Reward obtaining method and apparatus, device, storage medium, and program product
By displaying resource redemption props in the virtual scene and prompting competition information from the enemy's perspective, the main control virtual object is allowed to directly obtain rewards in the virtual game, which solves the problem of single reward acquisition methods in the virtual game, and improves the fun and interactive efficiency of the game.
Patent Information
- Application Number
- PCT/CN2025/077175
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-02-20
- Filing Date
- 2025-02-13
- Publication Date
- 2025-08-28
AI Technical Summary
In the prior art, players have a single way to obtain rewards for virtual resources in virtual games, resulting in less fun in the game and less human-computer interaction efficiency.
By displaying resource redemption props in the virtual scene and prompting redemption rights competition information from the perspective of the enemy virtual object, the main control virtual object is allowed to carry props to the redemption point for redemption, and the redemption results are displayed to obtain rewards.
It improves the efficiency of obtaining props holding rewards, enhances information transparency and game fun, enriches gameplay, and improves human-computer interaction efficiency.
Smart Images

Figure CN2025077175_28082025_PF_FP_ABST
Abstract
Description
Reward acquisition method, device, equipment, storage medium and program product
[0001] This application claims priority to Chinese patent application number 202410192194.3, filed on February 20, 2024, entitled “Reward Acquisition Method, Device, Equipment, Storage Medium and Program Product,” the entire contents of which are incorporated herein by reference. Technical Field
[0002] The embodiments of the present application relate to the field of virtual environments, and in particular to a reward acquisition method, apparatus, device, storage medium, and program product. Background Art
[0003] With the improvement of cultural and entertainment living standards, people's life experience and requirements for the virtual world are getting higher and higher. Games, as a way of expressing the virtual world, have become a channel for many people to release stress.
[0004] In related technologies, players can participate in a virtual game with enemy virtual objects to compete for game resources; during the game, multiple players participating in the virtual game can compete for competitive virtual items in the virtual game, so that they can obtain virtual resource rewards based on the virtual items after the virtual game ends.
[0005] In the above process, the way in which the master virtual object obtains virtual resource rewards is relatively simple, and the way of obtaining rewards has great limitations, which can easily reduce the fun of the game and lead to low efficiency of human-computer interaction. Summary of the Invention
[0006] The present invention provides a reward acquisition method, apparatus, device, storage medium, and program product that can grant new prop functions to resource redemption props. By controlling the interaction between a master virtual object and a resource redemption point, rewards for holding props are obtained. This improves game fun, enriches gameplay, and enhances human-computer interaction efficiency. The technical solution is as follows.
[0007] In one aspect, a method for obtaining a reward is provided, the method comprising:
[0008] Display resource exchange props in the virtual scene, wherein the resource exchange props are used to obtain prop holding rewards after exchange;
[0009] In response to the item acquisition operation, controlling the master virtual object to acquire the resource exchange item, and displaying location information of the resource exchange point, wherein after the resource exchange item is acquired, a prompt message is displayed from the perspective of the enemy virtual object, the prompt message being used to prompt the enemy virtual object to compete for the right to own the resource exchange item;
[0010] In response to an object movement operation, controlling the master virtual object to carry the resource exchange item and move to the resource exchange point indicated by the position information;
[0011] In response to the resource exchange operation of the master virtual object at the resource exchange point, a resource exchange result is displayed, where the resource exchange result is used to indicate reward information obtained by the master virtual object by exchanging the resource exchange item.
[0012] In another aspect, a reward obtaining device is provided, the device comprising:
[0013] The prop display module is used to display resource exchange props in the virtual scene. The resource exchange props are used to obtain prop holding rewards after exchange;
[0014] an information display module, configured to, in response to an item acquisition operation, control the master virtual object to acquire the resource exchange item, and to display location information of the resource exchange point; wherein, after the resource exchange item is acquired, prompt information is displayed from the perspective of the enemy virtual object, the prompt information being used to prompt the enemy virtual object to compete for the right to possess the resource exchange item;
[0015] an operation receiving module, configured to control the master virtual object to carry the resource exchange item and move to the resource exchange point indicated by the position information in response to an object movement operation;
[0016] The result display module is used to display the resource exchange result in response to the resource exchange operation of the master virtual object at the resource exchange point, and the resource exchange result is used to indicate the reward information obtained by the master virtual object by exchanging the resource exchange props.
[0017] On the other hand, a computer device is provided, comprising a processor and a memory, wherein the memory stores at least one program, and the at least one program is loaded and executed by the processor to implement a reward acquisition method as described in any of the above-mentioned embodiments of the present application.
[0018] On the other hand, a computer-readable storage medium is provided, in which at least one program is stored. The at least one program is loaded and executed by a processor to implement the reward acquisition method as described in any of the above embodiments of the present application.
[0019] In another aspect, a computer program product or computer program is provided, comprising computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the reward acquisition method described in any of the above embodiments.
[0020] The beneficial effects of the technical solutions provided in the embodiments of the present application include at least:
[0021] Resource exchange props for exchanging prop holding rewards are displayed in a virtual scene. After receiving a prop acquisition operation, the main control virtual object is controlled to obtain the resource exchange props and the location information of the resource exchange point is displayed. After the resource exchange props are obtained, a prompt message will be displayed at the enemy virtual object to prompt the enemy virtual object to compete for the right to hold the resource exchange props; then, in response to the object movement operation, the main control virtual object is controlled to carry the resource exchange props to the resource exchange point, and the resource exchange result is displayed after the resource exchange operation is received at the resource exchange point. New prop functions are given to resource exchange props. On the one hand, when the main virtual object has the right to hold the resource exchange prop, the prop holding reward corresponding to the resource exchange prop can be directly obtained in the virtual game by controlling the interaction between the main virtual object and the resource exchange point. Compared with the method in related technologies that requires evacuating or completing the virtual game to obtain the prop holding reward, the efficiency of obtaining the prop holding reward can be improved, and the efficiency of human-computer interaction can be improved; on the other hand, prompt information will be displayed at the enemy virtual object during the process, which improves information transparency; on the other hand, the enemy virtual object can also compete with the main virtual object for the right to hold the resource exchange prop, which can adjust the difficulty of obtaining the prop holding reward. To a certain extent, it also improves the fun of the game while enriching the gameplay of the game, which is conducive to the efficient conduct of virtual games between different players, thereby improving the efficiency of human-computer interaction. BRIEF DESCRIPTION OF THE DRAWINGS
[0022] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.
[0023] FIG1 is a structural block diagram of an electronic device provided by an exemplary embodiment of the present application;
[0024] FIG2 is a structural block diagram of a computer system provided by an exemplary embodiment of the present application;
[0025] FIG3 is a flow chart of a reward acquisition method provided by an exemplary embodiment of the present application;
[0026] FIG4 is a flow chart of a reward acquisition method provided by another exemplary embodiment of the present application;
[0027] FIG5 is a schematic diagram of an interface for prompting information about the appearance of props provided by an exemplary embodiment of the present application;
[0028] FIG6 is a schematic diagram of an interface showing the location of props for exchanging resources for props on a virtual map provided by an exemplary embodiment of the present application;
[0029] FIG7 is a schematic diagram of an interface showing resource exchange points provided by an exemplary embodiment of the present application;
[0030] FIG8 is a schematic diagram of an interface for a master virtual object to obtain resources and exchange props, provided by an exemplary embodiment of the present application;
[0031] FIG9 is a schematic diagram of an interface for displaying prompt information for obtaining and configuring prompt information of props provided by an exemplary embodiment of the present application;
[0032] FIG10 is a schematic diagram showing location information of a resource exchange point on a virtual map provided by an exemplary embodiment of the present application;
[0033] FIG11 is a schematic diagram of an interface for an enemy virtual object to determine a master virtual object based on a prop identifier displayed on its terminal interface, provided by an exemplary embodiment of the present application;
[0034] FIG12 is a schematic diagram of an interface for controlling the interaction between a master virtual object and a prop verification container provided by an exemplary embodiment of the present application;
[0035] FIG13 is a flowchart of a reward acquisition method provided by another exemplary embodiment of the present application;
[0036] FIG14 is a schematic diagram of an interface for a teammate virtual object to perform a prop copying operation within a preset time period of a resource acquisition countdown, provided by an exemplary embodiment of the present application;
[0037] FIG15 is a schematic diagram of an interface in which a prop mark is fixed at a position of a prop verification container in a virtual map, provided by an exemplary embodiment of the present application;
[0038] FIG16 is a schematic diagram of an interface of an enemy virtual object provided by an exemplary embodiment of the present application;
[0039] FIG17 is a schematic diagram of an interface of teammates of an enemy virtual object provided by an exemplary embodiment of the present application;
[0040] FIG18 is a schematic diagram of an interface for displaying broadcast content on an interface of a master virtual object provided by an exemplary embodiment of the present application;
[0041] FIG19 is a flowchart of a reward acquisition method provided by another exemplary embodiment of the present application;
[0042] FIG20 is a schematic diagram of an interface of prompt information provided by an exemplary embodiment of the present application;
[0043] FIG21 is a general flow chart of an overall game provided by an exemplary embodiment of the present application;
[0044] FIG22 is a schematic diagram of a technical side provided by an exemplary embodiment of the present application;
[0045] FIG23 is a schematic diagram of a random template provided by an exemplary embodiment of the present application;
[0046] FIG24 is a schematic diagram of a resource exchange point in a random template provided by an exemplary embodiment of the present application;
[0047] FIG25 is a stage determination flowchart provided by an exemplary embodiment of the present application;
[0048] FIG26 is a structural block diagram of a reward acquisition device provided by an exemplary embodiment of the present application;
[0049] FIG27 is a structural block diagram of an electronic device provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION
[0050] First, a brief introduction is given to the terms involved in the embodiments of this application.
[0051] A virtual scene is a virtual scene displayed (or provided) when an application is running on a terminal. This virtual scene can be a simulation of a real scene, a semi-simulation and semi-fictional scene, or a purely fictional scene. This application does not limit this. The following embodiments illustrate a 3D virtual scene as an example.
[0052] Virtual model: A model used in a virtual scene to simulate a real scene. Exemplarily, a virtual model occupies a certain volume in a virtual scene. Exemplarily, virtual models include: terrain models, building models, animal and plant models, virtual prop models, virtual vehicle models, and virtual object models. For example, terrain models include: ground, mountains, water, stones, steps, etc.; building models include: houses, walls, containers, and fixed facilities inside buildings: tables, chairs, cabinets, beds, etc.; animal and plant models include: trees, flowers, birds, etc.; virtual prop models include: virtual attack props, medicine boxes, airdrops, etc.; virtual vehicle models include: cars, ships, helicopters, etc.; virtual object models include: people, animals, cartoon characters, etc.
[0053] Virtual objects refer to movable objects in a virtual scene. These movable objects can be virtual objects, virtual animals, animated characters, and so on. For example, people, animals, plants, oil drums, walls, rocks, etc. displayed in a 3D virtual scene. Alternatively, virtual objects are 3D models created using animation skeletal technology. Each virtual object has its own unique shape and volume within the 3D virtual scene and occupies a portion of the space within the 3D virtual scene.
[0054] In related technologies, players can participate in virtual matches with enemy virtual objects to compete for game resources. During the game, multiple players participating in the virtual match can compete for the virtual items in the virtual match, in order to obtain special virtual resource rewards based on the virtual items. In this process, after a player obtains a virtual item through the master virtual object, other players will determine the location of the master virtual object based on the virtual item and then attack the master virtual object. The master virtual object is usually in a relatively passive state and cannot flexibly respond to attacks launched by enemy virtual objects. This lacks an effective check and balance mechanism in the game, which reduces the game's fun and also reduces the efficiency of human-computer interaction.
[0055] In an embodiment of the present application, a reward acquisition method is provided, which can give new prop functions to resource exchange props, and obtain prop holding rewards by controlling the interaction between the main virtual object and the resource exchange point, thereby improving the fun of the game while enriching the gameplay of the game and improving the efficiency of human-computer interaction. The reward acquisition method provided in the embodiment of the present application is applied in at least one of a variety of virtual scenes such as virtual shooting scenes and virtual battle scenes. It is worth noting that the above application scenarios are only illustrative examples. The reward acquisition method provided in the embodiment of the present application can also be applied to other scenarios, and the embodiment of the present application is not limited to this.
[0056] It should be noted that this application can display a prompt interface, pop-up window or output voice prompt information before collecting relevant user data and during the process of collecting relevant user data. The prompt interface, pop-up window or voice prompt information is used to remind the user that its relevant data is currently being collected, so that this application only starts to execute the relevant steps of obtaining user-related data after obtaining the user's confirmation operation on the prompt interface or pop-up window. Otherwise, that is, when the user's confirmation operation on the prompt interface or pop-up window is not obtained, the relevant steps of obtaining user-related data are terminated, that is, the user's relevant data is not obtained. In other words, all user data collected by this application are collected with the user's consent and authorization, and the collection, use and processing of relevant user data need to comply with the relevant laws, regulations and standards of relevant countries and regions.
[0057] The terminal in the embodiment of the present application can be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III, Moving Picture Experts Group Audio Layer 3) player, an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer 4) player, etc. An application that supports a virtual environment, such as an application that supports a three-dimensional virtual environment, is installed and running in the terminal. The application can be any one of a virtual reality application, a three-dimensional map program, a third-person shooter game (TPS), a first-person shooter game (FPS), and a multiplayer online battle arena game (MOBA). Optionally, the application can be a stand-alone application, such as a stand-alone three-dimensional game program, or a network-connected application.
[0058] FIG1 shows a block diagram of an electronic device provided by an exemplary embodiment of the present application. The electronic device 100 includes an operating system 120 and an application 122 .
[0059] Operating system 120 is the foundational software that provides secure access to computer hardware for application programs 122. Application programs 122 support virtual environments. Optionally, application programs 122 support three-dimensional virtual environments. Application programs 122 can be any of a variety of virtual reality applications, three-dimensional map programs, TPS games, FPS games, MOBA games, and multiplayer shooter survival games. Application programs 122 can be stand-alone applications, such as stand-alone three-dimensional game programs, or network-based applications.
[0060] 2 shows a block diagram of a computer system according to an exemplary embodiment of the present application. The computer system 200 includes a first device 220 , a server 240 , and a second device 260 .
[0061] The first device 220 has an application installed and running that supports a virtual environment. The application can be any one of a virtual reality application, a three-dimensional map program, a TPS game, an FPS game, a MOBA game, and a multiplayer shooter survival game. The first device 220 is a device used by a first user, who uses the first device 220 to control a first virtual object in the virtual environment to perform an activity, including but not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. Illustratively, the first virtual object is a first virtual character, such as a simulated human character or an anime character.
[0062] The first device 220 is connected to the server 240 via a wireless network or a wired network.
[0063] Server 240 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 240 provides backend services for applications supporting a three-dimensional virtual environment. Optionally, server 240 performs primary computing tasks, while first device 220 and second device 260 perform secondary computing tasks. Alternatively, server 240 performs secondary computing tasks, while first device 220 and second device 260 perform primary computing tasks. Alternatively, server 240, first device 220, and second device 260 utilize a distributed computing architecture for collaborative computing.
[0064] Second device 260 has an application installed and running that supports virtual environments. This application can be any of a virtual reality application, a three-dimensional map program, an FPS game, a MOBA game, or a multiplayer shooter survival game. Second device 260 is used by a second user, who uses second device 260 to control a second virtual object in the virtual environment to perform activities, including but not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. Illustratively, the second virtual object is a second virtual character, such as a simulated or animated character.
[0065] Optionally, the first virtual object and the second virtual object are in the same virtual environment. Optionally, the first virtual object and the second virtual object may belong to the same team, the same organization, have a friendship relationship, or have temporary communication permissions. Optionally, the first virtual object and the second virtual object may also belong to different teams, different organizations, or two hostile groups.
[0066] Optionally, the applications installed on the first device 220 and the second device 260 are the same, or the applications installed on the two devices are the same type of applications on different control system platforms. The first device 220 can generally refer to one of multiple devices, and the second device 260 can generally refer to one of multiple devices. This embodiment only uses the first device 220 and the second device 260 as examples. The first device 220 and the second device 260 can be terminals, and their device types can be the same or different. The device types include at least one of: a game console, a desktop computer, a smartphone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, and a laptop computer.
[0067] Those skilled in the art will appreciate that the number of the first device 220 and the second device 260 can be greater or lesser. For example, there can be only one first device 220 and one second device 260, or there can be dozens, hundreds, or even more of the first device 220 and one second device 260. This embodiment of the application does not limit the number or type of the first device 220 and the second device 260.
[0068] It is worth noting that the aforementioned server 240 can be implemented as a physical server or a cloud server in the cloud. Cloud technology refers to a hosting technology that unifies hardware, software, network, and other resources within a wide area network or local area network to enable data computing, storage, processing, and sharing. Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, and application technology applied in the cloud computing business model. It can form a resource pool that can be used flexibly and conveniently on demand.
[0069] In some embodiments, the method provided in the embodiments of the present application can be applied to cloud gaming scenarios, so that the calculation of data logic during the game process is completed by the cloud server, while the terminal is responsible for the display of the game interface.
[0070] In some embodiments, the server 240 may also be implemented as a node in a blockchain system.
[0071] In conjunction with the above-mentioned introduction to terms and application scenarios, the reward acquisition method provided in the embodiment of the present application is described. This method is described using a computer device, which can be a terminal, as an example. The terminal is logged into the master account of the master virtual object. As shown in Figure 3, the method includes the following steps 310 to 340.
[0072] Step 310: Display resource exchange props in the virtual scene.
[0073] Schematically, the virtual scene is a scene image displayed by the terminal based on the game process. The virtual scene can be any one of the multiple scenes built into the game.
[0074] Optionally, the virtual scene includes at least one virtual object, where the virtual object is used to represent an object participating in the virtual game. The virtual scene is a scene of the virtual game, and is used for the virtual object to complete various game tasks during the virtual game.
[0075] Optionally, the virtual scene also includes at least one virtual prop, which includes at least one of a variety of props such as virtual attack props, resource exchange props, virtual healing items, and virtual defense items. Schematically, by controlling the virtual object, the virtual object performs various prop operations in the virtual scene, such as picking up virtual props, using virtual props, and trading virtual props. Among them, the resource exchange props are used to obtain prop holding rewards after exchange. Schematically, the prop holding rewards include at least one of the following forms: (1) obtaining virtual resources, for example: obtaining virtual resources that can be exchanged for other virtual props, virtual equipment, virtual skins, etc.; (2) obtaining game evacuation rewards, for example: a virtual game needs to be successfully evacuated from a designated evacuation point. When the prop holding reward is obtained based on the resource exchange props, the game can be successfully evacuated from any point in the virtual map; (3) obtaining rare virtual skins; (4) doubling at least one of the number and attribute values of the picked-up virtual props, etc.
[0076] Among them, the virtual scene also includes a master virtual object and an enemy virtual object. The master virtual object is a virtual object controlled by the master account. The master virtual object can be one, and the enemy virtual object can be one or more.
[0077] Schematically, the virtual scene includes multiple virtual objects, including a master virtual object, which is a virtual object controlled by a player who controls the current terminal to play the game; in addition, the multiple virtual objects also include enemy virtual objects, and the enemy virtual objects and the master virtual object belong to different virtual camps.
[0078] Optionally, the multiple virtual objects also include teammate virtual objects. The teammate virtual objects are virtual objects that belong to the same virtual camp as the main control virtual object. There may be one or more teammate virtual objects.
[0079] Step 320 , in response to the item acquisition operation, controls the master virtual object to acquire the resource exchange item, and displays the location information of the resource exchange point.
[0080] The item acquisition operation is used to control the master virtual object to acquire resource exchange items. The item acquisition operation includes at least one of the following: an item acquisition operation to pick up a resource exchange item, or executing a specified task to acquire a resource exchange item.
[0081] Optionally, the resource exchange item randomly appears at any location in the virtual map, which can be a fixed location or a non-fixed location. The item acquisition operation is implemented as an item pickup operation. When the master virtual object is controlled to move to the location and perform the item pickup operation, the resource exchange item acquisition operation is executed.
[0082] Optionally, the resource exchange item may be guarded by multiple non-player characters (NPCs) at the location where the resource exchange item is located, and the designated task includes defeating the multiple NPCs. When the controlled virtual object moves to the location and defeats the other NPCs, the item acquisition operation for the resource exchange item is executed.
[0083] In some embodiments, after the master virtual object obtains a resource redemption item based on an item acquisition operation, the location information of a resource redemption point can be displayed on the interface. The resource redemption point serves to indicate that the master virtual object can redeem a reward based on the resource redemption item to obtain an item holding reward. In other words, the resource redemption point can assist the master virtual object in obtaining an item holding reward by exchanging resources for items.
[0084] The location information of a resource exchange point is used to represent its position within the virtual scene. A resource exchange point can appear randomly at any location on the virtual map, either fixed or non-fixed. Alternatively, the location of a resource exchange point can correspond to a resource exchange item. Optionally, the location information is implemented as the coordinates of the resource exchange point; alternatively, the location information is implemented as a location identifier of the resource exchange point on the virtual map, where the identifier includes at least one of the following: a graphical element, text, an icon, a control, or a button.
[0085] After the controlling virtual object acquires a resource exchange item, a prompt message is displayed from the perspective of the enemy virtual object. The prompt message includes the item identifier corresponding to the resource exchange item, prompting the enemy virtual object to compete for the right to own the resource exchange item. If the controlling virtual object holds the right to own the resource exchange item, the controlling virtual object can receive a reward for holding the item after the exchange. If the enemy virtual object holds the right to own the resource exchange item, the enemy virtual object can also receive a reward for holding the item after the exchange.
[0086] Optionally, when a resource exchange item is present among multiple virtual items, the location of the resource exchange item can be represented by an item identifier. The item identifier is used to uniquely identify the resource exchange item. Optionally, the item identifier includes at least one of the following: a graphic element, text, an icon, a control, or a button. Once the resource exchange item is acquired by the master virtual object, the item identifier's indicative function persists. Instead, it indicates the master virtual object's position changes on the virtual map based on the master virtual object's movement of the resource exchange item.
[0087] In some embodiments, the prompt information also indicates the real-time location of the resource exchange item and the location of the controlling virtual object carrying the resource exchange item. Specifically, the prompt information indicates the real-time location of the resource exchange item, and the location of the item will remain visible until a virtual object receives the item holding reward. In other words, the location of the controlling virtual object is displayed based on the item identifier of the resource exchange item.
[0088] Indicatively, a prompt message will be displayed on the terminal interface corresponding to the enemy virtual object. The prompt message can prompt the enemy virtual object to the location of the main control virtual object carrying the resource exchange props at the current moment, so that the enemy virtual object can know the location of the main control virtual object in order to compete with the main control virtual object for the possession of the resource exchange props.
[0089] In some embodiments, resource exchange props can also be understood as two-way interactive positioning props, or as virtual props with two-way interactive positioning functions. After the resource exchange props are acquired, two-way interactive positioning will be triggered, and both the main virtual object and the enemy virtual object can view the prop location in real time, and the location of the virtual object that currently owns the resource exchange props will also be exposed.
[0090] Optionally, the enemy virtual object competes for the right to exchange resource items based on the prompt information, and the enemy virtual object snatches the resource exchange items from the controlling virtual object. For example, the enemy virtual object obtains the resource exchange items after eliminating the controlling virtual object; or the enemy virtual object obtains the resource exchange items after causing a preset amount of damage to the controlling virtual object.
[0091] Step 330 , in response to the object movement operation, controlling the master virtual object to carry the resource exchange item and move to the resource exchange point indicated by the location information.
[0092] Illustratively, while the master virtual object is carrying resources to exchange for props, the player can control the master virtual object to move toward the resource exchange point, which is considered an object movement operation. In response to the object movement operation, the master virtual object is controlled to move with the resource props to the resource exchange point indicated by the location information.
[0093] Step 340 : Displaying a resource exchange result in response to the resource exchange operation of the master virtual object at the resource exchange point.
[0094] Schematically, the resource exchange operation is used to perform an exchange operation at a resource exchange point using resource exchange props, so as to obtain a prop holding reward after the exchange. Optionally, the resource exchange operation is used to describe the content of controlling the master virtual object to perform a specified interactive operation with the resource exchange point. For example: controlling the master virtual object at the resource exchange point for a fixed preset time, and treating the process as a resource exchange operation; or controlling the master virtual object to interact with the preset controls at the resource exchange point, and treating the interaction process as a resource exchange operation, etc. Optionally, the preset time can be set according to actual technical needs, and can be at least one of the following: set to a fixed value, set randomly, or set according to at least one of the redemption difficulty, weight, and attribute value of the resource exchange point.
[0095] Optionally, after the master virtual object is controlled to perform a resource exchange operation, the resource exchange result can be displayed. The resource exchange result is used to indicate the reward information obtained by the master virtual object by exchanging resources for exchange items. Schematically, the reward information is used to represent the acquisition of the item holding reward corresponding to the resource exchange item, that is, the resource exchange result is the situation where the master virtual object obtains the item holding reward. For example, the resource exchange result represents that the master virtual object obtains all the item holding rewards; or, the resource exchange result represents that the master virtual object does not obtain the item holding reward; or, the resource exchange result represents that the master virtual object obtains part of the item holding reward, etc.
[0096] It should be noted that the above are merely illustrative examples and are not limited to the embodiments of the present application.
[0097] To sum up, resource exchange props for exchanging prop holding rewards are displayed in a virtual scene. After receiving the prop acquisition operation, the main control virtual object is controlled to obtain the resource exchange props, and the location information of the resource exchange point is displayed. After the resource exchange props are obtained, a prompt message will be displayed at the enemy virtual object to prompt the enemy virtual object to compete for the right to hold the resource exchange props; then, in response to the object movement operation, the main control virtual object is controlled to carry the resource exchange props to the resource exchange point, and the resource exchange result is displayed after the resource exchange operation is received at the resource exchange point. New prop functions are given to resource exchange props. On the one hand, when the main virtual object has the right to hold the resource exchange prop, the prop holding reward corresponding to the resource exchange prop can be directly obtained in the virtual game by controlling the interaction between the main virtual object and the resource exchange point. Compared with the method in related technologies that requires evacuating or completing the virtual game to obtain the prop holding reward, the efficiency of obtaining the prop holding reward can be improved, and the efficiency of human-computer interaction can be improved; on the other hand, prompt information will be displayed at the enemy virtual object during the process, which improves information transparency; on the other hand, the enemy virtual object can also compete with the main virtual object for the right to hold the resource exchange prop, which can adjust the difficulty of obtaining the prop holding reward. To a certain extent, it also improves the fun of the game while enriching the gameplay of the game, which is conducive to the efficient conduct of virtual games between different players, thereby improving the efficiency of human-computer interaction.
[0098] In an optional embodiment, after the master virtual object moves to the resource exchange point based on the object movement operation, the master virtual object can be controlled to interact with the resource exchange point, thereby implementing the resource exchange operation. Schematically, as shown in FIG4 , the embodiment shown in FIG3 above can also be implemented as steps 410 to 450 as follows; step 340 shown in FIG3 above can also be implemented as steps 440 to 450 as follows.
[0099] Step 410: Display resource exchange props in the virtual scene.
[0100] Among them, resource exchange props are used to exchange prop holding rewards. The virtual scene also includes master virtual objects and enemy virtual objects. The master virtual object is a virtual object controlled by the master account.
[0101] In some embodiments, resource exchange items are implemented as items with a certain probability of appearing in a virtual game. That is, in a virtual game, a resource exchange item may or may not appear. For example, if the item appearance probability is set to 0.6, then in a virtual game, there is a 60% probability that a resource exchange item will appear in the virtual scene corresponding to the virtual game, and a 40% probability that the resource exchange item will not appear in the virtual scene corresponding to the virtual game.
[0102] Illustratively, when a resource exchange item appears in a virtual scene, an item appearance prompt message is displayed to inform the virtual object of its presence. For example, the item appearance prompt message may read "Resource exchange item found." FIG5 illustrates an interface diagram of the item appearance prompt message. During a virtual game, when a resource exchange item with a certain probability of appearing appears in the virtual scene, an item appearance prompt message 510, "Resource exchange item found," is displayed to inform the virtual object that the resource exchange item has been found.
[0103] Optionally, the terminal interfaces corresponding to the multiple virtual objects participating in the virtual game may each display the item appearance prompt information 510 shown in FIG5 , which is not limited here. The multiple virtual objects participating in the virtual game may be all or part of all virtual objects participating in the game.
[0104] In some embodiments, for multiple virtual objects participating in a virtual game, the locations of resource exchange props can be viewed separately through a virtual map corresponding to the virtual game. The virtual map is used to view the entire landscape of the virtual game.
[0105] Figure 6 shows the location of a resource exchange item on a virtual map. The item's location is represented by an item identifier 610. By comparing the location of the item identifier 610 with other geographic locations on the virtual map, the location of the resource exchange item in the virtual game can be determined.
[0106] In some embodiments, at least one resource exchange item appears in the virtual scene. Optionally, in the virtual scene corresponding to the virtual game, one resource exchange item may appear, or multiple virtual exchange items may appear. Optionally, in the virtual scene corresponding to the virtual game, the resource exchange item may not appear, one resource exchange item may appear, or multiple virtual exchange items may appear.
[0107] Step 420 , in response to the item acquisition operation, controls the master virtual object to acquire the resource exchange item, and displays the location information of the resource exchange point.
[0108] The item acquisition operation controls the master virtual object to acquire a resource exchange item. The resource exchange point prompts the master virtual object to redeem a reward based on the resource exchange item, thereby obtaining a reward for holding the item. After the master virtual object acquires the resource exchange item, a prompt message is displayed from the perspective of the enemy virtual object. The prompt message includes the item identifier corresponding to the resource exchange item, prompting the enemy virtual object to compete for possession of the resource exchange item.
[0109] Optionally, when the master virtual object holds the resource exchange item, the task target will be automatically triggered so that the master virtual object can carry the resource exchange item to the resource exchange point to perform resource exchange.
[0110] Optionally, the location information of at least one resource exchange point is displayed. The location information can be implemented as information describing the distance and direction of the master virtual object relative to the resource exchange point, or as information describing the location coordinates of the resource exchange point, etc.
[0111] Schematically, the virtual scene corresponding to the virtual game may include one resource exchange point or at least two resource exchange points. When at least two resource exchange points are included, at least two resource exchange points may support the same resource exchange function, and resource exchange may be performed through any resource exchange point.
[0112] As shown in Figure 7, taking the example of the location information being implemented as information describing the distance and direction of the master virtual object relative to the resource exchange point, when the master virtual object holds a resource exchange item, two resource exchange points 710 are displayed, and each resource exchange point has a certain direction deviation relative to the master virtual object, that is, the location information represents the direction information of each resource exchange point, and each resource exchange point is also marked with a distance (such as: 211 meters), that is, the location information also represents the distance information of each resource exchange point. The comprehensive direction information and distance information can determine the location information of the two resource exchange points 710.
[0113] In some embodiments, when a resource exchange item appears on a preset item storage rack in a virtual scene, a master virtual object may be configured by default to have a certain item withdrawal silence period when removing the item from the preset item storage rack. The item withdrawal silence period is used to limit the master virtual object's object operations. For example, during the item withdrawal silence period, the master virtual object cannot perform item attack operations; or, during the item withdrawal silence period, the master virtual object cannot perform dodge operations.
[0114] Figure 8 shows a schematic diagram of a master virtual object acquiring a resource exchange item. Resource exchange item 810 is located on a preset item storage rack 820. While master virtual object 830 is retrieving resource exchange item 810 from preset item storage rack 820, some operations on the master virtual object 830 are restricted due to the item retrieval silence period. Optionally, resource exchange item 810 can also be highlighted during the retrieval process.
[0115] By using props to remove the silent time period, the display of the picture can be enhanced, while allowing the enemy virtual object to defeat the main virtual object through squatting attacks, etc., thereby improving the richness of the game play and increasing the fun of the game.
[0116] In some embodiments, after the master virtual object obtains the resource exchange props, the prop acquisition prompt information can be displayed on the terminal interfaces corresponding to the multiple virtual objects participating in the game. The prop acquisition prompt information is used to prompt the ownership of the resource exchange props, that is, there is currently a virtual object that obtains the resource exchange props.
[0117] Optionally, the prop acquisition prompt information indicates that a virtual object has obtained a resource exchange prop, but does not display the object identifier of the virtual object, such as: object nickname, object avatar, etc.; or, the prop acquisition prompt information directly displays the object identifier of the virtual object, such as: object nickname, object avatar, etc., which is not limited here.
[0118] In an illustrative example, when the controlling virtual object obtains a resource exchange item, the item acquisition prompt information displayed on the terminal interface of the teammate virtual object belonging to the same virtual camp as the controlling virtual object will read: "We have obtained a resource exchange item"; or "Our teammate X has obtained a resource exchange item", etc.
[0119] When the controlling virtual object obtains a resource exchange item, the item acquisition prompt displayed on the terminal interface of an enemy virtual object belonging to a different faction than the controlling virtual object will read: "Enemy obtained resource exchange item." For example, as shown in FIG9 , item acquisition prompt 910 displayed on the terminal interface of an enemy virtual object belonging to a different faction than the controlling virtual object will read: "Enemy obtained resource exchange item."
[0120] In an optional embodiment, in addition to displaying the location information of the resource exchange point on the terminal interface of the master virtual object, the location information of the resource exchange point can also be displayed on the virtual map, so that other virtual objects can also know the location of the resource exchange point. Optionally, the other virtual objects include at least one of the following: a teammate virtual object and an enemy virtual object.
[0121] 10 is a schematic diagram showing the location information of resource exchange points on a virtual map, wherein the virtual map 1010 includes two resource exchange points, namely resource exchange point 1021 and resource exchange point 1022.
[0122] It should be noted that the above are merely illustrative examples and are not limited to the embodiments of the present application.
[0123] Step 430 , in response to the object movement operation, controlling the master virtual object to carry the resource exchange item and move to the resource exchange point indicated by the location information.
[0124] Illustratively, when the master virtual object carries resources to exchange for props, the player can control the master virtual object to move toward the resource exchange point, and this operation is regarded as an object movement operation.
[0125] In some embodiments, a resource exchange item includes an item identifier, which reveals the item's location. Consequently, the location of the controlling virtual object carrying the item is also revealed based on the item identifier. For example, FIG11 illustrates an interface diagram of an enemy virtual object identifying the controlling virtual object based on item identifier 1110 displayed on its terminal interface. Thus, the enemy virtual object can roughly determine the controlling virtual object's location based on item identifier 1110.
[0126] Optionally, since the position of the master virtual object will be exposed based on the prop identifier, while the position of the teammate virtual object will not be exposed, the master virtual object can also abandon the resource exchange prop at a certain location point, allowing the master virtual object and the teammate virtual object to ambush the enemy virtual object near the location point, thereby leveraging the sharing of the location information of the resource exchange prop and executing the game through asymmetric information, thereby improving the richness of the gameplay and enriching the fun of the game.
[0127] Step 440 : In response to the master virtual object arriving at the resource exchange point based on the object movement operation, a prop verification operation for controlling the interaction between the master virtual object and the resource exchange point is received.
[0128] The item verification operation is used to verify the resource exchange item. Schematically, the item verification operation can determine whether the resource exchange item is correct. The item verification operation can also be considered as an operational verification process for the correct interaction between the master virtual object and the resource exchange point.
[0129] Optionally, an item verification container is present at the resource exchange point, and the interaction between the master virtual object and the item verification container is treated as an item verification operation. Specifically, the item verification operation may be controlling the master virtual object to insert the resource exchange item into the item verification container; or controlling the master virtual object carrying the resource exchange item to touch the item verification container.
[0130] Step 450: When the item verification operation meets the preset verification conditions, the resource exchange result is displayed based on the resource exchange operation.
[0131] Optionally, the resource exchange operation is a manually triggered operation, such as manually implemented by a player; or, the resource exchange operation is implemented as an automatically triggered operation, such as automatically triggering the resource exchange operation when a preset condition is met.
[0132] Illustratively, the preset verification condition is a pre-set verification condition, which is implemented as at least one of a plurality of conditions, such as a time condition and a defense condition. Optionally, the time condition includes: the master virtual object is alive within a preset time period; or, both the master virtual object and the teammate virtual object are alive within a preset time period; or, both the teammate virtual objects are alive within a preset time period. Optionally, the defense condition includes: the master virtual object is not attacked by an enemy virtual object.
[0133] In one optional embodiment, in response to the fact that the host virtual object has not been interfered with by the enemy virtual object within the verification period corresponding to the item verification operation, the resource exchange result is displayed based on the resource exchange operation. If the enemy virtual object does not possess the right to exchange the resource item within the verification period, it is deemed that the master virtual object has not been interfered with by the enemy virtual object. That is, in response to the fact that the enemy virtual object does not possess the right to exchange the resource item within the verification period corresponding to the item verification operation, the resource exchange result is displayed based on the resource exchange operation.
[0134] Schematically, the control virtual object successfully inserts the resource exchange item into the item verification container, and the successful insertion process is considered the item verification operation of the interactive operation. For example, the control virtual object inserts the resource exchange item into the item verification container, and the process of the control virtual object long-pressing the interactive control to verify the duration is considered the successful insertion process, with the verification duration being 3 seconds, 5 seconds, etc.
[0135] Figure 12 shows a schematic diagram of the interface for controlling the interaction between the master virtual object and the item verification container. The process in which the master virtual object 1210 inserts the resource exchange item 1220 into the item verification container and the master virtual object holds down the interactive control for 5 seconds is considered a successful insertion, i.e., the item verification operation is performed.
[0136] That is, if the interaction between the main control virtual object and the item verification container remains relatively fixed during the verification period and is not interfered with by the enemy virtual object, resource exchange operations can continue to be performed based on the resource exchange point.
[0137] In some embodiments, the master virtual object's actions during the verification period are subject to certain restrictions, such as prohibiting attacking enemy virtual objects or movement. During this time, teammate virtual objects must protect the master virtual object from interference from enemy virtual objects. By leveraging operational restrictions and teammate virtual object collaboration, gameplay can be enriched and the game can be prevented from becoming monotonous.
[0138] In an optional embodiment, if the item verification operation meets preset verification conditions, a resource acquisition countdown is displayed. The controlling virtual object and the teammate virtual object must successfully secure the resource exchange item within the resource acquisition countdown. The teammate virtual object is a virtual object belonging to the same faction as the controlling virtual object. The controlling virtual object's continued possession of the resource exchange item during the resource acquisition countdown is considered successful protection of the resource exchange item. That is, the resource exchange result is displayed in response to the controlling virtual object possessing the resource exchange item within the resource acquisition countdown.
[0139] Indicatively, when the item verification operation meets the preset verification conditions, a resource acquisition countdown will be displayed on the interface. The resource acquisition countdown is used to represent the countdown for automatically triggering the resource exchange operation.
[0140] Optionally, the resource acquisition countdown is used to measure the time it takes for the master virtual object to obtain the item holding reward. When the resource acquisition countdown ends, the master virtual object can obtain the item holding reward based on the resource exchange props, which is regarded as automatically triggering the resource exchange operation.
[0141] Illustratively, the resource acquisition countdown is a pre-set countdown, such as 5 minutes or 3 minutes. Alternatively, the resource acquisition countdown is generated based on the virtual game situation, such as 3 minutes when there are more than 50 virtual objects in the virtual game, 5 minutes when there are more than 30 virtual objects, and 7 minutes when there are more than 20 virtual objects. Alternatively, the resource acquisition countdown is determined based on the performance of the controlling virtual object in the virtual game, such as 5 minutes when the controlling virtual object defeats 3 virtual objects, and 6 minutes when the controlling virtual object defeats 5 virtual objects. Alternatively, the resource acquisition countdown corresponds to the resource redemption item, is randomly set, or is set based on at least one of the redemption difficulty, weight, or attribute value of the resource redemption point. In other words, the selection of the resource acquisition countdown is relatively flexible and is not limited herein.
[0142] In an optional embodiment, in response to the controlling virtual object obtaining possession of a resource exchange item within the resource acquisition countdown, i.e., the controlling virtual object and the teammate virtual object successfully protected the resource exchange item from being acquired by the enemy virtual object, a resource exchange result is displayed. The resource exchange result may be represented by resource exchange information, which is information generated based on an automatically triggered resource exchange operation and is used to prompt the controlling virtual object to obtain a reward for holding the item by exchanging the resource exchange item.
[0143] Indicatively, if the controlling virtual object has the right to hold the resource exchange item within the resource acquisition countdown, the resource exchange result will be displayed; or, if the controlling virtual object and the teammate virtual object have the right to hold the resource exchange item within the resource acquisition countdown, the resource exchange result will be displayed.
[0144] Indicatively, if you have the right to hold the resource exchange item within the resource acquisition countdown, that is, you successfully protect the resource exchange item from being obtained by the enemy virtual object, that is, the enemy virtual object fails to snatch the resource exchange item, then the resource exchange operation will be automatically triggered, thereby displaying the acquisition status of the item holding reward obtained through the resource exchange item, that is, displaying the resource exchange.
[0145] In an optional embodiment, in response to the controlling virtual object obtaining possession of a resource exchange item within the resource acquisition countdown, i.e., the controlling virtual object and the teammate virtual object successfully protected the resource exchange item from being acquired by the enemy virtual object, a resource acquisition control is displayed. The resource acquisition control is used to prompt the controlling virtual object to obtain a reward for holding the item by exchanging the resource exchange item.
[0146] Indicatively, if the resource exchange item is successfully protected from competition by the enemy virtual object within the resource acquisition countdown, that is, the enemy virtual object fails to snatch the resource exchange item, a resource acquisition control can be displayed on the terminal interface corresponding to the master virtual object to remind the master virtual object that it can obtain the item holding reward by triggering the resource acquisition control.
[0147] Optionally, the resource exchange result is displayed based on the triggering operation of the resource acquisition control as a resource exchange operation.
[0148] It should be noted that the above are merely illustrative examples and are not limited to the embodiments of the present application.
[0149] To sum up, resource exchange props are given new prop functions. When the main virtual object has the right to hold the resource exchange props, the prop holding reward corresponding to the resource exchange props is obtained by controlling the interaction between the main virtual object and the resource exchange point, thereby enriching the reward acquisition path. In this process, the enemy virtual object can also compete with the main virtual object for the right to hold the resource exchange props, adjust the difficulty of obtaining the prop holding reward, improve the fun of the game, and enrich the gameplay of the game, which is conducive to the efficient conduct of virtual games between different players and improves the efficiency of human-computer interaction.
[0150] In an embodiment of the present application, the content of controlling the interaction between the master virtual object and the resource exchange point to realize the resource exchange operation is introduced. By controlling the interaction process between the master virtual object and the prop verification container at the resource exchange point, the resource exchange prop is verified. Then, if the preset verification conditions are met, the resource exchange operation within the resource acquisition countdown can be successfully exchanged for the prop holding reward, or the prop holding reward can be snatched away by other enemy virtual objects. While quantifying and protecting the conditions for resource exchange props through the resource acquisition countdown, it enriches the gameplay, improves the fun of the game, and enhances the efficiency of interaction between multiple players.
[0151] In an optional embodiment, the controlling virtual object and the teammate virtual object belong to the same faction, while the controlling virtual object, teammate virtual object, and enemy virtual object belong to different factions. After the controlling virtual object successfully interacts with a resource exchange point and obtains a prop holding reward, the teammate virtual object can also obtain a prop holding reward based on the interaction with the resource exchange point. In addition, the enemy virtual object can also snatch the resource exchange prop before the controlling virtual object successfully interacts with the resource exchange point. As shown in FIG13 , step 330 shown in FIG3 may further include step 1310 or step 1320.
[0152] Step 1310 , in response to the teammate virtual object completing the prop copy operation within the preset time period of the resource acquisition countdown, the resource copy information is displayed.
[0153] Among them, the prop copy operation is used to represent the interaction process between the teammate's virtual object and the resource exchange point.
[0154] Illustratively, the preset time period is a portion of the resource acquisition countdown. For example, if the resource acquisition countdown is 5 minutes, the preset time period is the last minute of the countdown; or, if the resource acquisition countdown is 5 minutes, the preset time period is the last 3 minutes of the countdown, etc.
[0155] Optionally, the item copy operation is used to represent the interaction between a teammate virtual object and a resource exchange point based on a resource exchange item. For example, a teammate virtual object of the master virtual object is virtual object A. Virtual object A can perform an interaction operation with a resource exchange point, such as the interaction between the master virtual object and the resource exchange point, within a preset time period, thereby treating the interaction operation as an item copy operation. For example, within the last minute of the resource acquisition countdown, if virtual object A long-presses the interactive control next to the item verification container at the resource exchange point for 5 seconds to verify, the item copy operation is considered completed.
[0156] Optionally, upon completion of the item copy operation, resource copy information may be displayed on the terminal interface of the master virtual object, where the resource copy information is used to prompt the teammate virtual object to redeem the copied resources for items to obtain the item holding reward.
[0157] For example, the controlling virtual object and the teammate's virtual object receive the same item holding reward. For example, each receives 100 virtual resources; or each does not need to exit the virtual game from the exit point.
[0158] Optionally, the controlling virtual object and the teammate virtual object can also obtain different prop holding rewards. For example, the controlling virtual object obtains 100 virtual resources, and the teammate virtual object obtains 90 virtual resources.
[0159] As shown in Figure 14, it is a schematic diagram of the interface for the teammate virtual object to perform the prop copy operation within the preset time period of the resource acquisition countdown, wherein the teammate virtual object 1410 is deemed to have completed the prop copy operation after long pressing the interactive control next to the prop verification container 1420 for the verification time within the preset time period.
[0160] In some embodiments, after the master virtual object places the resource exchange item in the item verification container, it will not be able to take out the resource exchange item again, and other virtual objects will not be able to take out the resource exchange item either. Therefore, the position of the item identifier corresponding to the resource exchange item in the virtual map will be fixed. As shown in Figure 15, the item identifier 1510 is fixed at the position of the item verification container in the virtual map.
[0161] It should be noted that the above are merely illustrative examples and are not limited to the embodiments of the present application.
[0162] Step 1320 , in response to the enemy virtual object performing a prop verification operation during the resource acquisition countdown, a countdown reset reminder is displayed.
[0163] Optionally, in addition to defeating the master virtual object before placing the resource exchange item, the enemy virtual object also has a way to compete for the right to hold the resource exchange item during the resource acquisition countdown.
[0164] Indicatively, if the enemy virtual object interacts with the item verification container at any time before the end of the resource acquisition countdown to complete the "decryption" process (for example, staying close to the interactive control next to the item verification container for 5 seconds), the resource acquisition countdown can be reset at this time, and the resource acquisition countdown is bound to the enemy virtual object, that is, when the resource acquisition countdown ends, the enemy virtual object will receive the item holding reward.
[0165] As shown in FIG16 , which is a schematic diagram of the interface of the enemy virtual object, the enemy virtual object 1610 can interact with the prop verification container 1620 to realize the process of resetting the resource acquisition countdown, which can compete for the ownership of the resource exchange props.
[0166] That is, when the enemy virtual object resets the resource acquisition countdown, the countdown reset reminder is used to indicate that the ownership of the resource exchange item belongs to the enemy virtual object.
[0167] Optionally, teammates of the enemy virtual object who complete the decryption process also need to complete the "copy" process within the preset time period of the resource acquisition countdown in order to obtain the same item holding reward after the resource acquisition countdown ends.
[0168] As shown in Figure 17, it is a schematic diagram of the interface of the enemy virtual object's teammates. After the enemy virtual object can interact with the prop verification container to reset the resource acquisition countdown, the enemy virtual object's teammates 1710 obtain the same prop holding reward after the resource acquisition countdown ends based on the copy process.
[0169] Optionally, if any player completes "de-decoding," all players in the virtual game will be notified. For example, as shown in Figure 18, if an enemy virtual object completes "de-decoding," a notification 1810, "Enemy seizes resource exchange item," will be displayed on the terminal interfaces of the controlling virtual object and its teammates. If an enemy virtual object completes "de-decoding," a notification 1810, "Enemy seizes resource exchange item," will be displayed on the terminal interfaces of the enemy virtual object and its teammates. A notification, "Change in ownership of resource exchange item," will be displayed on the terminal interfaces of other virtual objects.
[0170] It should be noted that the above are merely illustrative examples and are not limited to the embodiments of the present application.
[0171] To sum up, resource exchange props are given new prop functions. When the main virtual object has the right to hold the resource exchange props, the prop holding reward corresponding to the resource exchange props is obtained by controlling the interaction between the main virtual object and the resource exchange point. In this process, the enemy virtual object can also compete with the main virtual object for the right to hold the resource exchange props, adjust the difficulty of obtaining the prop holding reward, improve the fun of the game, and enrich the gameplay of the game, which is conducive to the efficient conduct of virtual games between different players and improves the efficiency of human-computer interaction.
[0172] In an embodiment of the present application, the content of a teammate virtual object copying a prop holding reward or an enemy virtual object snatching a prop holding reward is introduced. The teammate virtual object can obtain the prop holding reward based on the interaction with the prop verification container within the resource acquisition countdown, thereby strengthening the sense of belonging to the camp between the main control virtual object and the teammate virtual object, improving the game relevance between multiple players in the game, enriching the gameplay while improving the fun of the game, and improving the efficiency of interaction between multiple players.
[0173] In an optional embodiment, when the master virtual object carries resources to exchange for props, a danger warning message is displayed based on the distance between the master virtual object and the enemy virtual object. Schematically, as shown in FIG19 , the embodiment shown in FIG3 above may further include the following step 1910 .
[0174] Step 1910 : During the process of the master virtual object carrying resources to exchange for props, in response to an enemy virtual object being within a preset range of the master virtual object, a danger warning message is displayed.
[0175] In some embodiments, considering that the position of the main control virtual object carrying resource exchange props will be exposed, in order to balance the fairness of the game, danger warning information can be displayed on the terminal interface of the main control virtual object to indicate that the enemy virtual object is close to the main control virtual object, reminding the main control virtual object to protect itself and resource exchange props, and also reminding the main control virtual object to call teammate virtual objects for help, etc.
[0176] In an optional embodiment, based on the distance between the enemy virtual object and the master virtual object within a preset range, danger warning information with a warning level is displayed, wherein there is a negative correlation between the distance and the warning level.
[0177] Indicatively, within a preset range, the closer the enemy virtual object is to the main control virtual object, the higher the prompt level of the danger prompt information representation; within a preset range, the farther the enemy virtual object is from the main control virtual object, the lower the prompt level of the danger prompt information representation, and so on.
[0178] Optionally, in response to the distance between the enemy virtual object and the main control virtual object being less than or equal to a first distance threshold, danger warning information is displayed in a style corresponding to the first distance level interval; in response to the distance between the enemy virtual object and the main control virtual object being greater than the first distance threshold and less than or equal to a second distance threshold, danger warning information is displayed in a style corresponding to the second distance level interval.
[0179] The first distance threshold is smaller than the second distance threshold, and the second distance threshold is smaller than or equal to the specified distance range.
[0180] In some embodiments, at least two prompt icons are displayed as danger prompt information, and the number of highlighted prompt icons is used to represent the level strength of the prompt level.
[0181] Figure 20 shows a schematic diagram of the danger alert interface. On the left side of the main virtual object's screen, a warning message 2010 titled "Danger Level" appears. This warning message 2010 helps the main virtual object understand whether there are enemy virtual objects within a preset range, as well as their approximate distance. A higher "Danger Level" indicates a closer enemy virtual object; a "Danger Level" of 0 indicates no enemy virtual objects are within a certain range.
[0182] Schematically, for a master virtual object that obtains and carries resource exchange items, when the master virtual object carries resource exchange items, distance prompt information will be displayed on the master virtual object login terminal interface. The distance prompt information is used to prompt the presence of an enemy virtual object within a certain distance range of the master virtual object, as well as the distance level (or danger level) corresponding to the distance between the master virtual object and the enemy virtual object.
[0183] For example, if at least one enemy virtual object exists within a circular area defined by a first length as a radius and centered on the controlling virtual object, a danger warning message is displayed. A corresponding danger level is displayed based on the distance between the closest enemy virtual object and the controlling virtual object, with the closer the distance, the higher the danger level. The danger warning message and danger level change in real time based on the distance between the controlling virtual object and the enemy virtual object.
[0184] While the controlling virtual object is carrying a resource exchange item while performing a mission, enemy virtual objects may attack or plunder the controlling virtual object's resource exchange item. If an enemy virtual object attempts to obtain the resource exchange item from the controlling virtual object, the distance prompt displayed on the controlling virtual object's login terminal interface will be removed. At this point, the controlling virtual object and its teammate virtual objects will perceive the enemy virtual object's location in real time. Since the enemy virtual object is the player carrying the resource exchange item, a danger prompt will be displayed on the enemy virtual object's login terminal interface. This danger prompt indicates the presence of other virtual objects within a certain distance of the enemy virtual object, as well as the danger level corresponding to the distance between the enemy virtual object and other virtual objects.
[0185] It should be noted that the above are merely illustrative examples and are not limited to the embodiments of the present application.
[0186] In some embodiments, the method is applied to a computer device, which can be a terminal as an example, and the terminal is logged into the account of the enemy virtual object. The method includes: in response to the resource exchange prop being obtained, displaying prompt information, and displaying the location information of the resource exchange point, wherein the prompt information is used to prompt the enemy virtual object to compete for the right to hold the resource exchange prop; in response to the object movement operation, controlling the enemy virtual object to move to the resource exchange point indicated by the prompt information; when the enemy virtual object has the right to hold the resource exchange prop, in response to the resource exchange operation of the enemy virtual object at the resource exchange point, displaying the resource exchange result, and the resource exchange result is used to indicate the reward information obtained by the enemy virtual object by exchanging the resource prop.
[0187] Exemplarily, the timing for the enemy virtual object to seize the possession of the resource exchange item may be at least one of the following: when the master virtual object carries the resource exchange item and moves to the resource exchange point indicated by the location information, when the master virtual object performs a resource exchange operation at the resource exchange point, when the master virtual object verifies the item, or during the resource acquisition countdown of the master virtual object.
[0188] It should also be noted that the prompt information of the enemy virtual object, the resource exchange operation at the resource exchange point, and the relevant content of the resource exchange results can refer to the relevant content of the aforementioned master virtual object and will not be repeated here.
[0189] To sum up, resource exchange props are given new prop functions. When the main virtual object has the right to hold the resource exchange props, the prop holding reward corresponding to the resource exchange props is obtained by controlling the interaction between the main virtual object and the resource exchange point. In this process, the enemy virtual object can also compete with the main virtual object for the right to hold the resource exchange props, adjust the difficulty of obtaining the prop holding reward, improve the fun of the game, and enrich the gameplay of the game, which is conducive to the efficient conduct of virtual games between different players and improves the efficiency of human-computer interaction.
[0190] In an embodiment of the present application, it is introduced that in the process of the main control virtual object holding resources to exchange props, danger warning information can be displayed on the terminal interface of the main control virtual object in order to balance the gameplay, thereby prompting the main control virtual object of the existence of enemy virtual objects within a preset range, making it easier for the main control virtual object to defend, and also easier for the main control virtual object to jointly defend with teammate virtual objects, providing a fairer game mechanism, so that the main control virtual object can also obtain effective information within a certain distance range, thereby improving the playability of the game and improving the efficiency of human-computer interaction.
[0191] In an optional embodiment, the above-mentioned reward acquisition method can also be referred to as "a dynamic balancing scheme for controlling the difficulty of reward acquisition in an electronic game." Compared to the related art, where players are merely in an attack-and-be-attacked relationship, the confrontational game relationship between players is relatively simple, which is not conducive to active player participation. This embodiment of the present application provides players with a more diverse game interaction implementation scheme. By controlling the targeted interaction between the main virtual object carrying resource exchange items and the resource exchange point, players can obtain various forms of item holding rewards, such as virtual exchange resources and game withdrawal rewards, enriching the gameplay. The above content is illustrated schematically from both the implementation and technical aspects.
[0192] (1) Implementation side
[0193] For example, in a tactical shooting game, players spend in-game virtual resources to purchase virtual equipment and enter a virtual map. After the game begins, players randomly appear at certain locations within the virtual map, search for virtual items, defeat other players, or complete designated tasks before evacuating to complete the match.
[0194] Players who successfully evacuate can exchange the virtual items they found for in-game virtual resources to purchase new equipment. If evacuation fails, the player's virtual equipment and searched virtual items will be lost and cannot be taken out of the game. Figure 21 shows the general flow of the game.
[0195] Step 2110, carry virtual equipment.
[0196] Indicatively, virtual objects can carry virtual equipment before entering a virtual game. The virtual equipment includes virtual clothing, virtual decorations, virtual headdresses, virtual accessory skins, and other content.
[0197] Step 2120, enter the virtual game.
[0198] Indicatively, the player can control the virtual object to enter the virtual game through the "Game Start" control; or, after the preset game game countdown ends, the virtual object enters the virtual game, etc.
[0199] Step 2130, a random item point appears.
[0200] Indicatively, after entering a virtual game, the virtual object controlled by the player may randomly appear at a certain location on the virtual map, which is considered as the process of appearing at a random prop point.
[0201] Step 2140, game process.
[0202] In a virtual game, players can play the game by themselves or with other virtual objects, such as completing game tasks by themselves and attacking enemy virtual objects, completing game tasks with teammates' virtual objects and attacking enemy virtual objects together with teammates' virtual objects, etc.
[0203] Optionally, the game process includes three parts: searching for virtual props, virtual fighting, and completing virtual tasks.
[0204] Among them, the virtual props include at least one of multiple props such as virtual attack props, resource exchange props, virtual healing items, virtual defense items, etc.
[0205] Virtual combat refers to the process of fighting against enemy virtual objects that do not belong to the same virtual faction. For example: controlling the main virtual object to attack at least one enemy virtual object; controlling the main virtual object to jointly attack at least one enemy virtual object with other teammate virtual objects; controlling the main virtual object to attack non-player characters; controlling the main virtual object to jointly attack non-player characters with teammate virtual objects, etc.
[0206] Virtual tasks are pre-set tasks in a virtual game, such as tasks for accumulating virtual resources, tasks for interacting with resource exchange points, etc., which are not limited here.
[0207] Step 2150, arrive at the evacuation point to evacuate.
[0208] Illustratively, the virtual game includes a pre-set exit point. When the virtual object reaches the exit point, it can leave the virtual game through the pre-set exit channel provided by the exit point.
[0209] Optionally, once you leave the virtual game, you cannot re-enter it. The player needs to control the virtual object as much as possible in the virtual game and avoid being attacked by the enemy virtual object and even eliminated.
[0210] Step 2160: If you die or are eliminated without evacuating, you will lose all virtual equipment and virtual props.
[0211] For example, when a virtual object dies, it is considered eliminated. Virtual object elimination includes: elimination after being attacked by an enemy virtual object; elimination after being attacked by a non-player character; or elimination after being within a preset danger range (such as a virtual poison circle, etc.).
[0212] Indicatively, when a virtual object dies, it is impossible to evacuate safely; or, when the time of reaching the evacuation point exceeds the evacuation time period, it is considered impossible to evacuate, etc.
[0213] Optionally, when the virtual object cannot withdraw from the virtual game, the virtual object will lose all virtual equipment equipped before the virtual game, and will also lose the virtual props searched for during the virtual game.
[0214] Step 2170, successful evacuation.
[0215] Optionally, the virtual object may safely evacuate from the evacuation point based on completing a preset task; or the process of reaching the evacuation point may be regarded as a successful evacuation process.
[0216] That is, the above steps 2160 and 2170 are two possible outcomes, and the outcome is determined by the game situation of the players participating in the virtual game.
[0217] It is worth noting that the above game process is only an illustrative example. In addition to being implemented as an evacuation point, the evacuation process can also be implemented as completing preset tasks, surviving to the last virtual team, etc., which is not limited here.
[0218] In an optional embodiment, different virtual props have different prop functions, and multiple virtual props are pre-set in the virtual scene. There is a probability that the multiple virtual props include resource exchange props, such as: virtual game A includes resource exchange props, virtual game B does not include resource exchange props, etc.; or, multiple virtual props include resource exchange props, etc.
[0219] Schematically, a resource exchange item is a virtual item that can be picked up by a virtual object and has a two-way interactive positioning function, that is, the two-way interactive positioning function will be triggered after the resource exchange item is picked up. Other players can determine the location of the virtual object that picked up the resource exchange item based on the resource exchange item, and the virtual object can also know the location of other virtual objects based on the carrying process of the resource exchange item.
[0220] Optionally, taking the virtual object carrying the resource exchange prop as the master virtual object as an example, the master virtual object needs to carry the resource exchange prop to a designated location (such as a resource exchange point) to complete the task in order to obtain a special reward (prop holding reward).
[0221] Indicatively, special rewards include the master virtual object being able to complete the evacuation process after completing the task without having to pass through the evacuation point. For example, after the virtual game ends at the preset time, the master virtual object can automatically evacuate even if it is not at the evacuation point. Special rewards can also include virtual resources, etc.
[0222] In some embodiments, if the resource exchange item appears in a virtual game, all players will be notified and a prompt will pop up at the top of the screen. Schematically, as shown in Figure 5, the effect of the global prompt is demonstrated.
[0223] In some embodiments, after a global notification, the location of the resource exchange item will be immediately displayed on the player's virtual map, allowing all players to see the item's location in real time. From this point on, the location of the resource exchange item will remain visible until a player reaches the resource exchange point, completes the task, and receives the item holding reward. At this point, the resource exchange item is considered used and the location display process is canceled. Figure 6 illustrates the effect of item location exposure.
[0224] In some embodiments, when the master virtual object picks up a resource exchange item, the task objective will be automatically triggered. At this time, the master virtual object needs to take the resource exchange item to the designated location (resource exchange point). The teammate virtual objects belonging to the same virtual camp can assist the master virtual object in safely delivering the resource exchange item.
[0225] Optionally, two locations are marked as resource exchange points on the screen of the master virtual object that picks up the resource exchange item, so that the master virtual object can perform the task execution process based on the resource exchange item. Schematically, as shown in FIG7 , the effect of location marking is shown.
[0226] In some embodiments, the system can prevent the master virtual object from performing any actions while the master virtual object is extracting a resource exchange item. This allows the enemy virtual object to ambush the resource exchange item in order to defeat it while the master virtual object is extracting it. For example, the effect of extracting a resource exchange item is shown in Figure 8.
[0227] In some embodiments, when a resource exchange item is picked up by a master virtual object, the system will broadcast a full-map announcement to notify all players that someone has successfully picked up the resource exchange item.
[0228] Optionally, when the system broadcasts, it can only broadcast the result of the virtual object obtaining the resource exchange props (that is, the master virtual object is not disclosed), or it can broadcast the result of the master virtual object obtaining the resource exchange props (that is, the master virtual object is disclosed, such as the public nickname, public avatar, etc.).
[0229] Schematically, the announcement effect (prop acquisition prompt information) displayed on the terminal interface of a teammate virtual object belonging to the same virtual camp as the main virtual object prompts: "Our side has obtained resource exchange props"; or "Our teammate X has obtained resource exchange props", etc.; the announcement effect displayed on the terminal interface of an enemy virtual object belonging to a different virtual camp from the main virtual object prompts: "The enemy has obtained resource exchange props", as shown in Figure 9, which is a schematic diagram of the announcement effect of the terminal interface corresponding to the enemy virtual object.
[0230] In some embodiments, the locations of the two designated resource exchange points can be seen on the virtual map of all players. Schematically, as shown in FIG10 , the display effect of the location information in the virtual map is shown.
[0231] In some embodiments, before the controlling virtual object reaches the resource exchange point and completes the mission, the location of the resource exchange item will remain visible on the virtual map and will not change after it is picked up. Therefore, when carrying the resource exchange item to the resource exchange point, the whereabouts of the item holder will be exposed, but the virtual object of the teammate holding the item will not be exposed. For example, the first-person perspective of the enemy virtual object is shown in Figure 11.
[0232] In some embodiments, in order to avoid the problem that the location of the main virtual object is always known by the enemy virtual object, but the main virtual object cannot know the location of the enemy virtual object, the system sets up a countermeasure system. That is, although the main virtual object carrying resource exchange props will be exposed, the main virtual object will see a prompt message called "Danger Level" on the left side of the screen. This prompt message will help the main virtual object player understand whether there are enemy virtual objects within a certain range nearby, and the approximate distance of these enemy virtual objects. When the "Danger Level" is higher, it means that the distance of the enemy virtual object is closer; when the "Danger Level" is 0, it means that there are no enemy virtual objects within a certain range around.
[0233] Figure 20 illustrates the display effect of prompt information. The location of resource exchange items is displayed in real time. Picking up a resource exchange item and then proceeding to the exchange point to complete a task will reveal your whereabouts. The controlling virtual object can also obtain information about nearby enemy virtual objects. The controlling virtual object can communicate and collaborate with teammate virtual objects whose locations have not been revealed, making good use of the prompt information it receives, or discarding resource exchange items to confuse enemy virtual objects. This allows players to leverage asymmetric information and choices to engage in strategic battles, creating more engaging combat.
[0234] In some embodiments, after arriving at a resource exchange point, the controlling virtual object carrying the resource exchange item proceeds to the resource exchange point and then inserts the resource exchange item into a special container at the resource exchange point (e.g., by pressing and holding the interaction control for 5 seconds without interruption near the special container), thereby completing the interaction process between the controlling virtual object and the resource interaction point. For example, Figure 12 illustrates inserting a resource exchange item into a special container.
[0235] Optionally, a countdown will start after the resource exchange item is inserted. After the countdown ends, the master virtual object can directly obtain the item holding reward. For example, the item holding reward includes whether or not the evacuation point has been reached and has no effect on the evacuation.
[0236] Optionally, the teammate virtual object of the master virtual object that inserted the resource exchange item into the special container needs to interact with the special container again within the last minute of the countdown to complete the copy process (for example, by pressing and holding the interactive control for 5 seconds after approaching the special container). After the countdown ends, they will also receive the same reward as the master virtual object who originally inserted the resource exchange item. For example, Figure 14 shows a schematic diagram of the teammate virtual object executing the copy process.
[0237] In some embodiments, once a resource exchange item is placed in a special container, it cannot be taken out again, the "danger level" prompt will disappear, and the location of the resource exchange item in the virtual map will be fixed. For example, the virtual map display effect is shown in Figure 15 below.
[0238] In some embodiments, when the interactive control is long-pressed to place a resource exchange item, the controlling virtual object will be unable to perform any other actions. Therefore, the enemy virtual object can choose to wait in a special container and wait for the controlling virtual object carrying the item to interact with the resource exchange point, and then wait and defeat it.
[0239] Optionally, in addition to defeating the master virtual object carrying the resource exchange item before placing the resource exchange item, other enemy virtual objects also have ways to snatch the item holding reward corresponding to the resource exchange item during the countdown.
[0240] Schematically, an enemy virtual object can interact with a special container at any time before the countdown ends to achieve a "decryption" process (e.g., by holding down the interactive control for 5 seconds after approaching the special container). This resets the countdown, and when the countdown ends, the enemy virtual object will receive a reward. Figure 16 shows a schematic diagram of how to capture resources and exchange them for items through the "decryption" process.
[0241] Furthermore, other virtual objects belonging to the same virtual faction as the decrypted enemy virtual object must also complete the aforementioned "copying" process within the final minute to receive the same item holding reward after the countdown ends. Figure 17 shows a schematic diagram illustrating how to obtain the item holding reward through the "copying" process.
[0242] Optionally, when any enemy virtual object completes the "decryption" process, all players in the virtual map will be notified. Figure 18 shows a schematic diagram of the notification process for seizing resource exchange items. In other words, during the interaction between the master virtual object and the resource exchange point, players are in an offensive and defensive relationship, and this relationship can be constantly exchanged.
[0243] It is worth noting that the above implementation is only an illustrative example and the embodiments of the present application are not limited to this.
[0244] (2) Technical side
[0245] As shown in Figure 22, which is a technical diagram, the entire gameplay plan can be divided into the following stages:
[0246] (1) Appearance stage 2210: Appearance stage 2210 refers to the resource exchange props being refreshed in the scene or dropped in the virtual scene.
[0247] (2) Position disclosure stage 2220: Position disclosure stage 2220 refers to a player (such as a master virtual object) picking up and holding a resource exchange item.
[0248] (3) Decoding stage 2230: Decoding stage 2230 means that the player holding the resource exchange props brings the resource exchange props to the designated location for decryption, and the decryption will be completed after a certain period of time.
[0249] (4) Teammate Copying Phase 2240: Teammate Copying Phase 2240 refers to the period after the decryption timer ends, when the virtual objects of teammates of the player who decrypted the resource exchange item can copy the resource exchange item at the resource exchange point to obtain the item holding reward.
[0250] (5) Normal Ending Stage 2250: Normal ending stage 2250 means that the teammate copying stage 2240 timer ends normally without being competed for by other enemy players. The entire gameplay ends normally. Players who decipher and copy resources to exchange for props will receive prop holding rewards after the game ends.
[0251] (6) Evacuation phase 2260: Evacuation phase 2260 refers to the situation where the player holding the resource exchange item does not bring the resource exchange item to the designated location for decryption, but instead directly evacuates the battlefield to the evacuation point.
[0252] The transitions between these stages are based on the player's in-game behavior. When a player picks up a resource exchange item from the virtual scene, gameplay transitions from Appearance Stage 2210 to Location Reveal Stage 2220. During Location Reveal Stage 2220, if the player holding the resource exchange item discards it or dies, the game reverts to Appearance Stage 2210. If the player holding the resource exchange item evacuates directly to the evacuation point, gameplay transitions to Evacuation Stage 2260. Optionally, other virtual objects can continue playing virtual matches, unaffected by Evacuation Stage 2260.
[0253] When a player holding a resource exchange item proceeds to a resource exchange point to decrypt it, gameplay enters Decryption Phase 2230. During Decryption Phase 2230, the player decrypting the resource exchange item and their teammate's virtual object must wait for the resource acquisition countdown to complete. If they are captured by an enemy virtual object during this phase, the resource acquisition countdown restarts, remaining in Decryption Phase 2230. Only after the resource acquisition countdown completes does the game enter Teammate Copy Phase 2240. If they are captured by an enemy virtual object during the Teammate Copy Phase, the game returns to Decryption Phase 2230 until the Teammate Copy Phase 2240 countdown expires, at which point the game enters Normal End Phase 2250.
[0254] In an optional embodiment, in order to provide certain random attributes for the appearance of resource exchange props and the location of resource exchange points, a random template can be designed, as shown in FIG23 .
[0255] Random template 2310 includes an item location and several resource exchange points. The item location indicates the point where the item for resource exchange appears. Multiple random templates 2310 can be configured in a virtual scene, each assigned a weight. At the start of the game, all random templates 2310 are collected, and one of them is activated using a random weight or a specified method. This random template 2310 approach provides item locations and resource exchange points with a certain random attribute, improving gameplay.
[0256] Optionally, as shown in FIG24 , a decryption phase duration 2411 and a teammate copy phase duration 2412 may be configured for each resource exchange point 2410 , so that the difficulty level of each decryption point can be controlled.
[0257] In an optional embodiment, as shown in FIG25 , a schematic diagram of the judgment of the game stage is shown, which mainly judges whether it is the evacuation stage 2510, whether it is the normal end stage 2520, and whether it is in the reward player list 2530.
[0258] If the gameplay finally enters the normal ending stage, the players who successfully deciphered the resource exchange item and the players who successfully copied the resource exchange item will be recorded in the reward player list and marked as the item holding reward for deciphering the item, such as the complete item holding reward.
[0259] If the gameplay finally enters the evacuation stage, the players who evacuate with resource exchange items will be recorded and marked as issuing undeciphered item holding rewards, such as partial item holding rewards, or no item holding rewards, etc.
[0260] When a player exits a round, if the game is in the withdrawal phase, the system checks whether the player who settled the game is a player with a resource exchange item. If so, the undeciphered resource exchange item is issued. If the game is in the normal ending phase, the system checks whether the player who settled the game is among the rewarded players. If so, the deciphered resource exchange item is issued. Otherwise, no additional reward is issued.
[0261] To sum up, resource exchange props are given new prop functions. When the main virtual object has the right to hold the resource exchange props, the prop holding reward corresponding to the resource exchange props is obtained by controlling the interaction between the main virtual object and the resource exchange point. In this process, the enemy virtual object can also compete with the main virtual object for the right to hold the resource exchange props, adjust the difficulty of obtaining the prop holding reward, improve the fun of the game, and enrich the gameplay of the game, which is conducive to the efficient conduct of virtual games between different players and improves the efficiency of human-computer interaction.
[0262] In this embodiment, two-way interactive positioning of reward props, a countdown to a designated location, and a new reward-carrying mechanism create a mechanism for regulating reward acquisition in an evacuation shooter game through intense asymmetric information game competition between players. Under this scheme, whether players actively pick up props to complete tasks, or come to intercept or squat, they can effectively use their advantages to compete. There is no absolute suppression relationship, which can enhance players' desire to participate. In the final stage, players need to seize the location of special containers and conduct targeted offensive grabs and defensive replications, forming a fierce confrontation.
[0263] FIG26 is a block diagram of a reward acquisition device provided by an exemplary embodiment of the present application. As shown in FIG26 , the device includes the following parts:
[0264] The prop display module 2610 is used to display resource exchange props in the virtual scene, and the resource exchange props are used to obtain prop holding rewards after exchange;
[0265] Information display module 2620 is used to control the master virtual object to obtain the resource exchange item in response to the item acquisition operation, and to display the location information of the resource exchange point. After the resource exchange item is acquired, prompt information is displayed from the perspective of the enemy virtual object, prompting the enemy virtual object to compete for the right to own the resource exchange item.
[0266] The operation receiving module 2630 is configured to control the master virtual object to carry the resource exchange item and move to the resource exchange point indicated by the location information in response to an object movement operation;
[0267] The result display module 2640 is used to display the resource exchange result in response to the resource exchange operation of the master virtual object at the resource exchange point, and the resource exchange result is used to indicate the reward information obtained by the master virtual object by exchanging the resource exchange props.
[0268] In an optional embodiment, the result display module 2640 is also used to receive a prop verification operation that controls the interaction between the master virtual object and the resource exchange point in response to the master virtual object arriving at the resource exchange point based on the object movement operation, and the prop verification operation is used to verify the resource exchange prop; when the prop verification operation meets the preset verification conditions, the resource exchange result is displayed based on the resource exchange operation.
[0269] In an optional embodiment, the result display module 2640 is also used to display the resource exchange result based on the resource exchange operation in response to the enemy virtual object not having the right to hold the resource exchange item within the verification time corresponding to the item verification operation.
[0270] In an optional embodiment, the result display module 2640 is also used to display a resource acquisition countdown when the prop verification operation meets the preset verification conditions; in response to the master virtual object having the right to hold the resource exchange prop within the resource acquisition countdown, the resource exchange result is displayed.
[0271] In an optional embodiment, the result display module 2640 is also used to display a resource acquisition control in response to the master virtual object having the right to hold the resource exchange item within the resource acquisition countdown, and the resource acquisition control is used to prompt the master virtual object to obtain the item holding reward by exchanging the resource exchange item; receive the resource exchange operation on the resource acquisition control, and display the resource exchange result.
[0272] In an optional embodiment, the result display module 2640 is also used to display resource copy information in response to the teammate virtual object completing the prop copy operation within the preset time period of the resource acquisition countdown, wherein the prop copy operation is used to represent the interaction process between the teammate virtual object and the resource exchange point; the resource copy information is used to prompt the teammate virtual object to obtain the prop holding reward by copying the resource exchange prop.
[0273] In an optional embodiment, the result display module 2640 is also used to display a countdown reset reminder in response to the enemy virtual object performing the prop verification operation during the resource acquisition countdown process, and the countdown reset reminder is used to indicate that the ownership of the resource exchange prop belongs to the enemy virtual object.
[0274] In an optional embodiment, the information display module 2620 is further configured to display danger warning information in response to the enemy virtual object being included in a preset range of the master virtual object during the process of the master virtual object carrying the resource exchange item.
[0275] In an optional embodiment, the information display module 2620 is also used to display the danger warning information with a warning level based on the distance between the enemy virtual object and the main control virtual object within the preset range; wherein there is a negative correlation between the distance and the warning level.
[0276] In an optional embodiment, the information display module 2620 is further configured to display at least two prompting icons as the danger prompting information, and the number of highlighted prompting icons is used to represent the level intensity of the prompting level.
[0277] To sum up, resource exchange props are given new prop functions. When the main virtual object has the right to hold the resource exchange props, the prop holding reward corresponding to the resource exchange props is obtained by controlling the interaction between the main virtual object and the resource exchange point. In this process, the enemy virtual object can also compete with the main virtual object for the right to hold the resource exchange props, adjust the difficulty of the prop holding reward, improve the fun of the game, and enrich the gameplay of the game, which is conducive to the efficient conduct of virtual games between different players and improves the efficiency of human-computer interaction.
[0278] It should be noted that the reward acquisition device provided in the above embodiment is merely exemplified by the division of the aforementioned functional modules. In actual applications, the aforementioned functions can be assigned to different functional modules as needed, i.e., the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. Furthermore, the reward acquisition device provided in the above embodiment and the reward acquisition method embodiment are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.
[0279] FIG27 illustrates a block diagram of an electronic device according to an exemplary embodiment of the present application. Electronic device 2700 may be a portable mobile terminal, such as a smartphone, an in-vehicle terminal, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 player (Moving Picture Experts Group Audio Layer IV), a laptop computer, or a desktop computer. Electronic device 2700 may also be referred to as a user device, a portable terminal, a laptop terminal, a desktop terminal, or other similar names.
[0280] Typically, the electronic device 2700 includes a processor 2701 and a memory 2702 .
[0281] The processor 2701 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2701 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), or PLA (Programmable Logic Array). The processor 2701 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 2701 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 2701 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0282] Memory 2702 may include one or more computer-readable storage media, which may be non-transitory. Memory 2702 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in memory 2702 is used to store at least one instruction, which is executed by processor 2701 to implement the reward acquisition method provided in the method embodiment of the present application.
[0283] In some embodiments, the electronic device 2700 further includes one or more sensors, including but not limited to: a proximity sensor, a gyroscope sensor, and a pressure sensor.
[0284] A proximity sensor, also known as a distance sensor, is typically provided on the front panel of the electronic device 2700. The proximity sensor is used to detect the distance between the user and the front of the electronic device 2700. The gyroscope sensor can detect the body orientation and rotation angle of the electronic device 2700. The gyroscope sensor can work in conjunction with the accelerometer to detect the user's 3D movements on the electronic device 2700. Based on the data collected by the gyroscope sensor, the processor 2701 can implement the following functions: motion sensing (such as changing the UI based on the user's tilt operation), image stabilization during shooting, game control, and inertial navigation. The pressure sensor can be provided on the side frame of the electronic device 2700 and / or the lower layer of the display screen. When the pressure sensor is provided on the side frame of the electronic device 2700, it can detect the user's grip signal on the electronic device 2700, and the processor 2701 can perform left and right hand recognition or shortcut operations based on the grip signal collected by the pressure sensor. When the pressure sensor is provided on the lower layer of the display screen, the processor 2701 controls the operable controls on the UI interface based on the user's pressure operation on the display screen. The operability control includes at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0285] In some embodiments, the electronic device 2700 also includes other components. Those skilled in the art will understand that the structure shown in Figure 27 does not constitute a limitation on the electronic device 2700, and it may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0286] The embodiments of the present application further provide a computer device, which can be implemented as a terminal or server as shown in Figure 2. The computer device includes a processor and a memory, wherein the memory stores at least one program, which is loaded and executed by the processor to implement the reward acquisition method provided by each of the above method embodiments.
[0287] An embodiment of the present application further provides a computer-readable storage medium having at least one program stored thereon, and the at least one program is loaded and executed by a processor to implement the reward acquisition method provided by the above-mentioned method embodiments.
[0288] Embodiments of the present application further provide a computer program product or computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform any of the reward acquisition methods described in the above embodiments.
[0289] Optionally, the computer-readable storage medium may include: a read-only memory (ROM), a random access memory (RAM), a solid-state drive (SSD), or an optical disk. Among them, the random access memory may include a resistance random access memory (ReRAM) and a dynamic random access memory (DRAM). The serial numbers of the above embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.
[0290] Those skilled in the art will appreciate that all or part of the steps in the above embodiments may be implemented by hardware or by programs instructing the relevant hardware to perform the steps. The programs may be stored in a computer-readable storage medium, such as a read-only memory, a magnetic disk, or an optical disk. The above are merely optional embodiments of the present application and are not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included within the scope of protection of the present application.
Claims
1. A method for obtaining a reward, the method being executed by a computer device, the method comprising: Display resource exchange props in the virtual scene, wherein the resource exchange props are used to obtain prop holding rewards after exchange; In response to the item acquisition operation, controlling the master virtual object to acquire the resource exchange item, and displaying location information of the resource exchange point, wherein after the resource exchange item is acquired, a prompt message is displayed from the perspective of the enemy virtual object, the prompt message being used to prompt the enemy virtual object to compete for the right to own the resource exchange item; In response to an object movement operation, controlling the master virtual object to carry the resource exchange item and move to the resource exchange point indicated by the position information; In response to the resource exchange operation of the master virtual object at the resource exchange point, a resource exchange result is displayed, where the resource exchange result is used to indicate reward information obtained by the master virtual object by exchanging the resource exchange item.
2. The method according to claim 1, wherein The displaying of the resource exchange result in response to the resource exchange operation of the master virtual object at the resource exchange point includes: In response to the master virtual object arriving at the resource exchange point based on the object movement operation, receiving a prop verification operation for controlling the interaction between the master virtual object and the resource exchange point, wherein the prop verification operation is used to verify the resource exchange prop; When the item verification operation meets the preset verification conditions, the resource exchange result is displayed based on the resource exchange operation.
3. The method according to claim 2, wherein: When the item verification operation meets the preset verification conditions, displaying the resource exchange result based on the resource exchange operation includes: In response to the fact that the enemy virtual object does not have the right to possess the resource exchange item within the verification time period corresponding to the item verification operation, the resource exchange result is displayed based on the resource exchange operation.
4. The method according to claim 2, wherein: When the item verification operation meets the preset verification conditions, displaying the resource exchange result based on the resource exchange operation includes: When the item verification operation meets the preset verification conditions, a resource acquisition countdown is displayed; In response to the master virtual object having the right to possess the resource exchange item within the resource acquisition countdown, the resource exchange result is displayed.
5. The method according to claim 4, wherein The method further comprises: In response to the master virtual object having the right to hold the resource exchange item within the resource acquisition countdown, displaying a resource acquisition control, wherein the resource acquisition control is used to prompt the master virtual object to obtain the item holding reward by exchanging the resource exchange item; The resource exchange operation on the resource acquisition control is received, and the resource exchange result is displayed.
6. The method according to claim 4 or 5, wherein: The method further comprises: In response to the teammate virtual object completing the prop copy operation within the preset time period of the resource acquisition countdown, resource copy information is displayed, and the prop copy operation is used to represent the interaction process between the teammate virtual object and the resource exchange point; the resource copy information is used to prompt the teammate virtual object to obtain the prop holding reward by copying the resource exchange prop.
7. The method according to any one of claims 4 to 6, wherein: The method further comprises: In response to the enemy virtual object performing the item verification operation during the resource acquisition countdown, a countdown reset reminder is displayed, where the countdown reset reminder is used to indicate that the ownership of the resource exchange item belongs to the enemy virtual object.
8. The method according to any one of claims 1 to 7, wherein: The method further comprises: In the process of the master virtual object carrying the resource exchange item, in response to the enemy virtual object being included in the preset range of the master virtual object, danger prompt information is displayed.
9. The method according to claim 8, wherein The displaying of danger prompt information in response to the enemy virtual object being within the preset range of the master virtual object comprises: Based on the distance between the enemy virtual object and the master virtual object within the preset range, displaying the danger warning information with a warning level; There is a negative correlation between the distance and the prompt level.
10. The method according to claim 9, wherein: The displaying of the danger warning information having a warning level includes: At least two prompting marks are displayed as the danger prompting information, and the number of highlighted prompting marks is used to represent the level intensity of the prompting level.
11. A reward obtaining device, comprising: The prop display module is used to display resource exchange props in the virtual scene. The resource exchange props are used to obtain prop holding rewards after exchange; an information display module, configured to, in response to an item acquisition operation, control the master virtual object to acquire the resource exchange item, and to display location information of the resource exchange point; wherein, after the resource exchange item is acquired, prompt information is displayed from the perspective of the enemy virtual object, the prompt information being used to prompt the enemy virtual object to compete for the right to possess the resource exchange item; an operation receiving module, configured to control the master virtual object to carry the resource exchange item and move to the resource exchange point indicated by the position information in response to an object movement operation; The result display module is used to display the resource exchange result in response to the resource exchange operation of the master virtual object at the resource exchange point, and the resource exchange result is used to indicate the reward information obtained by the master virtual object by exchanging the resource exchange props.
12. A computer device comprising a processor and a memory, wherein the memory stores at least one program, and the at least one program is loaded and executed by the processor to implement the reward acquisition method according to any one of claims 1 to 10.
13. A computer-readable storage medium, wherein at least one program is stored in the computer-readable storage medium, and the at least one program is loaded and executed by a processor to implement the reward acquisition method according to any one of claims 1 to 10.
14. A computer program product, comprising computer instructions, wherein when the computer instructions are executed by a processor, the reward obtaining method according to any one of claims 1 to 10 is implemented.
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