CN116688509A - Interaction method, device, equipment and storage medium in game - Google Patents

Interaction method, device, equipment and storage medium in game Download PDF

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Publication number
CN116688509A
CN116688509A CN202310679570.7A CN202310679570A CN116688509A CN 116688509 A CN116688509 A CN 116688509A CN 202310679570 A CN202310679570 A CN 202310679570A CN 116688509 A CN116688509 A CN 116688509A
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CN
China
Prior art keywords
virtual object
prop
controlled
target area
virtual
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Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
CN202310679570.7A
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Chinese (zh)
Inventor
苏宇鹏
凃益民
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202310679570.7A priority Critical patent/CN116688509A/en
Publication of CN116688509A publication Critical patent/CN116688509A/en
Pending legal-status Critical Current

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Classifications

    • 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
    • A63F13/50Controlling 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
    • A63F13/533Controlling 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 for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character

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

Abstract

The disclosure provides an interaction method, device, equipment and storage medium in a game, and relates to the technical field of games. The method comprises the following steps: providing a first target area and a second target area in the virtual scene; determining whether the controlled virtual object holds the first prop in response to the controlled virtual object moving to the first target area within the first preset time period; and if the controlled virtual object holds the first prop, triggering the controlled virtual object task to finish. Compared with the prior art, the method and the device avoid the problems of low operability of players and poor game experience.

Description

Interaction method, device, equipment and storage medium in game
Technical Field
The present disclosure relates to the field of game technologies, and in particular, to an interaction method, device, equipment and storage medium in a game.
Background
With the progress of science and technology, games occupy an increasingly important part of life of people, and people often play and relax through games at rest of the industry.
With the development of the game industry, the variety of games is increasing. In the survival game, a survival playing method of multi-player combat, namely an intra-office evacuation playing method, is raised, and after a plurality of players enter the combat, virtual objects need to be controlled in a game scene of the current combat to reach a destination area so as to obtain the success of the game.
However, the interaction mode is single, the operability of the player is low, the game experience is poor, the game playing time is long, and the power consumption of the terminal equipment is high.
Disclosure of Invention
The present disclosure aims to provide an interaction method, device, equipment and storage medium in a game, aiming at the defects in the prior art, so as to at least partially solve the problems of low operability of players and poor game experience in the prior art.
In order to achieve the above purpose, the technical solution adopted in the embodiments of the present disclosure is as follows:
in a first aspect, an embodiment of the present disclosure provides an interaction method in a game, where a graphical user interface is provided by a terminal device, where the graphical user interface includes a virtual scene of a current game, and the method includes:
providing a first target area and a second target area in the virtual scene, wherein the first target area is provided in a first preset time period, the second target area is provided in a second preset time period, and the starting time of the first preset time period is earlier than the starting time of the second preset time period, the first target area is used for triggering task completion when a virtual object in a current game holds a first tool and moves into the first target area, and the second target area is used for triggering task completion when the virtual object in the current game moves into the second target area;
Controlling the controlled virtual object to move in the virtual scene in response to a movement control operation for the controlled virtual object, wherein the controlled virtual object is controlled by the terminal equipment;
determining whether the controlled virtual object holds the first prop in response to the controlled virtual object moving to the first target area within the first preset time period;
and if the controlled virtual object holds the first prop, triggering the controlled virtual object task to finish.
In a second aspect, another embodiment of the present disclosure provides an in-game interaction apparatus, the apparatus comprising: the device comprises a providing module, a control module and a determining module, wherein:
the providing module is configured to provide a first target area and a second target area in the virtual scene, where the first target area is provided in a first preset time period, the second target area is provided in a second preset time period, and a start time of the first preset time period is earlier than a start time of the second preset time period, the first target area is used to trigger a task to be completed when a virtual object in a current game holds a first tool and moves into the first target area, and the second target area is used to trigger the task to be completed when the virtual object in the current game moves into the second target area;
The control module is used for responding to a movement control operation for a controlled virtual object and controlling the controlled virtual object to move in the virtual scene, wherein the controlled virtual object is controlled by the terminal equipment;
the determining module is used for determining whether the controlled virtual object holds the first prop or not in response to the controlled virtual object moving to the first target area within the first preset time period; and if the controlled virtual object holds the first prop, triggering the controlled virtual object task to finish.
In a third aspect, another embodiment of the present disclosure provides an in-game interaction device, comprising: a processor, a storage medium and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating over the bus when an interactive device within a game is running, the processor executing the machine-readable instructions to perform the steps of the method as described in any of the first aspects above.
In a fourth aspect, another embodiment of the present disclosure provides a storage medium having stored thereon a computer program which, when executed by a processor, performs the steps of the method according to any of the first aspects described above.
By adopting the interaction method in the game, a first target area and a second target area are provided in the virtual scene of the current game, and the first target area and the second target area are provided in two different time periods, wherein the first target area is provided in a first preset time period, the second target area is provided in a second preset time period, the starting time of the first preset time period is earlier than the starting time of the second preset time period, the mode that the virtual object triggers the completion of tasks in the first target area and the second target area is different, and the controlled virtual object not only needs to hold the first prop but also needs to trigger the completion of tasks in the first target area; in a second preset time period, the controlled virtual object does not need to hold any prop, and can trigger the completion of the task only in the second target area, and the setting mode is that the player triggers the task in various modes, so that the operability of the player is improved by increasing the interaction mode, the game experience of the player is improved, the game time length is effectively reduced by providing the first target area, and the electricity consumption of the terminal equipment is saved.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the drawings that are needed in the embodiments will be briefly described below, it being understood that the following drawings only illustrate some embodiments of the present disclosure and therefore should not be considered as limiting the scope, and other related drawings may be obtained according to these drawings without inventive effort for a person of ordinary skill in the art.
FIG. 1 is a flow chart of an interaction method in a game according to an embodiment of the disclosure;
FIG. 2 is an interface schematic of a graphical user interface diagram provided in an embodiment of the present disclosure;
FIG. 3 is a flow chart of an interaction method within a game provided in another embodiment of the present disclosure;
FIG. 4 is a flow chart of an interaction method within a game provided in another embodiment of the present disclosure;
FIG. 5 is an interface schematic of a graphical user interface diagram provided in an embodiment of the present disclosure;
FIG. 6 is an interface schematic of a graphical user interface diagram provided in accordance with another embodiment of the present disclosure;
FIG. 7 is an interface schematic of a graphical user interface diagram provided in accordance with another embodiment of the present disclosure;
FIG. 8 is an interface schematic of a graphical user interface diagram provided in accordance with another embodiment of the present disclosure;
FIG. 9 is an interface schematic of a graphical user interface diagram provided in an embodiment of the present disclosure;
FIG. 10 is an interface schematic of a graphical user interface diagram provided in accordance with another embodiment of the present disclosure;
FIG. 11 is an interface schematic of a graphical user interface diagram provided in accordance with another embodiment of the present disclosure;
FIG. 12 is an interface schematic of a graphical user interface diagram provided in accordance with another embodiment of the present disclosure;
FIG. 13 is an interface schematic of a graphical user interface diagram provided in an embodiment of the present disclosure;
FIG. 14 is an interface schematic of a graphical user interface diagram provided in accordance with another embodiment of the present disclosure;
FIG. 15 is an interface schematic of a graphical user interface diagram provided in accordance with another embodiment of the present disclosure;
FIG. 16 is an interface schematic of a graphical user interface diagram provided in accordance with another embodiment of the present disclosure;
FIG. 17 is a flow chart of an interaction method within a game provided in another embodiment of the present disclosure;
FIG. 18 is an interface schematic of a graphical user interface diagram provided in accordance with another embodiment of the present disclosure;
FIG. 19 is an interface schematic of a graphical user interface diagram provided in accordance with another embodiment of the present disclosure;
FIG. 20 is a schematic diagram of an interaction device in a game according to an embodiment of the present disclosure;
FIG. 21 is a schematic structural view of an interaction device within a game provided in another embodiment of the present disclosure;
Fig. 22 is a schematic structural diagram of an interaction device in a game according to an embodiment of the present disclosure.
Detailed Description
For the purposes of making the objects, technical solutions and advantages of the embodiments of the present disclosure more apparent, the technical solutions of the embodiments of the present disclosure will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present disclosure, and it is apparent that the described embodiments are some embodiments of the present disclosure, but not all embodiments.
The components of the embodiments of the present disclosure, which are generally described and illustrated in the figures herein, may be arranged and designed in a wide variety of different configurations. Thus, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the disclosure, as claimed, but is merely representative of selected embodiments of the disclosure. All other embodiments, which can be made by those skilled in the art based on the embodiments of this disclosure without making any inventive effort, are intended to be within the scope of this disclosure.
Additionally, a flowchart, as used in this disclosure, illustrates operations implemented in accordance with some embodiments of the present disclosure. It should be understood that the operations of the flow diagrams may be implemented out of order and that steps without logical context may be performed in reverse order or concurrently. Moreover, one or more other operations may be added to or removed from the flow diagrams by those skilled in the art in light of the present disclosure.
The control method of the virtual object in one embodiment of the present disclosure may be executed on a local terminal device or a server. When an interaction method in a game runs on a server, the method can be realized and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and client equipment.
In an alternative embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud game. Taking cloud game as an example, cloud game refers to a game mode based on cloud computing. In the running mode of the cloud game, the running main body of the game program and the game picture presentation main body are separated, the storage and running of the interaction method in the game are completed on the cloud game server, and the client device is used for receiving and sending data and presenting the game picture, for example, the client device can be a display device with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; but the cloud game server which performs information processing is a cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, codes and compresses data such as game pictures and the like, returns the data to the client device through a network, and finally decodes the data through the client device and outputs the game pictures.
In an alternative embodiment, taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used for interacting with the player through the graphical user interface, namely, conventionally downloading and installing the game program through the electronic device and running. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal, or provided to the player by holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including game visuals, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
An in-game interaction method provided by the embodiments of the present disclosure is explained below in connection with a plurality of specific application examples. Fig. 1 is a flow chart of an interaction method in a game according to an embodiment of the present disclosure, fig. 2 is an interface diagram of a graphical user interface according to an embodiment of the present disclosure, and as shown in fig. 2, the disclosure provides a graphical user interface through a terminal device, where the terminal device may be the aforementioned local terminal device or the aforementioned client device in the cloud interaction system. The graphical user interface comprises a virtual scene of a current game and a controlled virtual object controlled by a player, wherein the virtual scene of the current game can be a virtual scene of the controlled virtual object controlled by the player under the visual angle, the upper left side of the graphical user interface is displayed with name information of the controlled virtual object in the current game, the upper right side of the graphical user interface is displayed with a thumbnail map of the current game, and controllable controls such as an aiming control, a rising control, a lying control, a squatting control, a shooting control, a moving control, a knapsack control and the like are arranged at the lower left side and the lower right side of the graphical user interface, wherein the rising control is used for controlling the gesture of the current controlled virtual object to be in a rising state; the groveling control is used for controlling the gesture of the current controlled virtual object to be in a groveling state; the squatting control is used for controlling the gesture of the current controlled virtual object to be in a rising state; the movement control is used for controlling the controlled virtual object to move; when the virtual weapon is held by the virtual object, a shooting control and a aiming control are displayed on the current interface, and the aiming control is used for adjusting a target aimed by the virtual weapon; the shooting control is used for shooting in the aiming direction after the player triggers; the knapsack control is used for expanding the knapsack on the graphical user interface after the player clicks the control, so that the player can check the virtual prop in the knapsack; as shown in fig. 1, the method includes:
S101: a first target area and a second target area are provided in the virtual scene.
For example, the current game type may be a shooting game, or an intelligent adventure game (a secret room game), etc., and the specific game type may be adjusted according to the needs of the user, so long as the player needs to obtain the winning game type by reaching the target location.
The following embodiments will be described by taking the current game as an evacuation game, which is a game mode in which a game player can select a specified game identity and carry self-prepared virtual items into a game play, collect materials in an in-game virtual environment, and finally complete the game within a specified time through an evacuation area set by the game play. Wherein, the combat commodity brought by the game player from the virtual environment in the office can be used for subsequent game opponents, and can also be sold for exchanging game gold coins. This type of game may be played in units of plays, and the map of each tactical competition may be the same or different. Both the first target area and the second target area may be evacuation areas, for example.
In some possible embodiments of the present disclosure, each evacuation area has a respective open time, and the controlled virtual object can successfully trigger the task of the controlled virtual object to complete only when the controlled virtual object reaches the evacuation area within the open time of the evacuation area; that is, each evacuation area has a corresponding valid time, the valid times of different evacuation areas are different, for example, some evacuation areas may be open for 1 minute, some evacuation areas may be open for 3 minutes or 5 minutes, etc., and the controlled virtual object needs to reach the corresponding evacuation area within the valid time of each evacuation area, so as to successfully trigger the task to complete; if the time of the controlled virtual object reaching the evacuation area is not within the effective time of the evacuation area, the task is not triggered to finish; it should be understood that the foregoing embodiments are merely illustrative, and the range of the effective time corresponding to each evacuation area may be flexibly adjusted according to the needs of the user, and is not limited to the foregoing embodiments.
In the embodiment of the disclosure, the first target area is a first track required to be held by the virtual object in the current game, and the task is triggered to finish after the virtual object moves into the first target area; and the second target area can trigger the task to finish only by moving the virtual object in the current game into the second target area.
Wherein the first target area is provided in a first preset time period, the second target area is provided in a second preset time period, and the starting time of the first preset time period is earlier than the starting time of the second preset time period, in some possible embodiments, the first target area is opened in the earlier stage of the current game, and because the opening time of the first target area is earlier than that of the second target area, the player can withdraw the controlled virtual object from the current game as early as possible by selecting a mode of withdrawing in the opening time of the first target area, and brings the virtual prop acquired in the current game out of the current game. If the virtual object wants to trigger the task to complete within the first preset time period, not only the first target area needs to be searched in the virtual scene, but also the first tool needs to be searched and acquired in the virtual scene.
In some possible embodiments, for example, the number of first tracks in the current game may be determined according to the number of people in the current game; the number of the first tracks can be equal to the number of the current check, or smaller than the number of the current check, or larger than the number of the current check; the adjustment can be flexibly performed according to the needs of the user, and the embodiment is not limited to the above.
In some possible embodiments, for example, the number of first tracks in the current game may also be determined according to the current game mode; for example, if the current check mode is a single check mode, the number of the first tools is 1; if the current office mode is a double office mode, the number of the first tools is 2; the corresponding relation between the specific modes and the number of the first tracks can be flexibly adjusted according to the needs of the user, and is not limited to the above embodiments.
According to the method, the number of the first props in the game is flexibly changed according to the current number of the games or the current mode of the games, and the number of the first props in different games can be different, so that the game experience of a player is improved, and the number of the first props in the virtual scene is more matched with the number of the first props required by the current games.
By taking the number of first props as an example which is smaller than the number of people in the current game, because in the setting, virtual objects which do not acquire the first props may exist in the virtual scene, the embodiment of the disclosure opens the second target area in the later period of the current game, so that the virtual objects which do not find the first props in the current game can be directly found in the virtual scene to trigger the task to finish.
In some possible embodiments, the time length of the first preset time period is greater than or equal to the time length of the second preset time period. The first preset time period may be a continuous time period or may be composed of a plurality of discrete time periods. The duration of the first preset time period is greater than or equal to the duration of the second preset time period, which means that each time period of the first preset time period is greater than or equal to the second preset time period and/or the total duration of the first preset time period is greater than or equal to the second preset time period. The first preset time period includes two sub-time periods, for example, a first target area is opened 5 minutes after the start of the game, the first target area is closed 3 minutes after the start of the game, and the first target area is opened again 10 minutes after the start of the game and lasts for 5 minutes until the end of the game. While the second target area is only turned on 12 minutes at the beginning of the game and lasts for 3 minutes. The setting mode can prompt the player to withdraw by controlling the controlled virtual object to search and acquire the first tool in the virtual scene, thereby improving the operability of the player in the game process and the game difficulty, increasing the interaction mode with the player and enhancing the interactivity of the game and the activity of the player.
S102: in response to a movement control operation for the controlled virtual object, the controlled virtual object is controlled to move within the virtual scene.
The player can control the controlled virtual object to search virtual materials in the virtual scene after controlling the controlled virtual object to enter the virtual scene of the current game through the terminal equipment so as to acquire the virtual materials; or the controlled virtual object can be controlled to reduce the interference brought by the enemy virtual object in the process of the game by clicking and killing the enemy virtual object in the virtual scene; or, the controlled virtual object can be directly controlled to find an evacuation area in the virtual scene so as to trigger the task to finish and exit the current game.
S103: and determining whether the controlled virtual object holds the first prop in response to the controlled virtual object moving to the first target area within the first preset time period.
The first prop may be, for example, a virtual evacuation key, a virtual passing prop, a virtual token, etc., and the prop form and the prop name of the specific first prop may be flexibly adjusted according to the user needs, which is not limited to the above embodiments.
In some possible embodiments, the manner of determining whether the controlled virtual object holds the first prop may be, for example: the determination of whether the controlled virtual object has a first prop is triggered directly after the controlled virtual object moves to the first target area, i.e. after moving into the first area, whether the first prop is equipped with the virtual object or in a backpack of the virtual object. Optionally, a verification control may be preset in a target area, and in response to triggering of the verification control, a verification operation for the first prop is triggered, where the verification operation may be a delivery operation for the first prop, or an equipment operation for the first prop, and so on.
S104: and if the controlled virtual object holds the first tool, triggering the controlled virtual object task to finish.
In the embodiment of the disclosure, the controlled virtual object triggering the task to complete obtains the win of the current counter and exits the current counter, in addition, the controlled virtual object can also obtain partial virtual props of the controlled virtual object obtained in the current counter outside the current counter, wherein the controlled virtual object may obtain a plurality of virtual props in the current counter, and partial virtual props may exist in the plurality of virtual props as intra-office virtual props only used in the current counter (for example, a first virtual props, or a virtual door card of a specific scene is opened in the current counter, or virtual props of specific equipment is used in the current counter, etc.), and partial virtual props may also exist as extra-office virtual props (for example, virtual firearms, virtual equipment, virtual weapons, virtual resources, etc.) which can be used outside the current counter; after the controlled virtual object trigger task is completed, the external virtual prop can be brought out of the current counter, so that the controlled virtual object can obtain the external virtual prop in the current counter, and the internal virtual prop can not be brought out of the current counter and can not be used in the next counter.
Taking the example that the plurality of virtual props comprise virtual resources, after the controlled virtual object task is triggered to complete, the virtual resources of the controlled virtual object can be updated according to the virtual resources obtained by the controlled virtual object in the current game; for example: the controlled virtual object acquires 1000 virtual resources in the current counter, before the current counter is carried out, the number of the virtual resources of the controlled virtual object outside the current counter is 20000, after the task of the controlled virtual object is completed, the virtual resources acquired by the controlled virtual object in the current counter are accumulated with the virtual resources of the controlled virtual object outside the current counter, and the number of the accumulated virtual resources is determined to be the virtual resources of the updated controlled virtual object, namely, the virtual resources of the updated controlled virtual object are 21000 (20000+1000).
By adopting the interaction method in the game, a first target area and a second target area are provided in the virtual scene of the current game, and the first target area and the second target area are provided in two different time periods, wherein the first target area is provided in a first preset time period, the second target area is provided in a second preset time period, the starting time of the first preset time period is earlier than the starting time of the second preset time period, the mode that the virtual object triggers the completion of tasks in the first target area and the second target area is different, and the controlled virtual object not only needs to hold the first prop but also needs to trigger the completion of tasks in the first target area; in a second preset time period, the controlled virtual object does not need to hold any prop, and can trigger the completion of the task only in the second target area, and the setting mode is that the player triggers the task in various modes, so that the operability of the player is improved by increasing the interaction mode, the game experience of the player is improved, the game time length is effectively reduced by providing the first target area, and the electricity consumption of the terminal equipment is saved.
Optionally, on the basis of the foregoing embodiments, embodiments of the present disclosure may further provide an interaction method in a game, where implementation procedures of the foregoing method are illustrated in the following drawings. Fig. 3 is a flow chart of an interaction method in a game according to another embodiment of the disclosure, where, as shown in fig. 3, the method may further include:
s111: and if the controlled virtual object does not hold the first prop, the controlled virtual object task is not triggered to finish.
If the controlled virtual object does not hold the first prop, if the current time is still within the first preset time period, the controlled virtual object can continue to search for and acquire the first prop in the virtual scene, and if the controlled virtual object acquires the first prop within the first preset time period, the controlled virtual object can be controlled to move to the first target area again so as to trigger the controlled virtual object task to complete again.
S112: and triggering the controlled virtual object task to finish in response to the controlled virtual object moving to the second target area in the second preset time period.
Or, instead of searching the first prop in the virtual scene, the controlled virtual object may be controlled to move to the second target area after the current time reaches the second preset time period, so as to trigger the controlled virtual object task to complete.
In the application, besides the first target area, the second target area is also provided, so that the controlled virtual object of the first prop is not acquired, and can be controlled to move to the second target area in the open time period of the second target area to directly trigger the task of the controlled virtual object to finish, thereby avoiding the problems that the player spends a large amount of time searching the first prop in the virtual scene but does not search, the game experience is poor or the current game cannot be evacuated, and the player can determine which target area the controlled virtual object is controlled to move to according to the specific situation of the controlled virtual object controlled by the player in the current game, so as to trigger the task of the controlled virtual object to finish, and enrich the mode of triggering the task to finish by the player.
For example, in some possible embodiments of the present disclosure, after the controlled virtual object task is triggered, whether the trigger phase is triggered within a first preset time period or within a second preset time period; that is, whether the controlled virtual object is a task triggered in the first target area or a task triggered in the second target area, prompt information of countdown of the task completion is displayed on the graphical user interface, wherein the countdown can be 3S or 5S, and the design can be flexibly adjusted according to the user needs, but the method is not limited to the method; before the task is completed and countdown is finished, the controlled virtual object may be found by the enemy virtual object and may be attacked by the enemy virtual object, and if the enemy virtual object is attacked successfully before the task is completed and countdown is finished, the controlled virtual object fails to be in the current game, that is, only if the state of the controlled virtual object after the task is completed and countdown is a survival state, the task completion of the controlled virtual object is determined.
In some possible embodiments, before the task is completed, the controlled virtual object may observe whether an enemy virtual object exists around a target area where the controlled virtual object is located, and when it is determined that the enemy virtual object does not exist around the controlled virtual object, trigger the task to complete again, so as to improve the probability that the state of the controlled virtual object is a survival state after the task is completed and countdown is completed; or, other players can control the controlled virtual object to carry out squatting in the target area, and attack the enemy virtual character when waiting for the enemy virtual object to arrive at the target area so as to prevent the enemy virtual object from exiting the current game or to kill the enemy virtual object; by the arrangement mode, after the player reaches the target area, the player can have a plurality of game modes besides the completion of the trigger task, and operability of the player in the process of completing the trigger task is improved.
Optionally, on the basis of the foregoing embodiments, embodiments of the present disclosure may further provide an interaction method in a game, where implementation procedures of the foregoing method are illustrated in the following drawings. Fig. 4 is a schematic flow chart of an interaction method in a game provided by another embodiment of the present disclosure, fig. 5 is a schematic interface diagram of a graphical user interface provided by another embodiment of the present disclosure, fig. 6 is a schematic interface diagram of a graphical user interface provided by another embodiment of the present disclosure, fig. 7 is a schematic interface diagram of a graphical user interface provided by another embodiment of the present disclosure, fig. 8 is a schematic interface diagram of a graphical user interface provided by another embodiment of the present disclosure, and fig. 9 is a schematic interface diagram of a graphical user interface provided by another embodiment of the present disclosure, as shown in fig. 4, before S103, the method may further include:
S121: at least one redeemable prop is provided on a graphical user interface in response to a triggering operation for the prop redemption point.
In an alternative embodiment of the present disclosure, for example, opening prompt information of a prop exchange point may be displayed on a graphical user interface in response to a controlled virtual object entering a virtual scene of a current game, that is, after the controlled virtual object enters the virtual scene of the current game, an opening prompt window of the prop exchange point may be displayed at an upper position on the left side of the graphical user interface, where the opening prompt window is used to display opening prompt information of the prop exchange point according to the current game time, for example, as shown in fig. 5, after the controlled virtual object enters the virtual scene of the current game, the opening prompt information is displayed in the opening prompt window, for example, "opening after the prop exchange point 90S" is displayed in the opening prompt window, so that after the controlled virtual object enters the current game, a player can determine the opening time of the prop exchange point, so that the player can determine the game progress of the current game of the game, and whether the player is a new player or an old player can grasp the progress of the current game in real time, so that the controlled virtual object is controlled to be in the virtual object according to the game progress and the game rhythm of the player, for example, the player can move the prop exchange point is required to be opened in the virtual object after the controlled object is opened in the virtual object and the virtual object is required to be opened according to the virtual object; or the player can control the controlled virtual scene to move and attack the enemy virtual object in the starting countdown of the prop exchange points; alternatively, the controlled virtual object may move in the virtual scene to pick up virtual props/supplies that fall in the virtual scene.
After the opening countdown of the prop exchange points is finished, as shown in fig. 6, updating the information displayed in the opening window to be "prop exchange points are opened", after the prop exchange points are opened, displaying the opening prompt window for a preset time, and then canceling the display of the window on the graphical user interface, for example, after the prop exchange points are opened, opening the prompt window to display the information in a state that the prop exchange points are opened for three seconds, canceling the display of the opening prompt window on the graphical user interface.
As shown in fig. 6, the upper right corner of the graphical user interface is further provided with a thumbnail map window for indicating a prop exchange point, after the prop exchange point is opened, a player can click on the thumbnail map window to enlarge the thumbnail map window so as to display a map related window, and as shown in fig. 7, when the player views the thumbnail map window, the controlled virtual object does not hold a virtual weapon at the moment, so that the shooting control on the graphical user interface is updated to a close-up control, and the player can realize close-up fighting with other virtual objects by triggering the close-up control (by controlling both hands and arms of the controlled virtual object to execute preset fight actions so as to realize close-up fight); canceling the display of the aiming control on the graphical user interface; in addition, a tile map window is displayed on the right side of the map related window, a target area window is displayed on the left side of the map related window, identification information of a plurality of floors in a current game is displayed on the right lower corner of the tile map window, a tile map of a current floor where a controlled virtual object is located is displayed on other positions of the tile map window, prompt information of prop exchange points of the current floor is also displayed in the tile map of the current floor, for example, the prompt information can be displayed in a manner of showing the effect of focusing guidance so as to prompt prop exchange points to find prop exchange points of the controlled virtual object at the positions of the current floor, and the above embodiments are only illustrative, for example, the focusing guidance can also be displayed in a manner of displaying prop exchange points in the tile map in a preset icon manner in the tile map; alternatively, the preset icon (the small house icon in fig. 7, or of course, other types of icons) of the prop exchange points may be displayed in a highlighted manner in the tiled map; alternatively, the preset icon of the prop exchange point may be displayed in a preset color in the tiled map, which should be understood that the above embodiment is only illustrative, and the display mode of the prompt information of the specific prop exchange point may be flexibly adjusted according to the needs of the user, and is not limited to the above embodiment.
As shown in fig. 7, the player may switch the tile map displayed in the tile map window by clicking the identification information in the multiple floors in the tile map window, in some possible embodiments, the default display in the tile map window is the tile map of the floor where the controlled virtual object is currently located, as shown in fig. 7, when the current game includes three floors, the identification information of the first floor, the identification information of the second floor and the identification information of the third floor are respectively displayed at the right lower corner of the tile map window, and since the current controlled virtual object is in the first floor, the display in the tile map window is the tile map information of the first floor, but if the player wants to view the tile map of other floors, for example, the tile map of the second floor, the identification information corresponding to the second floor may be selected in the identification information of the multiple floors, and at this time, the tile map displayed in the tile map window is updated to be the tile map of the second floor.
Or as shown in fig. 7, the current floor information is further displayed at the position close to the rightmost side of the tile map window, the move-up control is displayed above the current floor information, the move-down control is displayed below the current floor information, and the player can update the tile map information displayed in the tile map window by clicking the move-up control or the move-down control, for example, on the basis of fig. 7, if the player clicks the move-down control, the tile map displayed in the tile map window is updated to be the tile map of the second floor, and the current floor information displayed at the position close to the rightmost side of the tile map window is updated to be the second floor.
In order to make the user clearly see the currently-seen flat map as a plurality of floors, the user marks the currently-seen identification information of the floors in the flat map window, as shown in fig. 7, the currently-seen flat map window displays the first-floor flat map information, and then the first-floor identification information in the plurality of floors identification information is marked; so that the player can determine from the indicia that tile map information for several floors is currently displayed in the tile map window.
With the progress of the current game duration, the position and number of the first target area in the virtual scene may change, in some possible embodiments, according to the current game duration, the prompt information of the first target area is updated in the graphical user interface, so that the player can determine the relevant information of the first target area by viewing the updated prompt information, the efficiency of obtaining the relevant information of the first target area by the player is improved, and as shown in fig. 7, the prompt information for displaying the target area including the first target area and the second target area in the target area window is continuously displayed on the left side in the map relevant window, and the prompt content of the prompt information may include: position information and remaining time information of the target area; in this embodiment of the present disclosure, the prompting information of the first target area and the prompting information of the second target area are updated in the thumbnail map window according to the duration of the current game, so that the player can intuitively determine the position of each target area and the remaining open time through the prompting information of the first target area and the prompting information of the second target area in the thumbnail map, so that the player does not need to search for the target area by controlling the movement of the controlled virtual object in the virtual scene, but can directly obtain the related information of each target area from the thumbnail map, thereby greatly improving the efficiency of obtaining the related information of the target area by the player, and enabling the player to flexibly select the desired target area in at least one target area according to the needs of the player, for example: the target area closest to itself, for example, may be selected among the target areas; or, a target area requiring/not requiring the first prop is selected according to whether the first prop is held by the user or not.
In some embodiments, a type prompt message "submit first tool" may also be displayed below the first target area, so as to indicate that the type of the target area is the first target area, and the first tool is required to trigger the task to be completed; the display information is not arranged below the second target area so as to indicate that the type of the target area is the second target area, and the task can be triggered to finish without a first tool; it should be understood that the foregoing embodiments are merely illustrative, and the specific manner in which the first target area and the second target area are displayed in the target area window is not limited to the foregoing embodiments, and the types of the target areas may be distinguished by different colors, for example, the display color of the first target area and the display color of the second target area may be different, which may be specifically and flexibly adjusted according to the needs of the user, in addition to distinguishing the types of the target areas according to the type prompt information.
As shown in fig. 7, three target areas (evacuation points) are displayed in the current target area window, which are respectively the first target areas located at the vestibule sculpture of the building 1 (1F), and the remaining open time is forty-seventeen seconds; and a first target area at the parking apron of building 2 (2F), the remaining open time of which is seventeen seconds; and a second target area located at the corner of building 1 (1F), with a remaining open time of seven, twenty-three seconds.
In some possible embodiments, there may be multiple prop exchange points in a office, each prop exchange point may be located at a different position, and the manner of loading prop exchange points in the virtual scenario may be, for example: responding to the controlled virtual object entering the virtual scene of the current game, randomly selecting at least one prop exchange point position from a plurality of preset prop exchange point positions, and loading prop exchange points in the virtual scene; the arrangement mode ensures that the positions of the prop exchange points are possibly different in different opposite offices, namely, the positions of the prop exchange points in the virtual scene are randomly determined, the uncertainty of the occurrence positions of the prop exchange points is enhanced, and the problem of poor game experience of players caused by fixed prop exchange points is avoided.
For example, in an alternative embodiment of the present disclosure, redeemable props in a prop redemption point may be updated, for example, in the following manner: according to the duration of the current office, the exchangeable props provided by the prop exchange points are updated, for example, every 3 minutes, or every 5 minutes, or according to a preset time interval, and the setting of the specific update time can be flexibly adjusted according to the needs of the user, which is not limited by the above embodiments.
The setting mode enables the player to update the exchangeable props provided by the prop exchange points to acquire the exchangeable props of the update hands, so that the exchangeable props included at different moments can be different even at the same prop exchange point, and the interactivity of the player is enhanced.
In addition, in order to further improve the operability of the player game, the positions of the prop exchange points are updated, for example, the update mode can be to randomly select at least one target prop exchange point position from a plurality of preset prop exchange point positions according to the duration of the current game, and load the target prop exchange points in the virtual scene, so that the positions of the prop exchange points in the current game are not fixed, but are possibly changed continuously along with the duration of the game, the player needs to search for each prop exchange point in the virtual scene by controlling the controlled virtual object, and perform virtual material exchange within the effective time of each prop exchange point, thereby improving the game experience of the player and improving the interactivity in the game process of the player.
As further shown in fig. 7, the current tiled map window also displays prompt information of various virtual facilities (places), such as a prism shop (i.e. prop exchange points in the above embodiment), a first facility, an unmanned plane, and a second facility, where the first facility may be, for example, used for determining the location of an enemy virtual object in a virtual scene; the unmanned room may be, for example, an indoor/place for storing an unmanned aerial vehicle, where a player may observe an environment in a virtual scene through the unmanned aerial vehicle, or may perform transmission of virtual props through the unmanned aerial vehicle, or the like; the second facility may be, for example, a place where virtual props with high rarity are stored; it should be understood that the foregoing embodiments are merely illustrative, and the number, and types/names of virtual facilities displayed in the specific current tile map window may be flexibly adjusted according to the needs of the user, and are not limited to the foregoing embodiments.
The player can select the virtual facilities which need to be marked in the tiled map information from various props/facilities, and the icon corresponding to the selected target virtual facility is displayed in the tiled map information in a display mode which is different from the icons of other unselected virtual facilities, for example, the icon can be in bold display, or in highlight display, or in preset color, or in a preset shadow mode; and, the position information of the target virtual facility in the currently selected floor is marked in the tiled map information, if the currently selected floor has no target virtual facility, the tiled map information is not marked any more, and the player can trigger to determine whether the target virtual facility exists in the floors by selecting the floors again in a mode of selecting the floors again in the plurality of floors.
After the prop exchange points are successfully opened, if the controlled virtual object enters the prop exchange points and triggers the operation for triggering the prop exchange points in the prop exchange points, a exchangeable prop list can be provided on a graphical user interface, indication information is displayed at the top of the exchangeable prop list so as to indicate that the controlled virtual object enters the exchange interface and indicate virtual resource information of the controlled virtual object; as shown in FIG. 8, the top of the current redeemable prop list shows the "welcome light-! Here, tactical props "will be provided, and virtual resource information" 2300 "that the controlled virtual object has, indicating that the controlled virtual object has virtual resources in an amount of 2300; the display area comprises a plurality of exchangeable props under the indication information, and each display area displays relevant information of at least one exchangeable props, wherein the relevant information of the exchangeable props can comprise: the identification information, the quantity information, the name information and the preset resource quantity information required by exchange of the exchangeable props enable a player to select a required prop from at least one exchangeable prop according to available resources currently existing.
In the embodiment of the disclosure, if an in-office prop exists in at least one exchangeable prop, preset identification information is displayed at a preset position of the in-office prop to indicate that the exchangeable prop is the in-office prop, and the exchangeable prop can only be used in the current office and cannot be brought out of the current office; if the preset position of the exchangeable prop does not have preset identification information, the exchangeable prop can be used in the current game, and can be brought out of the current game to be used in other games.
Continuing to show in fig. 8, it can be seen that the first exchangeable virtual prop in the first row in the current exchangeable prop list is an in-office virtual prop, the upper right corner of the exchangeable virtual prop has a preset mark, and the other props are virtual props which can be used in an out-of-office situation; for example, in response to a click operation on the target prop in the exchangeable virtual prop list, specific information of the target prop is displayed on one side of the target prop/one side of the virtual prop list, and as further shown in fig. 8, for example, the currently selected target virtual prop is the first exchangeable virtual prop of the first row, specific information corresponding to the target virtual prop is displayed on the right side of the exchangeable prop list, and the specific information includes name information, attribute information, prompt information and exchange control of the target virtual prop; as shown in fig. 8, in order for the player to intuitively observe for which redeemable prop the current specific information is intended, the border of the display region of the target virtual prop may be thickened in the redeemable prop list to distinguish it from other redeemable props; it should be understood that the foregoing embodiments are merely exemplary, and for example, the display area of the target virtual prop may be highlighted, or specific information of the target virtual prop may be displayed directly on one side of the display area of the target virtual prop, and it should be understood that the foregoing embodiments are merely exemplary, and specific may be flexibly adjusted according to the needs of the user, and only a player may intuitively correspond specific information to the target virtual prop.
If the target virtual prop is an in-office prop, the prompt information may be, for example, "destroy after the end of the office" to prompt the controlled virtual object that the target virtual prop cannot be carried away from the current office, and can only be used in the current office.
S122: in response to a redemption operation for a first prop of the at least one redeemable prop, available resources of the controlled virtual object are obtained.
In embodiments of the present disclosure, the redemption operation may be, for example, directly triggered by a selection operation among a plurality of redeemable items; or, the display of the specific information of the first prop can be triggered through the selection operation in the plurality of exchange props, and then the display of the specific information of the first prop is triggered through the exchange control in the specific information of the first prop; the specific manner of triggering and exchanging the first prop can be flexibly adjusted according to the needs of the user, and is not limited to the above embodiments.
S123: and in response to the available resources of the controlled virtual object being greater than or equal to the preset resource amount corresponding to the first prop, exchanging the first prop and attributing to the controlled virtual object.
If the available resources of the controlled virtual object are larger than or equal to the preset resources corresponding to the first track, after the preset resources are consumed by the available resources of the controlled virtual object, the first track is exchanged, the exchanged first track is attributed to the controlled virtual object, and in addition, the available resources of the controlled virtual object are updated at the top of the exchangeable track list while the exchange is successful; for example, as shown in fig. 7, the available resource of the controlled virtual object before exchanging the first prop is 2300, and the preset resource amount required for exchanging the first prop is 150, and after the exchanging is successful, as shown in fig. 8, the available resource of the controlled virtual object becomes 2150.
As shown in fig. 9, the number information of the first prop is updated in the exchangeable prop list while the exchange is successful, for example, the controlled virtual role determines that the second virtual prop in the second row in the exchangeable prop list is the target virtual prop and exchanges the target virtual prop, as shown in fig. 7, before the exchange, the limited purchase number (exchangeable number information) of the target virtual prop is 1, after the exchange is successful, as shown in fig. 9, at this time, the exchangeable number of the target virtual prop is 0, and a "sold out" prompt message is displayed above the related information of the target virtual prop to indicate that the current target virtual prop does not have the exchangeable number, that is, the target virtual prop is not exchangeable; the display mode may be, for example, displaying the "sold out" prompt message with a preset transparency above the related message; or, the related information of the target virtual prop may be directly gray to indicate that the target virtual prop is not exchangeable, and specifically, the display mode of the non-exchangeable prop in the exchangeable prop list may be flexibly adjusted according to the needs of the user, which is not limited by the embodiments described above.
Fig. 10 is an interface schematic diagram of a graphical user interface provided by another embodiment of the present disclosure, fig. 11 is an interface schematic diagram of a graphical user interface provided by another embodiment of the present disclosure, and fig. 12 is an interface schematic diagram of a graphical user interface provided by another embodiment of the present disclosure, where in some embodiments of the present disclosure, a manner in which a controlled virtual object obtains a virtual resource may be, for example: responding to the controlled virtual object in the prop exchange area corresponding to the prop exchange point, and converting virtual materials held by the controlled virtual object into virtual resources; that is, the player needs to control the controlled virtual object to collect virtual materials in the virtual scene, then after the prop exchange points are opened, the virtual materials collected at the prop exchange points are converted into virtual resources, and the obtained virtual resources can be used for exchanging exchangeable props in the prop exchange points; and the method can also be used for updating the virtual resources of the controlled virtual object according to the virtual resources acquired by the controlled virtual object in the current game after the current game is finished.
In some possible embodiments, after the virtual object corresponding to each player enters the current game, the number of virtual resources in the initial state is 0 (of course, the number may also be other initial numbers; or, the number of virtual resources in the current game may also be determined according to the number of virtual resources obtained by the players outside the current game), and the players need to search for virtual materials in the virtual scene to obtain virtual resources; alternatively, the player may also redeem the virtual prop directly through the virtual material; that is, operability of the player in the game process is further improved, the problem that the game process is too monotonous is avoided, game experience of the player is improved, and interactivity and liveness of the player are improved.
As shown in fig. 10, a dashed line area of a preset range around a prop exchange point in the graphical user interface is a prop exchange area, and if the controlled virtual object is in the prop exchange area, virtual materials held by the controlled virtual object are directly triggered to be converted into virtual resources.
As shown in fig. 11, in the conversion process, the upper position of the gui displays the "in-conversion" prompt message, and a conversion window is displayed below the prompt message, where the conversion window includes the number of virtual materials in conversion and the number of virtual resources in conversion, and after the conversion is completed, the upper position of the gui cancels the display of the "in-conversion" prompt message, and displays the total number of virtual resources obtained in the conversion window; as shown in fig. 12, the total number of virtual resources for displaying the current conversion in the current conversion window is 300.
For example, in the embodiment of the present disclosure, the exchangeable prop further includes a second prop, where the second prop may detect the position of the first prop in the virtual scene, and a specific detection manner may be, for example: in response to successful redemption of the second prop, triggering use of the second prop, i.e., acquisition of the second prop, without the controlled virtual object triggering use operations for the second prop, but directly triggering use of the acquired second prop after the controlled virtual object acquires the second prop; the second prop is used for detecting the position of the first prop in the virtual scene; displaying position prompt information of the first prop on a graphical user interface; the controlled virtual object is instructed to acquire the first prop according to the position prompt information.
The setting mode enables the player to obtain the first prop through the second prop so as to improve the efficiency of obtaining the first prop, so that the modes of obtaining the first prop by the player are more various, for example, the player can search and obtain the first prop in a virtual scene directly by controlling the controlled virtual object; alternatively, the player may redeem the first prop in the prop redemption points; or the player can also obtain the first prop in the virtual scene in a targeted and efficient manner through the second prop according to the position prompt information of the second prop; thereby increasing the player's choice in acquiring the first track, resulting in enhanced player interactivity.
In an alternative embodiment of the present disclosure, in each process of using the second prop, only the target first prop in at least one first prop in the virtual scene can be detected, and the determining manner of the target first prop may be, for example: determining a first distance between a controlled virtual object and each first tool in the virtual scene; according to each first distance, determining a first prop closest to the controlled virtual object as a target first prop; and displaying floor prompt information of the floor where the target first track is located and distance information between the target first track and the controlled virtual object on the graphical user interface.
Fig. 13 is an interface schematic diagram of a graphical user interface provided by another embodiment of the present disclosure, and fig. 14 is an interface schematic diagram of a graphical user interface provided by another embodiment of the present disclosure, as shown in fig. 13, in an alternative embodiment of the present disclosure, in a process of using a second prop, a use prompt of the second prop is displayed in an upper position in the middle of the user interface in the graphic, for example, may be "use the second prop". In addition, a position prompt interface is provided at the upper position of the left side of the graphic user interface, the floor where the target first track is located and the distance information between the controlled virtual object and the target first track are displayed in the position prompt interface, the distance information between the controlled virtual object and the target first track is specific meter information, as shown in fig. 13, the current second track detects that the target first track is located at the floor 2 in the virtual scene and the distance between the current second track and the controlled virtual object is 50M, so that a player can intuitively determine the distance between the controlled virtual object and the target first track on the graphic user interface and determine the floor where the target first track is located.
If the controlled virtual object reaches the floor where the target first track is located, after the target first track is located in the location prompting interface, feedback information is displayed, as shown in fig. 14, for example, the feedback information may be opposite-hook information ". V", or the floor where the target first track is located may also be displayed as a preset color (for example, green), so as to prompt that the current floor where the controlled virtual object is located is the same as the floor where the target first track is located, and the feedback mode of the specific feedback information may be flexibly adjusted according to the user needs, which is not limited by the above embodiment; in addition, the meter number information in the position prompt interface changes according to the movement of the controlled virtual object, the controlled virtual object is close to the target first track, and the smaller the meter number in the meter number information is; the controlled virtual object is far away from the target first prop, and the larger the meter number in the meter number information is; the number of meters in the meter information is changed continuously along with the movement of the controlled virtual object, so that the controlled virtual object can adjust the movement direction of the controlled virtual object according to the meter information, for example, if the meter information is larger and larger when the controlled virtual object moves forwards, the first track of the target is indicated to be in the opposite direction of the current movement direction, the player can adjust the controlled virtual object to move backwards, at the moment, the meter information is smaller and smaller, and the player can determine whether the first track of the target is on the left side or the right side of the controlled virtual object in the same way, so that the controlled virtual object can successfully acquire the first track of the target by detecting the target virtual container with the first track of the target in the virtual scene by opening the target virtual container; the display position of the position prompt interface on the graphical user interface and the specific displayed information can be flexibly adjusted according to the user needs, and are not limited to the above embodiments.
Fig. 15 is an interface schematic diagram of a gui provided by another embodiment of the present disclosure, in this embodiment, any virtual object may open a virtual container in a virtual scene, that is, in a process that a controlled virtual object detects a target virtual container having a target first prop in the virtual scene, the target virtual container may be opened by another virtual object, and at this time, as shown in fig. 15, acquisition information is displayed on the gui of the controlled virtual object, for example, acquisition information "the first prop is acquired by another person" is displayed in a position prompt interface, so as to prompt that the first prop of the controlled virtual object is acquired by another player, and the display of the acquisition information enables the player to know in real time whether the first prop can be acquired or not.
FIG. 16 is an interface diagram of a graphical user interface provided in accordance with another embodiment of the present disclosure, as shown in FIG. 16, in other possible embodiments, if a first prop is acquired by another virtual object that is co-located with the controlled virtual object, then acquisition information is displayed on the graphical user interface, for example, the acquisition information "first prop has been acquired by a teammate" is displayed in the location prompt interface to prompt the controlled virtual object that the first prop has been acquired by a teammate.
In order to make the display effect more intuitive, for example, if the first prop is acquired by the teammate virtual object, the color of the acquired information may be a first preset color (for example, green); if the first track is acquired by the enemy virtual object, the color of the acquired information may be, for example, a second preset color (for example, red); therefore, the controlled virtual object can intuitively determine whether the first tool is acquired by the enemy virtual object or the teammate virtual object through different colors of the acquired information; the current game comprises two virtual objects with different camps, wherein the virtual object which is the same as the controlled virtual object is a teammate virtual object, the virtual object which is different from the controlled virtual object is an enemy virtual object, and the specific setting of the first preset color and the second preset color can be flexibly adjusted according to the needs of the user, and the game is not limited by the embodiment, and only two different colors are needed.
That is, in response to the current capture operation of the other virtual objects in the office for the first prop, capture information is displayed on the graphical user interface of the controlled virtual object to indicate that the first prop has been captured.
In other possible embodiments of the present disclosure, the method for obtaining the first prop may be, for example: determining whether the controlled virtual object is in a first preset range of a virtual container in the virtual scene, and if so, controlling the virtual container to be opened so as to acquire a first prop corresponding to the virtual container; the setting mode enables the acquisition modes of the first props to be various, and players can select different modes to acquire the first props, so that the interactivity of the players in the game process is enhanced.
The virtual container may be, for example, a virtual container in a virtual scene such as a virtual box, a virtual material package, etc., and the virtual object may acquire some virtual materials by searching the virtual container in the virtual scene and opening the virtual container.
For example, in some possible embodiments, the manner in which the virtual object opens the virtual container may be, for example: when the controlled virtual object approaches the virtual container and the distance between the controlled virtual object and the virtual container is within the first preset range, the opening of the virtual container is automatically triggered, so that the player obtains virtual materials in the virtual container, and in some possible embodiments, the virtual materials can be one or more of the following materials, for example: a first prop, a virtual weapon, virtual equipment, virtual resources, etc.; the types that the specific virtual materials may include may be flexibly adjusted according to the needs of the user, and are not limited to the above embodiments.
In an alternative embodiment of the present disclosure, in order to ensure a game experience of a player, a first prop may be acquired by a virtual object from a virtual container in a virtual scene, or may be acquired by the virtual object in a prop exchange point, where the total number of the number of first props available in the virtual container and the number of exchangeable first props provided by the prop exchange point is a preset fixed number; if the first prop provided in the prop exchange point is not acquired by the virtual object, the first prop is acquired by other virtual objects in the virtual container on the premise that the target first prop provided in the prop exchange point is not acquired by the virtual object, and the state of the first prop in the prop exchange area is updated to be non-exchangeable; that is, in response to the first prop being acquired by the other virtual object in the virtual container, updating the state of the first prop in the prop redemption area to not redeemable; that is, the first prop in the prop exchange area is updated according to the acquired state of the first prop in the virtual container in the virtual scene, so that the diversity of games is increased.
Optionally, on the basis of the foregoing embodiments, embodiments of the present disclosure may further provide an interaction method in a game, where implementation procedures of the foregoing method are illustrated in the following drawings. Fig. 17 is a flowchart of an interaction method in a game according to another embodiment of the present disclosure, fig. 18 is an interface diagram of a graphical user interface according to another embodiment of the present disclosure, and fig. 19 is an interface diagram of a graphical user interface according to another embodiment of the present disclosure, where, as shown in fig. 17, the method further includes:
s301: and determining whether the controlled virtual object is within a second preset range of the first facility in the virtual scene, and if so, determining whether the controlled virtual object holds a third prop.
The first facility may be, for example, a virtual monitoring facility, configured to determine a location of an enemy virtual object in a virtual scene; the use of the first facility is automatically triggered when the controlled virtual object is within the second preset range of the first facility, and the controlled virtual object is required to hold a third prop, and the third prop is a verification prop using the first facility, for example, the third prop can be obtained through a mode that the controlled virtual object is converted in a prop conversion point, or can be obtained through a mode that the controlled virtual object opens a virtual container in a virtual scene, or can also be obtained through a mode that the controlled virtual object picks up the third prop discarded by other virtual objects in the virtual scene, and the mode that the specific controlled virtual object obtains the third prop can be flexibly adjusted according to the needs of a user, not limited by the embodiment.
S302: and if the controlled virtual object holds a third prop, triggering the use of the first facility to determine the position of the enemy virtual object in the virtual scene.
The setting mode enables the player to directly determine the position of the enemy virtual object in the game scene after the third tool is acquired, so that the player can control the controlled virtual object to search for the local virtual object in the game scene, and also can directly determine the position of the enemy virtual object in the game scene by acquiring the third tool, the efficiency of determining the enemy virtual object by the player is improved, and the interactivity of the game is enhanced.
The manner of displaying the location of the enemy virtual object may be, for example, displaying the location of the virtual object closest to the controlled virtual object on the graphical user interface.
Alternatively, map information corresponding to each virtual floor scene may be displayed on the graphical user interface; the map information displays marking information at the position where the enemy virtual object exists in the corresponding virtual floor scene; the setting mode enables the player to intuitively acquire whether the enemy virtual object exists in the whole virtual floor scene after acquiring the third tool, and enhances the interactivity of the game.
As shown in fig. 18, taking the example that the current virtual scene includes two layers of virtual floor scenes as an illustration, the current controlled virtual object is located in the second preset range of the first facility and successfully triggers the use of the first facility, then in the display range of the first facility on the graphical user interface, the map information corresponding to each virtual floor scene in the virtual scene is tiled and displayed, and in the map information of each layer of virtual floor scene, the identification information is displayed at the position where the local virtual object exists, where the identification information can be, for example, a circular identification, a humanoid identification, a star-shaped identification, or the like, and can be specifically and flexibly adjusted according to the needs of the user, and is not limited to the above embodiment.
If the use of the first facility is successfully triggered, a prompt message of 'scanned enemy' is displayed on a graphical user interface corresponding to the controlled virtual object as shown in fig. 18; if the location of the enemy virtual object of the controlled virtual object is determined by the first device, as shown in fig. 19, a prompt message "the current location of you is exposed" is displayed on the graphical user interface of the terminal device controlling the enemy virtual object, so as to prompt the location of the enemy virtual object to be exposed, and the current location needs to be quickly separated.
By adopting the interaction method in the game, in the game playing process, the mode of triggering the task to be completed is various, and the player can search the first prop in the virtual scene by controlling the controlled virtual object so as to hold the first prop to reach the first target area in the time period of opening the first target area to trigger the task to be completed; the task can be directly triggered to finish by moving to the second target area in the time period when the second target area is opened; in addition, the method and the device provide the second props which can search the first props in the virtual scene and the first facilities which can search the enemy virtual objects in the virtual scene, so that the interactivity of the player in the virtual scene is greatly enriched, the player is enriched, the viscosity between the player and the game is improved, the game experience of the player is improved, and the game duration is effectively reduced through the provision of the first target area, so that the electricity consumption of the terminal equipment is saved.
The following explains the interaction device in the game provided by the present disclosure with reference to the accompanying drawings, and the interaction device in the game may execute the interaction method in any one of the foregoing games of fig. 1 to 19, and the specific implementation and the beneficial effects thereof are referred to the foregoing, and are not repeated herein.
Fig. 20 is a schematic structural diagram of an interaction device in a game according to an embodiment of the present disclosure, as shown in fig. 20, the device includes: a providing module 201, a control module 202 and a determining module 203, wherein:
a providing module 201, configured to provide a first target area and a second target area in a virtual scene, where the first target area is provided in a first preset time period, the second target area is provided in a second preset time period, and a start time of the first preset time period is earlier than a start time of the second preset time period, the first target area is used to trigger completion of a task when a virtual object in a current game holds a first tool and moves into the first target area, and the second target area is used to trigger completion of the task when the virtual object in the current game moves into the second target area;
a control module 202, configured to control a controlled virtual object to move in a virtual scene in response to a movement control operation for the controlled virtual object, where the controlled virtual object is controlled by a terminal device;
A determining module 203, configured to determine whether the controlled virtual object holds a first prop in response to the controlled virtual object moving to the first target area within a first preset period of time; and if the controlled virtual object holds the first tool, triggering the controlled virtual object task to finish.
Optionally, the determining module 203 is specifically configured to not trigger the controlled virtual object task to complete if the controlled virtual object does not hold the first prop; and triggering the controlled virtual object task to finish in response to the controlled virtual object moving to the second target area in the second preset time period.
With the interactive equipment in the game provided by the disclosure, a first target area and a second target area are provided in a virtual scene of a current game, and the first target area and the second target area are provided in two different time periods, wherein the first target area is provided in a first preset time period, the second target area is provided in a second preset time period, the starting time of the first preset time period is earlier than the starting time of the second preset time period, and the ways of triggering task completion in the first target area and the second target area are different, and in the first preset time period, a controlled virtual object is required to hold not only the first prop, but also the first target area can trigger task completion; in a second preset time period, the controlled virtual object does not need to hold any prop, and can trigger the completion of the task only in the second target area, and the setting mode is that the player triggers the task in various modes, so that the operability of the player is improved by increasing the interaction mode, the game experience of the player is improved, the game time length is effectively reduced by providing the first target area, and the electricity consumption of the terminal equipment is saved.
Optionally, on the basis of the foregoing embodiments, embodiments of the present disclosure may further provide an interaction device in a game, where an implementation procedure of the device shown in fig. 20 is described below by way of example with reference to the accompanying drawings. Fig. 21 is a schematic structural diagram of an interaction device in a game according to another embodiment of the present disclosure, and as shown in fig. 21, the device further includes: an acquisition module 204, wherein:
a providing module 201, specifically configured to provide at least one redeemable prop on a graphical user interface in response to a triggering operation for a prop redemption point;
an acquisition module 204 for acquiring available resources of the controlled virtual object in response to a redemption operation for a first prop of the at least one redeemable prop; and in response to the available resources of the controlled virtual object being greater than or equal to the preset resource amount corresponding to the first prop, exchanging the first prop and attributing to the controlled virtual object.
Optionally, the determining module 203 is specifically configured to determine whether the controlled virtual object is within a first preset range of the virtual container in the virtual scene, and if so, control the virtual container to be opened to obtain a first prop corresponding to the virtual container.
Optionally, as shown in fig. 21, the apparatus further includes: a display module 205, wherein:
A determining module 203, specifically configured to trigger use of the second prop in response to successful exchange of the second prop; detecting the position of the first prop in the virtual scene;
the display module 205 is configured to display, on the graphical user interface, position prompt information of the first prop; the controlled virtual object is instructed to acquire the first prop according to the position prompt information.
Optionally, the determining module 203 is specifically configured to determine a first distance between the controlled virtual object and each first tool in the virtual scene; according to each first distance, determining a first prop closest to the controlled virtual object as a target first prop;
the display module 205 is specifically configured to display, on a graphical user interface, floor prompt information of a floor where the target first track is located, and distance information between the target first track and the controlled virtual object.
Optionally, the display module 205 is specifically configured to display, in response to an acquisition operation of the other virtual objects in the current office on the first prop, acquisition information on a graphical user interface of the controlled virtual object to prompt that the first prop has been acquired.
Optionally, the determining module 203 is specifically configured to convert, in response to the controlled virtual object being in the prop conversion area corresponding to the prop conversion point, virtual material held by the controlled virtual object into a virtual resource.
Optionally, the determining module 203 is specifically configured to determine whether the controlled virtual object is within a second preset range of the first facility in the virtual scene, and if so, determine whether the controlled virtual object holds a third prop; and if the controlled virtual object holds a third prop, triggering the use of the first facility to determine the position of the enemy virtual object in the virtual scene.
Optionally, the display module 205 is specifically configured to display map information corresponding to each virtual floor scene on the graphical user interface; the map information displays the indication information at the position where the enemy virtual object exists in the corresponding virtual floor scene.
Optionally, the display module 205 is specifically configured to display, on the graphical user interface, a prompt message that the task is completed by counting down;
the determining module 203 is specifically configured to determine that the task of the controlled virtual object is completed if the state of the controlled virtual object after the task completion countdown is a surviving state.
Optionally, the display module 205 is specifically configured to display, on the graphical user interface, opening prompt information of the prop exchange point in response to the controlled virtual object entering the virtual scene of the current game.
Optionally, as shown in fig. 21, the apparatus further includes: the updating module 206 updates the redeemable prop provided by the prop redemption points according to the duration of the current office.
Optionally, the display module 205 is specifically configured to, in response to the controlled virtual object entering the virtual scene of the current game, randomly select at least one prop exchange point position from a plurality of preset prop exchange point positions, and load prop exchange points at the prop exchange point positions in the virtual scene.
Optionally, the updating module 206 is specifically configured to, in response to the controlled virtual object entering the virtual scenario of the current game, randomly select at least one prop exchange point position from a plurality of preset prop exchange point positions, and load prop exchange points at the prop exchange point positions in the virtual scenario.
Optionally, the updating module 206 is specifically configured to update the prompt information of the first target area in the thumbnail map window according to the duration of the current office; the prompting information is used for prompting the position information and the remaining time information of the first target area in the current virtual scene of the game.
Optionally, the updating module 206 is specifically configured to update the virtual resource of the controlled virtual object according to the virtual resource obtained by the controlled virtual object in the current game.
Optionally, the updating module 206 is specifically configured to update the state of the first harness in the prop exchange area to be non-exchangeable in response to the first harness being acquired by other virtual objects in the virtual container; the total number of the first track number which can be obtained in the virtual container and the exchangeable first track number provided by the prop exchange points is a preset fixed number.
Optionally, the time length of the first preset time period is greater than or equal to the time length of the second preset time period.
Optionally, the number of first tracks in the current game is determined according to the number of people in the current game.
By adopting the interaction equipment in the game, in the game playing process, the mode of triggering the task to be completed is various, and the player can search the first prop in the virtual scene by controlling the controlled virtual object so as to hold the first prop to reach the first target area in the time period of opening the first target area to trigger the task to be completed; the task can be directly triggered to finish by moving to the second target area in the time period when the second target area is opened; in addition, the method and the device provide the second props which can search the first props in the virtual scene and the first facilities which can search the enemy virtual objects in the virtual scene, so that the interactivity of the player in the virtual scene is greatly enriched, the player is enriched, the viscosity between the player and the game is improved, the game experience of the player is improved, and the game duration is effectively reduced through the provision of the first target area, so that the electricity consumption of the terminal equipment is saved.
The above modules may be one or more integrated circuits configured to implement the above methods, for example: one or more application specific integrated circuits (Application Specific Integrated Circuit, abbreviated as ASICs), or one or more microprocessors, or one or more field programmable gate arrays (Field Programmable Gate Array, abbreviated as FPGAs), etc. For another example, when a module above is implemented in the form of a processing element scheduler code, the processing element may be a general-purpose processor, such as a central processing unit (Central Processing Unit, CPU) or other processor that may invoke the program code. For another example, the modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).
Fig. 22 is a schematic structural diagram of an interaction device in a game according to an embodiment of the present disclosure, where the interaction device in the game may be integrated in a terminal device or a chip of the terminal device.
As shown in fig. 22, the interactive apparatus within the game includes: a processor 501, a bus 502, and a storage medium 503.
The processor 501 is configured to store a program, and the processor 501 invokes the program stored in the storage medium 503 to execute the method embodiments corresponding to fig. 1 to 19. With the interactive device in the game provided by the disclosure, a first target area and a second target area are provided in a virtual scene of a current game, and the first target area and the second target area are provided in two different time periods, wherein the first target area is provided in a first preset time period, the second target area is provided in a second preset time period, the starting time of the first preset time period is earlier than the starting time of the second preset time period, and the ways of triggering task completion in the first target area and the second target area by the virtual object are different, and in the first preset time period, the controlled virtual object is required to hold not only the first prop, but also the first target area can trigger task completion; in a second preset time period, the controlled virtual object does not need to hold any prop, and can trigger the completion of the task only in the second target area, and the setting mode is that the player triggers the task in various modes, so that the operability of the player is improved by increasing the interaction mode, the game experience of the player is improved, the game time length is effectively reduced by providing the first target area, and the electricity consumption of the terminal equipment is saved. Optionally, the present disclosure also provides a program product, such as a storage medium, on which a computer program is stored, including a program which, when being executed by a processor, performs the corresponding embodiments of the above-described method.
With the program product provided by the present disclosure, a first target area and a second target area are provided in a virtual scene of a current game, and the first target area and the second target area are provided in two different time periods, wherein the first target area is provided in a first preset time period, the second target area is provided in a second preset time period, and the starting time of the first preset time period is earlier than the starting time of the second preset time period, and the manner in which a virtual object triggers task completion in the first target area and the second target area is different, and in the first preset time period, a controlled virtual object not only needs to hold a first prop, but also needs to be in the first target area, so that the task completion can be triggered; in a second preset time period, the controlled virtual object does not need to hold any prop, and can trigger the completion of the task only in the second target area, and the setting mode is that the player triggers the task in various modes, so that the operability of the player is improved by increasing the interaction mode, the game experience of the player is improved, the game time length is effectively reduced by providing the first target area, and the electricity consumption of the terminal equipment is saved.
In the several embodiments provided in the present disclosure, it should be understood that the disclosed apparatus and method may be implemented in other manners. For example, the apparatus embodiments described above are merely illustrative, e.g., the division of the units is merely a logical function division, and there may be additional divisions when actually implemented, e.g., multiple units or components may be combined or integrated into another system, or some features may be omitted or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be an indirect coupling or communication connection via some interfaces, devices or units, which may be in electrical, mechanical or other form.
The units described as separate units may or may not be physically separate, and units shown as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
In addition, each functional unit in each embodiment of the present disclosure may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit. The integrated units may be implemented in hardware or in hardware plus software functional units.
The integrated units implemented in the form of software functional units described above may be stored in a computer readable storage medium. The software functional unit is stored in a storage medium, and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) or a processor (english: processor) to perform part of the steps of the methods according to the embodiments of the disclosure. And the aforementioned storage medium includes: u disk, mobile hard disk, read-Only Memory (ROM), random access Memory (Random Access Memory, RAM), magnetic disk or optical disk, etc.

Claims (23)

1. An interaction method in a game, wherein a graphical user interface is provided through a terminal device, the graphical user interface including a virtual scene of a current game, the method comprising:
providing a first target area and a second target area in the virtual scene, wherein the first target area is provided in a first preset time period, the second target area is provided in a second preset time period, and the starting time of the first preset time period is earlier than the starting time of the second preset time period, the first target area is used for triggering task completion when a virtual object in a current game holds a first tool and moves into the first target area, and the second target area is used for triggering task completion when the virtual object in the current game moves into the second target area;
Controlling the controlled virtual object to move in the virtual scene in response to a movement control operation for the controlled virtual object, wherein the controlled virtual object is controlled by the terminal equipment;
determining whether the controlled virtual object holds the first prop in response to the controlled virtual object moving to the first target area within the first preset time period;
and if the controlled virtual object holds the first prop, triggering the controlled virtual object task to finish.
2. The method of claim 1, wherein the determining whether the controlled virtual object holds the first tool in response to the controlled virtual object moving to the first target area within the first preset time period further comprises:
if the controlled virtual object does not hold the first prop, the controlled virtual object task is not triggered to finish;
and responding to the controlled virtual object moving to the second target area within the second preset time period, and triggering the controlled virtual object task to finish.
3. The method of claim 1, wherein prior to the determining whether the controlled virtual object holds the first tool, the method further comprises:
Providing at least one redeemable prop on the graphical user interface in response to a triggering operation for a prop redemption point;
obtaining available resources of the controlled virtual object in response to a redemption operation for a first prop of the at least one redeemable prop;
and in response to the available resources of the controlled virtual object being greater than or equal to the preset resource amount corresponding to the first prop, exchanging the first prop and attributing to the controlled virtual object.
4. The method of claim 3, wherein prior to the determining whether the controlled virtual object holds the first tool, the method further comprises:
and determining whether the controlled virtual object is in a first preset range of a virtual container in the virtual scene, and if so, controlling the virtual container to be opened so as to acquire a first prop corresponding to the virtual container.
5. The method of claim 3, wherein the redeemable prop further comprises a second prop, the method further comprising:
triggering use of the second prop in response to successful redemption of the second prop; detecting the position of the first prop in the virtual scene;
Displaying position prompt information of the first prop on the graphical user interface; and the controlled virtual object is indicated to acquire the first prop according to the position prompt information.
6. The method of claim 5, wherein displaying the location cue information for the first prop on the graphical user interface comprises:
determining a first distance between the controlled virtual object and each first tool in the virtual scene;
according to each first distance, determining a first prop closest to the controlled virtual object as a target first prop;
and displaying floor prompt information of the floor where the target first track is located and distance information between the target first track and the controlled virtual object on the graphical user interface.
7. The method of claim 5, wherein the method further comprises:
and in response to the acquisition operation of other virtual objects in the current pair on the first prop, displaying acquisition information on a graphical user interface of the controlled virtual object to prompt that the first prop is acquired.
8. The method of claim 3, wherein prior to triggering the operation for the preset prop redemption area, the method further comprises:
And responding to the controlled virtual object in the prop exchange area corresponding to the prop exchange point, and converting virtual materials held by the controlled virtual object into virtual resources.
9. The method of claim 1, wherein the method further comprises:
determining whether the controlled virtual object is within a second preset range of a first facility in the virtual scene, and if so, determining whether the controlled virtual object holds a third prop;
and if the controlled virtual object holds a third prop, triggering the use of the first facility to determine the position of the enemy virtual object in the virtual scene.
10. The method of claim 9, wherein the virtual scene includes a plurality of virtual floor scenes therein, and wherein after triggering the use of the first facility, the method further comprises:
displaying map information corresponding to each virtual floor scene on the graphical user interface; and the map information displays marking information at the position where the enemy virtual object exists in the corresponding virtual floor scene.
11. The method of claim 1, wherein the triggering the controlled virtual object task to complete comprises:
Displaying prompt information of task completion countdown on the graphical user interface;
and if the state of the controlled virtual object after the task completion countdown is the survival state, determining that the task of the controlled virtual object is completed.
12. The method of claim 3, wherein the controlling the controlled virtual object prior to moving within the virtual scene in response to a movement control operation for the controlled virtual object, the method further comprises:
and responding to the controlled virtual object entering the virtual scene of the current game, and displaying opening prompt information of the prop exchange points on the graphical user interface.
13. A method as claimed in claim 3, wherein the method further comprises:
and updating the exchangeable props provided by the prop exchange points according to the duration time of the current counter.
14. A method as claimed in claim 3, wherein the method further comprises:
and responding to the controlled virtual object entering the virtual scene of the current game, randomly selecting at least one prop exchange point position from a plurality of preset prop exchange point positions, and loading the prop exchange points in the virtual scene.
15. The method of claim 1, wherein the method further comprises;
and updating the prompt information of the first target area in the graphical user interface according to the duration time of the current game.
16. The method of claim 15, wherein the graphical user interface further comprises: a thumbnail map window, wherein the prompting information of the first target area is updated in the graphical user interface according to the duration time of the current game, and the prompting information comprises;
updating the prompt information of the first target area in the thumbnail map window according to the duration time of the current game; the prompt information is used for prompting the position information and the residual time information of the first target area in the current virtual scene of the game.
17. The method of claim 8, wherein after the triggering the controlled virtual object task is completed, the method further comprises:
and updating the virtual resources of the controlled virtual object according to the virtual resources acquired by the controlled virtual object in the current game.
18. The method of claim 4, wherein the method further comprises:
In response to the first item being acquired by other virtual objects in a virtual container, updating a status of the first item in the item redemption area to not redeemable; the total number of the first track number which can be obtained in the virtual container and the exchangeable first track number provided by the prop exchange points is a preset fixed number.
19. The method of claim 1, wherein a time period of the first preset time period is greater than or equal to a time period of the second preset time period.
20. The method of claim 1 wherein the number of first tracks in the current pair is determined based on the number of people in the current pair.
21. An in-game interaction device, the device comprising: the device comprises a providing module, a control module and a determining module, wherein:
the providing module is used for providing a first target area and a second target area in the virtual scene, wherein the first target area is provided in a first preset time period, the second target area is provided in a second preset time period, the starting time of the first preset time period is earlier than the starting time of the second preset time period, the first target area is used for triggering task completion when a virtual object in a current game holds a first tool and moves into the first target area, and the second target area is used for triggering task completion when the virtual object in the current game moves into the second target area;
The control module is used for responding to a movement control operation for a controlled virtual object and controlling the controlled virtual object to move in the virtual scene, wherein the controlled virtual object is controlled by a terminal device;
the determining module is used for determining whether the controlled virtual object holds the first prop or not in response to the controlled virtual object moving to the first target area within the first preset time period; and if the controlled virtual object holds the first prop, triggering the controlled virtual object task to finish.
22. An in-game interactive apparatus, the apparatus comprising: a processor, a storage medium and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating over the bus when the interaction device within the game is running, the processor executing the machine-readable instructions to perform the method of interaction within the game of any of the preceding claims 1-20.
23. A storage medium having stored thereon a computer program which, when executed by a processor, performs the in-game interaction method of any of the preceding claims 1-20.
CN202310679570.7A 2023-06-08 2023-06-08 Interaction method, device, equipment and storage medium in game Pending CN116688509A (en)

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