Virtual prop acquisition method, related apparatus, device, and storage medium

By using a mechanism that displays covered and revealed container grids within loot containers, the issue of uneven resource distribution in multiplayer games is resolved, improving game fairness and player experience.

WO2026045720A1PCT designated stage Publication Date: 2026-03-05TENCENT TECHNOLOGY (SHENZHEN) CO LTD
View PDF 7 Cites 0 Cited by

Patent Information

Application Number
PCT/CN2025/108360
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-08-31
Filing Date
2025-07-14
Publication Date
2026-03-05

AI Technical Summary

Technical Problem

In multiplayer games, uneven distribution of loot containers leads to a poor player experience, and the current technology of randomly distributing loot resources causes fairness issues.

Method used

The loot container displays covered container slots, which players can reveal by searching. Virtual items can only be picked up after all container slots have been searched, increasing player autonomy and strategic choices.

Benefits of technology

By using a cover-up and reveal mechanism, blind competition among players is avoided, thus improving the fairness of the game and the gameplay experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN2025108360_05032026_PF_FP_ABST
    Figure CN2025108360_05032026_PF_FP_ABST
Patent Text Reader

Abstract

The present application discloses a virtual prop acquisition method, a related apparatus, a device, and a storage medium. The method comprises: in response to an opening operation for a loot container, displaying N container slots in a concealed state; in response to a search operation for a first container slot, controlling T container slots to switch from a concealed state to a revealed state; when the T container slots are configured to store a first virtual prop and the first virtual prop has not been picked up, displaying the first virtual prop in the T container slots; and in response to a pick-up operation for the first virtual prop, acquiring the first virtual prop. Because virtual props stored in container slots in a concealed state are invisible, blind competition for resources among players can be avoided, thereby reducing requests for competing for resources sent to a computer device, and reducing the load on the computer device. The players have greater autonomy when searching loot containers, thereby improving the fairness of gameplay.
Need to check novelty before this filing date? Find Prior Art

Description

A method for obtaining virtual items, related apparatus, equipment, and storage medium.

[0001] This application claims priority to Chinese Patent Application No. 202411220341.X, filed on August 31, 2024, entitled “A method for obtaining virtual props, related devices, equipment and storage medium”, the entire contents of which are incorporated herein by reference. Technical Field

[0002] This disclosure relates to the field of computer technology, and more specifically to the acquisition of virtual items. Background Technology

[0003] Loot containers, also known as loot chests or treasure chests, are a common in-game reward system in video games. These containers are typically located throughout the game map, and players can obtain loot (such as ammunition, supplies, resources, currency, and other virtual items) from them through specific methods (e.g., opening or destroying them). These loot containers play a crucial role in a player's progress and equipment upgrades.

[0004] Currently, in related technologies, after a player opens a loot container, an automatic search begins. Once the search is complete, the player receives the loot. In some multiplayer games, if multiple players search the same loot container, the system will randomly distribute the loot obtained by each player after the automatic search.

[0005] However, the inventors discovered that the current solution has at least the following problems: because the system randomly assigns loot to each player, there is an unfair distribution of loot resources, resulting in a poor user experience. Therefore, an effective method is urgently needed to solve this problem. Summary of the Invention

[0006] This application provides a method, related apparatus, device, and storage medium for obtaining virtual items, which can avoid the problem of uneven distribution of resources in the loot container, thereby improving the fairness of gameplay.

[0007] In view of this, this application provides a method for obtaining virtual items, including:

[0008] In response to the opening operation of the loot container, N container cells that are currently covered are displayed. The container cells included in the loot container are used to store virtual items. The covered state indicates that the virtual items stored in the container cells are not visible. N is an integer greater than or equal to 1.

[0009] In response to the search operation for the first container cell, control T container cells to switch from a covered state to a revealed state, where T container cells are contained in N container cells, the first container cell is contained in T container cells, and T is an integer greater than or equal to 1 and less than or equal to N;

[0010] If the first virtual item is not picked up, it is displayed in T container slots.

[0011] In response to a pick-up operation for the first virtual item, acquire the first virtual item.

[0012] Another aspect of this application provides a device for acquiring virtual items, comprising:

[0013] The display module is used to respond to the opening operation of the loot container and display N container cells that are covered. The container cells included in the loot container are used to store virtual items. The covered state means that the virtual items stored in the container cells are not visible. N is an integer greater than or equal to 1.

[0014] The control module is used to control T container cells to switch from a covered state to a revealed state in response to a search operation for the first container cell. The T container cells are contained in N container cells, the first container cell is contained in T container cells, and T is an integer greater than or equal to 1 and less than or equal to N.

[0015] The display module is also used to store the first virtual item in T container cells, and to display the first virtual item in the T container cells when the first virtual item is not picked up.

[0016] The control module is also used to acquire the first virtual item in response to a pick-up operation for the first virtual item.

[0017] In another aspect, this application provides a computer device including a memory and a processor, wherein the memory stores a computer program, and the processor executes the computer program to implement the methods described above.

[0018] Another aspect of this application provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the methods described above.

[0019] Another aspect of this application provides a computer program product, including a computer program that, when executed by a processor, implements the methods described above.

[0020] As can be seen from the above technical solutions, the embodiments of this application have the following advantages:

[0021] This application provides a method for acquiring virtual items. After opening a loot container, several covered container slots are displayed. These slots are used to store virtual items or portions of virtual items. Since the contents of the covered container slots are not visible—that is, the virtual items or portions of virtual items are covered—they are invisible to the player. Therefore, the player needs to actively select a container slot (e.g., the first covered container slot) to change its display state and make the virtual items inside visible. Because the virtual items stored inside the covered container slots are invisible, it can, to some extent, prevent players from blindly competing for resources, thereby reducing the requests sent to the computer device for resource contention and reducing the load on the computer device. Therefore, if T container slots, including the first container slot, contain the first uncollected virtual item, then after the player finishes searching, the T container slots will become visible, making the first virtual item visible to the player, who can then collect it. This demonstrates that players have greater autonomy when searching for loot containers, avoiding the problem of uneven resource distribution caused by randomly assigned virtual items, thus improving the fairness of the gameplay. Attached Figure Description

[0022] Figure 1 is a schematic diagram of an implementation environment for the virtual item acquisition method in this application embodiment;

[0023] Figure 2 is a schematic diagram of another implementation environment of the virtual prop acquisition method in this application embodiment;

[0024] Figure 3 is a flowchart of a virtual item acquisition method in an embodiment of this application;

[0025] Figure 4 is a set of interface diagrams for picking up virtual props in an embodiment of this application;

[0026] Figure 5 is a schematic diagram of an interface of the trophy container in an embodiment of this application;

[0027] Figure 6 is another schematic diagram of the trophy container in an embodiment of this application;

[0028] Figure 7 is a schematic diagram of an interface for searching container grids in an embodiment of this application;

[0029] Figure 8 is a schematic diagram of an interface showing a search countdown in an embodiment of this application;

[0030] Figure 9 is a schematic diagram of an interface for picking up sub-virtual props in an embodiment of this application;

[0031] Figure 10 is a schematic diagram of an interface for disassembling virtual props in an embodiment of this application;

[0032] Figure 11 is a schematic diagram of an interface for disassembling sub-virtual props in an embodiment of this application;

[0033] Figure 12 is a schematic diagram of an interface for synthesizing virtual props in an embodiment of this application;

[0034] Figure 13 is another schematic diagram of the interface for searching container grids in an embodiment of this application;

[0035] Figure 14 is a schematic diagram of an interface highlighting the container grid in an embodiment of this application;

[0036] Figure 15 is a schematic diagram of the relationship between playback volume and distance in an embodiment of this application;

[0037] Figure 16 is a schematic diagram of another interface where the virtual item search is interrupted in an embodiment of this application;

[0038] Figure 17 is a schematic diagram of an interface for marking virtual props in an embodiment of this application;

[0039] Figure 18 is a schematic diagram of an interface displaying the search progress of multiple players in an embodiment of this application;

[0040] Figure 19 is a schematic diagram of an interface for searching by merging container grids in an embodiment of this application;

[0041] Figure 20 is an overall flowchart of the virtual item acquisition method in an embodiment of this application;

[0042] Figure 21 is a schematic diagram of a virtual item acquisition device in an embodiment of this application;

[0043] Figure 22 is a schematic diagram of a terminal structure in an embodiment of this application. Detailed Implementation

[0044] This application provides a method, related apparatus, device, and storage medium for obtaining virtual items, which can avoid the problem of uneven distribution of resources in the loot container, thereby improving the fairness of gameplay.

[0045] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those of ordinary skill in the art without creative effort are within the scope of protection of this application.

[0046] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this application are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this application described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.

[0047] In this application embodiment, the terms "module" or "unit" refer to a computer program or part of a computer program that has a predetermined function and works with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.

[0048] In some multiplayer games, players can obtain virtual items by searching loot containers. After opening a container slot, players simply click on the virtual item to pick it up. When multiple players search the same loot container simultaneously, disputes can easily arise. Players may grab the virtual item without considering whether it's useful to them. Furthermore, grabbing virtual items requires quick reflexes; if a player is even slightly slow, other players will snatch it all, resulting in a poor gaming experience.

[0049] Based on this, this application provides an interactive method that supports multiple players searching loot containers together to obtain virtual items. When a player opens a loot container, all container slots are covered, and their contents are not visible. Players can select a container slot to initiate an automatic search. The more valuable the virtual item in the slot, the longer the search time. After the player finishes searching, the container slot becomes visible to that player and is no longer covered. Once all container slots occupied by a virtual item have been searched, the virtual item can be picked up by that player. Furthermore, the player can see the search status of other players, allowing them to formulate their own search strategies and engage in more strategic gameplay to obtain virtual items that meet their needs. The players involved in this application can be real players or objects controlled by artificial intelligence (AI) devices; this is not limited to any particular type.

[0050] Before introducing the specific methods of this application, the application scenarios of this application will be illustrated by example. It should be understood that the following application scenarios are merely illustrative and are not limited to these examples.

[0051] Taking online games as an example, the method provided in this application can be applied to the implementation environment shown in Figure 1, which includes a terminal 102, a network 103, a server 104, and a database 105.

[0052] Terminal 102 runs a client 101 (taking a game client as an example). Terminal 102 includes a human-computer interaction screen, a processor, and a memory. The human-computer interaction screen displays the game scene 100 (as shown in Figure 1, virtual object A1 is picking up virtual item A2 in the game scene 100); it also provides a human-computer interaction interface to receive human-computer interaction operations to open loot container A3 and to receive human-computer interaction operations to search container grid A4. The processor generates interaction instructions in response to the aforementioned human-computer interaction operations and sends these instructions to server 104. The memory stores game-related data, such as information about virtual items and their holding status.

[0053] The terminal 102 involved in this application includes, but is not limited to, mobile phones, tablets, laptops, desktop computers, smart voice interaction devices, virtual reality devices, smart home appliances, vehicle terminals, and aircraft. The client 101 is deployed on the terminal 102. The client 101 can run on the terminal 102 via a browser, or via a standalone application (APP) or mini-program.

[0054] Network 103 uses standard communication technologies and / or protocols, typically the Internet, but can also be any network, including but not limited to Bluetooth, local area network (LAN), metropolitan area network (MAN), wide area network (WAN), mobile, private network, or any combination of virtual private network. In some embodiments, custom or dedicated data communication technologies may be used to replace or supplement the aforementioned data communication technologies.

[0055] Server 104 includes a processor for performing storage or read operations on database 105. The server 104 involved in this application can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and AI platforms.

[0056] Given the above implementation environment, virtual object A1 is within the openable range of loot container A3. The following steps will be executed:

[0057] In step S101, the player opens the loot container A3, and the terminal 102 transmits the command corresponding to the opening operation to the server 104 via the network 103.

[0058] In step S102, terminal 102 displays N container cells (N≥1) that are in a covered state. The loot container A3 includes several container cells for storing virtual items A2. The covered state (i.e., the dark cells in the illustration) indicates that the virtual items stored in the container cells are not visible.

[0059] In step S103, terminal 102 responds to the player's search operation for container grid A4 and transmits the instruction corresponding to the search operation to server 104 via network 103.

[0060] In step S104, server 104 changes the display state of container cell A4 and synchronizes the display state of container cell A4 with terminal 102. As a result, terminal 102 displays container cell A4 in a visible state.

[0061] In step S105, virtual item A2 is stored in several container cells, including container cell A4, and if virtual item A2 is not picked up, virtual item A2 is displayed in the container cell.

[0062] In step S106, the player triggers a pickup operation for the virtual item A2, and the terminal 102 transmits the instruction corresponding to the pickup operation to the server 104 via the network 103.

[0063] In step S107, the virtual object A1 controlled by the player acquires the virtual item A2.

[0064] In step S108, server 104 synchronizes the pickup status of virtual object A1 and virtual item A2 to other players.

[0065] Taking a single-player game as an example, the method provided in this application can be applied to the implementation environment shown in Figure 2. For example, the game screen is displayed in a split-screen format on terminal 202, with player A and player B controlling corresponding virtual objects respectively. For example, terminal 202 displays player A's game screen, while player B is a non-player character (NPC).

[0066] In the above-described implementation environment, player A controls the first virtual object B1, and player B controls the second virtual object B5. The first virtual object B1 is within the explorable range of the loot container B3, and player B can see the first virtual object B1 opening the loot container B3. The specific steps are as follows:

[0067] In step S201, player A controls the first virtual object B1 to open the loot container B3. Then, terminal 202 displays N container slots (N≥1) that are currently covered. The loot container B3 includes several container slots for storing virtual items B2.

[0068] In step S202, player A controls the first virtual object B1 to search for container cell B4, thereby changing the display state of container cell B4.

[0069] In step S203, virtual item B2 is stored in several container cells, including container cell B4, and if virtual item B2 is not picked up, virtual item B2 is displayed in the container cell.

[0070] In step S204, player A controls the first virtual object B1 to pick up virtual item B2. Based on this, player B can no longer obtain virtual item B2.

[0071] Based on the above introduction, the method for obtaining virtual items in this application will be described below. Please refer to Figure 3. The method for obtaining virtual items in this embodiment is executed by a computer device, which is a terminal, or the computer device is a terminal cooperating with a server. The method provided in this application includes:

[0072] S301. In response to the opening operation of the loot container, display N container cells that are in a covered state, wherein the container cells included in the loot container are used to store virtual items, and the covered state indicates that the virtual items stored in the container cells are not visible, and N is an integer greater than or equal to 1.

[0073] The "open" operation refers to the action used to open the loot container, such as a single click, double click, or swipe. In one or more embodiments, when a player-controlled first virtual object approaches the loot container, the container can be opened, thereby revealing N covered container slots. Here, a container slot refers to a functional area on the game interface provided to the player for storing, viewing, and using game items. Players can manage their items through these slots, including equipment, consumables, materials, quest items, etc. In this application, the container slot refers to the slot within the loot container used to store virtual items. Different sized virtual items may occupy different numbers of container slots; for example, ammunition occupies only one container slot, while a sword occupies eight.

[0074] Virtual props refer to usable items for virtual objects in a virtual scene, such as throwable props, shooting props, virtual launchers, and virtual projectiles. Virtual objects refer to movable virtual characters in a virtual scene, such as virtual figures, virtual animals, and anime characters. A virtual object is a virtual representation of the user within the virtual scene. A virtual scene includes multiple virtual objects, each with its own shape and volume, occupying a portion of the virtual scene's space. A virtual scene is a virtual environment displayed (or provided) by an application running on a terminal. This virtual scene is a semi-simulated, semi-fictional virtual environment, or a purely fictional virtual environment. A virtual scene can be two-dimensional, 2.5-dimensional, or three-dimensional, etc., and this application does not limit the specific type.

[0075] Specifically, for ease of understanding, please refer to Figure 4. Figure 4 is a set of interface diagrams for picking up virtual items in an embodiment of this application. As shown in Figure 4(A), 401 is used to indicate the loot container, and 402 is used to indicate the opening control. When the player clicks the opening control indicated by 402, the opening operation for the loot container is triggered. Thus, the interface shown in Figure 4(B) is displayed, where 403 is used to indicate each container cell in a covered state. The covered container cells can be designed to be opaque or semi-transparent, and there is no limitation here.

[0076] The effect of storing virtual items in the container grid will be described below with reference to Figure 4(C). 404 is used to indicate a part of the virtual item (i.e., a sub-virtual item), and 405 is used to indicate another part of the virtual item (i.e., another sub-virtual item). The sub-virtual item part indicated by 404 occupies 1 container grid (i.e., the container grid indicated by 4039), and the sub-virtual item part indicated by 405 occupies 8 container grids (i.e., the container grids indicated by 4031 to 4038).

[0077] S302. In response to the search operation for the first container cell, control T container cells to switch from a covered state to a revealed state, wherein the T container cells are contained in N container cells, the first container cell is contained in the T container cells, and T is an integer greater than or equal to 1 and less than or equal to N.

[0078] The first container slot is one of the N container slots included in the loot container. The N container slots include T container slots, and the first container slot is one of the T container slots. Furthermore, each of the T container slots is occupied by at least one virtual item. For example, when a player performs a search operation on the first container slot, in response to this search operation, the T container slots occupied by the first virtual item (where the first container slot is located) will be switched from a covered state to a revealed state.

[0079] The search operation is an action performed to search, such as clicking, double-clicking, or swiping. In one or more embodiments, a player can trigger an interaction with a first container cell to search for that cell. After the search is complete, the first container cell switches from a covered state to a revealed state. The revealed state can indicate that if a virtual item is placed in the container cell, that item is visible. For example, the revealed state can employ a transparent design to fully display the contents of the container cell.

[0080] Specifically, for ease of understanding, as shown in Figure 4(D), 406 is used to indicate the cursor hovering over the first container cell. After a period of cursor hovering, the first container cell switches to the exposed state. Here, cursor hovering refers to the player moving the cursor to an interactive element in the user interface and holding it there for a period of time without moving the cursor or leaving the response area, without performing a click operation. During this process, the system may respond accordingly to the player's behavior, such as changing the cursor shape, displaying additional prompts, or changing the visual effects of the element (e.g., color changes, magnification effects), to provide feedback to the player or guide them to the next step.

[0081] For example, in one scenario, as shown in Figure 4(E), the cursor changes to a search icon as indicated by 407 during cursor hover. In another scenario, as shown in Figure 4(F), the cursor changes to a search icon and a time progress bar as indicated by 408 during cursor hover.

[0082] It should be noted that the search operation can also be triggered by long-pressing the area of ​​the first container cell on the terminal's touchscreen, or by double-tapping the first container cell, etc., which is not limited here.

[0083] S303. If the first virtual item is not picked up, and T container slots are used to store the first virtual item, then display the first virtual item in the T container slots.

[0084] In one or more embodiments, the T container cells include at least a first container cell. Assuming the T container cells contain a first virtual item that has not yet been picked up, the first virtual item is displayed within the T container cells. The first virtual item is a type of virtual item.

[0085] Specifically, for ease of understanding, as shown in Figure 4(G), 409 indicates the first virtual item, which occupies 9 container slots (i.e., T equals 9 at this time). It should be noted that the first virtual item can be found by the player on their first search, or it can be found by other players but not picked up.

[0086] S304. In response to a pick-up operation for the first virtual item, acquire the first virtual item.

[0087] In one or more embodiments, a player can pick up the first virtual item when all the container slots storing the first virtual item are exposed. The pick-up operation is an operation used to pick up the virtual item, such as a single click, double click, or swipe.

[0088] Specifically, for ease of understanding, as shown in Figure 4(H), 410 is used to indicate the pick-up icon. When the player clicks the pick-up icon indicated by 410, the pick-up operation for the first virtual item is triggered.

[0089] This application provides a method for obtaining virtual items, which gives players more autonomy when searching for loot containers, avoids the problem of uneven resource allocation caused by random distribution of virtual items, and thus improves the fairness of gameplay.

[0090] Optionally, based on one or more embodiments corresponding to Figure 3 above, in another optional embodiment provided by this application, in response to an opening operation of the loot container, N container compartments in a covered state are displayed, specifically including:

[0091] In response to an opening action on a loot container, retrieve the search progress for that loot container;

[0092] If the search progress indicator shows that there are unsearched container cells in the loot container, then N covered container cells will be displayed, where N container cells are the unsearched container cells.

[0093] The search progress indicates the search status of each container cell (i.e., whether the search is complete, the remaining search time, etc.).

[0094] Specifically, unsearched slots within loot containers will be displayed covered. It's understood that unsearched slots can be those that the player hasn't yet searched, or those that the player started searching for but stopped midway; there are no specific limitations.

[0095] For ease of understanding, please refer to Figure 5. Figure 5 is a schematic diagram of an interface of the loot container in an embodiment of this application. As shown in the figure, 501 is used to indicate the loot container, and 502 is used to indicate the N container cells in the loot container that are in a covered state (i.e., container cells that have not been searched). For example, 80 container cells in the loot container indicated by 501 have not been searched, therefore, the 80 container cells in a covered state are displayed (i.e., N equals 80 at this time).

[0096] In one or more embodiments, a method for displaying grid status based on search progress is described. For example, in response to an opening operation of a loot container triggered by a first account, the search progress of the first account for the loot container is obtained; if the search progress indicates that there are unsearched container grids in the loot container, then N container grids in a covered state are displayed, where the N container grids belong to the unsearched container grids. As can be seen from the foregoing embodiments, a player logs into a first account in the game application. Based on this, when a player triggers an opening operation for a loot container, the search progress of that player for that loot container can be queried based on the first account. It should be noted that the search progress between different accounts can be independent, that is, the backend will record the search progress of each account for each loot container separately. When a player opens a loot container, the player's search progress for that loot container can be found based on the player's corresponding account (e.g., the first account) and the identifier of the loot container. In other words, each player's (or account's) search progress for the loot container slots is independent of each other. The backend will update the account's search progress for the loot container in a timely manner. If a player's search process is interrupted, the backend will save the search progress at the time of interruption, so that when the player opens the loot container again (i.e., performs a search operation on the loot container again), the search progress can be restored to the state at the time of interruption.

[0097] Secondly, this application provides a method for displaying grid status based on search progress. Using this method, the display status of container grids is determined by the player's search progress. For example, container grids in the loot container that have not yet been searched are displayed in a covered state. Players can continue searching for covered container grids in the loot container. This search progress can be the individual player's search progress for the loot container or the combined search progress of multiple players, thereby not only improving the efficiency of searching for loot containers but also enhancing the realism and fun of the search process.

[0098] Optionally, based on one or more embodiments corresponding to Figure 3 above, in another optional embodiment provided by this application, after obtaining the search progress for the loot container, it may further include:

[0099] If the search progress indicator shows that there are container cells in the loot container that have been searched, then M container cells that are in the exposed state are displayed, where M container cells are container cells that have been searched, and M is an integer greater than or equal to 1.

[0100] If at least one of the M container slots is used to store the second virtual item, and the second virtual item has not been picked up, then the second virtual item is displayed.

[0101] In one or more embodiments, another method for displaying the status of slots based on search progress is introduced. As described in the foregoing embodiments, after a player logs into the first account opens the loot container, they search the container. Assuming that M container slots have been searched, these M container slots are displayed. After the player closes the loot container, when the player reopens the loot container, the backend will directly display the M displayed container slots to the player based on the first account's search progress for the loot container.

[0102] Specifically, for ease of understanding, please refer to Figure 6, which is another schematic diagram of the loot container in an embodiment of this application. As shown in the figure, 601 is used to indicate the loot container. 602 is used to indicate the M container cells in the loot container that are exposed (i.e., the container cells that have been searched). For example, 8 container cells in the loot container indicated by 601 have been searched, therefore, the 8 container cells in the exposed state are displayed (i.e., M equals 8 at this time). While 8 container cells in the loot container indicated by 601 have been searched, the remaining 72 container cells have not been searched, therefore, these container cells are covered.

[0103] 603 indicates the second virtual item. This second virtual item occupies 6 container slots, while the remaining 2 slots are empty. 604 indicates the pick-up icon. When the player clicks the pick-up icon indicated by 604, a pick-up operation for the second virtual item is triggered, thus obtaining the second virtual item.

[0104] It should be noted that the second virtual item is one that was found by this player or another player, and that the second virtual item was not picked up by any player. An empty container slot may not have contained any virtual items initially, or it may have contained virtual items initially but been picked up by any player.

[0105] Furthermore, this application provides another method for displaying the status of a grid based on search progress. Using this method, if a player or another player has already found a virtual item but hasn't picked it up in time, the player can still collect the virtual item after restarting the search for the loot container. This avoids players repeatedly searching, saving operation time and improving the gaming experience.

[0106] Optionally, based on one or more embodiments corresponding to Figure 3 above, in another optional embodiment provided by this application, in response to a search operation for the first container cell, controlling T container cells to switch from a covered state to a revealed state may specifically include:

[0107] In response to a search operation on the first container cell, a countdown is displayed for the remaining time before the first container cell switches from a covered state to a revealed state;

[0108] After obtaining the search operations performed on each of the T container cells, display the T container cells that are in the exposed state;

[0109] The countdown display includes at least one of digital countdown, graphical countdown, and color gradient countdown.

[0110] In one or more embodiments, a method is described that supports players manually searching container slots. As can be seen from the foregoing embodiments, assuming the first virtual item occupies at least two container slots (i.e., assuming T is greater than 1), when the first container slot is exposed, the player can see part of the structure of the first virtual item. Based on this, the player can determine the type and style of the first virtual item based on this exposed structure, so as to search for other container slots based on game experience.

[0111] Specifically, for ease of understanding, please refer to Figure 7. Figure 7 is a schematic diagram of an interface for searching container grids in an embodiment of this application. As shown in Figure 7(A), 701 is used to indicate the position where the cursor is hovering. 7021 is used to indicate the container grids that have been searched by the player. Assuming that the position indicated by 701 is located in the first container grid, based on this, when the cursor hovers over the first container grid, the interface shown in Figure 7(B) is displayed. Among them, 703 is used to indicate the countdown display of the remaining time for the first container grid to switch from the covered state to the revealed state. Similarly, the player can also move the cursor to container grids 7022 to 7028 in sequence to complete the search for these container grids, thereby displaying the interface shown in Figure 7(C). After performing the search operation on each of the 8 container grids (i.e., T equals 8 at this time), the 8 container grids in the revealed state are displayed. Among them, 704 is used to indicate the first virtual item stored in these 8 container grids.

[0112] The following section, in conjunction with Figure 8, will introduce several modes for displaying the remaining time countdown.

[0113] Please refer to Figure 8(A). 801 is used to indicate the countdown text, that is, to display the remaining time for the container cell to switch from a covered state to a revealed state in a digital countdown format. The digital countdown directly displays the remaining time, which is simple and intuitive.

[0114] Please refer to Figure 8(B), where 802 is used to indicate the countdown progress bar, that is, to display the remaining time for the container cell to switch from a covered state to a revealed state in a graphical countdown manner. The graphical countdown enhances the visual effect and interactivity.

[0115] Please refer to Figure 8(C), where 803 is used to indicate the container grid that is gradually becoming transparent. That is, the remaining time for the container grid to switch from a covered state to a revealed state is displayed in the form of a color gradient countdown. The countdown display accompanied by the color gradient can more vividly show the process of time passing, enhancing the user's sense of participation and anticipation.

[0116] For example, if a player has not searched a particular container cell, the remaining time displayed is the initial search duration for that container cell. For instance, if the total time required to search a container cell is 1 second (i.e., the initial search duration is 1 second), and the player has not searched that container cell, the remaining time displayed is 1 second.

[0117] For example, if a player has finished searching a container cell, the remaining time displayed is the initial search time for that container cell minus the time already spent searching. For instance, if the total time required to search a container cell is 3 seconds (i.e., the initial search time is 3 seconds), and the player has already searched for 1 second, then when continuing the search, the remaining time displayed will be 2 seconds.

[0118] Secondly, this application embodiment provides a method that supports players manually searching container slots. Through this method, players can sequentially select the container slots they need to search based on their game experience, gradually finding virtual items. This not only increases the game's strategic depth but also enhances its exploratory and fun aspects. Furthermore, this method allows players to quickly and efficiently select the virtual items they need from the multiple virtual items included in the loot container, shortening the selection time. Simultaneously, players can monitor the countdown timer to see when the container slots switch display states, which helps them better plan their actions.

[0119] Optionally, based on one or more embodiments corresponding to Figure 3 above, another optional embodiment provided by this application may further include:

[0120] If T container cells, including the first container cell, contain the first virtual item, and the first virtual item has not been picked up, then obtain the total value of the first virtual item.

[0121] Based on the total value of the first virtual item and the number of container slots, calculate the allocated value corresponding to each of the T container slots, where the number of container slots is equal to T.

[0122] Based on the allocated value corresponding to each container cell, determine the initial search duration for each of the T container cells, where the initial search duration is greater than or equal to the remaining duration.

[0123] In one or more embodiments, a method for determining the search time for a single container cell is described. As can be seen from the foregoing embodiments, players need to spend a certain amount of time to complete the search for container cells, and the initial search time required for each container cell can be determined by the total value of the virtual items stored therein.

[0124] Specifically, taking the first virtual item as an example, game developers can set its overall value based on factors such as rarity and functional strength. Then, based on the number of container slots occupied by the first virtual item, the allocated value for each of the T container slots is calculated. The allocated value is calculated by distributing the overall value to each container slot according to a certain proportion or rule. After determining the allocated value for each container slot, the initial search time for each container slot can be further calculated.

[0125] For example, the initial search time for the container cell can be calculated using the following formula: t_start=(V_total / T)*t_pre; Formula (1)

[0126] Where t_start represents the initial search duration of the container grid. V_total represents the total value of the virtual items stored in the container grid. T represents the total number of container grids occupied by virtual items, i.e., the number of container grids. (V_total / T) represents the allocated value of the container grid. t_pre represents the preset parameters.

[0127] Taking the first virtual item as an example, assuming its total value is 800 and it occupies 8 container slots, the value allocated to each container slot is 100. Assuming the preset parameter is set to 0.01, the initial search time for each container slot is 1 second. That is, after placing the first virtual item into its corresponding 8 container slots, it will take a total of 8 seconds to search for the first virtual item. Here, the initial search time for a container slot refers to the total time required to search all unsearched container slots.

[0128] It's important to note that the search time for container slots is determined by their allocated value. Therefore, container slots with higher allocated value may require a longer search time. This design forces players to spend more time searching for higher-value virtual items.

[0129] Understandably, finding virtual items with higher overall value requires players to invest more time and effort. Players need to weigh the search costs of different container slots to decide whether to prioritize searching higher-value slots or quickly browse lower-value slots for potential high-value targets. Therefore, players must decide how to allocate their search time within a limited timeframe, considering the rewards of high-value slots while avoiding wasting too much time on low-value slots, thus increasing the game's challenge. Players can also perceive the difference in value between virtual items based on the length of their search, which helps enhance their anticipation and sense of accomplishment during gameplay. Finding and acquiring high-value virtual items brings greater satisfaction.

[0130] Secondly, this application provides a method for determining the search time for a single container grid. By setting an overall value based on factors such as the rarity and functionality of virtual items, this method guides players to selectively choose their search targets and allocate search time more effectively, thereby enhancing the game's strategic depth. Furthermore, higher-value virtual items require more search time, creating a fairer gaming environment and encouraging players to acquire virtual items through strategy and skill, thus increasing the game's competitiveness and enjoyment.

[0131] Optionally, based on one or more embodiments corresponding to Figure 3 above, in another optional embodiment provided by this application, in response to the search operation for the first container cell, the following may also be included:

[0132] Show the first container cell that is in the exposed state;

[0133] If the first container cell is used to store sub-virtual items belonging to the first virtual item, then the sub-virtual items are displayed in the first container cell;

[0134] In response to a pick-up operation for a sub-virtual item, acquire the sub-virtual item.

[0135] In one or more embodiments, a method for disassembling items during the search process is described. As can be seen from the foregoing embodiments, the first virtual item can be further divided into at least two sub-virtual items. Based on this, players can search and disassemble simultaneously, and individually pick up one or more of the sub-virtual items.

[0136] Specifically, for ease of understanding, please refer to Figure 9, which is a schematic diagram of an interface for picking up sub-virtual items in an embodiment of this application. As shown in Figure 9(A), 901 is used to indicate a first virtual item (e.g., a virtual shooting kit). 9011 is used to indicate a sub-virtual item included in the first virtual item (e.g., a virtual rifle), and 9012 is used to indicate another sub-virtual item included in the first virtual item (e.g., virtual ammunition). 902 is used to indicate a first container slot, wherein the sub-virtual item indicated by 9012 occupies the first container slot. When the player clicks on the sub-virtual item indicated by 9012, a pickup operation for the sub-virtual item is triggered. Thus, the interface shown in Figure 9(B) is displayed, at which point the player has obtained the sub-virtual item indicated by 9012.

[0137] For example, players can also actively disassemble virtual items and pick up one or more sub-virtual items. For clarity, please refer to Figure 10, which is a schematic diagram of an interface for disassembling virtual items in an embodiment of this application. As shown in Figure 10(A), 1001 indicates a virtual item (e.g., a virtual rifle). Players can trigger a disassembly operation for this virtual item, thereby displaying the interface shown in Figure 10(B), where 1002 indicates a disassembly control. When a player clicks the disassembly control indicated by 1002, the virtual item indicated by 1001 is disassembled into several sub-virtual items (including a virtual barrel, virtual scope, virtual recoil brace, virtual magazine, virtual stock, etc.). After disassembly, the interface shown in Figure 10(C) is displayed, where the player can choose to pick up one or more sub-virtual items. For example, when a player clicks the control indicated by 1003, they can pick up the sub-virtual item "virtual scope".

[0138] For example, players can further disassemble sub-virtual items and pick up a portion of them. For clarity, please refer to Figure 11, which is a schematic diagram of an interface for disassembling sub-virtual items in an embodiment of this application. As shown in Figure 11(A), 1101 indicates a sub-virtual item (e.g., virtual ammunition). Players can trigger a disassembly operation for the sub-virtual item, thereby displaying the interface shown in Figure 11(B), where 1102 indicates a full-quantity pick-up control. When a player clicks the full-quantity pick-up control indicated by 1102, the entire sub-virtual item (e.g., 50 virtual bullets) can be picked up. 1103 indicates a quantity input area, and 1104 indicates a partial pick-up control. When a player enters the quantity in the quantity input area indicated by 1103 and then clicks the partial pick-up control indicated by 1104, a portion of the sub-virtual item (e.g., 20 virtual bullets) can be picked up.

[0139] It should be noted that any uncollected sub-virtual items after dismantling will remain in the container slots. If other players search all the container slots containing sub-virtual items, they can then collect those items.

[0140] Secondly, this application embodiment provides a method for disassembling virtual items during the search process. Through this method, players can choose to pick up only a portion of the virtual items according to their actual needs, or simply disassemble them into several sub-virtual items. This shortens the time required to pick up the required virtual items, increases the speed of virtual item pickup, thereby enhancing the flexibility of item pickup, enriching the gameplay and experience, and ultimately satisfying players' personalized needs, enhancing the game's realism and immersion.

[0141] Optionally, based on one or more embodiments corresponding to Figure 3 above, another optional embodiment provided by this application may further include:

[0142] In response to a view operation on the virtual backpack, display at least two sub-virtual items;

[0143] In response to a merge operation targeting at least two sub-virtual items, acquire a third virtual item.

[0144] In one or more embodiments, a method for recombinating sub-virtual items is described. As described in the foregoing embodiments, after a player picks up a sub-virtual item, these sub-virtual items are stored in the player's virtual inventory. Based on this, it is also possible to support players combining at least two sub-virtual items in their virtual inventory to obtain new virtual items.

[0145] Specifically, for ease of understanding, please refer to Figure 12. Figure 12 is a schematic diagram of an interface for merging virtual items in an embodiment of this application. As shown in Figure 12(A), the virtual backpack includes several sub-virtual items. The player can select the sub-virtual item indicated by 1201 (i.e., "virtual barrel"), the sub-virtual item indicated by 1202 (i.e., "virtual 8x scope"), the sub-virtual item indicated by 1203 (i.e., "virtual recoil brace"), the sub-virtual item indicated by 1204 (i.e., "virtual magazine"), and the sub-virtual item indicated by 1205 (i.e., "virtual stock"). Based on this, clicking the combination control indicated by 1206 completes the merging operation of the above-mentioned sub-virtual items.

[0146] As a result, the interface shown in Figure 12(B) is displayed. At this time, based on the above-mentioned sub-virtual props, the third virtual prop indicated by 1207 is synthesized.

[0147] Secondly, this application provides a method for recombining sub-virtual items. Through this method, players can recombine sub-virtual items in their virtual inventory according to their needs. Therefore, players can also explore methods for synthesizing new virtual items, thereby enhancing the game's enjoyment.

[0148] Optionally, based on one or more embodiments corresponding to Figure 3 above, in another optional embodiment provided by this application, in response to a search operation for the first container cell, controlling T container cells to switch from a covered state to a revealed state may specifically include:

[0149] In response to the search operation for the first container cell, a countdown is displayed for the remaining time for T container cells to switch from a covered state to a revealed state;

[0150] When the countdown ends, display the T container cells that are currently visible;

[0151] The countdown display includes at least one of digital countdown, graphical countdown, and color gradient countdown.

[0152] In one or more embodiments, a method for supporting automatic searching of container slots is described. As described in the foregoing embodiments, a first virtual item occupies T container slots. When a player searches any one of the T container slots (e.g., the first container slot), the remaining (T-1) container slots are simultaneously searched. Therefore, when the search of that container slot (e.g., the first container slot) is completed, it means that all T container slots have been searched.

[0153] Specifically, for ease of understanding, please refer to Figure 13. Figure 13 is another schematic diagram of the interface for searching container grids in an embodiment of this application. As shown in the figure, when the cursor hovers over the first container grid, T container grids, including the first container grid, gradually switch from a covered state to a revealed state. 1301 is used to indicate the remaining time for the T container grids to switch from a covered state to a revealed state. It should be noted that several methods for displaying the remaining countdown timer (i.e., at least one of a digital countdown, a graphical countdown, and a color gradient countdown) can be referred to the embodiment corresponding to Figure 8, and will not be elaborated here.

[0154] Understandably, the T container slots are a group of container slots associated with the first container slot (i.e., these container slots share the same virtual item), and their visibility changes based on the search operation. These different countdown display methods provide players with diverse information presentation, allowing them to more intuitively understand the search progress. When the countdown ends, the system will display the T container slots that are currently visible.

[0155] Secondly, this application provides a method for supporting automatic searching of container grids. Using this method, the system can automatically identify other container grids associated with the currently searched container grid (i.e., multiple associated container grids occupied by the same virtual item) and search them simultaneously. This eliminates the need for players to manually select which container grids to search based on their gaming experience, making it more user-friendly for novice players. Furthermore, by performing a search operation on one container grid, it is possible to simultaneously search multiple container grids occupied by the corresponding virtual item, improving search speed and shortening search time.

[0156] Optionally, based on one or more embodiments corresponding to Figure 3 above, another optional embodiment provided by this application may further include:

[0157] If T container cells, including the first container cell, contain the first virtual item, and the first virtual item has not been picked up, then obtain the total value of the first virtual item.

[0158] Based on the total value of the first virtual item, determine the initial search duration corresponding to the T container slots, where the initial search duration is greater than or equal to the remaining duration.

[0159] In one or more embodiments, a method for determining the search time for T container slots is described. As can be seen from the foregoing embodiments, players need to spend a certain amount of time to complete the search for T container slots, and the initial search time required for T container slots can be determined by the total value of the virtual items stored in them.

[0160] Specifically, taking the first virtual item as an example, game developers can set its overall value based on factors such as its rarity and functional strength. Then, they can further calculate the initial search time corresponding to the T container slots occupied by the first virtual item.

[0161] For example, the initial search time for T container cells can be calculated using the following formula: t_start=V_total*t_pre; Formula (2)

[0162] Where t_start represents the initial search time for T container cells. V_total represents the total value of the virtual items stored in the container cells. t_pre represents the preset parameters.

[0163] Taking the first virtual item as an example, assuming the total value of the first virtual item is 800 and the preset parameter is set to 0.01, the initial search time for the T container slots is 8 seconds. That is, after storing the first virtual item in the corresponding 8 container slots, it will take a total of 8 seconds to search for the first virtual item.

[0164] Furthermore, this application provides a method for determining the search time for T container grids. By setting the overall value of a virtual item based on its rarity and functionality, this method guides players to selectively choose their search targets and allocate search time more effectively, thus enhancing the game's strategic depth. Additionally, virtual items with higher overall value require more search time, creating a fairer gaming environment and encouraging players to acquire virtual items through strategy and skill, thereby increasing the game's competitiveness and enjoyment.

[0165] Optionally, based on one or more embodiments corresponding to Figure 3 above, another optional embodiment provided by this application may further include:

[0166] In response to a search operation for the first container cell, display the silhouette image corresponding to the first virtual prop in T container cells, or highlight the T container cells.

[0167] In one or more embodiments, a method for highlighting the occupancy status of virtual items is described. As can be seen from the foregoing embodiments, when a player searches for the first container slot, T container slots, including the first container slot, will be highlighted. For example, a silhouette image of the first virtual item may be displayed, or T container slots may be directly highlighted.

[0168] It's worth noting that silhouette images provide a general outline and shape of virtual items, allowing players to guess their location based on the silhouette. Highlighting can be achieved by changing the color, brightness, and border of the container grid, making it more visually prominent. This makes it easier for players to notice the distribution of virtual items across the container grids.

[0169] Specifically, for ease of understanding, please refer to Figure 14. Figure 14 is a schematic diagram of an interface highlighting container grids in an embodiment of this application. As shown in Figure 14, 1401 is used to indicate the first container grid. It can be seen that when the player searches for the first container grid, T container grids, including the first container grid (i.e., 8 container grids), are all highlighted. Thus, the player can know which container grids the first virtual item occupies.

[0170] Furthermore, this application provides a method for highlighting the occupancy status of virtual items. Using this method, players can see the number and distribution of container slots occupied by the currently searched virtual item when searching for a container. This provides more clues and guidance for searching for virtual items, enabling players to purposefully search for the desired virtual items. By highlighting the container slots occupied by virtual items, the search speed is accelerated, thereby shortening the search time.

[0171] Optionally, based on one or more embodiments corresponding to Figure 3 above, another optional embodiment provided by this application may further include:

[0172] Construct an initial spatial range centered on the location of the loot container in the game scene;

[0173] In response to the search operation for the first container cell, the sound volume corresponding to the initial sound source model is attenuated by distance to obtain the volume corresponding to each position within the initial spatial range;

[0174] The initial sound source model is the sound model used by the loot container, and the initial sound source model uses the initial volume.

[0175] In one or more embodiments, a method for playing search sounds when searching for loot containers is described. As can be seen from the foregoing embodiments, players will also make certain sounds while searching for loot containers. That is, an initial spatial range is constructed with the location of the loot container in the game scene as the center, so that other players within this initial spatial range can hear the sound of the player searching for the loot container.

[0176] It should be noted that the initial spatial range can be a cubic space or a spherical space, etc. Within the initial spatial range, the closer to the initial sound source model, the louder the sound will be. The location of the initial sound source model is the location of the loot container.

[0177] Specifically, for ease of understanding, please refer to Figure 15. Figure 15 is a schematic diagram of the relationship between playback volume and distance in an embodiment of this application. As shown in the figure, 1501 is used to indicate the loot container. An initial spatial range is constructed with the loot container as the center. 1502 is used to indicate virtual object A, and 1503 is used to indicate virtual object B. Both virtual object A and virtual object B are within the initial spatial range. It can be seen that the distance between virtual object A and the loot container is greater than the distance between virtual object B and the loot container. Therefore, when players search for loot containers, the player controlling virtual object B can hear the search sound more clearly than the player controlling virtual object A. For example, when player B controls virtual object B to search for loot containers, both player A (controlling virtual object A) and player B can hear the sound of virtual object B searching for loot containers, but the sound heard by player A is less than the sound heard by player B.

[0178] For example, assuming the initial sound source model uses an initial volume of 50 decibels, and the location of the loot container in the game scene is used as the origin (0,0,0), an initial spatial range (e.g., a spherical space with a radius of 10 meters) is constructed.

[0179] Therefore, the volume corresponding to different locations within the initial spatial range can be calculated as follows: V_location = V_start / (1 + distance) 2 ); formula (3)

[0180] Here, V_location represents the volume at a certain location. V_start represents the initial volume used by the initial sound source model. distance represents the distance between a certain location and the loot container.

[0181] For example, if the distance between the location of the virtual object A and the loot container is 8 meters, the volume can be calculated to be 0.77 dB based on formula (3) (i.e., 50 / (1+82)). Based on this, the volume is attenuated accordingly according to the distance between the virtual object and the loot container, thereby simulating the real effect of sound propagation in space.

[0182] Secondly, this application embodiment provides a method for playing search sounds when searching for loot containers. Through this method, players will emit search sounds when searching for loot containers, which may be heard by other nearby players. Therefore, players need to balance searching for virtual items with maintaining stealth, choosing the appropriate time to perform the search, thereby increasing the tension of the game. At the same time, this makes the search process more realistic, thus enhancing the game's immersion and realism.

[0183] Optionally, based on one or more embodiments corresponding to Figure 3 above, another optional embodiment provided by this application may further include:

[0184] In response to the accelerated search operation for the first container grid, a first spatial range is constructed with the location of the loot container in the game scene as the center. The first spatial range is larger than the initial spatial range. The accelerated search operation is used to shorten the remaining time required for the search operation.

[0185] Distance attenuation is applied to the sound volume corresponding to the first sound source model to obtain the volume corresponding to each position within the first spatial range;

[0186] Among them, the first sound source model is the sound model used by the loot container, and the first sound source model uses a first volume, which is greater than the initial volume.

[0187] In one or more embodiments, a method for accelerating the search of container grids is described. As can be seen from the foregoing embodiments, players can also accelerate the search of container grids. For example, players can accelerate the search by pressing the shift key on the keyboard, or by clicking controls, etc., without limitation.

[0188] Specifically, accelerating the search reduces the time required to search container tiles, meaning players can search container tiles much faster. However, accelerating the search also increases the range and volume of sound, potentially making it more noticeable to other players. If a player triggers the accelerated search while searching a loot container, a first spatial area is created centered on the location of the loot container in the game scene. Other players within this first spatial area can then hear the sound of the player searching for the loot container.

[0189] It should be noted that the first spatial range can be a cubic space or a spherical space, etc. Within the first spatial range, the closer to the first sound source model, the louder the sound will be. The location of the first sound source model is the location of the loot container. The first sound source model is the sound-emitting model used by the loot container, and it uses a first volume, which is greater than the initial volume. During accelerated search operations, the sound emitted by the first sound source model is louder than that of the initial sound source model, and the first spatial range is also larger than the initial spatial range.

[0190] For example, assuming the initial sound source model uses an initial volume of 50 decibels, an initial spatial range (e.g., a spherical space with a radius of 10 meters) is constructed with the location of the loot container in the game scene as the origin (0,0,0). When the player triggers the accelerated search operation, a first spatial range (e.g., a spherical space with a radius of 20 meters) is constructed with the location of the loot container as the center. The first sound source model uses a first volume of 100 decibels. Distance attenuation is calculated for the sound volume corresponding to the first sound source model.

[0191] The volume corresponding to different locations within the first sound source model can be calculated as follows: V_location = V_fast / (1 + distance) 2 ); formula (4)

[0192] Here, V_location represents the volume at a certain location. V_fast represents the first volume used by the first sound source model. distance represents the distance between a certain location and the loot container.

[0193] For example, if the distance between the location of virtual object A and the loot container is 8 meters, the volume can be calculated to be 1.54 decibels based on formula (4) (i.e., 100 / (1+82)). Based on this, during accelerated search operations, the sound propagation range expands (i.e., the first spatial range is greater than the initial spatial range), and the volume increases (i.e., the first volume is greater than the initial volume). Based on formula (4), the volume at different locations will also change accordingly. This design requires players to consider the risk of their location being exposed when performing accelerated searches.

[0194] It should be noted that the initial sound source model and the first sound source model can be used together, or only the first sound source model can be used. This application does not make any specific restrictions on this.

[0195] Furthermore, this application embodiment provides a method for accelerating the search of container grids. Through this method, players need to weigh the time advantage brought by accelerated searching against the potential risks associated with increased search noise. It is evident that the acceleration mechanism makes the game more challenging and fun, increasing its depth and immersion. Simultaneously, it simulates the sound propagation effect in real-world scenarios, enhancing the game's realism.

[0196] Optionally, based on one or more embodiments corresponding to Figure 3 above, another optional embodiment provided by this application may further include:

[0197] In response to the deceleration search operation for the first container grid, a second spatial range is constructed with the position of the loot container in the game scene as the center. The second spatial range is smaller than the initial spatial range. The deceleration search operation is used to increase the remaining time required for the search operation.

[0198] Distance attenuation is applied to the sound volume corresponding to the second sound source model to obtain the volume corresponding to each position within the second spatial range;

[0199] The second sound source model is the sound model used by the loot container, and the second sound source model uses a second volume, which is lower than the initial volume.

[0200] In one or more embodiments, a method for slowing down the search of container grids is described. As can be seen from the foregoing embodiments, players can also slow down the search of container grids. For example, players can slow down the search by pressing the Ctrl key on the keyboard, or by clicking on controls, etc., without limitation.

[0201] Specifically, slowing down the search increases the time required to search for a container, but it also reduces the range and volume of sound, making it less noticeable to other players. If a player triggers slowing down the search while searching a loot container, a second spatial area is created centered on the container's location in the game scene. Other players within this second spatial area can then hear the sound of the player searching for the loot container.

[0202] It should be noted that the second spatial range can be a cubic space or a spherical space, etc. Within the second spatial range, the closer to the second sound source model, the louder the sound will be. The location of the second sound source model is the location of the loot container. The second sound source model is the sound emission model used by the loot container, and it uses a second volume, which is lower than the initial volume. During deceleration search operations, the sound emitted by the second sound source model is even quieter than that of the initial sound source model, and the second spatial range is also smaller than the initial spatial range.

[0203] For example, assuming the initial sound source model uses an initial volume of 50 decibels, an initial spatial range (e.g., a spherical space with a radius of 10 meters) is constructed with the location of the loot container in the game scene as the origin (0,0,0). When the player triggers a slowdown search operation, a second spatial range (e.g., a spherical space with a radius of 5 meters) is constructed with the location of the loot container as the center. The second sound source model uses a second volume of 10 decibels. Distance attenuation is calculated for the sound volume corresponding to the second sound source model.

[0204] The volume corresponding to different locations within the second sound source model can be calculated as follows: V_location = V_slow / (1 + distance) 2 ); formula (5)

[0205] Here, V_location represents the volume at a certain location. V_slow represents the second volume used by the second sound source model. distance represents the distance between a certain location and the loot container.

[0206] For example, if the distance between the location of virtual object A and the loot container is 8 meters, the volume can be calculated to be 0.15 dB based on formula (5) (i.e., 10 / (1+82)). Based on this, during the deceleration search operation, the sound propagation range is reduced (i.e., the second spatial range is smaller than the initial spatial range), and the volume decreases (i.e., the second volume is smaller than the initial volume). Based on formula (5), it can be seen that the volume at different locations will also change accordingly.

[0207] Furthermore, this application embodiment provides a method for searching container grids using a deceleration mechanism. This method allows players in relatively dangerous environments to employ deceleration, reducing the sound propagation range and volume. This decreases the likelihood of being detected by enemies while still enabling searching. Clearly, the deceleration mechanism provides players with more options, making the game more challenging and engaging. Players need to balance search time and concealment, making the most appropriate decisions, thus enriching the game experience. In contrast to accelerated search, deceleration reduces both the spatial range and sound volume to accommodate different players' strategic needs and varying game scenarios.

[0208] Optionally, based on one or more embodiments corresponding to Figure 3 above, another optional embodiment provided by this application may further include:

[0209] If the first container cell has not been searched completely, in response to the search interruption operation for the first container cell, obtain the search progress of the first container cell;

[0210] In response to a search operation on the first container cell, control T container cells to switch from a covered state to a revealed state. Specifically, this can include:

[0211] In response to the search operation for the first container cell, based on the search progress of the first container cell, control T container cells to switch from a covered state to a revealed state.

[0212] In one or more embodiments, a handling method for interrupted search operations is described. As can be seen from the foregoing embodiments, if the search is interrupted before the first container cell has been searched completely, the background will save the current search progress of the first container cell. This search progress records the search time already consumed.

[0213] Specifically, for ease of understanding, please refer to Figure 16. Figure 16 is another interface diagram illustrating the interruption of virtual item search in this embodiment of the application. As shown in the figure, 1601 is used to indicate the first container grid. 1602 is used to indicate the search progress bar for the first container grid. Assume that searching the first container grid takes a total of 2 seconds. If the player has already searched the first container grid for 1 second, then the player needs to search for another 1 second to complete the search for the first container grid. It can be seen that if the cursor moves outside the first container grid during the search process, the search for the first container grid will stop. When the cursor moves back into the first container grid, the previous search progress for the first container grid will be inherited, and the search will continue.

[0214] Secondly, this application embodiment provides a handling method for interrupted search operations. Using the above method, players may experience search interruptions while searching for loot containers (e.g., dodging attacks, engaging in combat, moving, etc.). To ensure search continuity, the system automatically acquires the player's search progress for each container slot, allowing the next search operation to continue from where it left off, thereby shortening search time and improving search efficiency. This allows players to continue searching from where they left off, thus enhancing the player's gaming experience.

[0215] Optionally, based on one or more embodiments corresponding to Figure 3 above, in another optional embodiment provided by this application, in response to the opening operation of the loot container, the following may also be included:

[0216] Display at least one container cell that is in an exposed state;

[0217] Display a fourth virtual item in at least one container cell, wherein the fourth virtual item is a virtual item found through the remaining accounts.

[0218] The remaining accounts refer to accounts that did not perform the operation to open loot containers. For example, if the operation to open a loot container is performed through account number one, then the remaining accounts are accounts other than account number one, such as account number two. For ease of explanation, we will use account number one and account number two as examples in the following explanations.

[0219] In one or more embodiments, a method for supporting players to mark virtual items is described. As can be seen from the foregoing embodiments, after a player logged into a first account opens a loot container, at least one container slot that is already in a revealed state may be displayed on the interface of that loot container. Among these revealed container slots, a fourth virtual item that has been searched and marked by other players (e.g., a player logged into a second account) is displayed, and the player can then directly pick up the fourth virtual item.

[0220] Specifically, for ease of understanding, please refer to Figure 17. Figure 17 is a schematic diagram of an interface for marking virtual items in an embodiment of this application. As shown in the figure, taking a player finding a virtual item as an example, the player can mark the found virtual item. If the player clicks the marking control indicated by 1701, the virtual item can only be picked up directly by that player; other players need to search for the virtual item to see it. If the player clicks the marking control indicated by 1702, the virtual item can be picked up directly by that player's teammates; non-teammates need to search for the virtual item to see it. If the player clicks the marking control indicated by 1703, the virtual item can be picked up directly by all players.

[0221] Secondly, this application provides a method for players to mark virtual items. Through this method, after searching for a virtual item, players can mark it, allowing themselves, teammates, or other players to directly obtain the virtual item. This increases player interactivity and helps improve teamwork.

[0222] Optionally, based on one or more embodiments corresponding to Figure 3 above, in another optional embodiment provided by this application, in response to an opening operation of the loot container, displaying N container compartments in a covered state may specifically include:

[0223] In response to an opening action of a loot container triggered by the first account, display N container slots that are currently covered.

[0224] It may also include:

[0225] Display a search icon on the second container cell that is currently covered. The search icon indicates that the second container cell is being searched by other accounts. The second container cell contains N container cells.

[0226] In one or more embodiments, a method for displaying the search progress of multiple players is described. As can be seen from the foregoing embodiments, after a player opens a loot container, if other players are simultaneously searching for that loot container, that player can see the search progress of the other players.

[0227] Specifically, for ease of understanding, please refer to Figure 18. Figure 18 is a schematic diagram of an interface displaying the search progress of multiple players in an embodiment of this application. As shown in the figure, 1801 is used to indicate the search icon generated when a player searches on the first container grid, 1802 is used to indicate the player's search progress on the first container grid, 1803 is used to indicate the search icon generated when other players search on the second container grid, and 1804 is used to indicate the search progress of other players on the second container grid.

[0228] When multiple players search the same container square simultaneously, the search icons for that square will be displayed stacked. By observing the number of stacked search icons, players can roughly determine how many other players are searching that container square. If a player is simultaneously searching a container square searched by another player, that player's search icon will be displayed at the top.

[0229] It's important to note that the search icon displayed when a player searches is different from the search icons displayed when other players search, and it also shows each player's search progress and search mode (e.g., accelerated or decelerated search). This design helps players understand the search progress of different players and facilitates the development of appropriate search strategies.

[0230] Secondly, this application provides a method for displaying the search progress of multiple players. Through this method, players can see the search progress of other players, thereby formulating their own search strategies and engaging in more rational competition to obtain virtual items that better suit their needs.

[0231] Optionally, based on one or more embodiments corresponding to Figure 3 above, in another optional embodiment provided by this application, before controlling the T container cells to switch from a covered state to a revealed state in response to a search operation for the first container cell, the following may also be included:

[0232] In response to a use operation on a target virtual item, at least two container cells are merged to obtain a container cell set, wherein the container cell set comprises T container cells, where T is an integer greater than 1;

[0233] In response to a search operation on the first container cell, control T container cells to switch from a covered state to a revealed state, which may specifically include:

[0234] In response to a search operation on the first container cell, control T container cells in the container cell set to switch from a covered state to a revealed state, wherein the time required to search the container cell set is less than the total time required to search each container cell in the T container cells respectively.

[0235] In one or more embodiments, a method for merging container grids for searching is described. As can be seen from the foregoing embodiments, players can also merge at least two container grids by using a target virtual item. Based on this, the search will be performed using the merged set of container grids as a whole. The target virtual item is a virtual item used to merge multiple container grids, and the operation of using the virtual item is an operation such as clicking, double-clicking, or swiping.

[0236] Specifically, for ease of understanding, please refer to Figure 19. Figure 19 is a schematic diagram of an interface for merging container grids for searching in an embodiment of this application. As shown in Figure 19(A), 1901 is used to indicate the first container grid. It can be seen that searching the first container grid takes 1 second. Players can use a target virtual item (e.g., a grid spawner item) to merge T container grids, including the first container grid, thereby displaying the interface shown in Figure 19(B). Here, 1902 is used to indicate a set of container grids, which includes 10 container grids (i.e., T equals 10 at this time).

[0237] As can be seen, after merging, the time required to search the container cell subset is less than the total time required to search each container cell individually (i.e., T container cells) within the subset. For example, if the container cell subset contains 10 container cells, and searching each container cell individually takes 1 second, then searching all 10 container cells would take a total of 10 seconds. However, searching the entire container cell subset might only take 8 seconds (or some other value less than 10 seconds).

[0238] Secondly, this application provides a method for merging container grids for searching. Using this method, players can use a target virtual item to merge multiple container grids into a single unit for searching, and the time taken to search the merged set of container grids is equal to the time taken to search a single container grid. This not only shortens the search time and improves search efficiency, but also allows players to actively merge container grids, thereby enhancing the game's strategic depth and fun.

[0239] Based on the above embodiments, a complete process for obtaining virtual items will be described below with reference to Figure 20. Please refer to Figure 20, which is an overall flowchart of the virtual item acquisition method in this application embodiment. As shown in the figure, specifically:

[0240] In step S2001, when player A's action of opening a loot container is detected, the interface of the loot container is displayed;

[0241] In step S2002, the number of container slots in the loot container, the distribution of virtual items within the loot container, and player A's search progress for each container slot within the loot container are obtained. All container slots are traversed; if player A has not finished searching a particular container slot, a gray square is displayed on top of that slot. That is, the container slot is covered, obscuring its contents.

[0242] In step S2003, the cursors of all players who have opened the loot container are displayed. Player A's cursor size differs from the other players' cursor sizes; for example, Player A's cursor is larger. Simultaneously, the cursor status of other players needs to be displayed in real-time, such as their search position, whether they are searching, and whether they are speeding up or slowing down their search.

[0243] In step S2004, it is determined whether other players are searching for the same loot container as player A. If yes, proceed to step S2005. If no, proceed to step S2006.

[0244] In step S2005, the cursors of other players are displayed on the interface of the loot container.

[0245] In step S2006, when player A's cursor hovers over a container cell in the loot container, the cursor will change to search mode, for example, displaying a search icon and a search progress bar.

[0246] In step S2007, the search progress of player A in the container square is obtained. As the hover time increases, the search progress bar gradually increases. Simultaneously, it checks whether the container square contains virtual items. If virtual items are present, their allocated value in the container square is determined. The higher the allocated value, the longer the search time. If the container square contains no virtual items, the search time is extremely short. For example, when the container square contains no virtual items, the search time is 0.1 seconds; if there is a virtual item with an allocated value of 200, the search time is 0.2 seconds; if there is a virtual item with an allocated value of 1000, the search time is 1 second. The specific relationship between value and search time depends on the specific game content. The search progress is synchronized with other players searching the container.

[0247] In step S2008, it is determined whether the container cell has been searched. If yes, step S2009 is executed; otherwise, step S2017 is executed.

[0248] In step S2009, after the container cell has been searched, it is determined whether the container cell is an empty container cell. If yes, step S2010 is executed; otherwise, step S2011 is executed.

[0249] In step S2010, if the container cell does not contain any virtual items, it will be displayed as an empty container cell.

[0250] In step S2011, if a virtual item exists in the container cell, the container cell will display the virtual item.

[0251] In step S2012, it is determined whether all container grids occupied by the virtual props have been searched. If yes, step S2014 is executed; otherwise, step S2013 is executed.

[0252] In step S2013, after the search is complete, it is determined whether the virtual item is disassembled. If so, step S2014 is executed. That is, if the virtual item is disassembled and occupies multiple container slots, the player can take some of it after searching a portion. When the virtual item is disassembled, the disassembled parts will be hidden. The player can reassemble all the disassembled sub-virtual items into a complete virtual item in the virtual inventory. If not, step S2006 is executed. That is, if the virtual item is not disassembled, it cannot be taken until all container slots have been searched.

[0253] In step S2014, after the player completes the search for the container grid, the gray area of ​​the container grid will be hidden and a pick-up icon will be displayed. That is, the state will switch from covered to revealed, and the container grid will be visible to the player.

[0254] In step S2015, the player can pick up virtual items by clicking the left mouse button.

[0255] In step S2016, if a player finishes searching and confirms that the searched virtual item is not what they want, they can click the middle mouse button to mark the location of the virtual item. In this way, other players can see the marked virtual item and pick it up directly without searching.

[0256] In step S2017, if the container grid has not been searched completely, the search begins and the search progress is displayed.

[0257] In step S2018, it is determined whether the cursor has moved out of the container cell. If yes, step S2019 is executed; otherwise, step S2020 is executed.

[0258] In step S2019, if player A's cursor moves outside a container cell during the search, the search for that container cell will be paused, and the search progress will be recorded. When the cursor hovers back over the container cell, the previous search progress will be inherited, and the search will continue. For example, if the cursor moves to container cell B while searching container cell A, the search for container cell A will be interrupted, and the search for container cell B will begin. When the cursor moves back to container cell A, the search progress for container cell A will be inherited, and the search for container cell A will continue.

[0259] In step S2020, it is determined whether to accelerate the search. If yes, then step S2021 is executed; otherwise, step S2022 is executed.

[0260] In step S2021, player A will generate noise during the search process, which will be heard by other players. Assuming the noise volume of the original search speed is 10 and decays linearly within a 5-meter range, if player A accelerates during the search, the search progress can be increased by 2 times, but the noise volume will increase to 20, the decay range will increase to 10 meters, and player A's cursor will turn red.

[0261] In step S2022, it is determined whether to slow down the search. If yes, then step S2023 is executed; otherwise, step S2024 is executed.

[0262] In step S2023, if player A slows down during the search, the search progress can be reduced to 0.5 times, the noise level reduced to 5, the attenuation range reduced to 2 meters, and player A's cursor made transparent. The cursor status will be synchronized with other players sharing the search container.

[0263] In step S2024, player A continues searching at the original speed, with both search progress and noise volume at normal values. When player A closes the loot container, their search progress is saved. The next time player A opens the loot container, their previous search progress will be retrieved.

[0264] The virtual item acquisition device of this application will be described in detail below. Please refer to Figure 21. Figure 21 is a schematic diagram of an embodiment of the virtual item acquisition device in this application. The virtual item acquisition device 2100 includes:

[0265] Display module 2101 is used to respond to the opening operation of the loot container and display N container cells in a covered state. The container cells included in the loot container are used to store virtual items. The covered state indicates that the virtual items stored in the container cells are not visible. N is an integer greater than or equal to 1.

[0266] The control module 2102 is used to control T container cells to switch from a covered state to a revealed state in response to a search operation for the first container cell, wherein the T container cells are contained in N container cells, the first container cell is contained in T container cells, and T is an integer greater than or equal to 1 and less than or equal to N.

[0267] The display module 2101 is also used to store the first virtual item in T container cells, and to display the first virtual item in the T container cells when the first virtual item is not picked up.

[0268] The control module 2102 is also configured to acquire the first virtual item in response to a pick-up operation for the first virtual item.

[0269] Optionally, based on the embodiment corresponding to Figure 21 above, in another embodiment of the virtual item acquisition device 2100 provided in this application,

[0270] Display module 2101 is specifically used to obtain the search progress of the loot container in response to the opening operation of the loot container.

[0271] If the search progress indicator shows that there are unsearched container cells in the loot container, then N covered container cells will be displayed, where N container cells are the unsearched container cells.

[0272] Optionally, based on the embodiment corresponding to Figure 21 above, in another embodiment of the virtual item acquisition device 2100 provided in this application,

[0273] The display module 2101 is also used to obtain the search progress of the first account for the loot container. If the search progress indicates that there are container cells in the loot container that have been searched, then the M container cells in the exposed state are displayed, where the M container cells belong to the container cells that have been searched, and M is an integer greater than or equal to 1.

[0274] The display module 2101 is further configured to display the second virtual item if at least one of the M container grids is used to store the second virtual item and the second virtual item has not been picked up.

[0275] Optionally, based on the embodiment corresponding to Figure 21 above, in another embodiment of the virtual item acquisition device 2100 provided in this application,

[0276] The control module 2102 is specifically used to respond to the search operation for the first container cell by displaying a countdown of the remaining time for the first container cell to switch from a covered state to a visible state.

[0277] After obtaining the search operations performed on each of the T container cells, display the T container cells that are in the exposed state;

[0278] The countdown display includes at least one of digital countdown, graphical countdown, and color gradient countdown.

[0279] Optionally, based on the embodiment corresponding to FIG21 above, in another embodiment of the virtual item acquisition device 2100 provided in this application, the virtual item acquisition device 2100 further includes an acquisition module 2103, a calculation module 2104 and a determination module 2105.

[0280] The acquisition module 2103 is used to acquire the total value of the first virtual item if T container cells, including the first container cell, store the first virtual item and the first virtual item has not been picked up.

[0281] The calculation module 2104 is used to calculate the allocated value of each container in T container slots based on the total value of the first virtual prop and the number of container slots, wherein the number of container slots is equal to T.

[0282] The determination module 2105 is used to determine the initial search duration for each of the T container cells based on the allocated value corresponding to each container cell, wherein the initial search duration is greater than or equal to the remaining duration.

[0283] Optionally, based on the embodiment corresponding to Figure 21 above, in another embodiment of the virtual item acquisition device 2100 provided in this application,

[0284] The display module 2101 is also configured to display the first container cell in the exposed state in response to a search operation for the first container cell;

[0285] The display module 2101 is also used to display the sub-virtual props in the first container grid if the first container grid is used to store sub-virtual props belonging to the first virtual props;

[0286] The acquisition module 2103 is also used to acquire the sub-virtual item in response to a pick-up operation for the sub-virtual item.

[0287] Optionally, based on the embodiment corresponding to Figure 21 above, in another embodiment of the virtual item acquisition device 2100 provided in this application,

[0288] Display module 2101 is also used to display at least two sub-virtual items in response to a viewing operation on the virtual backpack;

[0289] The acquisition module 2103 is also configured to acquire a third virtual item in response to a merging operation for at least two sub-virtual items.

[0290] Optionally, based on the embodiment corresponding to Figure 21 above, in another embodiment of the virtual item acquisition device 2100 provided in this application,

[0291] The control module 2102 is specifically used to respond to the search operation for the first container cell by displaying a countdown of the remaining time for T container cells to switch from a covered state to a visible state.

[0292] When the countdown ends, display the T container cells that are currently visible;

[0293] The countdown display includes at least one of digital countdown, graphical countdown, and color gradient countdown.

[0294] Optionally, based on the embodiment corresponding to Figure 21 above, in another embodiment of the virtual item acquisition device 2100 provided in this application,

[0295] The acquisition module 2103 is also used to acquire the total value of the first virtual item if T container cells, including the first container cell, store the first virtual item and the first virtual item has not been picked up.

[0296] The determining module 2105 is further configured to determine the initial search duration corresponding to the T container grids based on the total value of the first virtual prop, wherein the initial search duration is greater than or equal to the remaining duration.

[0297] Optionally, based on the embodiment corresponding to Figure 21 above, in another embodiment of the virtual item acquisition device 2100 provided in this application,

[0298] The display module 2101 is also configured to, in response to a search operation for the first container cell, display the silhouette image corresponding to the first virtual prop in the T container cells, or highlight the T container cells.

[0299] Optionally, based on the embodiment corresponding to FIG21 above, in another embodiment of the virtual prop acquisition device 2100 provided in this application, the virtual prop acquisition device 2100 further includes a construction module 2106 and an attenuation module 2107.

[0300] Module 2106 is used to construct the initial spatial range centered on the location of the loot container in the game scene;

[0301] The attenuation module 2107 is used to attenuate the sound volume corresponding to the initial sound source model by distance in response to the search operation for the first container cell, so as to obtain the volume corresponding to each position within the initial spatial range; wherein, the initial sound source model is the sound model used by the loot container, and the initial sound source model uses the initial volume.

[0302] Optionally, based on the embodiment corresponding to Figure 21 above, in another embodiment of the virtual item acquisition device 2100 provided in this application,

[0303] The construction module 2106 is also used to respond to the accelerated search operation for the first container grid, constructing a first spatial range centered on the position of the loot container in the game scene, wherein the first spatial range is larger than the initial spatial range, and the accelerated search operation is used to shorten the remaining time required for the search operation.

[0304] The attenuation module 2107 is also used to attenuate the sound volume corresponding to the first sound source model by distance to obtain the volume corresponding to each position within the first spatial range; wherein, the first sound source model is the sound model used by the trophy container, and the first sound source model uses a first volume, which is greater than the initial volume.

[0305] Optionally, based on the embodiment corresponding to Figure 21 above, in another embodiment of the virtual item acquisition device 2100 provided in this application,

[0306] Module 2106 is also used to respond to a deceleration search operation for the first container grid by constructing a second spatial range centered on the position of the loot container in the game scene, wherein the second spatial range is smaller than the initial spatial range, and the deceleration search operation is used to increase the remaining time required for the search operation.

[0307] The attenuation module 2107 is also used to attenuate the sound volume corresponding to the second sound source model by distance to obtain the volume corresponding to each position in the second spatial range; wherein, the second sound source model is the sound model used by the loot container, and the second sound source model uses a second volume, which is less than the initial volume.

[0308] Optionally, based on the embodiment corresponding to Figure 21 above, in another embodiment of the virtual item acquisition device 2100 provided in this application,

[0309] The acquisition module 2103 is also used to acquire the search progress of the first container cell in response to the search interruption operation for the first container cell if the first container cell has not been searched.

[0310] The control module 2102 is specifically used to respond to the search operation for the first container cell and control T container cells to switch from a covered state to a revealed state according to the search progress of the first container cell.

[0311] Optionally, based on the embodiment corresponding to Figure 21 above, in another embodiment of the virtual item acquisition device 2100 provided in this application,

[0312] Display module 2101 is also configured to display at least one container cell in an exposed state in response to an opening operation of a loot container;

[0313] Display module 2101 is also used to display a fourth virtual item in at least one container cell, wherein the fourth virtual item is a virtual item found through the other accounts.

[0314] Optionally, based on the embodiment corresponding to Figure 21 above, in another embodiment of the virtual item acquisition device 2100 provided in this application,

[0315] Display module 2101 is specifically used to respond to the opening operation of the loot container triggered by the first account and display N container slots that are covered.

[0316] The display module 2101 is also used to display a search icon on the second container cell that is in a covered state, wherein the search icon is used to indicate that the second container cell is being searched by other accounts, and the second container cell is contained in N container cells.

[0317] Optionally, based on the embodiment corresponding to FIG21 above, in another embodiment of the virtual item acquisition device 2100 provided in this application, the virtual item acquisition device 2100 further includes a processing module 2108.

[0318] Processing module 2108 is used to merge at least two container cells to obtain a container cell set in response to a search operation for the first container cell and before controlling T container cells to switch from a covered state to a revealed state in response to a use operation for the target virtual prop, wherein the container cell set includes T container cells, and T is an integer greater than 1.

[0319] The control module 2102 is specifically used to respond to the search operation for the first container cell by controlling T container cells in the container cell set to switch from a covered state to a visible state, wherein the time required to search the container cell set is less than the total time required to search each container cell in the T container cells respectively.

[0320] This application also provides a terminal, as shown in Figure 22. For ease of explanation, only the parts related to this application are shown. For specific technical details not disclosed, please refer to the method section of this application. In this application embodiment, a mobile phone is used as an example for illustration:

[0321] Figure 22 shows a block diagram of a portion of the structure of a mobile phone related to the terminal provided in the embodiments of this application. Referring to Figure 22, the mobile phone includes components such as: a radio frequency (RF) circuit 2210, a memory 2220, an input unit 2230, a display unit 2240, a sensor 2250, an audio circuit 2260, a wireless fidelity (WiFi) module 2270, a processor 2280, and a power supply 2290. Those skilled in the art will understand that the mobile phone structure shown in Figure 22 does not constitute a limitation on the mobile phone and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0322] The following section, with reference to Figure 22, provides a detailed introduction to the various components of the mobile phone:

[0323] RF circuit 2210 can be used for receiving and transmitting signals during information transmission or calls. Specifically, it receives downlink information from the base station and processes it with processor 2280; additionally, it transmits uplink data to the base station. Typically, RF circuit 2210 includes, but is not limited to, an antenna, at least one amplifier, a transceiver, a coupler, a low-noise amplifier (LNA), a duplexer, etc. Furthermore, RF circuit 2210 can also communicate wirelessly with networks and other devices.

[0324] The memory 2220 can be used to store software programs and modules. The processor 2280 executes various functions and data processing of the mobile phone by running the software programs and modules stored in the memory 2220. The memory 2220 may mainly include a program storage area and a data storage area. The program storage area may store the operating system, applications required for at least one function (such as sound playback function, image playback function, etc.), etc.; the data storage area may store data created according to the use of the mobile phone (such as audio data, phonebook, etc.). In addition, the memory 2220 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.

[0325] The input unit 2230 can be used to receive input numerical or character information, and to generate key signal inputs related to user settings and function control of the mobile phone. Specifically, the input unit 2230 may include a touch panel 2231 and other input devices 2232. The touch panel 2231, also known as a touch screen, can collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel 2231), and drive the corresponding connection devices according to a pre-set program. Optionally, the touch panel 2231 may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch position and the signal generated by the touch operation, and transmits the signal to the touch controller; the touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 2280, and can also receive and execute commands sent by the processor 2280. In addition, the touch panel 2231 can be implemented using various types such as resistive, capacitive, infrared, and surface acoustic wave. In addition to the touch panel 2231, the input unit 2230 may also include other input devices 2232. Specifically, other input devices 2232 may include, but are not limited to, one or more of the following: physical keyboard, function keys (such as volume control buttons, power buttons, etc.), mouse, joystick, etc.

[0326] Display unit 2240 can be used to display information input by the user or information provided to the user, as well as various menus of the mobile phone. Display unit 2240 may include display panel 2241, optionally configured as a liquid crystal display (LCD), organic light-emitting diode (OLED), or similar device. Further, touch panel 2231 may cover display panel 2241. When touch panel 2231 detects a touch operation on or near it, it transmits the information to processor 2280 to determine the type of touch event. Subsequently, processor 2280 provides corresponding visual output on display panel 2241 based on the type of touch event. Although in Figure 22, touch panel 2231 and display panel 2241 are shown as two separate components for implementing the input and output functions of the mobile phone, in some embodiments, touch panel 2231 and display panel 2241 can be integrated to achieve the input and output functions of the mobile phone.

[0327] The mobile phone may also include at least one sensor 2250, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor may include an ambient light sensor and a proximity sensor, wherein the ambient light sensor can adjust the brightness of the display panel 2241 according to the ambient light level, and the proximity sensor can turn off the display panel 2241 and / or the backlight when the mobile phone is moved to the ear.

[0328] Audio circuit 2260, speaker 2261, and microphone 2262 provide an audio interface between the user and the mobile phone. Audio circuit 2260 converts received audio data into electrical signals and transmits them to speaker 2261, where speaker 2261 converts them into sound signals for output. On the other hand, microphone 2262 converts collected sound signals into electrical signals, which are received by audio circuit 2260, converted into audio data, and then processed by processor 2280 before being transmitted via RF circuit 2210 to, for example, another mobile phone, or the audio data can be output to memory 2220 for further processing.

[0329] WiFi is a short-range wireless transmission technology. A mobile phone using WiFi module 2270 can help users send and receive emails, browse web pages, and access streaming media, providing wireless broadband internet access. Although Figure 22 shows WiFi module 2270, it is understood that it is not an essential component of a mobile phone and can be omitted as needed without altering the essence of the invention.

[0330] The processor 2280 is the control center of the mobile phone, connecting various parts of the phone through various interfaces and lines. It executes various functions and processes data by running or executing software programs and / or modules stored in the memory 2220, and by calling data stored in the memory 2220. Optionally, the processor 2280 may include one or more processing units; optionally, the processor 2280 may integrate an application processor and a modem processor, wherein the application processor mainly handles the operating system, user interface, and applications, and the modem processor mainly handles wireless communication. It is understood that the aforementioned modem processor may also not be integrated into the processor 2280.

[0331] The mobile phone also includes a power supply 2290 (such as a battery) that supplies power to various components. Optionally, the power supply can be logically connected to the processor 2280 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system.

[0332] Although not shown, mobile phones may also include a camera, Bluetooth module, etc., which will not be described in detail here.

[0333] The steps performed by the terminal in the above embodiments can be based on the terminal structure shown in Figure 22.

[0334] This application also provides a computer device, including a memory and a processor. The memory stores a computer program, and when the processor executes the computer program, it implements the steps of the methods described in the foregoing embodiments.

[0335] This application also provides a computer-readable storage medium storing a computer program thereon, which, when executed by a processor, implements the steps of the methods described in the foregoing embodiments.

[0336] This application also provides a computer program product, including a computer program that, when executed by a processor, implements the steps of the methods described in the foregoing embodiments.

[0337] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.

[0338] In this application embodiment, the terms "module" or "unit" refer to a computer program or part of a computer program that has a predetermined function and works with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.

[0339] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces, or indirect coupling or communication connection between apparatuses or units, and may be electrical, mechanical, or other forms.

[0340] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0341] Furthermore, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or as a software functional unit.

[0342] If the integrated unit is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or all or part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a server or terminal device, etc.) to execute all or part of the steps of the methods of the various embodiments of this application. The aforementioned storage medium includes various media capable of storing computer programs, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0343] The above embodiments are only used to illustrate the technical solutions of this application, and are not intended to limit it. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that modifications can still be made to the technical solutions described in the foregoing embodiments, or equivalent substitutions can be made to some of the technical features. Such modifications or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application.

Claims

1. A method for obtaining virtual items, the method being executed by a computer device, the method comprising: In response to an opening operation of a loot container, N container cells in a covered state are displayed, wherein the container cells included in the loot container are used to store virtual items, the covered state indicates that the virtual items stored in the container cells are not visible, and N is an integer greater than or equal to 1. In response to a search operation for the first container cell, control T container cells to switch from the covered state to the exposed state, wherein the T container cells are included in the N container cells, the first container cell is included in the T container cells, and T is an integer greater than or equal to 1 and less than or equal to N; When the T container cells are used to store the first virtual item, and the first virtual item is not picked up, the first virtual item is displayed in the T container cells. In response to a pick-up operation for the first virtual item, acquire the first virtual item.

2. The method according to claim 1, wherein displaying N covered container compartments in response to an opening operation of a loot container comprises: In response to an opening operation on the loot container, obtain the search progress for the loot container; If the search progress indicates that there are unsearched container cells in the loot container, then N container cells that are currently covered are displayed, wherein the N container cells are those that have not been searched.

3. The method according to claim 2, after obtaining the search progress for the loot container, the method further includes: If the search progress indicates that there are container cells in the loot container that have been searched, then M container cells in the exposed state are displayed, wherein the M container cells are container cells that have been searched, and M is an integer greater than or equal to 1. If at least one of the M container slots is used to store the second virtual item, and the second virtual item has not been picked up, then the second virtual item is displayed.

4. The method according to any one of claims 1 to 3, wherein controlling T container cells to switch from the covered state to the exposed state in response to a search operation for the first container cell includes: In response to a search operation for the first container cell, a countdown is displayed for the remaining time before the first container cell switches from the covered state to the exposed state; After obtaining the search operation performed on each of the T container cells, the T container cells in the exposed state are displayed. The countdown display includes at least one of digital countdown, graphical countdown, and color gradient countdown.

5. The method according to claim 4, further comprising: If the first virtual item is stored in the T container cells, including the first container cell, and the first virtual item has not been picked up, then the total value of the first virtual item is obtained. Based on the total value of the first virtual item and the number of container slots, calculate the allocated value corresponding to each of the T container slots, wherein the number of container slots is equal to the number of T. Based on the allocated value corresponding to each container cell, the initial search duration corresponding to each of the T container cells is determined, wherein the initial search duration is greater than or equal to the remaining duration.

6. The method of claim 4 or 5, wherein after the search operation for the first container cell, the method further comprises: The first container cell is shown in the exposed state; If the first container cell is used to store a sub-virtual item belonging to the first virtual item, then the sub-virtual item is displayed in the first container cell; In response to a pick-up operation for the sub-virtual item, acquire the sub-virtual item.

7. The method according to any one of claims 1 to 6, further comprising: In response to a view operation on the virtual backpack, display at least two sub-virtual items; In response to the merging operation for the at least two sub-virtual items, a third virtual item is obtained.

8. The method according to any one of claims 1 to 7, wherein controlling T container cells to switch from the covered state to the exposed state in response to a search operation for the first container cell comprises: In response to a search operation for the first container cell, a countdown is displayed for the remaining time for the T container cells to switch from the covered state to the exposed state; When the countdown ends, the T container cells that are in the exposed state are displayed; The countdown display includes at least one of digital countdown, graphical countdown, and color gradient countdown.

9. The method according to claim 8, further comprising: If the first virtual item is stored in the T container cells, including the first container cell, and the first virtual item has not been picked up, then the total value of the first virtual item is obtained. Based on the total value of the first virtual item, determine the initial search duration corresponding to the T container grids, wherein the initial search duration is greater than or equal to the remaining duration.

10. The method according to claim 8 or 9, further comprising: In response to a search operation for the first container cell, display the silhouette image corresponding to the first virtual prop in the T container cells, or highlight the T container cells.

11. The method according to any one of claims 1 to 10, further comprising: An initial spatial range is constructed with the location of the loot container in the game scene as the center; In response to the search operation for the first container grid, the sound volume corresponding to the initial sound source model is attenuated by distance to obtain the volume corresponding to each position within the initial spatial range; The initial sound source model is the sound emission model used by the loot container, and the initial sound source model uses an initial volume.

12. The method according to claim 11, further comprising: In response to the accelerated search operation for the first container grid, a first spatial range is constructed with the position of the loot container in the game scene as the center, wherein the first spatial range is larger than the initial spatial range, and the accelerated search operation is used to shorten the remaining time required for the search operation; Distance attenuation is applied to the sound volume corresponding to the first sound source model to obtain the volume corresponding to each position within the first spatial range; Wherein, the first sound source model is the sound-emitting model used by the trophy container, and the first sound source model uses a first volume, which is greater than the initial volume.

13. The method according to claim 11, further comprising: In response to the deceleration search operation for the first container grid, a second spatial range is constructed with the position of the loot container in the game scene as the center, wherein the second spatial range is smaller than the initial spatial range, and the deceleration search operation is used to increase the remaining time required for the search operation; Distance attenuation is applied to the sound volume corresponding to the second sound source model to obtain the volume corresponding to each position within the second spatial range; The second sound source model is the sound-emitting model used by the trophy container, and the second sound source model uses a second volume, which is less than the initial volume.

14. The method according to any one of claims 1 to 13, wherein the method further comprises: If the first container cell has not been searched completely, in response to the search interruption operation for the first container cell, the search progress of the first container cell is obtained; The step of controlling T container cells to switch from the covered state to the exposed state in response to a search operation for the first container cell includes: In response to a search operation on the first container cell, the T container cells are controlled to switch from the covered state to the exposed state based on the search progress of the first container cell.

15. The method according to any one of claims 1 to 14, wherein after the operation of opening the loot container, the method further comprises: Display at least one container cell in the exposed state; A fourth virtual item is displayed in the at least one container cell, wherein the fourth virtual item is a virtual item found through the other accounts.

16. The method according to any one of claims 1 to 15, wherein displaying N covered container compartments in response to an opening operation of a loot container comprises: In response to an opening operation of the loot container triggered by the first account, N container slots that are in the covered state are displayed; The method further includes: A search icon is displayed on the second container cell that is in the covered state, wherein the search icon is used to indicate that the second container cell is being searched by other accounts, and the second container cell is contained in the N container cells.

17. The method according to claims 1 to 16, wherein before controlling T container cells to switch from the covered state to the exposed state in response to a search operation for the first container cell, the method further comprises: In response to a use operation on a target virtual item, at least two container cells are merged to obtain a container cell set, wherein the container cell set includes the T container cells, where T is an integer greater than 1; The step of controlling T container cells to switch from the covered state to the exposed state in response to a search operation for the first container cell includes: In response to a search operation for the first container cell, the T container cells in the container cell set are controlled to switch from the covered state to the exposed state, wherein the time required to search the container cell set is less than the total time required to search each container cell in the T container cells respectively.

18. A device for acquiring virtual items, comprising: The display module is used to respond to the opening operation of the loot container and display N container cells in a covered state, wherein the container cells included in the loot container are used to store virtual items, the covered state indicates that the virtual items stored in the container cells are invisible, and N is an integer greater than or equal to 1. A control module is configured to control T container cells to switch from the covered state to the exposed state in response to a search operation for the first container cell, wherein the T container cells are included in the N container cells, the first container cell is included in the T container cells, and T is an integer greater than or equal to 1 and less than or equal to N; The display module is also used to display the first virtual item in the T container cells when the first virtual item is not picked up; The control module is also configured to acquire the first virtual item in response to a pick-up operation on the first virtual item.

19. A computer device comprising a memory and a processor, the memory storing a computer program, the processor executing the computer program to implement the steps of the acquisition method according to any one of claims 1 to 17.

20. A computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the steps of the acquisition method according to any one of claims 1 to 17.

21. A computer program product comprising a computer program that, when executed by a processor, implements the steps of the acquisition method according to any one of claims 1 to 17.

Citation Information

Patent Citations

  • Virtual object control method and device

    CN111773708A

  • Virtual prop display method and device, equipment and storage medium

    CN112295215A

  • Method and device for acquiring virtual item, equipment and medium

    CN112891942A

  • Virtual object control method and device, storage medium and electronic equipment

    CN114404965A

  • Searching method and device in game and electronic equipment

    CN116688497A