CN114225393A - Game resource acquisition method, device, medium, device and program product - Google Patents

Game resource acquisition method, device, medium, device and program product Download PDF

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Publication number
CN114225393A
CN114225393A CN202111454838.4A CN202111454838A CN114225393A CN 114225393 A CN114225393 A CN 114225393A CN 202111454838 A CN202111454838 A CN 202111454838A CN 114225393 A CN114225393 A CN 114225393A
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China
Prior art keywords
virtual
virtual character
game
virtual object
value
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CN202111454838.4A
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Chinese (zh)
Inventor
李宇
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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Priority to CN202111454838.4A priority Critical patent/CN114225393A/en
Publication of CN114225393A publication Critical patent/CN114225393A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5378Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Radar, Positioning & Navigation (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Human Computer Interaction (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The application provides a method, a device, a medium, equipment and a computer program product for acquiring game resources, which can be applied to various scenes such as games, game basic technologies, game strategies and the like. The method comprises the following steps: displaying a virtual scene of a target game, wherein the virtual scene comprises a first interface element and a first virtual object; controlling the first virtual object to move in the virtual scene in response to the movement signal for the first virtual object; responding to a first operation signal aiming at a first interface element, displaying a virtual character corresponding to the first interface element, wherein the virtual character is controlled to fly in a virtual scene according to a first preset track, and after a preset time, responding to that an attribute value of the virtual character is higher than a first threshold value, and controlling the virtual character to fly in the virtual scene according to a second preset track; and responding to the attribute value of the virtual character lower than a second threshold value, displaying a second interface element corresponding to the virtual character, wherein the first virtual object can acquire game resources through the second interface element.

Description

Game resource acquisition method, device, medium, device and program product
Technical Field
The present invention relates to the field of data processing technologies, and in particular, to a method, an apparatus, a medium, a device, and a program product for acquiring game resources.
Background
With the development and popularization of computer equipment technology, more and more terminal games emerge. In MMO (Massive Multiplayer Online game), the system adopts a treasure box throwing mechanism, that is, some treasure boxes are randomly thrown in each game process, a player who preferentially arrives at the treasure box can obtain resources required by the game through the treasure box, and a player who preferentially finds the treasure box has a higher probability of winning. However, the current treasure boxes in the game are all automatically released by the system, so that the interest and the challenge of the game are low, and the participation degree of the player is low.
Disclosure of Invention
The application provides a method, a device, a medium, equipment and a computer program product for acquiring game resources, which enrich the interaction mode of games, enrich the acquisition mode of game resources, improve the interest and challenge of games and improve the human-computer interaction efficiency.
In a first aspect, a method for acquiring game resources is provided, including:
displaying a virtual scene of a target game, the virtual scene comprising a first interface element and a first virtual object;
controlling the first virtual object to move in the virtual scene in response to a movement signal for the first virtual object;
responding to a first operation signal aiming at the first interface element, displaying a virtual character corresponding to the first interface element, wherein the virtual character is controlled to fly in the virtual scene according to a first preset track, and after a preset time, responding to that the attribute value of the virtual character is higher than a first threshold value, and controlling the virtual character to fly in the virtual scene according to a second preset track;
and responding to the attribute value of the virtual character lower than a second threshold value, displaying a second interface element corresponding to the virtual character, wherein the first virtual object can acquire game resources through the second interface element.
In a second aspect, an apparatus for acquiring game resources is provided, including:
the system comprises a first display module, a second display module and a third display module, wherein the first display module is used for displaying a virtual scene of a target game, and the virtual scene comprises a first interface element and a first virtual object;
a control module for controlling the first virtual object to move in the virtual scene in response to a movement signal for the first virtual object;
the second display module is used for responding to a first operation signal aiming at the first interface element and displaying a virtual character corresponding to the first interface element, wherein the virtual character flies in the virtual scene according to a first preset track, and after a preset time, the virtual character flies in the virtual scene according to a second preset track in response to the fact that the attribute value of the virtual character is higher than a first threshold value;
and the third display module is used for responding to the attribute value of the virtual character lower than a second threshold value, displaying a second interface element corresponding to the virtual character, and the first virtual object can acquire game resources through the second interface element.
In a third aspect, there is provided a computer-readable storage medium comprising instructions which, when run on a computer device, cause the computer device to perform the method according to the first aspect as described above.
In a fourth aspect, there is provided a computer device comprising a processor and a memory, wherein the memory stores a computer program, and the processor is configured to execute the steps in the method for acquiring game resources according to the second aspect by calling the computer program stored in the memory.
In a fifth aspect, a computer program product is provided, comprising a computer program which, when executed by a processor, performs the steps of the method of the first aspect.
Therefore, on one hand, the display of the virtual character is triggered by responding to the operation of the virtual object on the first interface element, the interaction mode of the game is enriched, the game resources can be obtained by defeating the virtual character, and the obtaining mode of the game resources is enriched.
Drawings
Fig. 1 is a schematic structural diagram of a system for acquiring game resources according to an embodiment of the present application.
Fig. 2 is a schematic flow chart of a method for acquiring game resources according to an embodiment of the present application.
Fig. 3 is a schematic view of a first application scenario of a method for acquiring a game resource according to an embodiment of the present application.
Fig. 4 is a schematic view of a second application scenario of the method for acquiring a game resource according to the embodiment of the present application.
Fig. 5 is a schematic diagram of a third application scenario of the method for acquiring a game resource according to the embodiment of the present application.
Fig. 6 is a schematic diagram of a fourth application scenario of the method for acquiring a game resource according to the embodiment of the present application.
Fig. 7 is a schematic view of a fifth application scenario of the method for acquiring a game resource according to the embodiment of the present application.
Fig. 8 is a schematic flowchart of another method for acquiring game resources according to an embodiment of the present application.
Fig. 9 is a schematic block diagram of an acquisition apparatus for game resources according to an embodiment of the present application.
Fig. 10 is a schematic block diagram of another apparatus for acquiring game resources according to an embodiment of the present application.
Detailed Description
Technical solutions in the embodiments of the present application will be described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are some embodiments of the present application, but not all embodiments. All other embodiments obtained by a person of ordinary skill in the art without making any creative effort with respect to the embodiments in the present application belong to the protection scope of the present application.
Before describing the embodiments of the present application, the related terms referred to in the present application will be explained.
A virtual scene is a scene displayed (or provided) by a client of an application (e.g., a game application) when running on a terminal, and the virtual scene refers to a scene created for a virtual object to perform an activity (e.g., a game competition), such as a virtual house, a virtual island, a virtual map, and the like. The virtual scene may be a simulation scene of a real world, a semi-simulation semi-fictional scene, or a pure fictional scene. The virtual scene may be a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene, which is not limited in the embodiment of the present application.
The virtual object refers to a virtual role controlled by the user account in the application program. Taking an application as a game application as an example, the virtual object refers to a game character controlled by a user account in the game application. The virtual object may be in the form of a character, an animal, a cartoon or other forms, which is not limited in this application. The virtual object may be displayed in a three-dimensional form or a two-dimensional form, which is not limited in the embodiment of the present application.
The operations that a user account can perform to control a virtual object may also vary from game application to game application. For example, in a shooting-type game application, the user account may control the virtual object to perform shooting, running, jumping, picking up a firearm, replacing a firearm, adding bullets to a firearm, and the like.
Of course, in addition to game applications, other types of applications may present virtual objects to a user and provide corresponding functionality to the virtual objects. For example, an AR (Augmented Reality) application, a social application, an interactive entertainment application, and the like, which are not limited in this embodiment. In addition, for different applications, the forms of the virtual objects provided by the applications may also be different, and the corresponding functions may also be different, which may be configured in advance according to actual requirements, and this is not limited in the embodiments of the present application.
The embodiment of the application provides a method, a device, a medium, equipment and a program product for acquiring game resources. Specifically, the method for acquiring a game resource according to the embodiment of the present application may be executed by a Computer device, where the Computer device may be a terminal, the terminal may be a terminal device such as a smart phone, a tablet Computer, a notebook Computer, a touch screen, a game machine, a Personal Computer (PC), a Personal Digital Assistant (PDA), and the terminal may further include a client, and the client may be a game application client, a browser client carrying a game program, or an instant messaging client.
When the method for acquiring the game resource operates on the terminal, the terminal may store an application corresponding to the target game, such as a Shooting game application, where the Shooting game application may be any one of an FPS (First Person Shooting) game application, a TPS (Third Person Shooting) game application, a Multiplayer Online Battle Arena (MOBA) game application, a Multiplayer gunfight survival game application, and the like. Alternatively, the application may be a stand-alone application, such as a stand-alone 3D gaming application; or may be a web-enabled version of the application. The terminal is used for interacting with a user through a graphical user interface and presenting virtual scenes in the game picture through the graphical user interface. The terminal can render and display the graphical user interface on the display screen or present the graphical user interface through holographic projection. For example, the terminal may include a touch display screen for presenting a graphical user interface including a game screen and receiving operation instructions generated by a user acting on the graphical user interface, and a processor for executing the game, generating the graphical user interface, responding to the operation instructions, and controlling display of the graphical user interface on the touch display screen.
The embodiment of the application can be applied to various scenes such as games, game basic technologies, game strategies and the like.
Referring to fig. 1, fig. 1 is a schematic structural diagram of a system for acquiring game resources according to an embodiment of the present disclosure. The system comprises at least one terminal 1, wherein a target game is installed in the terminal 1 held by a player, a graphical user interface 1000 of the target game is displayed on the terminal 1, and at least part of a game scene of the target game is displayed on the graphical user interface 1000, for example, virtual characters are displayed, and the virtual characters are not game objects controlled by the player and are generally game objects controlled by artificial intelligence of a computer. For example, a virtual object is displayed, which is a game object manipulated by a player. Further, the terminal 1 held by the player can be connected to servers of different games through the network 4. When the system includes a plurality of terminals 1, a plurality of servers 2, and a plurality of networks 4, different terminals 1 may be connected to each other through different networks 4 and through different servers 2. The network 4 may be a wireless network or a wired network. In addition, different terminals 1 may be connected to other terminals 1 or to the server 2 using their own bluetooth network or hotspot network. For example, a plurality of users may be online through different terminals 1 to be connected through an appropriate network and synchronized with each other to support a multiplayer game. In addition, the system may include a plurality of databases 3, the plurality of databases 3 being coupled to different servers 2, and information relating to the gaming environment may be stored in the databases 3 continuously while different users are playing the multiplayer game online.
The following are detailed below. It should be noted that the description sequence of the following embodiments is not intended to limit the priority sequence of the embodiments.
Referring to fig. 2, fig. 2 is a flowchart illustrating a method for acquiring a game resource according to an embodiment of the present application, where the method may be applied to a first client, where the first client is a client corresponding to a first virtual object, and a graphical user interface of a target game is provided through the client, where the graphical user interface displays at least a part of a virtual scene, and the method may include:
step 101, displaying a virtual scene of a target game, wherein the virtual scene comprises a first interface element and a first virtual object.
In particular, in response to a user initiating a target game and entering the target game, a graphical user interface is displayed for displaying at least a portion of a virtual scene that may be continually changing as the user's field of view changes. The target game may be a game in which players play against a Player-Player simultaneous-play Environment (pvpvpve), and as the name suggests, the target game is a game in which players also need a play Environment while playing against players. The first interface element may be used to trigger the appearance of a virtual character in a game scene. Among them, the virtual character may be a pve (player VS environment) class NPC among NPCs (non-player characters). The PvE NPC is an NPC which can obtain experience values or game resources such as props after being killed. In particular, the game resources may include virtual resources such as various items, experience values, gold coins, and the like.
Specifically, the target game may have different modes of play, for example, the embodiment of the present application takes a bonus mode as an example. Under the integral mode, the player can divide into two camps, and in certain period of time, the player of two camps can obtain specific game property through the NPC in the player or the scene of killing the other party's camps, through handing over specific game property at fixed resource point, can increase the integral of this camps, and finally, the high camps of integral wins. The first interface element can be a resource which can be brushed in a central area of a map when a game is opened, a player can search for the first interface element and brush out a virtual character through specific operation aiming at the first interface element, and the player can obtain high-end weapon equipment and a large number of specific game props after the virtual character is killed.
For example, as shown in fig. 3, a partial virtual scene of the target game is presented on a graphical user interface 1000 of the target game, a central area of the graphical user interface 1000 displays a first virtual object 100 corresponding to a player, a thumbnail map 300 of a range near the first virtual object 100 is displayed on the upper right corner of the graphical user interface 1000, the player can display the entire map of the virtual scene by clicking the thumbnail map 300, and the map range can be changed by zooming in, zooming out, and the like to find the position of the first interface element. For example, as shown in fig. 2, the first interface element may be a firewood element 200, and when the first virtual object 100 moves to a vicinity of the firewood element 200, a small icon 310 corresponding to the firewood element 200 is displayed on the thumbnail map 300.
It is to be noted that, in the embodiment of the present application, the type, the number, and the like of the first interface element in the virtual scene are not limited, for example, the number of the first interface element in the virtual scene may be multiple, the type may also be multiple, and for example, the first interface element may also be other elements such as an article, a plant, food, and the like. Each type of first interface element may correspond to a virtual character, and each virtual character may correspond to a different target game resource. For example, different types of first interface elements may be set in the virtual scene, the different types of first interface elements correspond to different types of virtual characters, and the types or the number of game resources corresponding to the different virtual characters may be distinguished. For example, if the difficulty coefficient of some virtual characters is low, the types and the number of the corresponding game resources are small, and if the difficulty coefficient of some virtual characters is high, the types and the number of the corresponding game resources are large, wherein the difficulty coefficient may be the difficulty level of defeating the virtual characters. The player can freely select different virtual characters to trigger different game resources, interaction modes of the game are enriched, and interestingness and challenge of the game are improved.
Step 102, in response to the movement signal for the first virtual object, controlling the first virtual object to move in the virtual scene.
Specifically, the movement signal refers to information for controlling the first virtual object to move, and the movement signal may be generated by being triggered by the player, for example, the player generates a movement signal in a corresponding direction by clicking a movement control of the graphical user interface, and further, the client controls the first virtual object to move in the virtual scene according to the movement signal.
Step 103, responding to a first operation signal for the first interface element, displaying a virtual character corresponding to the first interface element, wherein the virtual character is controlled to fly in the virtual scene according to a first preset track, and after a preset time, responding to that the attribute value of the virtual character is higher than a first threshold value, and controlling the virtual character to fly in the virtual scene according to a second preset track.
Specifically, the first operation signal refers to information for controlling the first virtual object to perform a corresponding operation on the first interface element, and the first operation signal may be generated by being triggered by a player.
In some embodiments, a first interface element may be arranged in a central area of a virtual scene, a player performs a first operation on the first interface element to generate a corresponding first operation signal, and a client controls the player to perform the first operation on the first interface element according to the first operation signal and triggers display of a corresponding virtual character. For example, the integral mode may have a division of primary, intermediate, and advanced difficulty levels, where different first interface elements are arranged in virtual scenes with different difficulty levels, and the difficulty level of defeating a virtual character triggered without the first interface element in the virtual scene with different difficulty levels is also different.
In some embodiments, a plurality of first interface elements may be arranged in the virtual scene, each first interface element corresponds to one virtual character, the defeat difficulty level of each virtual character is different, the corresponding target game resources may also be different, and the player may select any one of the first interface elements to perform the first operation to trigger the corresponding virtual character.
For example, the first interface element is a firewood element, and the first operation may be an ignition operation. For example, the player can ignite the match element through the combustion bottle, match and other game properties, wherein the combustion bottle, match and other game properties can be purchased through game gold coins and the like. For another example, when the virtual object is controlled to move and the distance between the virtual object and the firewood element is smaller than the preset distance, that is, when the player controls the virtual object to move to the vicinity of the firewood element, the ignition button is displayed on the graphical user interface, the player generates an ignition operation signal corresponding to the ignition button by clicking the ignition button, and the client controls the first virtual character to perform the ignition operation on the firewood element according to the ignition operation signal.
Specifically, the first client may generate a refresh command in response to the first operation signal, and send the refresh command to the server, and the server may broadcast a virtual character refresh signal to the full server after receiving the refresh command.
Specifically, as shown in fig. 4, in response to the lighting operation for the diesel element 200, the virtual character 400 is displayed on the graphic user interface 1000. Specifically, to increase the interest and reality of the game, after the player lights the match element 200, the gui 1000 may set a smoke animation to simulate the scene of the match element 200 that releases air to attract the virtual character 400 to enter. Wherein the avatar 400 may be entered after a period of time, such as 30 seconds. For example, taking the virtual character 400 as a giant bird, the virtual character 400 is accompanied by an animation that the giant bird flies strangely when entering, and by a call warning.
In this embodiment, the player needs to trigger the corresponding virtual character through the first operation for the first interface element, which can improve the participation of the player in the game, and is beneficial for the player to grasp the game rhythm and improve the experience of the player.
It is easy to understand that, in order to ensure the game challenge, the virtual character can be controlled to move in the virtual scene, so as to improve the difficulty of the player hitting the virtual character.
After the virtual character enters the field, the virtual character can be controlled to fly in the virtual scene according to a first preset track, and after the preset time, the virtual character is controlled to fly in the virtual scene according to a second preset track in response to the fact that the attribute value of the virtual character is higher than a first threshold value. For example, as shown in (1) of fig. 5, the first preset trajectory 1-1 may be a trajectory spiraling around the first interface element so that the player controls the first virtual object to attack the virtual character in time. Specifically, the preset time may be a time for the virtual character to circle around the first interface element for a preset number of turns, the attribute value may be a life value of the virtual character, and the first threshold may be zero. For example, if the first virtual object controlled by the player has not defeated the virtual character after the virtual character hovers around the first interface element for 15 turns, the virtual character may fly in the virtual scene of the target game according to the second preset trajectory. For example, as shown in (2) of fig. 5, the virtual character may move far along the second predetermined trajectory 1-2 to start cruising flight. The virtual character can be controlled to fly at a first preset speed according to a first preset track in the virtual scene and fly at a second preset speed according to a second preset track, wherein the second preset speed is greater than the first preset speed, and the length of the second preset track is greater than the length of the first preset track.
Specifically, during the virtual character cruising flight, the player may see the position of the virtual character through the thumbnail map 300, or the player may click, long press, or the like to touch the thumbnail map 300 to display a large map (i.e., the terminal displays the large map on the graphical user interface 1000 in response to the player performing a touch operation such as clicking, long press, or the like on the thumbnail map 300), the large map may display the track of the virtual character cruising flight, for example, a flight route on which an icon of the virtual character is displayed moving.
Specifically, the method may further include: and when the virtual character flies in the virtual scene according to a second preset track, responding to the movement of the first virtual object to the preset range of the virtual character, and displaying the orientation mark of the virtual character relative to the first virtual object in the virtual scene.
It is easily understood that, when the virtual character is cruising, the first virtual object can refer to the position of the virtual character marked by the thumbnail map 300 to find the virtual character and defeat the virtual character to obtain game resources. Specifically, the preset range may be set according to the specific situation of the virtual scene. When the first virtual object moves to the preset range of the virtual character, the orientation mark of the virtual character relative to the first virtual object can be displayed in the virtual scene, so that the position information of the virtual character is more visual. For example, when the first virtual object moves to a preset range of the virtual character, if the virtual character is located right in front of the first virtual object, the position of the virtual scene right in front of the first virtual object may display an arrow pointing to the virtual character, and the position of the arrow may change in real time as the virtual character navigates. And, in response to the trigger signal of the arrow, the first avatar may be controlled to move in the direction of the arrow. Specifically, the trigger signal is generated by a player trigger, for example, the player clicks the arrow to generate a trigger signal, and the client controls the first virtual character to move in the arrow direction in response to the trigger signal. Therefore, the operation of the user can be simpler and more convenient.
Specifically, before the virtual character starts cruising flight, a sound effect for preparing cruising can be sent out to remind the player. Take giant bird as an example. When a giant bird is flying around a firewood for the 15 th turn, a pessimism can be sent out to remind the player that the giant bird is about to fly away.
The server can synchronously play the sound effect of the preparation cruise to the virtual object within the preset range, so that the sound effect of the preparation cruise is played in a target game operated by the terminal corresponding to the virtual object within the preset range to remind peripheral players. Moreover, in order to ensure the game challenging performance, the server may randomly generate a second preset track for each game, so as to avoid that the game challenging performance is reduced due to the fact that the second preset track is the same in each game. Meanwhile, when the virtual character starts cruising flight, the server synchronously displays the second preset track in the graphical user interfaces of the terminals corresponding to all the virtual objects participating in the game.
In some embodiments, the method may further comprise: and responding to a second operation signal aiming at the virtual character, displaying the current attribute value of the virtual character, and displaying the position of the virtual character, which can be attacked with emphasis.
The second operation signal may be information for controlling the first virtual object to perform a second operation on the virtual character, where the second operation may be a shooting operation. When the player controls the first virtual object to hit the virtual character, the moving speed of the virtual character can be controlled to be reduced, so that the game scene is more real, and the probability that the first virtual object hits the virtual character is improved. When the first virtual object hits the position of the virtual character which can be attacked with emphasis, the harm to the virtual character is higher than the harm of the player hitting other positions of the virtual character.
For example, as shown in fig. 6, when the player controls the virtual object 100 to hit the virtual character 400, the moving speed of the virtual character 400 is reduced and the stress attack position 410 is displayed.
In addition, when the virtual character is attacked, the current life value of the virtual character can be displayed, so that the state of the virtual character is more intuitive. For example, when a virtual character is attacked, its blood bars may be displayed.
In some embodiments, the second operation signal is information for controlling the first virtual character to perform a shooting operation, and before the step of "displaying the current attribute value of the virtual character", the method may further include: calculating a first injury value of a first virtual object to a virtual character; sending the first damage value to a server, and acquiring at least one second damage value returned by the server, wherein the second damage value is a damage value of a second virtual object to the virtual character within a first preset time, and the second virtual object is any virtual object in a virtual scene except the first virtual object; and determining the current attribute value of the virtual character according to the first injury value and the at least one second injury value.
It is easy to understand that when a virtual character is shot by a first virtual object controlled by a player, a first injury value is generated for the virtual character, meanwhile, when any virtual object in a virtual scene hits the virtual character, a second injury value is generated for the virtual character, and the current life value of the virtual character can be obtained by subtracting the first injury value and the second injury value suffered by the virtual character from the remaining life value of the virtual character. Until the current life value of the virtual character is zero, the virtual character is defeated.
In this embodiment, the step of "calculating a first injury value caused by the first virtual object to the virtual character" may mainly include: determining a basic damage value of a first virtual object to a virtual character according to the type of a virtual prop corresponding to shooting operation; determining a damage coefficient of a basic damage value according to whether shooting operation hits a key attack position; acquiring the number of hit persons sent by the server, and determining a cooperation coefficient of a basic injury value according to the number of hit persons, wherein the number of hit persons is the number of third virtual objects corresponding to all shooting operations hitting key attack positions within a second preset time, and the third virtual objects are any virtual objects which are positioned in the same formation as the first virtual objects in the virtual scene; and calculating a first injury value suffered by the virtual character according to the basic injury value, the injury coefficient of the basic injury value and the cooperation coefficient of the basic injury value.
Specifically, the basic damage value received by the virtual character can be determined by the virtual prop corresponding to the shooting operation. For example, the virtual property corresponding to the shooting operation may be a bullet, a grenade, an arrow, and the like, and the basic damage values of the bullet, the grenade, the arrow, and the like to the virtual character may be different. The damage factor of the basic damage value may be determined by whether the hit position is hit, for example, if the hit position is hit, the damage factor is 2, i.e., the basic damage value generated to the virtual character is doubled. The cooperation coefficient of the basic damage value may be determined by whether the virtual object of the same camp hits the focusable attack position of the virtual character at the same time, for example, if the virtual object of the same camp hits the focusable attack position of the virtual character at the same time, the basic damage value generated to the virtual character may be doubled.
It is easy to understand that different virtual prop types correspond to different basic damage values, for example, according to prop strength setting, the basic damage value of a grenade is greater than that of a bullet, and the basic damage value of the bullet is greater than that of an arrow.
Specifically, if the player hits a position of the virtual character where the player can focus on the attack when controlling the virtual object to perform the shooting operation, the damage coefficient may be assigned to 2, and otherwise, the damage coefficient may be assigned to 1. Thus, the interest and challenge of the game can be increased.
In this embodiment, the step "determining the cooperation coefficient of the basic injury value according to the hit number" may specifically include: if the hit number is less than the preset number, determining the cooperation coefficient of the basic injury value as one; and if the hit number is not less than the preset number, determining the cooperation coefficient of the basic injury value according to a preset formula and the hit number.
Specifically, in order to make the game more challenging and interesting, when more than two or more virtual objects in the same battle hit the focus-on attack positions of the virtual character at the same time, there may be additional harm additions, i.e. a cooperation coefficient, for example, the cooperation coefficient may be determined according to the number of virtual objects hitting the focus-on attack positions at the same time, i.e. the number of hits. Specifically, the preset formula may be: hit number x 0.5+ 1.
Specifically, in order to reduce the difficulty of the game, if two or more virtual objects in the same battle hit the virtual character or hit the virtual character's position of the virtual character that can be attacked with high priority within 0.5 seconds, the virtual objects are considered to hit at the same time.
Therefore, when the player controls the virtual object to shoot, the player needs to pay attention to the shooting position and time, needs certain skill, and makes the process of obtaining game resources full of fun and challenge. Moreover, the virtual object controlled by the player in the same battle can generate an additional damage mechanism by attacking the virtual character, so that the understanding cost of the player can be reduced, and the cooperative value can be ensured.
Specifically, the step of "calculating the damage value suffered by the virtual character according to the basic damage value, the damage coefficient of the basic damage value, and the cooperation coefficient of the basic damage value" may specifically include: and calculating the basic damage value and the product of the damage coefficient and the cooperation coefficient thereof to obtain the damage value suffered by the virtual character.
Specifically, after the damage value is obtained, the current life value of the virtual character may be updated synchronously according to the damage value, for example, the blood streak change of the virtual character in the target game running on the client is updated synchronously according to the damage value.
And 104, responding to the attribute value of the virtual character lower than a second threshold value, displaying a second interface element corresponding to the virtual character, wherein the first virtual object can acquire game resources through the second interface element.
The attribute value may be a life value of the virtual character, the second threshold may be a minimum critical value set as the life value, for example, 0.01, and when the life value of the virtual character is lower than 0.01, the virtual character may be considered to be defeated.
For example, as shown in FIG. 7, when a first virtual object defeats a virtual character, a second interface element 500 is displayed on the graphical user interface 1000, and the second interface element 500 may be a treasure box. The first virtual object controlled by the player may acquire a game resource through a clicking operation applied to the treasure box 500.
Specifically, in order to make the game screen more vivid and realistic, as shown in fig. 6 and 7, when the giant bird monster 400 shown in fig. 6 is defeated, it may fall and be transformed into the treasure box 500 shown in fig. 7, and control the treasure box 500 to fall on the floor displayed on the graphic user interface 1000. After the treasure 500 chest is opened by a clicking action on the treasure 500, it is possible to get the player controlled virtual object super weapons such as grenades, which can change the game progress and strike, for a large percentage.
In some embodiments, the step "displaying the second interface element corresponding to the virtual character" may specifically include: if at least two virtual objects cause damage values to the virtual roles, acquiring a first total damage value caused by the first virtual object to the virtual roles and a second total damage value caused by the second virtual object to the virtual roles from the server, wherein the second total damage value is at least one; determining the display position of the second interface element in the virtual scene according to the first total damage value and the at least one second total damage value; the second interface element is displayed at a display position in the virtual scene.
It is easy to understand that all virtual objects in the virtual scene can find the first interface element to trigger the virtual character to compete for game resources, and for the fairness of the game, the display position of the second interface element in the virtual scene can be determined according to the total damage value of each virtual object to the virtual character. For example, if the total damage value of the virtual object a to the virtual character is 1200, the total damage value of the virtual object B to the virtual character is 1300, and the total damage value of the virtual object C to the virtual character is 1500, the display position of the second interface element in the virtual scene may be determined to be a position close to the virtual object C, and the probability that the virtual object C preferentially acquires the game resource is greater than the virtual object a and the virtual object B, so that the virtual object C may have a greater advantage in the subsequent game play.
In some embodiments, the method may further comprise: responding to a third operation signal aiming at the second interface element, and displaying a target game resource, wherein the target game resource is at least one of the game resources; and controlling the first virtual object to obtain the target game resource in response to the fourth operation signal aiming at the target game resource.
The third operation signal is information for controlling the first virtual object to perform a third operation on the second interface element, and the fourth operation signal is information for controlling the first virtual object to perform a fourth operation on the target game resource, for example, the third operation and the fourth operation may be touch operations or non-contact operations. For example, when the third operation is a touch operation, the third operation may be a drag operation, a click operation, a press operation, or the like. For example, to distinguish from the ordinary preview effect, the third operation may be set as a press operation. For example, if the treasure box 500 is pressed for two seconds, the treasure box 500 is opened to display the target game resource.
In particular, the game resources may include virtual resources such as various items, experience values, gold coins, and the like. Where the items may include various weapon items, a player-controlled virtual object acquisition weapon item may be used to defeat an opponent player or NPC. The property may also include various property properties, for example, a property that may be used to enhance the attack or defense of a virtual object controlled by a player, and the property may be used to enhance the property of the virtual object controlled by the player. The items may also include specific play items, such as those described above in exchange for points. The target game resource can be one or more of game resources, and the number of the target game resources can be one or more.
In this embodiment, the method may further include: and determining target game resources according to the game-playing time of the target game.
Specifically, in order to increase the interest of the game, the target game resources may be determined according to the time when the virtual character is defeated. For example, the shorter the game play time of the target game, the higher the value of the target game resource to attract the user to find the first interface element and trigger the virtual character in time.
Specifically, to increase player stickiness, the method may further comprise: the target game resource may be determined according to the level information of the target virtual object in response to a third operation signal for the second interface element, where the target virtual object is a virtual object corresponding to the third operation signal. For example, the higher the level of the player's account with the target virtual object, the higher the value of the target game resource to attract the player to play the game.
In some embodiments, the method may further comprise: in response to the first virtual object moving in the virtual scene, sending the position change information of the first virtual object to the server.
Specifically, the server obtains the position change information of the first virtual object, and may determine whether the first virtual object has a violation according to the real-time game information and the position change information of the first virtual object, where the real-time game information may include usage information of the virtual item and damage information to the virtual character. And if the real-time game information and the position change information of the first virtual object do not accord with the preset reasonable range, determining that the account corresponding to the first virtual object has violation.
It is easy to understand that, in order to avoid that the fairness of the game is affected by the use of the plug-in of the virtual object, the server may obtain the position change information of the virtual object and the real-time game information, such as the position information of the virtual object, the use information of the virtual item, and the damage information to the virtual character. For example, when the position information of the virtual object indicates that the virtual object controlled by the player is not located near the virtual character but has a damage value to the virtual character, it may be determined that the player corresponding to the virtual object uses a plug-in, that is, the account corresponding to the virtual object violates the rule. For another example, the property information of the virtual object may cause one thousand damages at a time, but the damage information generated to the virtual character may cause two thousand damages at a time, and it may be determined that the player corresponding to the virtual object uses the plug-in, that is, the account corresponding to the virtual object violates the rule.
Specifically, after determining that the account corresponding to the virtual object violates the rule, all players in the battle of the virtual object may be prompted, and it may be determined that the game in the battle of the virtual object fails.
Specifically, if the server determines that the number of violations of the account corresponding to the virtual object has violation behaviors exceeds the threshold, the account corresponding to the virtual object may be set as the violation account.
It is easy to understand that, if the number of violations of the account corresponding to the virtual object exceeds the threshold, for example, the threshold may be three times, the server may set the account corresponding to the virtual object as a violation account, and punish the violation account. For example, an illegal account is warned, temporarily or permanently signed.
The method for acquiring game resources provided in the embodiment of the present application includes displaying a virtual scene of a target game, where the virtual scene includes a first interface element and a first virtual object, then controlling the first virtual object to move in the virtual scene in response to a movement signal for the first virtual object, then displaying a virtual character corresponding to the first interface element in response to a first operation signal for the first interface element, where the virtual character is controlled to fly according to a first preset trajectory in the virtual scene, and after a preset time, the virtual character is controlled to fly according to a second preset trajectory in the virtual scene in response to an attribute value of the virtual character being higher than a first threshold value, then, displaying a second interface element corresponding to the virtual character in response to the attribute value of the virtual character being lower than a second threshold value, where the first virtual object can acquire game resources through the second interface element, therefore, the interaction mode of the game is enriched, the acquisition mode of game resources is enriched, the interest and the challenge of the game are improved, and the human-computer interaction efficiency is improved.
Referring to fig. 8, fig. 8 is a schematic flow chart of another method for acquiring game resources according to the embodiment of the present application, where the method mainly includes steps 201 to 207, which are described as follows:
step 201, displaying a virtual scene of the target game, wherein the virtual scene comprises a first interface element and a first virtual object. The specific embodiment of step 201 can refer to the embodiment of step 101, and is not described herein again.
In step 202, the first virtual object is controlled to move in the virtual scene in response to the movement signal for the first virtual object. The specific embodiment of step 202 can refer to the embodiment of step 102, and is not described herein again.
Step 203, responding to a first operation signal aiming at the first interface element, displaying a virtual character corresponding to the first interface element, wherein the virtual character is controlled to fly in a virtual scene according to a first preset track, and after a preset time, responding to that the attribute value of the virtual character is higher than a first threshold value, and controlling the virtual character to fly in the virtual scene according to a second preset track.
Specifically, the first operation signal refers to information for controlling the first virtual object to perform a corresponding operation on the first interface element, and the first operation signal may be generated by being triggered by a player. Specifically, the first client may generate a refresh command in response to the first operation signal, and send the refresh command to the server, and the server may broadcast a virtual character refresh signal to the full server after receiving the refresh command.
Specifically, the method may further include: and when the virtual character flies in the virtual scene according to a second preset track, responding to the movement of the first virtual object to the preset range of the virtual character, and displaying the orientation mark of the virtual character relative to the first virtual object in the virtual scene.
And step 204, responding to the second operation signal aiming at the virtual character, displaying the current attribute value of the virtual character, and displaying the position of the virtual character which can be attacked with emphasis.
The second operation signal may be information for controlling the first virtual object to perform a second operation on the virtual character, where the second operation may be a shooting operation. When the player controls the first virtual object to hit the virtual character, the moving speed of the virtual character can be controlled to be reduced, so that the game scene is more real, and the probability that the first virtual object hits the virtual character is improved. When the first virtual object hits the position of the virtual character which can be attacked with emphasis, the harm to the virtual character is higher than the harm of the player hitting other positions of the virtual character.
In addition, when the virtual character is attacked, the current life value of the virtual character can be displayed, so that the state of the virtual character is more intuitive. For example, when a virtual character is attacked, its blood bars may be displayed.
In some embodiments, the second operation signal is information for controlling the first virtual character to perform a shooting operation, and before the step of "displaying the current attribute value of the virtual character", the method may further include: calculating a first injury value of a first virtual object to a virtual character; sending the first damage value to a server, and acquiring at least one second damage value returned by the server, wherein the second damage value is a damage value of a second virtual object to the virtual character within a first preset time, and the second virtual object is any virtual object in a virtual scene except the first virtual object; and determining the current attribute value of the virtual character according to the first injury value and the at least one second injury value.
It is easy to understand that when a virtual character is shot by a first virtual object controlled by a player, a first injury value is generated for the virtual character, meanwhile, when any virtual object in a virtual scene hits the virtual character, a second injury value is generated for the virtual character, and the current life value of the virtual character can be obtained by subtracting the first injury value and the second injury value suffered by the virtual character from the remaining life value of the virtual character. Until the current life value of the virtual character is zero, the virtual character is defeated.
In this embodiment, the step of "calculating a first injury value caused by the first virtual object to the virtual character" may mainly include: determining a basic damage value of a first virtual object to a virtual character according to the type of a virtual prop corresponding to shooting operation; determining a damage coefficient of a basic damage value according to whether shooting operation hits a key attack position; acquiring the number of hit persons sent by the server, and determining a cooperation coefficient of a basic injury value according to the number of hit persons, wherein the number of hit persons is the number of third virtual objects corresponding to all shooting operations hitting key attack positions within a second preset time, and the third virtual objects are any virtual objects which are positioned in the same formation as the first virtual objects in the virtual scene; and calculating a first injury value suffered by the virtual character according to the basic injury value, the injury coefficient of the basic injury value and the cooperation coefficient of the basic injury value.
In this embodiment, the step "determining the cooperation coefficient of the basic injury value according to the hit number" may specifically include: if the hit number is less than the preset number, determining the cooperation coefficient of the basic injury value as one; and if the hit number is not less than the preset number, determining the cooperation coefficient of the basic injury value according to a preset formula and the hit number.
Specifically, in order to make the game more challenging and interesting, when more than two or more virtual objects in the same battle hit the focus-on attack positions of the virtual character at the same time, there may be additional harm additions, i.e. a cooperation coefficient, for example, the cooperation coefficient may be determined according to the number of virtual objects hitting the focus-on attack positions at the same time, i.e. the number of hits. Specifically, the preset formula may be: hit number x 0.5+ 1.
Specifically, in order to reduce the difficulty of the game, if two or more virtual objects in the same battle hit the virtual character or hit the virtual character's position of the virtual character that can be attacked with high priority within 0.5 seconds, the virtual objects are considered to hit at the same time.
Therefore, when the player controls the virtual object to shoot, the player needs to pay attention to the shooting position and time, needs certain skill, and makes the process of obtaining game resources full of fun and challenge. Moreover, the virtual object controlled by the player in the same battle can generate an additional damage mechanism by attacking the virtual character, so that the understanding cost of the player can be reduced, and the cooperative value can be ensured.
Specifically, the step of "calculating the damage value suffered by the virtual character according to the basic damage value, the damage coefficient of the basic damage value, and the cooperation coefficient of the basic damage value" may specifically include: and calculating the basic damage value and the product of the damage coefficient and the cooperation coefficient thereof to obtain the damage value suffered by the virtual character.
Specifically, after the damage value is obtained, the current life value of the virtual character may be updated synchronously according to the damage value, for example, the blood streak change of the virtual character in the target game running on the client is updated synchronously according to the damage value.
Step 205, in response to that the attribute value of the virtual character is lower than the second threshold, displaying a second interface element corresponding to the virtual character.
The attribute value may be a life value of the virtual character, the second threshold may be a minimum critical value set as the life value, for example, 0.01, and when the life value of the virtual character is lower than 0.01, the virtual character may be considered to be defeated.
In some embodiments, the step "displaying the second interface element corresponding to the virtual character" may specifically include: if at least two virtual objects cause damage values to the virtual roles, acquiring a first total damage value caused by the first virtual object to the virtual roles and a second total damage value caused by the second virtual object to the virtual roles from the server, wherein the second total damage value is at least one; determining the display position of the second interface element in the virtual scene according to the first total damage value and the at least one second total damage value; the second interface element is displayed at a display position in the virtual scene.
It is easy to understand that all virtual objects in the virtual scene can find the first interface element to trigger the virtual character to compete for game resources, and for the fairness of the game, the display position of the second interface element in the virtual scene can be determined according to the total damage value of each virtual object to the virtual character.
And step 206, responding to the third operation signal aiming at the second interface element, and displaying the target game resource.
The third operation signal is information for controlling the first virtual object to perform a third operation on the second interface element, for example, the third operation may be a touch operation or a non-contact operation. For example, when the third operation is a touch operation, the third operation may be a drag operation, a click operation, a press operation, or the like. For example, to distinguish from the ordinary preview effect, the third operation may be set as a press operation.
And step 207, responding to the fourth operation signal aiming at the target game resource, and controlling the first virtual object to obtain the target game resource.
The fourth operation signal is information for controlling the first virtual object to perform a fourth operation on the target game resource, where the target game resource may be at least one of the game resources.
In particular, the game resources may include virtual resources such as various items, experience values, gold coins, and the like. Where the items may include various weapon items, a player-controlled virtual object acquisition weapon item may be used to defeat an opponent player or NPC. The property may also include various property properties, for example, a property that may be used to enhance the attack or defense of a virtual object controlled by a player, and the property may be used to enhance the property of the virtual object controlled by the player. The items may also include specific play items, such as those described above in exchange for points. The target game resource can be one or more of game resources, and the number of the target game resources can be one or more.
In this embodiment, the method may further include: and determining target game resources according to the game-playing time of the target game.
Specifically, or in order to improve the interest challenge of the game, the target game resource can be determined according to the time when the virtual character is defeated. For example, the shorter the game-play time of the target game, the shorter the defeat time of the virtual character, the higher the value of the target game resource, so as to attract the user to find the first interface element and trigger the virtual character in time.
Specifically, to increase player stickiness, the method may further comprise: the target game resource may be determined according to the level information of the target virtual object in response to a third operation signal for the second interface element, where the target virtual object is a virtual object corresponding to the third operation signal. For example, the higher the level of the player's account with the target virtual object, the higher the value of the target game resource to attract the player to play the game.
In some embodiments, the method may further comprise: in response to the first virtual object moving in the virtual scene, sending the position change information of the first virtual object to the server.
Specifically, the server obtains the position change information of the first virtual object, and may determine whether the first virtual object has a violation according to the real-time game information and the position change information of the first virtual object, where the real-time game information may include usage information of the virtual item and damage information to the virtual character. And if the real-time game information and the position change information of the first virtual object do not accord with the preset reasonable range, determining that the account corresponding to the first virtual object has violation.
It is easy to understand that, in order to avoid that the fairness of the game is affected by the use of the plug-in of the virtual object, the server may obtain the position change information of the virtual object and the real-time game information, such as the position information of the virtual object, the use information of the virtual item, and the damage information to the virtual character. For example, when the position information of the virtual object indicates that the virtual object controlled by the player is not located near the virtual character but has a damage value to the virtual character, it may be determined that the player corresponding to the virtual object uses a plug-in, that is, the account corresponding to the virtual object violates the rule. For another example, the property information of the virtual object may cause one thousand damages at a time, but the damage information generated to the virtual character may cause two thousand damages at a time, and it may be determined that the player corresponding to the virtual object uses the plug-in, that is, the account corresponding to the virtual object violates the rule.
Specifically, after determining that the account corresponding to the virtual object violates the rule, all players in the battle of the virtual object may be prompted, and it may be determined that the game in the battle of the virtual object fails.
Specifically, in this embodiment, the method may further include: if the server determines that the number of violations of the account corresponding to the virtual object has violation behaviors exceeds the threshold, the account corresponding to the virtual object may be set as the violation account.
It is easy to understand that, if the number of violations of the account corresponding to the virtual object exceeds the threshold, for example, the threshold may be three times, the server may set the account corresponding to the virtual object as a violation account, and punish the violation account. For example, an illegal account is warned, temporarily or permanently signed.
The method for acquiring the game resources provided by the embodiment of the application comprises the following steps: the method comprises the steps of displaying a virtual scene of a target game, wherein the virtual scene comprises a first interface element and a first virtual object, then responding to a moving signal aiming at the first virtual object, controlling the first virtual object to move in the virtual scene, responding to a first operation signal aiming at the first interface element, and displaying a virtual character corresponding to the first interface element, wherein the virtual character is controlled to fly according to a first preset track in the virtual scene, and after a preset time, responding to that an attribute value of the virtual character is higher than a first threshold value, the virtual character is controlled to fly according to a second preset track in the virtual scene, so that the virtual character is triggered through player interaction, the interaction mode of the game is enriched, and the virtual character is controlled to move in the virtual scene of the target game, the challenge and the interest of the game can be ensured, and then responding to a second operation signal aiming at the virtual character, the method comprises the steps of displaying the current attribute value of the virtual character, displaying the position of the virtual character capable of being attacked in a key point, responding to the attribute value of the virtual character lower than a second threshold value, displaying a second interface element corresponding to the virtual character, responding to a third operation signal aiming at the second interface element, displaying target game resources, responding to a fourth operation signal aiming at the target game resources, controlling a first virtual object to obtain the target game resources, enriching the obtaining mode of the game resources and further improving the human-computer interaction efficiency.
While method embodiments of the present application have been described above in detail, and device embodiments of the present application will be described in detail below with reference to fig. 9-10, it is to be understood that device embodiments correspond to method embodiments, and similar descriptions may be had with reference to method embodiments.
Fig. 9 is a schematic structural diagram of an acquisition apparatus 10 of a game resource according to an embodiment of the present application, and as shown in fig. 9, the acquisition apparatus 10 of a game resource may include:
the first display module 11 is configured to display a virtual scene of the target game, where the virtual scene includes a first interface element and a first virtual object;
a control module 12 for controlling the first virtual object to move in the virtual scene in response to the movement signal for the first virtual object;
the second display module 13 is configured to display, in response to the first operation signal for the first interface element, a virtual character corresponding to the first interface element, where the virtual character is controlled to fly in a virtual scene according to a first preset trajectory, and after a preset time, the virtual character is controlled to fly in the virtual scene according to a second preset trajectory in response to that an attribute value of the virtual character is higher than a first threshold.
And the third display module 14 is configured to display a second interface element corresponding to the virtual character in response to that the attribute value of the virtual character is lower than a second threshold, where the first virtual object may obtain the game resource through the second interface element.
In some embodiments, the apparatus 10 for acquiring game resources may further include a fourth display module, configured to display the current attribute value of the virtual character and display the position of the virtual character with respect to the point of attack in response to the second operation signal for the virtual character.
In this embodiment, the second operation signal is information for controlling the first virtual object to perform a shooting operation, and the apparatus 10 for acquiring a game resource may further include a first determining module, configured to calculate a first injury value caused by the first virtual object to the virtual character before the fourth display module displays the current attribute value of the virtual character; sending the first damage value to a server, and acquiring at least one second damage value returned by the server, wherein the second damage value is a damage value of a second virtual object to the virtual character within a first preset time, and the second virtual object is any virtual object in a virtual scene except the first virtual object; and determining the current attribute value of the virtual character according to the first injury value and the at least one second injury value.
Specifically, the first determining module may be mainly configured to: determining a basic damage value of a first virtual object to a virtual character according to the type of a virtual prop corresponding to shooting operation; determining a damage coefficient of a basic damage value according to whether shooting operation hits a key attack position; acquiring the number of hit persons sent by the server, and determining a cooperation coefficient of a basic injury value according to the number of hit persons, wherein the number of hit persons is the number of third virtual objects corresponding to all shooting operations hitting key attack positions within a second preset time, and the third virtual objects are any virtual objects which are positioned in the same formation as the first virtual objects in the virtual scene; and calculating a first injury value suffered by the virtual character according to the basic injury value, the injury coefficient of the basic injury value and the cooperation coefficient of the basic injury value.
In this embodiment, the first determining module may specifically be configured to: if the hit number is less than the preset number, determining the cooperation coefficient of the basic injury value as one; and if the hit number is not less than the preset number, determining the cooperation coefficient of the basic injury value according to a preset formula and the hit number.
In this embodiment, the second display module 13 may be mainly used for: if at least two virtual objects cause damage values to the virtual roles, acquiring a first total damage value caused by the first virtual object to the virtual roles and a second total damage value caused by the second virtual object to the virtual roles from the server, wherein the second total damage value is at least one; determining the display position of the second interface element in the virtual scene according to the first total damage value and the at least one second total damage value; the second interface element is displayed at a display position in the virtual scene.
In this embodiment, the apparatus 10 for acquiring game resources may further include a fifth display module, configured to: responding to a third operation signal aiming at the second interface element, and displaying a target game resource, wherein the target game resource is at least one of the game resources; and controlling the first virtual object to obtain the target game resource in response to the fourth operation signal aiming at the target game resource.
In this embodiment, the apparatus 10 for acquiring game resources may further include a second determining module, configured to determine the target game resource according to the game-play time of the target game.
In this embodiment, the apparatus 10 for acquiring game resources may further include a sending module, configured to send the position change information of the first virtual object to the server in response to the first virtual object moving in the virtual scene.
In this embodiment, the apparatus 10 for acquiring game resources may further include a sixth display module, configured to, when the virtual character flies in the virtual scene according to the second preset trajectory, display an orientation indicator of the virtual character relative to the first virtual object in the virtual scene in response to the first virtual object moving to within the preset range of the virtual character.
It should be noted that, in the embodiment of the present application, reference may be made to specific implementation manners in the foregoing method embodiments for functions of each module in the apparatus 10 for acquiring game resources, and details are not described here again.
The modules in the above-mentioned acquisition device of game resources can be wholly or partially realized by software, hardware and their combination. The modules may be embedded in hardware or independent of a processor in the computer device, or may be stored in a memory in the computer device in software, so that the processor can call and execute operations corresponding to the modules.
In the apparatus 10 for acquiring game resources provided in this embodiment of the application, a virtual scene of a target game is displayed through a first display module 11, where the virtual scene includes a first interface element and a first virtual object, then, in response to a movement signal for the first virtual object, a control module 12 controls the first virtual object to move in the virtual scene, then, in response to a first operation signal for the first interface element, a second display module 13 displays a virtual character corresponding to the first interface element, where the virtual character is controlled to fly according to a first preset trajectory in the virtual scene, and after a preset time, in response to an attribute value of the virtual character being higher than a first threshold, the virtual character is controlled to fly according to a second preset trajectory in the virtual scene, and in response to the attribute value of the virtual character being lower than a second threshold, a third display module 14 displays a second interface element corresponding to the virtual character, the interaction mode of the game is enriched, the acquisition mode of game resources is enriched, the interest and the challenge of the game are improved, and the human-computer interaction efficiency is improved.
Fig. 10 is a further schematic structural diagram of an acquisition apparatus of game resources according to an embodiment of the present application, and as shown in fig. 10, the acquisition apparatus 20 of game resources may include: a communication interface 21, a memory 22, a processor 23 and a communication bus 24. The communication interface 21, the memory 22 and the processor 23 realize mutual communication through a communication bus 24. The communication interface 21 is used for the acquisition device 20 of game resources to perform data communication with an external device. The memory 22 may be used for storing software programs and modules, and the processor 23 may be adapted to operate the software programs and modules stored in the memory 22, for example, the software programs of the corresponding operations in the foregoing method embodiments.
In some embodiments, the processor 23 may invoke software programs and modules stored in the memory 22 to perform the following operations:
displaying a virtual scene of a target game, wherein the virtual scene comprises a first interface element and a first virtual object;
controlling the first virtual object to move in the virtual scene in response to the movement signal for the first virtual object;
responding to a first operation signal aiming at a first interface element, displaying a virtual character corresponding to the first interface element, wherein the virtual character is controlled to fly in a virtual scene according to a first preset track, and after a preset time, responding to that an attribute value of the virtual character is higher than a first threshold value, and controlling the virtual character to fly in the virtual scene according to a second preset track;
and responding to the attribute value of the virtual character lower than a second threshold value, displaying a second interface element corresponding to the virtual character, wherein the first virtual object can acquire game resources through the second interface element.
In some embodiments, the present application further provides a computer device comprising a memory and a processor, the memory storing a computer program, the processor implementing the steps of the above method embodiments when executing the computer program.
The embodiment of the application also provides a computer readable storage medium for storing the computer program. The computer-readable storage medium can be applied to a computer device, and the computer program enables the computer device to execute a corresponding process in the method for acquiring game resources in the embodiment of the present application, which is not described herein again for brevity.
Embodiments of the present application also provide a computer program product, which includes a computer program, and the computer program is stored in a computer readable storage medium. The processor of the computer device reads the computer program from the computer-readable storage medium, and executes the computer program, so that the computer device executes the corresponding process in the method for acquiring game resources in the embodiment of the present application, which is not described herein again for brevity.
Embodiments of the present application also provide a computer program, which includes computer instructions stored in a computer-readable storage medium. The processor of the computer device reads the computer instruction from the computer-readable storage medium, and executes the computer instruction, so that the computer device executes a corresponding process in the method for acquiring game resources in the embodiment of the present application, which is not described herein again for brevity.
It should be understood that the processor of the embodiments of the present application may be an integrated circuit chip having signal processing capabilities. In implementation, the steps of the above method embodiments may be performed by integrated logic circuits of hardware in a processor or instructions in the form of software. The Processor may be a general purpose Processor, a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), an off-the-shelf Programmable Gate Array (FPGA) or other Programmable logic device, discrete Gate or transistor logic device, or discrete hardware components. The various methods, steps, and logic blocks disclosed in the embodiments of the present application may be implemented or performed. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. The steps of the method disclosed in connection with the embodiments of the present application may be directly implemented by a hardware decoding processor, or implemented by a combination of hardware and software modules in the decoding processor. The software module may be located in ram, flash memory, rom, prom, or eprom, registers, etc. storage media as is well known in the art. The storage medium is located in a memory, and a processor reads information in the memory and completes the steps of the method in combination with hardware of the processor.
It will be appreciated that the memory in the embodiments of the subject application can be either volatile memory or nonvolatile memory, or can include both volatile and nonvolatile memory. The non-volatile Memory may be a Read-Only Memory (ROM), a Programmable ROM (PROM), an Erasable PROM (EPROM), an Electrically Erasable PROM (EEPROM), or a flash Memory. Volatile Memory can be Random Access Memory (RAM), which acts as external cache Memory. By way of example, but not limitation, many forms of RAM are available, such as Static random access memory (Static RAM, SRAM), Dynamic Random Access Memory (DRAM), Synchronous Dynamic random access memory (Synchronous DRAM, SDRAM), Double Data Rate Synchronous Dynamic random access memory (DDR SDRAM), Enhanced Synchronous SDRAM (ESDRAM), Synchronous link SDRAM (SLDRAM), and Direct Rambus RAM (DR RAM). It should be noted that the memory of the systems and methods described herein is intended to comprise, without being limited to, these and any other suitable types of memory.
It should be understood that the above memories are exemplary but not limiting illustrations, for example, the memories in the embodiments of the present application may also be Static Random Access Memory (SRAM), dynamic random access memory (dynamic RAM, DRAM), Synchronous Dynamic Random Access Memory (SDRAM), double data rate SDRAM (DDR SDRAM), enhanced SDRAM (enhanced SDRAM, ESDRAM), Synchronous Link DRAM (SLDRAM), Direct Rambus RAM (DR RAM), and the like. That is, the memory in the embodiments of the present application is intended to comprise, without being limited to, these and any other suitable types of memory.
Those of ordinary skill in the art will appreciate that the various illustrative elements and algorithm steps described in connection with the embodiments disclosed herein may be implemented as electronic hardware or combinations of computer software and electronic hardware. Whether such functionality is implemented as hardware or software depends upon the particular application and design constraints imposed on the implementation. Skilled artisans may implement the described functionality in varying ways for each particular application, but such implementation decisions should not be interpreted as causing a departure from the scope of the present application.
It is clear to those skilled in the art that, for convenience and brevity of description, the specific working processes of the above-described systems, apparatuses and units may refer to the corresponding processes in the foregoing method embodiments, and are not described herein again.
In the several embodiments provided in the present application, it should be understood that the disclosed system, apparatus and method may be implemented in other ways. For example, the above-described apparatus embodiments are merely illustrative, and for example, the division of the modules is merely a logical division, and in actual implementation, there may be other divisions, for example, multiple modules or components may be combined or integrated into another system, or some features may be omitted, or not implemented. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, devices or units, and may be in an electrical, mechanical or other form.
The modules described as separate parts may or may not be physically separate, and parts displayed as modules may or may not be physical modules, may be located in one place, or may be distributed on a plurality of network modules. Some or all of the modules may be selected according to actual needs to achieve the purpose of the solution of the present embodiment.
In addition, functional modules in the embodiments of the present application may be integrated into one processing module, or each of the modules may exist alone physically, or two or more modules are integrated into one module.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present application or portions thereof that substantially contribute to the prior art may be embodied in the form of a software product stored in a storage medium and including instructions for causing a computer device (which may be a personal computer or a server) to execute all or part of the steps of the method according to the embodiments of the present application. And the aforementioned storage medium includes: various media capable of storing program codes, such as a U disk, a removable hard disk, a ROM, a RAM, a magnetic disk, or an optical disk.
The above description is only for the specific embodiments of the present application, but the scope of the present application is not limited thereto, and any person skilled in the art can easily conceive of the changes or substitutions within the technical scope of the present application, and shall be covered by the scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

Claims (14)

1. A method for acquiring game resources is characterized by comprising the following steps:
displaying a virtual scene of a target game, the virtual scene comprising a first interface element and a first virtual object;
controlling the first virtual object to move in the virtual scene in response to a movement signal for the first virtual object;
responding to a first operation signal aiming at the first interface element, displaying a virtual character corresponding to the first interface element, wherein the virtual character is controlled to fly in the virtual scene according to a first preset track, and after a preset time, responding to that the attribute value of the virtual character is higher than a first threshold value, and controlling the virtual character to fly in the virtual scene according to a second preset track;
and responding to the attribute value of the virtual character lower than a second threshold value, displaying a second interface element corresponding to the virtual character, wherein the first virtual object can acquire game resources through the second interface element.
2. The method for acquiring game resources of claim 1, further comprising:
and responding to a second operation signal aiming at the virtual character, displaying the current attribute value of the virtual character, and displaying the position of the virtual character, which can be attacked with emphasis.
3. The method for acquiring game resources of claim 2, wherein the second operation signal is information for controlling the first virtual object to perform a shooting operation, and further comprises, before the displaying the current attribute value of the virtual character:
calculating a first injury value caused by the first virtual object to the virtual character;
sending the first damage value to a server, and acquiring at least one second damage value returned by the server, wherein the second damage value is a damage value of a second virtual object to the virtual character within a first preset time length, and the second virtual object is any virtual object in the virtual scene except the first virtual object;
determining a current attribute value of the virtual character according to the first injury value and the at least one second injury value.
4. The method for acquiring game resources of claim 3, wherein the calculating a first injury value caused by the first virtual object to the virtual character comprises:
determining a basic damage value of the first virtual object to the virtual character according to the type of the virtual prop corresponding to the shooting operation;
determining a damage coefficient of the basic damage value according to whether the shooting operation hits the key attack position;
acquiring the number of hit persons sent by the server, and determining the cooperation coefficient of the basic damage value according to the number of hit persons, wherein the number of hit persons is the number of third virtual objects corresponding to all shooting operations hitting the key attack positions within a second preset time, and the third virtual objects are any virtual objects in the virtual scene, which are positioned in the same formation as the first virtual objects;
and calculating a first injury value suffered by the virtual character according to the basic injury value, the injury coefficient of the basic injury value and the cooperation coefficient of the basic injury value.
5. The method for obtaining game resources according to claim 4, wherein the determining the collaboration coefficient of the basic injury value according to the hit number comprises:
if the hit number is smaller than the preset number, determining that the cooperation coefficient of the basic injury value is one;
and if the hit number is not less than the preset number, determining the cooperation coefficient of the basic injury value according to a preset formula and the hit number.
6. The method for acquiring game resources of claim 5, wherein the displaying the second interface element corresponding to the virtual character includes:
if at least two virtual objects cause damage values to the virtual roles, acquiring a first total damage value caused by the first virtual object to the virtual roles and a second total damage value caused by the second virtual object to the virtual roles from the server, wherein the second total damage value is at least one;
determining a display position of the second interface element in the virtual scene according to the first total damage value and the at least one second total damage value;
displaying the second interface element at a display position in the virtual scene.
7. The method for acquiring game resources of claim 6, further comprising:
responding to a third operation signal aiming at the second interface element, and displaying a target game resource, wherein the target game resource is at least one of the game resources;
and responding to a fourth operation signal aiming at the target game resource, and controlling the first virtual object to obtain the target game resource.
8. The method for acquiring game resources of claim 7, further comprising, before the displaying the target game resource:
and determining the target game resources according to the game-playing time of the target game.
9. The method for acquiring game resources of claim 1, further comprising:
in response to the first virtual object moving in the virtual scene, sending location change information of the first virtual object to a server.
10. The method for acquiring game resources of claim 1, further comprising:
when the virtual character flies according to a second preset track in the virtual scene, responding to the fact that the first virtual object moves to the preset range of the virtual character, and displaying the orientation mark of the virtual character relative to the first virtual object in the virtual scene.
11. An acquisition apparatus for game resources, comprising:
the system comprises a first display module, a second display module and a third display module, wherein the first display module is used for displaying a virtual scene of a target game, and the virtual scene comprises a first interface element and a first virtual object;
a control module for controlling the first virtual object to move in the virtual scene in response to a movement signal for the first virtual object;
the second display module is used for responding to a first operation signal aiming at the first interface element and displaying a virtual character corresponding to the first interface element, wherein the virtual character flies in the virtual scene according to a first preset track, and after a preset time, the virtual character flies in the virtual scene according to a second preset track in response to the fact that the attribute value of the virtual character is higher than a first threshold value;
and the third display module is used for responding to the attribute value of the virtual character lower than a second threshold value, displaying a second interface element corresponding to the virtual character, and the first virtual object can acquire game resources through the second interface element.
12. A computer-readable storage medium comprising instructions that, when executed on a computer device, cause the computer device to perform the method of any one of claims 1 to 10.
13. A computer device, characterized in that the computer device comprises a processor and a memory, wherein a computer program is stored in the memory, and the processor is used for executing the steps in the acquisition method of game resources according to any one of claims 1 to 10 by calling the computer program stored in the memory.
14. A computer program product comprising a computer program, characterized in that the computer program, when being executed by a processor, carries out the steps of the acquisition method of game resources of claims 1 to 10.
CN202111454838.4A 2021-12-01 2021-12-01 Game resource acquisition method, device, medium, device and program product Pending CN114225393A (en)

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN116726500A (en) * 2023-08-09 2023-09-12 腾讯科技(深圳)有限公司 Virtual character control method and device, electronic equipment and storage medium

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN116726500A (en) * 2023-08-09 2023-09-12 腾讯科技(深圳)有限公司 Virtual character control method and device, electronic equipment and storage medium
CN116726500B (en) * 2023-08-09 2023-11-03 腾讯科技(深圳)有限公司 Virtual character control method and device, electronic equipment and storage medium

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