen with a resource exchange control for obtaining level-up resources, determine a level-up interaction state based on operation parameters, and if a quick level-up condition is met, raise the virtual character's level and play a corresponding animation, allowing for flexible level-up without repeated operations.

Benefits of technology

The solution avoids repetitive operations by detecting level-up interaction states, enabling flexible level-up interactions based on pressing operation parameters, thereby enhancing the flexibility of the level-up process.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

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 field of computers, and more particularly to level-up interactions for game tasks. [Background technology]

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

[0004] Typically, 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 player's game level, the more avatars can participate in the match on the player's controlled field. In other words, in the game, choosing whether to use virtual gold coins to improve the game level or purchase avatars becomes an important game strategy.

[0005] In a conventional method for increasing a player's game level, a certain number of virtual gold coins is typically exchanged for a certain number of game experience points, and the player repeatedly exchanges the game experience points to increase the game level. When the game experience points reach a preset threshold, the player's game level is increased. However, the conventional method of exchanging a certain number of virtual gold coins for a certain number of game experience points requires the player to perform multiple click operations, which makes the operation cumbersome. In other words, the conventional method for increasing the game task level has a technical problem of reduced flexibility.

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

[0007] The embodiments of the present invention provide a method and apparatus, medium, electronic device and program product for leveling up interaction in a game task, which can solve at least the technical problem of the reduced flexibility of conventional leveling 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, including: displaying a task screen of a virtual game task for a controllable virtual character, the virtual game task being a multi-round competition task between a plurality of virtual characters, and each round competition task in the multi-round competition 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 obtaining level-up resources using material resources possessed by the controllable virtual character; 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 met, raising the controllable 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.

[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 to participate 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 displaying a resource exchange control for acquiring a level-up resource by using a material resource possessed by the virtual character to be controlled. a determination unit for 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 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 game task level-up interaction method.

[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 present invention 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 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 displaying the level-up interaction state as a quick update. and if the level-up condition is reached, performing 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 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 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. [Brief explanation of the drawings]

[0014] [Figure 1] 1 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; FIG. [Figure 2] 1 is a flowchart of a selectable game task level-up interaction method according to an embodiment of the present invention. [Figure 3]FIG. 10 is a schematic diagram of another selectable game task level-up interaction method according to an embodiment of the present invention. [Figure 4] FIG. 10 is a schematic diagram of yet another selectable game task level-up interaction method according to an embodiment of the present invention. [Figure 5] FIG. 10 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. 10 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. 10 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. 10 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. 10 is a schematic diagram of yet another selectable game task level-up interaction method according to an embodiment of the present invention. [Figure 10] 10 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] 10 is a flowchart of yet another selectable game task level-up interaction method according to an embodiment of the present invention. [Figure 13] FIG. 10 is a sequence diagram of another game task level-up interaction method according to an embodiment of the present invention. [Figure 14] 1 is a schematic block diagram of a selectable game task level-up interaction device according to an embodiment of the present invention; [Figure 15] 1 is a schematic block diagram of a selectable electronic device according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION

[0015] In order to allow those skilled in the art to better understand the technical techniques of the present invention, the technical techniques according to the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present invention. Obviously, 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 those skilled in the art can obtain without inventive steps 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 between similar objects and do not limit the order of decisions or the order of precedence or posteriority. It will be understood that the data used in this manner may be exchanged, where appropriate, to cause embodiments of the present invention to be performed in an order other than that illustrated or described herein. Furthermore, the terms "comprise" and "have," and any variations thereof, are intended to cover non-exclusive inclusions; for example, a process, method, system, product, or device comprising a series of steps or units is not necessarily limited to the explicitly listed steps or units, but may include other steps or units that are not explicitly listed or that are inherent in the process, method, product, or device.

[0017] The following technical terms are used in the embodiments of the present 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 chess board. Each round consists of two phases: preparation and battle. In the preparation phase, players purchase pieces (heroes) from the shop and arrange them on the chess board to form a team. When the battle phase begins, the formations of both sides are locked, and the pieces fight automatically until all of one side's pieces are knocked out. A player who loses all of their pieces becomes the loser of the round, and a certain number of vitality points are deducted from the loser. In this way, game rounds are repeated, with each player being matched with a new opponent, until the player is deemed knocked out when their life value reaches 0 or less. The player who survives until the end wins the game (first place).

[0019] Gold coins: Used to purchase heroes in games, promote heroes, and refresh basic resources in the shop. 10% of the current gold coins will be awarded as an additional reward each round, and additional gold coins will be awarded for consecutive wins or failures.

[0020] Level Up: This refers specifically to purchasing experience points by spending gold coins during Auto Chess matches, 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 may be applied to, but is 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 run 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. The first virtual character 10 and the second virtual character 11 can compete directly in the virtual scene, controlling their respective avatars. The screen also provides a human-computer interaction interface that receives human-computer interaction operations to control the controlled avatars in the virtual scene, and the avatars execute the competitive game task set in the virtual scene. The processor generates interaction commands in response to the human-computer interaction operations and transmits the interaction commands to the server. The memory stores screen data for the scene screen, attribute data related to the attribute information of the avatars controlled by the client terminals (such as the avatar's level information, avatar's life value, and the number and type of virtual characters owned by the avatars), and virtual social resources owned by the avatars controlled by the client terminals.

[0022] The server 106 further includes a processing engine for executing storage or read operations on the database 108. Specifically, the processing engine determines the result of a level-up operation according to a pressing operation command for the resource exchange control fed back from the terminal device 110. If it is determined that the level-up is complete, 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 battle on the field of the current virtual character. At the same time, the processing engine reads level-up animations corresponding to different levels from the database 108 and displays the corresponding level-up animations on the game interface.

[0023] The specific procedure is shown in the following steps. For example, in step S102, a task screen of a virtual game task in which a controlled virtual character is currently participating is displayed on the terminal device 102. Here, the virtual game task is a multi-round competitive task between multiple virtual characters, and each round competitive task in the multi-round competitive task is a process in which two virtual characters each select at least one avatar to participate in the competition. Then, in step S104, a resource exchange control is displayed on the task screen. Here, the resource exchange control is used to obtain level-up resources by using material resources possessed by the controlled virtual character. Then, in step S106, in response to a pressing operation on the resource exchange control, a level-up interaction state matching the operation parameters of the pressing operation is determined. Furthermore, in step S108, if the level-up interaction state indicates that a quick level-up condition has been met, a level-up animation is played to raise the controlled virtual character from its current first level to a second level. Here, 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. Subsequently, 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 sends 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 more powerful computing capability, 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, wherein 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, wherein the resource exchange control is used to obtain 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 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 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.

[0027] Optionally, in this embodiment, the game task level-up interaction method may be applied to a user device, but is not limited to this. The user device may be a user device that supports the operation of an application client terminal, such as, but not limited to, a mobile phone, a tablet, a laptop, or a personal computer (PC). The server and the user device may realize data interaction via a network, but is not limited to this. The network may include, but is not limited to, a wireless network or a wired network. Among these, the wireless network may include Bluetooth, Wi-Fi, and other networks that realize wireless communication. The wired network may include, but is not limited to, a wide area network, a metropolitan network, and a local area network. The above is merely 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 an alternative 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 multiple 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.

[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 assigned to the game, and they are matched one-on-one in one game round. Each player in the game is assigned a portion of the virtual battle field, and in the battle phase, the fields of the two competing players are connected, and the battle takes place on the connected virtual battle field. Each round includes two phases: preparation and battle. In the preparation phase, players purchase pieces (i.e., avatars) from a shop and arrange the pieces on a chessboard to form a team. In the battle phase, both sides' formations are locked, and the pieces fight automatically until one side's pieces are knocked out. A player who loses all of their pieces becomes the loser of the round, and a certain number of life points (battle resources) are deducted from them. Thus, after one round ends, game rounds are repeatedly executed, with each player being matched with a new opponent, until the player is determined to be knocked out when their life point reaches 0 or less. The player who survives until the end will be the winner of the game (1st place).

[0032] One selectable virtual game task screen may be shown in FIG. 3, displaying the game task screen of the currently controlled virtual character. The currently controlled virtual character is the game account (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 match. Correspondingly, "Monster 5" and "Monster 6" shown in FIG. 3 are avatars selected by the account (the opponent virtual character of the currently controlled virtual character) controlled by the opposing player to participate in the match. In this embodiment, during the preparation phase, the controlled virtual character and the opponent virtual character can select virtual characters to participate in the match, increase the level of the avatars participating in the match, and distribute the avatar positions. During the match phase, the avatars in FIG. 3 are controlled to fight automatically, and the outcome of the match is determined when all of one player's avatars are "knocked out."

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

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

[0035] In one possible embodiment, the controlled virtual character may acquire different amounts of level-up resources depending on the outcome of the match in which it participates. For example, when the match ends, the winning virtual character may receive a large amount of level-up resources, while the losing virtual character may receive a small amount of level-up resources. In another possible embodiment, the controlled virtual character may acquire the level-up resources depending on the length of time the controlled virtual character participates in the match. For example, a virtual character whose match lasts longer may be rewarded with more level-up resources. It should be understood that the above-described method of acquiring level-up resources is merely an example, and the specific manner of acquiring level-up resources in the above-described 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 level-up resources per unit by consuming material resources per unit of the virtual character to be controlled.

[0037] The method will be described below using the Auto Chess game as an example. The material resources may be virtual gold coins, which may be used by the controlled virtual character to purchase the avatar and participate in the battle, or to level up the avatar. As an option, the virtual gold coins held by the controlled virtual character may increase at a fixed 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 current battle round, the first controlled virtual character may acquire 10% of the virtual gold coins held by the first controlled virtual character at the end of the current battle round, i.e., 10 additional virtual gold coins (100 * 10%), bringing the current number of virtual gold coins held to 110. In this embodiment, the virtual character may exchange the virtual gold coins for virtual experience value resources. For example, by consuming one virtual gold coin, one additional virtual experience point may be acquired.

[0038] In one specific embodiment, the display form of the resource exchange control may be a resource exchange control 301 displayed in the lower left corner of Fig. 3, i.e., a selectable display form. This resource exchange control 301 is used to acquire level-up resources by using 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 accidental 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 is displayed when a virtual character exchange trigger operation is detected, 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 press operation or a slide operation. Here, the press operation may be a long press operation or a click operation. It should be understood that different level-up interaction methods can be arranged for different types of operations. For example, a click operation may correspond to a first level-up interaction, and a long press operation may correspond to a second level-up interaction. The operation parameter may be the duration of the long press operation or the force of the long press operation. After the operation parameter is acquired, a specific operation mode is determined according 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 quick level-up condition has been reached, raise the controllable virtual character from a first level to a second level, and play a level-up animation for raising the controllable virtual character from its 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 current controlled virtual character's level ("Level 5") and level-up information ("38 / 56"). This indicates that 56 experience points are required to upgrade from the current level ("Level 5") to "Level 6," but the currently acquired experience points are 38. At the same time, the right box of the resource exchange control 401 displays the number "4," indicating that if a click operation on the resource exchange control is performed, i.e., a normal exchange operation is performed, 4 experience points will be exchanged for 4 virtual gold coins. At the same time, the resource exchange control displays a gold coin prompt box 405, indicating that the currently controlled virtual character has 36 surplus gold coins. In this embodiment, the controlled virtual character can control four avatars at their current level and participate in a competition.

[0047] When a long press on the resource exchange control 401 is detected, i.e., when it is determined that the trigger condition for quick level-up has been met, the icon shown in Fig. 4(b) is displayed. That is, the current level-up progress is displayed as a circular icon superimposed on the resource exchange control 401, and a level-up prompt box 402 reading "Target level 5>6; remaining gold coins 36>18" is displayed above the resource exchange control 401, indicating that the next level to be reached is "Level 6," the current number of remaining "gold coins" is 36, and the number of "gold coins" remaining after completing the level-up is 18. In other words, it indicates that 18 "gold coins" must be consumed to gain 18 experience points, and that a level-up interaction operation must be performed.

[0048] When the circular progress icon in FIG. 4(b) indicates that the level-up progress is 100%, a control style such as that 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 currently controlled virtual character's level "Level 6" and level-up information "0 / 80," indicating that 80 experience points are required to increase from the current level "Level 6" to "Level 7," but that 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 currently controlled virtual character's level-up interaction operation has ended. Furthermore, the gold coin prompt box 406 indicates that the controlled virtual character currently possesses 18 gold coins. At the current level, the controlled virtual character can control five virtual characters and participate in competitions. In other words, by leveling up the controlled virtual character, more virtual characters can be controlled and participate in competitions.

[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, wherein 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, wherein the resource exchange control is used to obtain level-up resources by using material resources 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 update. and if the detected level indicates that a 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 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.

[0050] In one alternative embodiment, the step S206 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 includes: Step S1: in response to a control operation on a resource exchange control, acquiring operation parameters of the control operation; a step S2 of determining that the quick level-up mode has been triggered when the operation parameter reaches 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 step S3 of determining that the level-up interaction state reaches a quick level-up condition 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 that matches the second level, and the second level and the first level are adjacent to each other.

[0051] In one possible embodiment, 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 acquired 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 acquired, 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 acquired.

[0053] When it is determined that a pressing operation on the resource exchange control has been acquired, a pressing time parameter is acquired. If the pressing time reaches a first threshold, it is determined that the trigger condition for quick level-up has been met. If 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 to be performed. Specifically, four virtual gold coins can be consumed in one exchange operation to gain four experience points.

[0054] Furthermore, if the operation parameter reaches 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 resources currently possessed by the virtual character to be controlled is obtained. It should be understood that, in this case, 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 if 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 quick level-up condition has been reached.

[0055] For example, if the virtual character to be controlled currently possesses 100 virtual gold coins and the experience points required to advance from the current level to the next level are 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 possessed by the virtual character to be controlled. Therefore, it is determined that the resource value of the material resource currently possessed 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 virtual character currently under control possesses 25 virtual gold coins and the experience points required to advance from the current level to the next level are 50, the number of gold coins required to advance to the next level is 50, which is more than the number of virtual gold coins currently possessed by the virtual character under control, and therefore it is determined that the level-up interaction state does not meet the conditions for quick level-up. As an optional form, if the conditions for quick level-up are not met, a message such as "Sorry, but you do not currently have enough gold coins" can be displayed to indicate that the quick level-up operation has failed.

[0057] In this embodiment, the quick level-up operation can only raise the level by one level at a time, and if another quick level-up is required, it must be triggered by a second long press operation, thereby preventing the player from accidentally consuming all material resources and affecting the operation experience.

[0058] In the above embodiment of the present application, the following steps are performed: in response to a press operation on a resource exchange control, acquiring operation parameters of the press operation, where the operation parameters include at least one of a press time and a press pressure; determining that the quick level-up mode has been triggered if the operation parameters meet a quick level-up trigger condition, and acquiring a resource value of a material resource currently possessed by the virtual character to be controlled; and determining that the level-up interaction state has met the quick level-up condition if 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 that matches the second level, and the second level is adjacent to the first level. By performing these steps, it is possible to determine whether the quick level-up mode has been triggered according to the press operation parameters, thereby combining the level-up method of the normal exchange state and the level-up method of the quick level-up to increase 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 have reached 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, whether the quick level-up mode has been triggered can be determined based on the pressing time. If the pressing time is equal to or greater than the target time, it is determined that the operation parameters have reached the quick level-up trigger condition, and 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 quick level-up trigger condition, and the normal level-up mode has been triggered. In other words, it is determined that the current pressing operation is a click operation based on the pressing time, and in response to the click operation, a certain number of material resources are consumed to obtain a certain number of level-up resources.

[0061] In this embodiment, whether the quick level-up mode has been triggered can be determined further 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 quick level-up trigger condition, and 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 quick level-up trigger condition, and the normal level-up mode has been triggered. In other words, according to the pressing pressure, it is determined that the current pressing operation is a click operation, and in response to the click operation, a certain number of material resources are consumed to obtain a certain number of level-up resources.

[0062] In the above embodiment of the present application, if 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 if 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. This makes it possible to accurately determine whether the quick level-up mode has been triggered according to the pressing operation parameters, and therefore makes it 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 possible embodiment, after the step of acquiring the resource value of the material resource currently possessed by the virtual character to be controlled, the method further includes a step of determining that the level-up interaction state does not meet the conditions for quick level-up 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, and displaying prompt information indicating that the level-up of the virtual character to be controlled has failed.

[0064] Two selectable specific embodiments of the method will be described below with reference to FIGS. 5 and 6. As shown in FIG. 5(a), the resource exchange control 501 indicates that 18 experience points are required to advance to the next level, i.e., 18 gold coins are required to complete a quick level-up. However, the gold coin prompt box 502 indicates that the controlled virtual character currently possesses 10 virtual gold coins, which does not meet the requirement that at least 18 virtual gold coins be exchanged for 18 experience points to advance to the next level. When a long press on the resource exchange control 501 is detected, an icon interface such as that shown in FIG. 5(b) is displayed. Specifically, a prompt animation 503 stating "Opps! Not enough gold coins" is displayed above the resource exchange control, indicating that the controlled virtual character has failed to level up.

[0065] Another selectable embodiment will be described below with reference to Fig. 6. As shown in Fig. 6(a), when a long press operation on the resource exchange control 601 is detected and 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 saying "Opps! Not enough gold coins" is displayed on the scene interface, that is, prompt information indicating that the virtual character to be controlled has failed to level up is displayed.

[0066] In the above embodiment of the present application, 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, it is determined that the level-up interaction state does not meet the conditions for quick level-up, and a step is executed to display prompt information indicating that the level-up of the virtual character to be controlled has failed.By displaying related prompt information when the resource value of the material resource does not meet 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 raising the controlled virtual character from a first level to a second level and playing a corresponding level-up animation includes: Step S1: if the level-up interactive state indicates that a quick level-up condition has been 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 moving up a first level; and step S2, when playback of the level-up buffering progress prompt animation has finished, determining that level-up buffering for the first level has finished, raising the first level to a second level, and displaying prompt information indicating that the virtual character to be controlled has successfully leveled up.

[0068] It should be understood that in this embodiment, the level-up buffering progress is indicated by playing a level-up buffering progress prompt animation. In one selectable display form, the level-up buffering progress prompt animation may be a circular progress chart, which indicates the current progress of buffering by the percentage of the highlighted portion of the ring that occupies the entire 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 by the highlighted portion of the chart. In another selectable form, the level-up buffering progress prompt animation may also be a circular graph. The above-described display methods of the progress prompt animation are merely examples, 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 level-up may be determined after the buffering animation has finished playing for the predetermined time. 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 may be determined according to the experience points remaining for the controlled virtual character to advance to the next level. For example, the more experience points remaining, 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 chart shown in FIG. 4(b) is one selectable display format for the level-up buffering animation, i.e., a ring buffer is displayed near the pressed point, with a highlighted area indicating the progress of buffering. FIG. 7 shows another selectable display format for the level-up buffering animation. In response to a long press on the resource exchange control shown in FIG. 7(a), an icon format like that shown in FIG. 7(b) is displayed. For example, prompt animation 701 shows a horizontal bar graph indicating that the current buffering progress is 9 / 16, indicating that 18 experience points are required to advance to the next level, but only 11 experience points have been acquired, and indicating that 7 experience points remain to be accumulated for a quick level-up. It should be understood that if prompt animation 701 indicates that buffering is complete, an icon format indicating successful level-up, such as that shown in FIG. 7(c), is displayed.

[0071] In the embodiment of the present application, when the level-up interactive state indicates that the quick level-up condition 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 successfully leveled up is executed, thereby notifying the current level-up buffering progress in an animated format, thereby improving 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 held 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, while if an interruption of the long press operation is detected, an instruction is given to the virtual character currently being controlled to cancel this quick level-up operation, and further, the material resources and level-up resources of the virtual character being controlled are controlled to be maintained at the values ​​before triggering the resource exchange control.

[0074] In the embodiment of the present application, when the pressing operation on the resource exchange control is interrupted, the level-up buffering for the first level is canceled, and the resource values ​​of the material resources and the level-up resources held by the virtual character to be controlled before the pressing operation are retained. This allows the virtual character to be provided with an operation method for canceling quick level-up, thereby avoiding the 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 playback time that matches the second level rating, and playing a level-up buffering progress prompt animation according to the first playback time; determining a difference between the resource value of the level-up resource that matches 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 that matches the difference value.

[0076] It should be understood that in a first aspect of this embodiment, 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, i.e., the longer the buffering time. In one specific embodiment, for example, the control operation is a press 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 1 second, 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 1.2 seconds. That is, to trigger a quick level-up operation from level 6 to level 7, a longer press and hold operation needs to be detected.

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

[0078] In the above embodiment of the present application, by performing the steps of determining a first playback time that matches the grade of the second level, 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 that matches 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 that matches the difference value, multiple level-up buffering animation playback methods can be provided, thereby improving the flexibility of level-up interaction.

[0079] Optionally, 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 step S2, determining that the level-up interaction state has reached a condition for quick level-up if 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 the resource value of the level-up resource that can be exchanged using the 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, whether the current quick level-up operation can be realized is determined by comparing the first reference resource value of the level-up resource that can be exchanged using the resource value of the material resource currently possessed by the virtual character to be controlled, the resource value of the level-up resource that matches the second level, and the 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, the steps of determining the difference between the resource value of the level-up resource that matches the second level and the resource value of the level-up resource currently possessed by the virtual character to be controlled, and determining that the level-up interaction state has reached the conditions for quick level-up if the first reference resource value of the 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, enable the progress and possibility of realizing the quick level-up operation to be accurately determined from the comparison of the two, thereby improving the flexibility of the level-up interaction operation.

[0082] 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 comprises when the level-up interaction state indicates that a quick level-up condition has been reached, increasing the controlled virtual character from the first level to the second level and playing a level-up progress prompt animation, wherein the level-up progress prompt animation is used to dynamically indicate the level-up progress for increasing from the first level to the second level.

[0083] In this embodiment, the current level-up progress is dynamically displayed 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 the quick level-up condition has been reached, a step of playing a level-up progress prompt animation, wherein the level-up progress prompt animation is used to dynamically show the level-up progress for going up from the first level to the second level, so that 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 continuous operation times of control operations exist; Step S2: exchanging the material resource of unit resource value with the 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 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 controlled virtual character is updated in real time. For example, if the control operation is a long press operation, even if the long press operation is interrupted, the exchanged experience points are not recovered, and the consumed virtual gold coins are not returned, and the current level-up progress remains. At the same time, the exchange rate from material resources to level-up resources accelerates as the long press operation time increases.

[0087] The method will be described below with reference to FIGS. 7 and 8. As shown in FIG. 7, for example, if the control operation is a long press operation among pressing operations, the longer the duration of the long press, the shorter the exchange interval for exchanging virtual gold coins for virtual resources. For example, in FIG. 8, in a 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, one exchange of virtual gold coins for virtual resources occurs. In a second duration period (200 ms, 400 ms), the corresponding exchange period is 100 ms. That is, two exchange operations occur in the second duration period (200 ms). In a third duration period (400 ms, 700 ms), the corresponding exchange period is 75 ms. That is, four exchange operations occur in the third duration period (300 ms). In the fourth duration period (700ms, 1000ms), the corresponding exchange period is 50ms, which means that the exchange operation occurs six times in the fourth duration period (300ms).

[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 increases, the replacement speed increases and the replacement cycle becomes shorter.

[0089] Here, it should be understood that once the number of exchanges is obtained, the number of resource values ​​exchanged each time can be further obtained, and 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 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 a level-up resource at each exchange interval that matches the time range, where 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 exchange result, thereby enabling the relationship between the control time and the number of exchanges to be determined accurately, 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 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.

[0092] It should be understood that in this embodiment, by pressing and holding the resource exchange control, real-time resource exchange 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 values ​​exchanged at the time of interruption are set as the final state, and the material resources and level-up resources 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 canceled, the material resources held by the virtual character to be controlled are updated to the resource value 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 that accurately determines 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 alternative embodiment, after the step of canceling the level-up for the first level, the step further includes, when the control operation for the resource exchange control is resumed, 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 pressing operations, it should be understood that if 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 embodiment, the exchange rate of the resumed long press operation can be incremented from the previously interrupted long press operation. This embodiment will be described with reference to FIG. 8. For example, in the process of performing a long press from level 5 to level 6, the duration of the first long press operation is 200 ms, and the corresponding exchange speed is 200 ms / operation, i.e., 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. In other words, the duration of the second long press operation is determined to be within a cycle of 200 ms-400 ms, and the corresponding exchange speed is further determined to be 100 ms / operation, i.e., two exchanges have occurred.

[0096] In another alternative embodiment, the exchange rate for a resumed long press operation needs to be recalculated. This 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 rate is 200 ms / time, i.e., 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 rate needs to be recalculated. That is, the duration of the second long press operation is determined to be within a cycle of 0 ms to 200 ms, and the corresponding exchange rate is 200 ms / time, i.e., one exchange has occurred.

[0097] In the above embodiment of the present application, when the control operation on the resource exchange control is resumed, the step of continuously updating the level-up progress status in the level-up progress status prompt animation is executed starting from the level-up progress status achieved at the time of interruption, thereby providing an operation method that accurately determines the level-up progress status according to the activation of the control operation at any time, thereby improving the flexibility of the level-up interaction operation.

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

[0099] The above-described configuration 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 pattern such as that 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 virtual character currently being controlled, "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 that the currently acquired experience points are 0. Furthermore, as shown in the gold coin prompt box 406, it indicates that 18 gold coins will remain after the level-up is complete.

[0100] In the embodiment of the present application, the display efficiency of the level-up interaction can be improved by performing 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 held 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 the pressing operations.

[0102] As shown in the flowchart in 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 the player has pressed and held 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, while 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 step S1004 may be implemented by a server system. After the server sends the determination result back 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 goal 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, and FIG. 4 uses a circular shape as an example) may be displayed at the position where the finger is pressed.

[0107] Next, step S1008 is executed to determine whether the buffer bar is full. If it is determined that the buffer bar is full, step S1010-2 is executed to indicate that the level-up is successful and a prompt special effect is popped up. If it is determined that the buffer bar is not full, step S1010-1 is executed to determine whether the player has lifted their finger. If it is determined that the player has lifted their finger, step S1012 is executed to cancel the current operation. If it is determined that the player has not lifted their finger, the process returns to step S1008.

[0108] Specifically, if the player continues to press the button 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 complete at this point, and continuing to press the button will not continue the trigger. To continue leveling up, the player must release their hand from the screen and then press the button again. Also, if the player lifts their finger midway through the quick level-up operation, the current number of gold coins and experience points will be 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 advance to 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 an appropriate prompt will be displayed, which may be located near the button or in the center 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 the real-time operation signal of the player's finger to the logic layer; in S1106, the logic layer determines whether the current number of gold coins is enough to advance to 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 "Insufficient gold coins"; in S1108-2, if the answer is "YES", the quick level-up operation is performed, that is, S1110-2 continues to be executed, and the presentation layer displays the level-up target and 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 determines whether the player lifts his finger during buffering. If the answer is "NO" at S1118-1, the level-up is successful after buffering is completed, and at S1120-1, the presentation layer pops up the corresponding prompt special effect; on the other hand, if the answer is "YES" at S1118-2, the 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 the player has pressed and held 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, step S1204 is executed to determine whether the number of gold coins is 0; if it is determined that the number of gold coins is 0, step S1206-2 is executed to stop the quick level-up and keep the progress bar at the current progress rate; if the number of gold coins is not 0, step S1206-1 is executed to execute the quick level-up and accelerate the injection speed of experience points over time.

[0117] Specifically, if the answer is "YES," quick level-up will not be performed, and the progress bar on the information display panel will remain at its current progress. If the answer is "NO," quick level-up will be performed (an information display panel will be displayed above the button, and the progress bar will be updated in real time), and the experience point injection speed will increase as the pressing time increases. As shown in Figure 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 will display an information display panel above the button and automatically purchase experience points for the player at a certain unit time interval (X ms). The longer the pressing time increases, the shorter the exchange time interval will be. The relationship between the long press duration and the exchange time interval is shown in Figure 8.

[0118] Next, step S1208 is executed to determine whether the player has lifted their finger. If it is determined that the player has lifted their finger, step S1206-2 is executed to stop the quick level-up and keep the progress bar at the current progress rate. If it is determined that the player has not lifted their finger, step S1210-1 is executed to determine whether the level-up has been completed. If the level-up has been completed, step S1212 is executed to indicate that the level-up was successful and to pop up a prompt special effect. If the level-up has not been completed, step S1204 is executed again.

[0119] Specifically, in this embodiment, when the button is pressed, experience points are automatically exchanged until the level-up is complete, and a special prompt effect indicating successful level-up appears. According to the rules, the level-up operation ends at this point, and continuing to press the button will not continue the trigger. To continue leveling up, the player must release their hand from the screen, then press and hold again to trigger again. Experience points are exchanged in real time throughout the entire process. If the player releases their hand midway, the exchange is stopped and the current progress is suspended, but the gold coins consumed are not refunded and the experience points gained are not recovered. If the player does not have enough gold coins to reach the next level, the progress bar remains at the point where all of the player's gold coins have been consumed. Although the player was not successful in leveling up, the gold coins consumed are not refunded and the experience points gained are not recovered.

[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 the 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 the answer 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 the answer is "NO", the quick level-up operation is performed, and the experience point injection speed 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 down 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 the answer is "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 that the level-up is successful; on the other hand, in S1318-2, if the answer is "YES", the quick level-up is paused, and in S1320-2, the progress bar on 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, wherein 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 competition; displaying a resource exchange control in the task screen, wherein the resource exchange control is used to obtain 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 pressing operation in response to a pressing operation on the resource exchange control; and and if the interaction state indicates that the condition for quick level-up has been reached, playing a level-up animation to raise the controlled virtual character from its 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 conventional level-up interaction methods, and achieving the technical effect of flexibly leveling up according to pressing operation parameters.

[0124] It should be noted that, 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 a different order or simultaneously. Next, those skilled in the art should recognize that all the embodiments described herein 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 Figure 14, the device comprises: a first display unit 1402 for displaying a task screen of a virtual game task of a virtual character to be controlled, wherein 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 acquire level-up resources by utilizing material resources possessed by the virtual character to be controlled; a determining unit 1406 for 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; 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, 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.

[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 quick level-up, and obtaining 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 the material resource currently possessed by the virtual character to be controlled reaches a target material resource value, wherein 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.

[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 the 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: 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 method is configured to execute a step of determining that the level-up interaction state does not meet 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.

[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, wherein the level-up buffering progress prompt animation is used to dynamically indicate the buffering progress for increasing the first level; When the playback of the level-up buffering progress prompt animation is completed, it is determined that the level-up buffering for the first level is completed, and the first level is raised to the second level, and prompt information indicating that the virtual character to be controlled has successfully leveled up is displayed.

[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 canceled, and 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 the control operation is performed is held.

[0133] In one possible implementation, the playback unit further comprises: A method for 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; The method is configured to perform a step of playing the level-up buffering progress prompt animation by one of the following methods: determining a difference between the resource value of a level-up resource that matches the second level and the resource value of a level-up resource currently owned 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.

[0134] In one possible implementation, the decision unit further comprises: determining a difference between the resource value of a level-up resource that matches the second level and the resource value of a level-up resource currently possessed by the virtual character to be controlled; and if 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 quick level-up condition, wherein the first reference resource value is the resource value of the level-up resource that can be exchanged using the 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: If the level-up interaction state indicates that the quick level-up condition has been reached, then increasing the controlled virtual character from a first level to a second level and playing a level-up progress prompt animation, wherein 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 with a level-up resource at 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 the 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 method is configured to execute a step of indicating that the virtual character to be controlled will be raised to the 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.

[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, wherein 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 step of displaying a resource exchange control in the task screen, wherein the resource exchange control is used to acquire level-up resources by utilizing material resources 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 level-up interaction state. If it indicates that the bell-up condition has been reached, the controlled virtual character is raised from the first level to the second level and a corresponding level-up animation is played, 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 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, there is also provided an electronic device for implementing the game task level-up interaction method. The electronic device may be a terminal device or a server as shown in FIG. 15. In this embodiment, the electronic device will be described as a terminal device. As shown in FIG. 15, the electronic device includes a memory 1502 storing a computer program, a processor 1504 configured to execute steps of the method according to any one of the embodiments of the method described above, and a transmission device 1506.

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

[0143] Optionally, in this embodiment, the processor is configured by a computer program to perform the following steps: Step S1 is a step of displaying a task screen of a virtual game task of a virtual character to be controlled, wherein 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; Step S2: displaying a resource exchange control in the task screen, wherein the resource exchange control is used to acquire level-up resources by utilizing material resources 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; and step S4, if the level-up interaction state indicates that a quick level-up condition has been reached, 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.

[0144] Optionally, it should be understood by those skilled in the art that the structure shown in FIG. 15 is merely 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 fewer components (such as a network interface) than those shown in FIG. 15, or may have a different configuration than that 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 an embodiment of the present application. The processor 1504 executes the software programs and modules stored in the memory 1502 to perform each function application and data processing, i.e., to realize 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. The memory 1502 may also include other modules and units in the game task level-up interaction device, which will not be further described 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 flowchart. 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 descriptive 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 computer device reads the computer program from the computer-readable storage medium and executes the computer program to cause the computer 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, which includes a computer program, which when executed on a computer, causes the computer to carry out a method according to said embodiment.

[0152] It should be understood by those skilled in the art that, optionally, in this embodiment, all or part of the steps of the various methods in the above embodiments can be instructed to be executed by relevant hardware of the terminal device by a program that can be stored in a computer-readable storage medium, such as 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 techniques of the present invention may be essentially embodied, or the part that contributes to the prior art, or all or part of the technical techniques may be embodied as a software product. This computer software product is stored in a storage medium containing several instructions for causing one or more computer devices (which may be personal computers, servers, network devices, etc.) to execute all or 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 can be made to the relevant descriptions of other embodiments.

[0155] It should be understood that in some embodiments provided herein, the disclosed client terminal may be implemented in other ways. The device embodiments described above are merely exemplary. 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, or some features may be ignored or not implemented. In other respects, the couplings or direct couplings or communication connections 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 individual 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 across multiple network units. Depending on actual needs, some or all of the units may be selected to achieve the objectives of the technical solutions of the present embodiment.

[0157] Furthermore, the functional units in each embodiment of the present invention may be integrated into a single processing unit, each unit may exist physically independently, or two or more units may be integrated into a single 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, and 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 to participate 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, the level-up resource being for raising the virtual character to be controlled from a first level to a second level; In response to a control operation on the resource exchange control, determining a level-up interaction state that matches an operation parameter of the control operation; and if the level-up interaction state indicates that a quick level-up condition has been reached, raising the controllable virtual character from the first level to the 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; The step of determining a level-up interaction state in response to a control operation on the resource exchange control that matches an operation parameter of the control operation includes: 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 obtaining a resource value of a material resource currently possessed by the virtual character to be controlled; 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, the second level being adjacent to the first level; The control operation includes a pressing operation, and the operation parameters include at least one of pressing time and pressing pressure.

2. After the step of obtaining the operation parameters of the control operation, further 2. The game task level-up interaction method according to claim 1, further comprising a step of determining that the operation parameter reaches a trigger condition for the quick level-up when the pressing time of the operation parameter is equal to or longer than a target time, and determining that the quick level-up mode has been triggered.

3. After the step of obtaining the operation parameters of the control operation, further 2. The game task level-up interaction method according to claim 1, further comprising: determining that the operation parameter reaches 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.

4. After the step of 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 according to claim 1, further comprising a step of determining that the level-up interaction state does not meet the conditions for quick level-up 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, and displaying prompt information indicating that the level-up of the virtual character to be controlled has failed.

5. When the level-up interaction state indicates that the quick level-up condition has been reached, the step of raising the controlled virtual character from the first level to the second level and playing a corresponding level-up animation includes: If the level-up interaction state indicates that the quick level-up condition has been reached, playing a level-up buffering progress prompt animation, 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 successfully leveled up.

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

6. The game task level-up interaction method according to claim 5, further comprising a step of canceling level-up buffering for the first level when the control operation on 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 the control operation is performed.

7. 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 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.

8. After the step of determining a level-up interaction state that matches the operation parameters of the control operation, further determining a difference between the resource value of a level-up resource that matches the second level and the resource value of a level-up resource currently possessed by the virtual character to be controlled; 6. The game task level-up interaction method of claim 5, 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 can be exchanged for a resource value of a material resource currently possessed by the virtual character to be controlled.

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

2. The method for leveling up a game task according to claim 1, further comprising the step of: when the level-up interaction state indicates that the quick level-up condition has been reached, raising the controlled virtual character 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.

10. the step of playing the level-up progress prompt animation 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 the level-up resource at 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 the result of the exchange.

11. Upon playing the level-up progress prompt animation, the method further comprises:

11. The game task level-up interaction method of claim 10, 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 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.

12. After the step of canceling level-up buffering for the first level, further 12. The game task level-up interaction method of claim 11, 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.

13. In playing the corresponding level-up animation, the method further comprises:

13. A game task level-up interaction method according to claim 1, further comprising a step of indicating that the virtual character to be controlled will be raised to the 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.

14. 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 competition task between a plurality of virtual characters, and each round competition task in the multi-round competition task being a process in which each of two virtual characters selects at least one avatar to participate in a competition; 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, the level-up resource being used to raise the virtual character to be controlled from a first level to a second level; a determination unit for 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; a playback unit for raising the controllable 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, wherein a number of avatars that can participate in the competition at the first level is less than a number of avatars that can participate in the competition at the second level; The decision unit: 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 obtaining a resource value of a material resource currently possessed by the virtual character to be controlled; 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, the second level being adjacent to the first level; The control operation includes a pressing operation, and the operation parameters include at least one of pressing time and pressing pressure.

15. A computer program that, when executed by a process, implements the game task level-up interaction method according to any one of claims 1 to 12.

16. 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 described in any one of claims 1 to 12 using the computer program.

Citation Information

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