Virtual resource interaction method, system, medium, and program product
By introducing the interactive mechanism between virtual growth resources and virtual reward resources in the game, and improving the data verification and synchronization links, the problems of monotony and insufficient security of the existing reward forms are solved, and players' motivation and game experience are improved.
Patent Information
- Application Number
- PCT/CN2024/081808
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-12-22
- Filing Date
- 2024-03-15
- Publication Date
- 2025-06-26
AI Technical Summary
The existing character growth reward form is monotonous, with limited incentives, and lack of complete data verification and data synchronization, which makes players prone to fatigue and difficult to maintain a good gaming experience.
The client sends verification data and acquisition requests to the server, and the server verifies and sends virtual growth resources and virtual reward resources. The client synchronizes the updated data, and improves the data verification and data synchronization links.
It improves motivation for players, provides a good gaming experience, and enhances the security and stability of reward distribution.
Smart Images

Figure CN2024081808_26062025_PF_FP_ABST
Abstract
Description
Virtual resource interaction method, system, medium and program product Technical Field
[0001] The present invention relates to the field of human-computer interaction, and in particular to a virtual resource interaction method, system, medium and program product. Background Art
[0002] With advances in computer and network technology, electronic games such as role-playing games (RPGs), card games (CAGs), and simulation games (SLGs) have flourished. In these games, players often control one or more virtual characters in a virtual world to play, level up, collect equipment, and complete game-defined tasks.
[0003] In these games, character growth is often a source of enjoyment, and games need to provide various ways to reward character growth, such as distributing game props, achievement medals, or real-world benefits. Rewarding character growth can give players a sense of accomplishment and enhance their gaming enjoyment.
[0004] However, existing character growth rewards are monotonous and offer limited incentives for players. Without incentives, players can easily become fatigued and struggle to maintain a positive gaming experience. Furthermore, existing reward distribution methods lack security and stability, lacking comprehensive data verification and synchronization.
[0005] Summary of the Invention
[0006] The purpose of the present invention is to provide a virtual resource interaction method, system, medium and program product, which can improve data verification and data synchronization links, increase incentives for players, and provide a good gaming experience.
[0007] An embodiment of the present invention discloses a virtual resource interaction method, the method comprising:
[0008] The client sends a first acquisition request and first verification data to the server to request to obtain virtual growth resources of the first virtual character;
[0009] Based on the first acquisition request and the first verification data, the server sends the virtual growth resource of the first virtual character to the client;
[0010] The client sends a second acquisition request and second verification data to the server to request to obtain the virtual reward resource of the first virtual character;
[0011] Based on the second acquisition request and the second verification data, the server sends the virtual reward resource of the first virtual character to the client.
[0012] Optionally, the first verification data indicates the current number of the first virtual character at the client, and the server sending the virtual growth resource of the first virtual character to the client includes:
[0013] Verifying, by the server, whether the current number of the first virtual characters satisfies the number of the first virtual characters required by the requested virtual growth resources;
[0014] When the current number of the first virtual characters meets the required number of the first virtual characters, the server determines the number of the virtual growth resources to be sent and updates the current number of the first virtual characters;
[0015] The server sends the virtual growth resource and the updated current number of the first virtual character to the client;
[0016] The client synchronizes the current number of the virtual growth resources at the client with the current number of the first virtual character.
[0017] Optionally, the second verification E data indicates the current growth level of the first virtual character at the client, and the server sending the virtual reward resource of the first virtual character to the client includes:
[0018] Verifying, by the server, whether the current growth level of the first virtual character satisfies the growth level of the first virtual character required by the requested virtual reward resource;
[0019] When the current growth level of the first virtual character meets the required growth level of the first virtual character, the server determines the virtual reward resource to be sent;
[0020] The server sends the virtual reward resource to the client;
[0021] The virtual reward resource at the client is synchronized by the client.
[0022] Optionally, the method further includes:
[0023] The client sends a third acquisition request and third verification data to the server to request the growth level of the first virtual character;
[0024] Based on the third acquisition request and the third verification data, the server sends the growth level of the first virtual character to the client.
[0025] Optionally, the third verification data indicates the current amount of the virtual growth resources of the first virtual character at the client and the current growth level of the first virtual character, and the server sending the growth level of the first virtual character to the client includes:
[0026] Based on the current growth level of the first virtual character, the server verifies whether the current quantity of the virtual growth resources of the first virtual character satisfies the quantity of the virtual growth resources required by the growth level of the first virtual character requested to be obtained;
[0027] Based on the current growth level of the first virtual character, when the current number of the virtual growth resources of the first virtual character meets the required number of the virtual growth resources, the server determines the growth level of the first virtual character to be sent, and updates the current number of the virtual growth resources and the current growth level of the first virtual character;
[0028] The server sends the updated current quantity of the virtual growth resources and the current growth level of the first virtual character to the client;
[0029] The client synchronizes the current amount of the virtual growth resources at the client with the current growth level of the first virtual character.
[0030] Optionally, the virtual reward resource includes audio track data, and synchronizing, by the client, the virtual reward resource at the client includes:
[0031] The client stores each received audio track data for playback;
[0032] At least a portion of the received audio track data is superimposed by the client as combined audio track data, and the combined audio track data is stored for playback.
[0033] Optionally, the virtual reward resource further includes image data and / or video data, and synchronizing the virtual reward resource at the client by the client further includes:
[0034] storing, by the client, each received image data and / or video data for display;
[0035] The client superimposes at least a portion of the received image data and / or video data as combined image data and / or video data, and stores the combined image data and / or video data for display.
[0036] Optionally, the method further includes:
[0037] The client shares the virtual reward resource with other clients.
[0038] An embodiment of the present invention discloses a virtual resource interaction system; the system includes a client and a server, and the client and the server are configured to operate to implement a virtual resource interaction method.
[0039] An embodiment of the present invention discloses a computer-readable storage medium having computer-executable instructions stored thereon. The instructions are executed by a processor to implement a virtual resource interaction method.
[0040] An embodiment of the present invention discloses a computer program product including computer-executable instructions, wherein the instructions are executed by a processor to implement a virtual resource interaction method.
[0041] Compared with the prior art, the main differences and effects of the embodiments of the present invention are:
[0042] In this invention, the client sends verification data to the server, the server sends updated data to the client, and the client synchronizes the updated data, thereby improving the data verification and synchronization process. Furthermore, the invention incorporates virtual reward resources that can reflect the number of virtual reward resources a player has collected. As the number of virtual reward resources increases, the display becomes more varied and complex, thereby increasing player motivation and providing a better gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0043] FIG1 shows a schematic structural diagram of a virtual resource interaction system according to an embodiment of the present invention;
[0044] FIG2 shows a flow chart of a virtual resource interaction method according to an embodiment of the present invention;
[0045] FIG3 shows another flow chart of the virtual resource interaction method according to an embodiment of the present invention. DETAILED DESCRIPTION
[0046] To make the purpose and technical solutions of the embodiments of the present invention more clear, the technical solutions of the embodiments of the present invention will be clearly and completely described below in conjunction with the accompanying drawings of the embodiments of the present invention. Obviously, the described embodiments are part of the embodiments of the present invention, not all of the embodiments. Based on the described embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present invention.
[0047] A first embodiment of the present invention relates to a virtual resource interaction system.
[0048] FIG1 illustrates a schematic diagram of a virtual resource interaction system according to an embodiment of the present invention. As shown in FIG1 , the virtual resource interaction system 10 may include a server 12 and a client 14, wherein the server 12 and the client 14 may communicate with each other via a network 16. The server 12 may be hosted and configured in the cloud and may be coupled to a database 18.
[0049] The server 12 may be implemented as a single device or a group of devices. One or more of these devices may include one or more processors 20, a network interface 21, a user interface 22, a database interface 23, and a non-transitory computer-readable memory 24 storing instructions 25 executable on the one or more processors 20. These instructions 25 may be executed by the one or more processors 20 to implement at least a portion of the virtual resource interaction method to be described below.
[0050] Network interface 21 may be configured to communicate with clients 14 and other devices using any suitable protocol via network 16 (such as a wide area network, local area network, etc.) and may include any suitable number of wired and / or wireless links.
[0051] The user interface 22 may include one or more input components (such as a touch screen, a microphone, a keyboard, etc.) and one or more output components (such as a screen, a speaker, etc.).
[0052] The database interface 23 may be configured to send data to and receive data from the database 18. The database 18 may store server data (such as game data, etc.).
[0053] Client 14 may be implemented as a desktop computer, a laptop computer, a tablet computer, and other types of portable devices such as a smartphone, a wearable device, etc. More generally, client 14 may be implemented as all suitable computing devices.
[0054] Similar to the network interface 21 in the server 12, the client 14 may include a network interface 31. The network interface 31 may be configured to communicate with the server 12 and other devices using any suitable protocol via the network 16 (such as a wide area network, a local area network, etc.) and may include any suitable number of wired and / or wireless links.
[0055] The client 14 may further include one or more processors 30 and a non-transitory computer-readable memory 33 storing instructions 34 executable on the one or more processors 30. These instructions 34 may be executed by the one or more processors 30 to implement at least a portion of the virtual resource interaction method described below. In addition, these instructions 34 may also be executed by the one or more processors 30 to implement one or more game applications, and the non-transitory computer-readable memory 33 may also store client data 35 (such as game data).
[0056] Furthermore, similar to the user interface 22 in the server 12, the client 14 may include a user interface 32. The user interface 32 may include one or more input components (such as a touch screen, microphone, keyboard, etc.) and one or more output components (such as a screen, speakers, etc.).
[0057] A second embodiment of the present invention relates to a virtual resource interaction method.
[0058] Fig. 2 shows a flow chart of a virtual resource interaction method according to an embodiment of the present invention. As shown in Fig. 2, the virtual resource interaction method 200 may include the following steps.
[0059] In block 201 , a client sends a first acquisition request to a server via a network through a network interface, requesting the server to send virtual growth resources of a first virtual character to the client.
[0060] The first virtual character can be a game hero in a game application that can be run on the client. The client player can own the first virtual character through system distribution, drawing virtual cards, completing game tasks, purchasing game gift packs, etc., so that the player can control the first virtual character in the game application. It is understandable that over time, the player may own multiple first virtual characters, and the game attributes of these first virtual characters may be exactly the same or substantially the same. Considering the fact that the types of virtual characters that a player can control at the same time may be limited, multiple first virtual characters may be redundant for the player.
[0061] The first virtual character may have a character growth function. For example, the first virtual character may have a growth level, and as the growth level increases, certain game attributes of the first virtual character (such as health points, magic points, attack points, and defense points, etc.) may be improved. In order to reduce the number of repeated virtual characters owned by players, virtual growth resources may be set, and the number of virtual growth resources may be associated with the number of corresponding virtual characters. In other words, players can use a certain number of first virtual characters in exchange for virtual growth resources corresponding to the first virtual character, and optionally use a certain number of virtual growth resources to increase the growth level.
[0062] As an example, a virtual character can be embodied as a game hero card, a virtual growth resource can be embodied as a game hero soul stone, and a growth level can be embodied as a game hero star level. The number of corresponding virtual characters required for a unit amount of virtual growth resources can be fixed. For example, when a player owns two or more copies of the same game hero card, each duplicate game hero card owned can be exchanged for one corresponding game hero soul stone. The number of virtual growth resources required for a growth level can be fixed, linearly changed, or nonlinearly changed as the growth level increases. For example, upgrading a game hero from one star to two stars requires consuming one corresponding game hero soul stone, while upgrading from two stars to three stars requires consuming two or more corresponding game hero soul stones.
[0063] The client can record at least a portion of the current number of the first virtual character, the current number of the first virtual character's virtual growth resources, and the current growth level of the first virtual character, and store them as game data in a non-transitory computer-readable memory. It is understandable that some or all of the game data recorded and stored at the client can be uploaded to the server in real time, periodically, or non-periodically (such as after the player goes offline), and the server can synchronize these game data and store them in the database through a database interface. In addition, the server can also record the mapping relationship between the number of virtual characters and the number of corresponding virtual growth resources, as well as the mapping relationship between the growth level and the number of corresponding virtual growth resources, and store them in the database through a database interface as game data.
[0064] To improve data verification and data synchronization, in addition to the first acquisition request, at block 201, the client further transmits first verification data to the server via the network through the network interface, enabling the server to verify whether the virtual growth resources of the first virtual character should be transmitted to the client, and to verify whether the current number of the first virtual character at the client and the server are consistent. The first verification data indicates the current number of the first virtual character at the client, and the client may retrieve the current number of the first virtual character from a non-transitory computer-readable memory as the first verification data.
[0065] At block 202, the server receives a first acquisition request from a client via a network interface, and parses the first acquisition request to determine that the client is requesting one or more virtual growth resources for a first virtual character. In addition to the first acquisition request, at block 202, the server also receives first verification data from the client via the network interface, and parses the first verification data to determine the current number of the first virtual character recorded and stored at the client. Then, at block 202, the server sends the virtual growth resources for the first virtual character to the client via the network interface.
[0066] Specifically, the server retrieves a mapping relationship between the number of first virtual characters and the number of corresponding virtual growth resources from a database through a database interface. Based on the first acquisition request and the first verification data, and based on the mapping relationship, the server verifies whether the current number of first virtual characters meets the number of first virtual characters required for the requested virtual growth resources. In addition, if the database stores the current number of first virtual characters, the server also retrieves the current number of first virtual characters from the database through the database interface and verifies whether the current number of first virtual characters at the client and the server remains consistent.
[0067] When the current number of the first virtual character satisfies the number of the first virtual character required for the virtual growth resources requested, and optionally when the current number of the first virtual character at the client and the server is consistent, the server determines the number of virtual growth resources to be sent and updates the current number of the first virtual character. It is understandable that the current number of the first virtual character after the update should be the current number of the first virtual character before the update (i.e., the current number of the first virtual character at the client indicated by the first verification data or the current number of the first virtual character recorded at the server) minus the number of the first virtual character required to exchange for the virtual growth resources to be sent. The server stores the updated current number of the first virtual character in the database through the database interface. In addition, in the case where the database stores the current number of the virtual growth resources of the first virtual character, the server also updates the current number of the virtual growth resources of the first virtual character and stores it in the database as game data through the database interface. It is understandable that the current number of the virtual growth resources of the first virtual character after the update should be the current number of the virtual growth resources of the first virtual character before the update plus the number of virtual growth resources to be sent.
[0068] Then, the server sends the virtual growth resources and the updated current number of the first virtual character to the client via the network through the network interface. After the client receives the virtual growth resources and the updated current number of the first virtual character from the server via the network through the network interface, the client synchronizes the current number of virtual growth resources and the current number of the first virtual character at the client. It can be understood that the current number of virtual growth resources after synchronization should be the current number of virtual growth resources before synchronization plus the number of received virtual growth resources, and the current number of the first virtual character after synchronization is the current number of the first virtual character after the update received, thereby at least ensuring that the current number of the first virtual character at the client and the server remains consistent. In addition, in the case where the server updates the current number of virtual growth resources of the first virtual character, the server also sends the updated current number of virtual growth resources of the first virtual character to the client via the network through the network interface, thereby ensuring that the current number of virtual growth resources of the first virtual character at the client and the server remains consistent.
[0069] As an example, when a player has two identical game hero cards, the client requests the server to exchange a duplicate game hero card for a corresponding game hero soul stone. At this point, the player shows the server through the client that the current number of corresponding game hero cards he owns is two. The client confirms that the number of cards meets the number of cards required to exchange for a corresponding game hero soul stone (for example, one game hero card can be exchanged for one corresponding game hero soul stone), and optionally the client also confirms that the current number of corresponding game hero cards owned by the player is consistent with the number of cards recorded and stored at the server. Based on this, the server sends a corresponding game hero soul stone to the client, and at the same time notifies the client that the current number of corresponding game hero cards after the update should be one, so that the client can synchronize the current number of game hero soul stones and the current number of game hero cards, so that the player will have one game hero card and one corresponding game hero soul stone.
[0070] At block 203 , the client sends a second acquisition request to the server via the network through the network interface, requesting the server to send the virtual reward resource of the first virtual character to the client.
[0071] As the avatar grows, simply improving certain game attributes of the avatar may not be enough to motivate players, and players may easily feel tired. In order to maintain a good gaming experience, virtual reward resources for the avatar can be designed, such as audio track data, image data, and / or video data.
[0072] Audio track data can include multiple types, and as the avatar grows, different types of audio track data can be unlocked, such as instrumental music, electronic synthesized music, and human voice. Furthermore, different avatars can correspond to different audio track data content. Image data can include the avatar's portrait, skin, clothing, props, scene, and static special effects, and different avatars can correspond to different image data content. Video data can include action videos and dynamic special effects of the avatar, and different avatars can correspond to different video data content.
[0073] In addition, virtual reward resources may also include exclusive attributes and exclusive skills specific to the virtual character.
[0074] As described above, virtual characters can have growth levels, and players can use a certain number of virtual growth resources to increase their growth levels. In this case, the type of virtual reward resource can be set to be associated with the growth level of the corresponding virtual character. In other words, as the growth level of the corresponding virtual character increases, different types of virtual reward resources corresponding to the virtual character can be unlocked in sequence. For example, upgrading a game hero from one star to two stars can unlock the corresponding game hero's instrumental music, while upgrading from two stars to three stars can unlock the corresponding game hero's electronic synthesizer music.
[0075] The server may record the mapping relationship between the type of virtual reward resource and the growth level of the corresponding virtual character, and store the mapping relationship as game data in the database through the database interface.
[0076] To improve data verification and data synchronization, in addition to the second acquisition request, at block 203, the client also sends second verification data to the server via the network interface. This allows the server to verify whether the virtual reward resources for the first virtual character should be sent to the client, and to verify whether the current growth level of the first virtual character at the client and the server are consistent. The second verification data indicates the current growth level of the first virtual character at the client, and the client can retrieve the current growth level of the first virtual character from a non-transitory computer-readable memory as the second verification data.
[0077] At block 204, the server receives a second acquisition request from the client via the network interface and parses the second acquisition request to determine that the client is requesting a virtual reward resource for the first virtual character. In addition to the second acquisition request, at block 204, the server also receives second verification data from the client via the network interface and parses the second verification data to determine the current growth level of the first virtual character recorded and stored at the client. Then, at block 204, the server sends the virtual reward resource for the first virtual character to the client via the network interface and parses the second verification data.
[0078] Specifically, the server retrieves a mapping relationship between the type of virtual reward resource for the first virtual character and the corresponding virtual character's growth level from the database via a database interface. Based on the second acquisition request and the second verification data, and based on this mapping relationship, the server verifies whether the current growth level of the first virtual character satisfies the growth level of the first virtual character required for the requested virtual reward resource. Furthermore, if the database stores the current growth level of the first virtual character, the server also retrieves the current growth level of the first virtual character from the database via the database interface and verifies whether the current growth level of the first virtual character at the client and the server remains consistent.
[0079] When the current growth level of the first virtual character meets the growth level of the first virtual character required for the requested virtual reward resources, and optionally when the current growth levels of the first virtual character at the client and the server are consistent, the server determines the virtual reward resources of the first virtual character to be sent.
[0080] The server then sends the virtual reward resources of the first virtual character to the client via the network interface. After the client receives the virtual reward resources of the first virtual character from the server via the network interface, the client synchronizes the virtual reward resources of the first virtual character at the client. It is understood that the virtual reward resources of the first virtual character after synchronization should be the virtual reward resources of the first virtual character before synchronization plus the virtual reward resources of the first virtual character received.
[0081] For example, a player requests a game hero's instrumental music from the server through a client. The player then uses the client to indicate to the server that their hero's current growth level is two stars. The client confirms that the instrumental music requires the hero's current growth level to be two stars, and optionally also confirms that the player's hero's current growth level is consistent with the growth level recorded and stored by the server. Based on this, the server sends the hero's instrumental music to the client, allowing the client to synchronize the hero's current soundtrack data, and the player now has the hero's instrumental music.
[0082] It is understandable that in addition to the virtual character - virtual growth resource character deduplication step and the growth level - virtual reward resource reward unlocking step, it can also include the virtual growth resource - growth level level upgrade step.
[0083] Fig. 3 shows another flow chart of the virtual resource interaction method according to an embodiment of the present invention. As shown in Fig. 3, the virtual resource interaction method 200 may further include the following steps.
[0084] At block 205 , the client sends a third acquisition request to the server via the network through the network interface, requesting the server to send the growth level of the first virtual character to the client.
[0085] To improve data verification and data synchronization, in addition to the third acquisition request, at block 205, the client further transmits third verification data to the server via the network through the network interface, enabling the server to verify whether the first virtual character's growth level should be transmitted to the client, and to verify whether the current number of virtual growth resources of the first virtual character and the current growth level of the first virtual character at the client and the server are consistent. The third verification data indicates the current number of virtual growth resources of the first virtual character and the current growth level of the first virtual character at the client, and the client may retrieve the current number of virtual growth resources of the first virtual character and the current growth level of the first virtual character from a non-transitory computer-readable memory as the third verification data.
[0086] At block 206, the server receives a third acquisition request from the client via the network interface and parses the third acquisition request to determine that the client is requesting the first virtual character's growth level. In addition to the third acquisition request, at block 206, the server also receives third verification data from the client via the network interface and parses the third verification data to determine the current number of virtual growth resources for the first virtual character and the first virtual character's current growth level, as recorded and stored by the client. Then, at block 206, the server sends the first virtual character's growth level to the client via the network interface and parses the third verification data.
[0087] Specifically, the server retrieves the mapping relationship between the growth level of the first virtual character and the number of corresponding virtual growth resources from the database through the database interface. Based on the third acquisition request and the third verification data, and based on the mapping relationship, the server verifies whether the current number of virtual growth resources of the first virtual character meets the number of virtual growth resources required for the growth level of the first virtual character requested. In addition, in the case where the database stores the current number of virtual growth resources of the first virtual character and the current growth level of the first virtual character, the server also retrieves the current number of virtual growth resources of the first virtual character and the current growth level of the first virtual character from the database through the database interface, and verifies whether the current number of virtual growth resources of the first virtual character and the current growth level of the first virtual character at the client and the server are consistent.
[0088] Based on the current growth level of the first virtual character, when the current number of the first virtual character's virtual growth resources meets the number of virtual growth resources required for the growth level of the first virtual character requested, and optionally when the current number of the first virtual character's virtual growth resources at the client and the server and the current growth level of the first virtual character are consistent, the server determines the growth level of the first virtual character to be sent, and updates the current number of virtual growth resources and the current growth level of the first virtual character. In the case where the database stores the current number of the first virtual character's virtual growth resources and the current growth level of the first virtual character, the server also stores the updated current number of the first virtual character's virtual growth resources and the current growth level of the first virtual character as game data in the database through the database interface. It is understandable that the updated current number of the first virtual character's virtual growth resources should be the current number of the first virtual character's virtual growth resources before the update (i.e., the current number of the first virtual character's virtual growth resources at the client indicated by the third verification data or the current number of the first virtual character's virtual growth resources recorded at the server) minus the number of the first virtual character's virtual growth resources required to exchange for the growth level to be sent. The updated current growth level of the first virtual character is the growth level of the first virtual character to be sent.
[0089] Then, the server sends the updated current number of virtual growth resources and the current growth level of the first virtual character to the client via the network through the network interface. After the client receives the updated current number of virtual growth resources and the current growth level of the first virtual character from the server via the network through the network interface, the client synchronizes the current number of virtual growth resources and the current growth level of the first virtual character at the client. It can be understood that the current number of virtual growth resources after synchronization is the current number of virtual growth resources after the update received, and the current growth level of the first virtual character after synchronization is the current growth level of the first virtual character after the update received, thereby at least ensuring that the current number of virtual growth resources and the current growth level of the first virtual character at the client and the server remain consistent.
[0090] As an example, a player requests the server to upgrade a game hero to two stars through the client. At this time, the player shows the server through the client that the current number of the corresponding game hero soul stones he owns is one and the current growth level of the corresponding game hero is one star. The client confirms that the number of soul stones meets the game hero soul stones required to upgrade the corresponding game hero to two stars (for example, upgrading the game hero from one star to two stars requires consuming one corresponding game hero soul stone), and optionally the client also confirms that the current number of the corresponding game hero soul stones and the current growth level of the corresponding game hero owned by the player are consistent with the number of soul stones and the growth level recorded and stored at the server. Based on this, the server notifies the client that the current number of the corresponding game hero soul stones after the update should be zero and the current growth level of the corresponding game hero should be two stars, so that the client can synchronize the current number of game hero soul stones and the current growth level of the game hero, so that the player will have zero corresponding game hero soul stones and a two-star corresponding game hero.
[0091] As described above, the virtual reward resources include audio data, image data and / or video data, etc.
[0092] When the virtual reward resource is audio track data, the client stores each received audio track data for playback, and overlays and stores at least a portion of the received audio track data as combined audio track data for playback. For example, if a player has audio track data for a particular game hero in the form of bells, drums, guitar, bass, piano, and vocals, these audio track data can be played individually or at least partially combined, thereby reflecting the number of virtual reward resources the player has collected. As the number of collected virtual reward resources increases, the display effect can become more varied and complex.
[0093] When the virtual reward resource is image data and / or video data, the client stores each received image data and / or video data for display, and overlays and stores at least a portion of the received image data and / or video data as combined image data and / or video data for display. For example, when a player possesses skins, clothing, scenes, and dynamic special effects for a particular game hero, these image data and video data can be displayed individually or at least partially combined, thereby reflecting the number of virtual reward resources the player has collected. As the number of collected virtual reward resources increases, the display effect can become more varied and complex.
[0094] In addition, after the client synchronizes the virtual reward resource, the client shares the virtual reward resource with other clients via the network through the network interface. Depending on the storage mechanism and sharing mechanism at the client, the sharing can occur within the game application or across different applications, and other clients may or may not download, store, use and / or edit the virtual reward resource.
[0095] For example, if a player owns multiple soundtracks for a particular game hero, these soundtracks are stored on the client in a music format specific to the game application and shared with other clients in a link format specific to the game application. Other clients can then click the link, launch the game application on the other client, and play the soundtracks. Furthermore, data protection technology prevents other clients from downloading, storing, using, and / or editing these soundtracks.
[0096] As another example, when a player has portrait data for a game hero, the portrait data is stored in a common image format on the client and shared with other clients in the same image format. At this point, the other clients can display the portrait data on a common image display application and can download, store, use and / or edit the portrait data.
[0097] The present invention further provides a computer-readable storage medium having computer-executable instructions stored thereon, the instructions being executed by a processor to implement the virtual resource interaction method involved in the second embodiment of the present invention.
[0098] The present invention further provides a computer program product, comprising computer executable instructions, wherein the instructions are executed by a processor to implement the virtual resource interaction method involved in the second embodiment of the present invention.
[0099] It should be noted that the various method embodiments of the present invention can be implemented in software, hardware, firmware, etc. Regardless of whether the present invention is implemented in software, hardware, or firmware, the instruction code can be stored in any type of computer-accessible memory (e.g., permanent or modifiable, volatile or non-volatile, solid or non-solid, fixed or removable media, etc.). Similarly, the memory can be, for example, a programmable array logic (PAL), a random access memory (RAM), a programmable read-only memory (PROM), a read-only memory (ROM), an electrically erasable programmable read-only memory (EEPROM), a magnetic disk, an optical disk, a digital versatile disc (DVD), etc.
[0100] It should be noted that the various units / modules mentioned in the various device embodiments of the present invention are all logical units / modules. Physically, a logical unit can be a physical unit, a part of a physical unit, or a combination of multiple physical units. The physical implementation of these logical units themselves is not the most important. The combination of functions implemented by these logical units is the key to solving the technical problems raised by the present invention. In addition, in order to highlight the innovative aspects of the present invention, the above-mentioned device embodiments of the present invention do not introduce units that are not closely related to solving the technical problems raised by the present invention. This does not mean that other units do not exist in the above-mentioned device embodiments.
[0101] In the accompanying drawings, some structural or method features may be shown in a particular arrangement and / or order. However, it should be understood that such a particular arrangement and / or order may not be required. Rather, in some embodiments, these features may be arranged in a manner and / or order different from that shown in the illustrative drawings. In addition, the inclusion of a structural or method feature in a particular figure does not imply that such feature is required in all embodiments, and in some embodiments, such features may not be included or may be combined with other features.
[0102] It should be noted that in the claims and description of this patent, relational terms such as first and second, etc. are merely used to distinguish one entity or operation from another entity or operation, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Moreover, the terms "include", "comprises" or any other variations thereof are intended to cover non-exclusive inclusion, so that a process, method, article or device that includes a series of elements includes not only those elements, but also other elements not explicitly listed, or also includes elements inherent to such process, method, article or device. In the absence of further restrictions, an element defined by the sentence "including a" does not exclude the presence of other identical elements in the process, method, article or device that includes the element.
[0103] While the present invention has been shown and described with reference to certain preferred embodiments thereof, it will be understood by those skilled in the art that various changes in form and details may be made therein without departing from the spirit and scope of the invention.
Claims
1. A virtual resource interaction method, characterized in that: The method comprises: The client sends a first acquisition request and first verification data to the server to request to acquire virtual growth resources of the first virtual character; Based on the first acquisition request and the first verification data, the server sends the virtual growth resource of the first virtual character to the client; The client sends a second acquisition request and second verification data to the server to request to acquire the virtual reward resource of the first virtual character; Based on the second acquisition request and the second verification data, the server sends the virtual reward resource of the first virtual character to the client.
2. The method according to claim 1, characterized in that The first verification data indicates the current number of the first virtual character at the client, and the server sends the virtual growth resource of the first virtual character to the client, including: Verifying, by the server, whether the current number of the first virtual characters satisfies the number of the first virtual characters required by the virtual growth resources requested to be obtained; When the current number of the first virtual characters meets the required number of the first virtual characters, the server determines the number of the virtual growth resources to be sent, and updates the current number of the first virtual characters; The server sends the virtual growth resource and the updated current number of the first virtual character to the client; The client synchronizes the current number of the virtual growth resources at the client with the current number of the first virtual character.
3. The method according to claim 2, characterized in that The second verification data indicates the current growth level of the first virtual character at the client, and the server sends the virtual reward resource of the first virtual character to the client, including: The server verifies whether the current growth level of the first virtual character satisfies the growth level of the first virtual character required by the virtual reward resource requested to be obtained; When the current growth level of the first virtual character meets the required growth level of the first virtual character, the server determines the virtual reward resource to be sent; The server sends the virtual reward resource to the client; The virtual reward resource at the client is synchronized by the client.
4. The method according to claim 3, characterized in that The method further comprises: The client sends a third acquisition request and third verification data to the server to request to acquire the growth level of the first virtual character; Based on the third acquisition request and the third verification data, the server sends the growth level of the first virtual character to the client.
5. The method according to claim 4, characterized in that The third verification data indicates the current amount of the virtual growth resources of the first virtual character at the client and the current growth level of the first virtual character, and the server sends the growth level of the first virtual character to the client, including: Based on the current growth level of the first virtual character, the server verifies whether the current quantity of the virtual growth resources of the first virtual character satisfies the quantity of the virtual growth resources required by the growth level of the first virtual character requested to be obtained; Based on the current growth level of the first virtual character, when the current number of the virtual growth resources of the first virtual character meets the required number of the virtual growth resources, the server determines the growth level of the first virtual character to be sent, and updates the current number of the virtual growth resources and the current growth level of the first virtual character; The server sends the updated current quantity of the virtual growth resources and the current growth level of the first virtual character to the client; The client synchronizes the current quantity of the virtual growth resource at the client and the current growth level of the first virtual character.
6. The method according to any one of claims 3 to 5, characterized in that: The virtual reward resource includes audio track data, and synchronizing, by the client, the virtual reward resource at the client includes: The client stores each received audio track data for playback; At least a portion of the received audio track data is superimposed by the client as combined audio track data, and the combined audio track data is stored for playback.
7. The method according to claim 6, characterized in that The virtual reward resource further includes image data and / or video data, and synchronizing, by the client, the virtual reward resource at the client further includes: storing, by the client, each received image data and / or video data for display; At least a portion of the received image data and / or video data is superimposed by the client as combined image data and / or video data, and the combined image data and / or video data is stored for display.
8. The method according to claim 1, characterized in that The method further comprises: The client shares the virtual reward resource with other clients.
9. A virtual resource interaction system, characterized in that: The system comprises a client and a server, wherein the client and the server are configured to operate to implement the virtual resource interaction method according to any one of claims 1-8.
10. A computer-readable storage medium having computer-executable instructions stored thereon, characterized in that: The instructions are executed by a processor to implement the virtual resource interaction method according to any one of claims 1-8.
11. A computer program product comprising computer executable instructions, characterized in that: The instructions are executed by a processor to implement the virtual resource interaction method according to any one of claims 1-8.
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