WO2021135525A1 - 虚拟道具获取方法、装置、存储介质及电子装置 - Google Patents
虚拟道具获取方法、装置、存储介质及电子装置 Download PDFInfo
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- WO2021135525A1 WO2021135525A1 PCT/CN2020/122170 CN2020122170W WO2021135525A1 WO 2021135525 A1 WO2021135525 A1 WO 2021135525A1 CN 2020122170 W CN2020122170 W CN 2020122170W WO 2021135525 A1 WO2021135525 A1 WO 2021135525A1
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/56—Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/69—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/837—Shooting of targets
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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 details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/5553—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history user representation in the game field, e.g. avatar
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/64—Methods 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/65—Methods for processing data by generating or executing the game program for computing the condition of a game character
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8076—Shooting
Definitions
- This application relates to the field of computers, and specifically to a method, device, storage medium, and electronic device for acquiring virtual items.
- the way players acquire weapons usually depends on the system's random generation.
- the system can randomly select locations on the map to generate weapons, and players can acquire weapons when they arrive at these locations.
- a method, device, storage medium, and electronic device for acquiring virtual items are provided.
- a method for acquiring virtual props executed by an electronic device, the method comprising: acquiring a shooting result of a shooting battle between a first virtual character and a second virtual character in the case of running a shooting mission.
- the second virtual character is A non-manipulation character in the target area; if the shooting result is that the first virtual character shoots and kills the second virtual character, a virtual item is displayed in an area matching the position of the second virtual character, the virtual item The item level of is higher than the item level of the virtual item in the non-target area; when the distance between the first virtual character and the virtual item is less than the first distance, the virtual item is added to the first virtual character Corresponding prop storage space.
- a device for obtaining virtual props includes: an obtaining unit, which is used to obtain the shooting result of a shooting battle between a first virtual character and a second virtual character in the case of running a shooting mission, and the second virtual character is in the target area
- the first display unit is configured to display virtual props in an area matching the position of the second virtual character when the shooting result is that the first virtual character shoots and kills the second virtual character ,
- the item level of the virtual item is higher than the item level of the virtual item in the non-target area;
- the determining unit is configured to: if the distance between the first virtual character and the virtual item is less than the first distance, the virtual item The props are added to the prop storage space corresponding to the aforementioned first virtual character.
- the shooting result of the shooting battle between the first virtual character and the second virtual character In the case of running a shooting mission, obtain the shooting result of the shooting battle between the first virtual character and the second virtual character.
- the second virtual character is a non-control character in the target area; the shooting result is the first virtual character.
- the virtual prop In the case that the character shoots and kills the second virtual character, the virtual prop is displayed in an area matching the position of the second virtual character, and the prop level of the virtual prop is higher than that of the virtual prop in the non-target area; In a case where the distance between the first virtual character and the virtual item is less than the first distance, the virtual item is added to the item storage space corresponding to the first virtual character.
- An electronic device includes a memory, a processor, and a computer program stored on the memory and running on the processor.
- the processor is caused to perform the following steps:
- the shooting result of the shooting battle between the first virtual character and the second virtual character In the case of running a shooting mission, obtain the shooting result of the shooting battle between the first virtual character and the second virtual character.
- the second virtual character is a non-control character in the target area; the shooting result is the first virtual character.
- the virtual prop In the case that the character shoots and kills the second virtual character, the virtual prop is displayed in an area matching the position of the second virtual character, and the prop level of the virtual prop is higher than that of the virtual prop in the non-target area; In a case where the distance between the first virtual character and the virtual item is less than the first distance, the virtual item is added to the item storage space corresponding to the first virtual character.
- FIG. 1 is a schematic diagram of a network environment of an optional method for acquiring virtual items according to an embodiment of the present application
- Fig. 2 is a flowchart of an optional method for acquiring virtual props according to an embodiment of the present application
- Fig. 3 is a schematic diagram of an optional target area according to an embodiment of the present application.
- Fig. 4 is a schematic diagram of another optional target area according to an embodiment of the present application.
- Fig. 5 is a schematic diagram of an optional virtual prop according to an embodiment of the present application.
- Fig. 6 is a schematic diagram of an optional display of attribute information of virtual props according to an embodiment of the present application.
- Fig. 7 is a schematic diagram of an optional sensing range of a second virtual character according to an embodiment of the present application.
- FIG. 8 is a schematic diagram of an optional acquisition of virtual props according to an embodiment of the present application.
- FIG. 9 is a schematic diagram of an optional virtual item acquisition process according to an embodiment of the present application.
- Fig. 10 is a schematic structural diagram of an optional virtual prop acquisition device according to an embodiment of the present application.
- Fig. 11 is a schematic structural diagram of an optional electronic device according to an embodiment of the present application.
- a method for acquiring virtual props is provided.
- the method for acquiring virtual props can be, but not limited to, applied to the network environment shown in FIG. 1
- the virtual item acquisition system includes the user equipment 102, the network 110, and the server 112.
- a game application client is installed in the user equipment 102 (as shown in FIG. 1 is a shooting game application client), where the user equipment 102 includes a human-computer interaction screen 104, a processor 106, and a memory 108.
- the human-computer interaction screen 104 is used to detect human-computer interaction operations (such as touch operations, pressing operations, etc.) through the human-computer interaction interface corresponding to the above-mentioned client; the processor 106 is used to generate corresponding operation instructions according to the human-computer interaction operations, And in response to the operation instruction, for example, in response to a touch operation, a corresponding shooting instruction is generated to control the virtual character to perform a shooting operation in response to the shooting instruction.
- the memory 108 is used to store the above-mentioned operation instructions. Specifically, please refer to step S101 to step S108.
- the user equipment 102 obtains shooting information of a shooting battle between a first virtual character and a second virtual character, and the second virtual character is a non-control character in the target area;
- the non-manipulation character refers to a character that is not controlled by the player, and the behavior of the non-manipulation character is controlled by the game program.
- the user equipment 102 sends the shooting information to the network 110;
- the network 110 sends the shooting information to the server 112;
- the server 112 determines the shooting result of the shooting battle between the first virtual character and the second virtual character according to the shooting information
- the server 112 sends the shooting result to the network 110;
- the network 110 sends the shooting result to the user equipment 102;
- the user equipment 102 displays the virtual prop in an area matching the position of the second virtual character, and the virtual prop has a higher level than the non-target area.
- a human-computer interaction interface is presented on the human-computer interaction screen 102.
- the user can perform human-computer interaction through touch operations on the human-computer interaction interface, and the human-computer interaction screen 102 can receive user touch operations, for example,
- the user can click the mobile button in the human-computer interaction interface to control the movement of the first virtual character.
- the user can also click the shooting button in the human-computer interaction interface to control the first virtual character to shoot, and a round of shooting is running.
- the human-computer interaction interface can also display a second virtual character that is in a shooting battle with the first virtual character.
- the second virtual character can be a non-manipulation character, and the second virtual character can attack the first virtual character.
- the player controlling the first virtual character can control the first virtual character to shoot the second virtual character by clicking the shooting button on the human-computer interaction interface. Further, the processor 106 can obtain the first virtual character and the second virtual character to shoot The battle information of the battle.
- the battle information may include, but is not limited to, the type and corresponding number of attacks by the first virtual character against the second virtual character, the type and corresponding number of attacks by the second virtual character against the first virtual character, and the first virtual character
- the processor 106 sends the shooting information to the server 112 via the network 110, and the life value of the second virtual character and the life value of the second virtual character.
- the server 112 includes a database 114 and a processing engine 116.
- the database 114 may be used to store each attack category and corresponding attack value, etc., which is not limited in the embodiment of the present application.
- the processor engine 116 is used to determine the shooting result of the first virtual character and the second virtual character in the shooting battle according to the received shooting information. Specifically, the processor engine 116 determines that the first virtual character and the second virtual character are in the shooting battle.
- the method of shooting results can be: determining the attack value corresponding to each attack category of the first virtual character attacking the second virtual character; multiplying each attack value by the number of attacks corresponding to the attack category to obtain all products The sum of the products is determined as the total number of attacks from the first virtual character to the second virtual character; in the same way, the total number of attacks from the second virtual character to the first virtual character can be obtained; if the first virtual character attacks the second virtual character If the total number of attacks of the virtual character is greater than the life value of the second virtual character, it is determined that the shooting result is that the first virtual character shoots and kills the second virtual character; if the total number of attacks from the second virtual character to the first virtual character is greater than the first virtual character The life value of, it is determined that the shooting result is that the second virtual character shoots and kills the second virtual character.
- the server 112 may also send the shooting result to the user equipment 102 via the network 110.
- the shooting result is that the first virtual character shot and killed the second virtual character
- the user equipment 102 matches the position of the second virtual character.
- the virtual props are displayed in the area of, and the prop level of the virtual prop is higher than the prop level of the virtual props in the non-target area.
- the user equipment 102 can also obtain the position of the first virtual character and the position of the virtual prop, if the first The distance between the virtual character and the virtual prop is less than the first distance, and the virtual prop can be added to the prop storage space corresponding to the first virtual character, thereby realizing automatic pickup of the virtual prop.
- the shooting result of the first virtual character and the second virtual character in the shooting battle is obtained, and the second virtual character is a non-control character in the target area; in the shooting result In the case of shooting and killing the second virtual character for the first virtual character, displaying the virtual props in an area matching the position of the second virtual character, and the prop level of the virtual prop is higher than the prop level of the virtual prop in the non-target area; In a case where the distance between the first virtual character and the virtual prop is less than the first distance, the virtual prop is added to the prop storage space corresponding to the first virtual character. In this process, virtual props can be obtained by shooting the second virtual character in the target area. There is no need to traverse the map to find randomly generated virtual props. Just go to the determined target area and shoot the second virtual character to obtain virtual props. Obtain the operational complexity of virtual props.
- the above method steps can be, but not limited to, applied to the virtual item acquisition system shown in FIG. 1 through data interaction between the user equipment 102 and the server 112, and can also be, but not limited to, applied to the user shown in FIG. In the device 102, it is independently completed by the user device 102.
- the foregoing is only an example, and there is no limitation on this in this embodiment.
- the above-mentioned user equipment may be, but not limited to, a mobile phone, a tablet computer, a notebook computer, a PC, or other computer equipment that supports running application clients.
- the foregoing server and user equipment may, but are not limited to, implement data interaction through a network
- the foregoing network may include, but is not limited to, a wireless network or a wired network.
- the wireless network includes: Bluetooth, WIFI and other networks that realize wireless communication.
- the aforementioned wired network may include, but is not limited to: wide area network, metropolitan area network, and local area network. The foregoing is only an example, and there is no limitation on this in this embodiment.
- the foregoing operation control method includes:
- S201 In the case of running a shooting mission, obtain the shooting result of the shooting battle between the first virtual character and the second virtual character, and the second virtual character is a non-control character in the target area;
- the item level of the virtual item is higher than the item level of the virtual item in the non-target area
- the aforementioned method for acquiring virtual props can be, but not limited to, applied to game applications, such as shooting game applications.
- game applications such as shooting game applications.
- the player needs to obtain virtual props for enhancing the weapon strength of the first virtual character he controls.
- the player can control the first virtual character to traverse the map to find the virtual props and finish picking them up to obtain the virtual props.
- a target area for acquiring virtual items can be set in the map.
- the target area can be a certain designated area on the map, and the target area can also be multiple designated areas on the map, which is not limited in the embodiment of the present application.
- the target area there are preset multiple non-manipulation characters, that is, the second virtual character.
- the player When the player needs to obtain virtual items, he can go to the target area and have a shooting battle with the second virtual character in the target area.
- the player can control the first virtual character to shoot at the second virtual character, or control the first virtual character to shoot at the second virtual character.
- the second virtual character sends out certain attack skills, etc., the second virtual character can attack the first virtual character according to the preset program, so as to realize the human-machine battle, and obtain the first virtual character and the second virtual character for shooting combat.
- the shooting result can be the result of the first virtual character shooting and killing the second virtual character, or the result of shooting the first virtual character by the second virtual character.
- the second virtual character can be controlled to disappear, or the second virtual character can be controlled to fall to the ground, and the virtual props can be displayed in the area where the position of the second virtual character matches.
- the virtual props are randomly generated props used to strengthen weapons, and the number of displayed virtual props may be one or multiple, which is not limited in the embodiment of the present application.
- the number of displayed virtual props can also be randomly generated.
- the item level of the virtual item is higher than the item level of the virtual item in the non-target area, so that the player can obtain a stronger weapon by killing the second virtual character in the target area.
- the player can control the first virtual character to approach the virtual props.
- the virtual props can be added to the prop storage space corresponding to the first virtual character , So that the first virtual character can obtain and use virtual props from the prop storage space.
- the first virtual character may be a player-controlled character
- the second virtual character may be a non-manipulation character.
- the second virtual character may specifically be a zombie, a monster, etc., which is not limited in the embodiment of this application.
- the target area is the area used to obtain virtual items by killing the second virtual character.
- several second virtual characters can be preset.
- the second virtual character is killed, it can be controlled
- the second virtual character is generated at a random location in the target area, so as to ensure that there is a steady stream of second virtual characters in the target area for the first virtual character controlled by the player to shoot and kill.
- the shooting result of the first virtual character and the second virtual character in the shooting battle can be obtained.
- the shooting result may include, but is not limited to, the first virtual character shooting and killing the second virtual character.
- the result of the virtual character, the result of the second virtual character shooting and killing the first virtual character, etc., are not limited in the embodiment of the present application.
- the virtual item may be displayed in an area matching the position of the second virtual character, that is, the virtual item may be displayed near the second virtual character. Props.
- the virtual props may be props used to strengthen shooting weapons, and may include, but are not limited to, guns, ammunition, and the like. Among them, each virtual item corresponds to a corresponding item level. The higher the item level, the stronger the performance of the virtual item.
- the virtual item level of the virtual item obtained by the player by shooting the second virtual character in the target area is higher than that of the player.
- the virtual props picked up randomly in the non-target area, that is, the virtual props obtained in this way are stronger. After displaying the virtual item, the player can control the first virtual character to move to the position of the virtual item.
- the virtual item After the first virtual character approaches the virtual item, the virtual item can be automatically picked up, that is, between the first virtual character and the virtual item In the case where the distance between the two is smaller than the first distance, the virtual item may be added to the item storage space corresponding to the first virtual character.
- the prop storage space is the space where the virtual character stores the props. The virtual character can use the props in the prop storage space. Therefore, when the first virtual character picks up the virtual prop, the virtual prop is added to the prop storage space corresponding to the first virtual character, so that The first virtual character subsequently uses the virtual prop.
- the item storage space corresponding to the first virtual character may be one or multiple, which is not limited in the embodiment of the present application.
- the virtual props can be added to the item storage space corresponding to the first virtual character and matching the type of the virtual prop. For example, in the case where the virtual prop is a gun Next, the virtual item can be added to the first item storage space corresponding to the first virtual character, and when the virtual item is ammunition, the virtual item can be added to the second item storage space corresponding to the first virtual character.
- obtaining the shooting result of the shooting battle between the first virtual character and the second virtual character may include:
- the distance between the first virtual character and the second virtual character is less than the second distance, or the first virtual character triggers a shooting instruction on the second virtual character, it is determined that the first virtual character and the second virtual character perform Shooting battle, and obtain the shooting result of the shooting battle between the first virtual character and the second virtual character.
- the second distance can be the same as the first distance value or different from the first distance value, which is not done in the embodiment of this application. limited.
- the distance between the first virtual character and the second virtual character is less than the second distance, it can be determined that the first virtual character and the second virtual character are engaged in a shooting battle.
- the virtual character triggers the shooting command on the second virtual character, it is determined that the first virtual character and the second virtual character are in a shooting battle.
- the second virtual character can attack according to the preset The program attacks the first virtual character, and the first virtual character can attack the second virtual character according to the control instruction triggered by the player's touch operation to obtain the shooting result.
- the first virtual character when the first virtual character enters the detection range of the second virtual character or the first virtual character attacks the second virtual character, it can be determined that the first virtual character and the second virtual character are engaged in a shooting battle, and the entry is determined
- the fighting method is in line with the fighting habits, which improves the authenticity of the shooting battle.
- obtaining the distance between the first virtual character and the second virtual character may include:
- the target area is a designated area on the map during a shooting mission.
- the target area is used for Get virtual items.
- a virtual map when running a shooting mission, can be displayed on the human-computer interaction interface.
- the virtual map is used to indicate the location where the player can control the virtual character's activities.
- the target area is the designated area on the virtual map.
- the virtual props can be obtained by entering the target area and shooting the second virtual character.
- the distance between the first virtual character and the second virtual character can be obtained when the first virtual character enters the target area, because the target area is a designated area on the map for obtaining virtual characters.
- the area of props, so the distance between the first virtual character and the second virtual character can be obtained when the first virtual character enters the target area, which can be used as the basis for subsequent judgment of the first virtual character and the second virtual character entering the battle, which improves the fighting situation Reliability of judgment.
- the shooting result is that the first virtual character shoots and kills the second virtual character
- the following steps may also be performed :
- adding the virtual prop to the prop storage space corresponding to the first virtual character may include:
- the virtual prop is added to the item storage space corresponding to the first virtual character, and the timing is stopped.
- the timing can be started from the moment when the virtual item is displayed, and the virtual item is added to the first virtual role only when the distance between the first virtual item and the virtual item is less than the first distance and the timing time is less than the target time Corresponding prop storage space, and stop timing.
- the timing can be started after the virtual item is displayed. If the timing does not exceed the timing and the distance between the first virtual character and the virtual item is less than the first distance, the virtual item is added to the first virtual character Corresponding prop storage space. This process can increase the timing display function of the virtual props, and improve the timeliness for the first virtual character to obtain the virtual props.
- the virtual item can be controlled to disappear after the virtual item is displayed for a certain period of time. After the virtual item disappears, even if the first virtual character is close to the position of the virtual item, the virtual item cannot be picked up, which is further improved The timeliness of the first virtual character's acquisition of virtual props.
- the shooting result is that the first virtual character shoots and kills the second virtual character
- the following steps may also be performed :
- adding the virtual prop to the prop storage space corresponding to the first virtual character includes:
- the virtual prop is added to the prop storage space corresponding to the first virtual character.
- the third distance may be the same as the first distance or different from the first distance. If the third distance is greater than the first distance, the first virtual character may move to the virtual prop first. Display the attribute information of the virtual item. If the player chooses not to pick up the virtual item, he can stop moving to the virtual item. Or, there is a selection button on the displayed attribute information of the virtual item, and the player can click the deselect button to cancel the pickup of the virtual item. At this time, even if the player continues to move to the virtual item until the distance from the virtual item is less than the first distance, Do not pick up virtual items. At this time, if the player does not click the cancel selection button, it is determined that the confirmation instruction for the attribute information is received. At this time, the player continues to move to the virtual item until the distance from the virtual item is less than the first distance, and then the virtual item can be picked up.
- the attribute information of the virtual item can be displayed, so that the player can choose whether to pick up the virtual item according to the attribute information.
- the virtual item is picked up.
- the virtual item is not picked up either. This process increases the degree of freedom in choosing virtual props. You can choose whether to pick up virtual props according to the player's needs, and the acquisition of virtual props is more flexible.
- the following steps may also be performed:
- the first virtual character is equipped according to the equipment mode corresponding to the virtual item.
- the equipment method corresponding to the virtual item is to update the gun held by the first virtual character. If the virtual item is ammunition, the equipment method corresponding to the virtual item is to load the ammunition. Among the guns held by the first virtual character.
- the first virtual character can be equipped according to the equipment instruction, so as to realize the use of the virtual props.
- FIG. 3 is a schematic diagram of an optional target area.
- the first virtual character 302 enters the target area, and there are several second virtual characters 301 in the target area.
- the second virtual character 301 may be in the form of a zombie.
- the target area can be set to a relatively broad and flat area.
- the second virtual character 301 is easier for the player to observe, so that the player can control the first virtual character 302 to shoot and kill the second virtual character 301.
- the player can attack the second virtual character 301 by controlling the first virtual character 302 to shoot.
- a virtual item will appear for the player to pick up.
- the moving speed of the first virtual character 302 may be higher than that of the second virtual character 301, so that the difficulty of shooting the second virtual character 301 by the first virtual character 302 is reduced, and the complexity of the operation is further reduced.
- Figure 4 is a schematic diagram of another optional target area. As shown in Figure 4, three locations are preset as the target area on the map for running the shooting mission, which is also the map. The bus stop, car restaurant, and deadwood forest shown in 4 can be pre-set with a second virtual character in these three locations, and the player can control the first virtual character to go to these three locations to fight with the second virtual character.
- Figure 5 is a schematic diagram of an optional virtual item.
- the position of the second virtual character can be matched.
- the area displays the virtual props.
- the second virtual character can be controlled to disappear, and the virtual prop 501 is displayed in the area where the position of the second virtual character matches.
- a special effect display method can be adopted when displaying the virtual item 501.
- FIG. 5 when the virtual item 501 is displayed, a light beam is displayed near the virtual item 501.
- Figure 6 is a schematic diagram of the attribute information display of an optional virtual item.
- the virtual item is a magazine, and the attribute information of the virtual magazine can display the type of bullet that it is applicable to. Yes, it is suitable for 45ACP bullets, and it can also display the type of guns it is suitable for, such as pistols.
- the player can determine whether the virtual item needs to be picked up through the attribute information of the virtual item to meet various needs of the player.
- FIG. 7 is a schematic diagram of the sensing range of the second virtual character.
- the circular area in FIG. 7 is the sensing range of the second virtual character 701.
- the sensing range It is a circular area with the second virtual character 701 as the center and a preset distance as the radius.
- Different second virtual characters have different positions, and their corresponding sensing ranges are also different.
- Figure 8 is a schematic diagram of obtaining virtual props.
- a collision detection box 803 around the virtual prop 802 a collision detection box around the first virtual character 801, and the collision detection box of the first virtual character 801 and
- the collision detection box 803 can be controlled to automatically pick up the virtual prop 802.
- Figure 9 is a schematic diagram of a virtual prop acquisition process. As shown in Figure 9, the following steps can be performed:
- S901 The first virtual character enters the zombie area
- S902 Determine whether there are zombies, if yes, perform step S903, if not, continue to perform step S902;
- step S904 Determine whether the first virtual character is in the zombie sensing range, if yes, perform step S906, if not, perform step S905;
- step S905 Determine whether the first virtual character is attacking the zombie, if yes, perform step S906, if not, continue to perform step S905;
- step S909 Determine whether the first virtual character is close to the virtual prop, if yes, perform step S910, if not, continue to perform step S909;
- the form of the second virtual character may be a zombie form, and the zombie area is the target area.
- the zombie area is the target area.
- the zombies in the zombie area are in a random movement state, when the zombie moves into the field of vision of the first virtual character, the zombie can be controlled to continue to move, optionally, the zombie can be controlled to face the first virtual character Move, if the first virtual character is in the zombie sensing range, the zombie will lock the first virtual character to attack. If the first virtual character is not in the zombie sensing range, but the first virtual character attacks the zombie, the zombie will also lock the first virtual character.
- the virtual character attacks. If the first virtual character kills the zombies, the zombies can be controlled to drop virtual items. If the first virtual character is close to the virtual items, the virtual items can be picked up automatically, that is, the virtual items are added to the first virtual The storage space of the props corresponding to the character.
- the game application may be a Multiplayer Online Battle Arena (MOBA for short) application, or may also be a Single-Player Game (SPG for short) application.
- the aforementioned game application types may include, but are not limited to, at least one of the following: Two Dimension (2D) game applications, Three Dimension (3D) game applications, Virtual Reality (VR) game applications, Augmented Reality (AR) game applications, and Mixed Reality (MR) game applications.
- 2D Two Dimension
- 3D Three Dimension
- VR Virtual Reality
- AR Augmented Reality
- MR Mixed Reality
- the aforementioned shooting game application can be a Third Person Shooting Game (TPS) application.
- TPS Third Person Shooting Game
- the shooting game application can be run from the perspective of a third-party character object other than the virtual character controlled by the current player.
- FPS First Person Shooting Game
- the above-mentioned sound source virtual objects that generate sounds during the running of the game task can be, but are not limited to: virtual characters (also called player characters) controlled by the player through each game application client, and non-player characters (Non-Player Character) , Referred to as NPC), prop objects (such as guns, etc.) controlled by the aforementioned virtual characters, and vehicle objects (such as vehicles, etc.) controlled by the aforementioned virtual characters.
- virtual characters also called player characters
- non-Player Character Non-Player Character
- prop objects such as guns, etc.
- vehicle objects such as vehicles, etc.
- Figures 1-2 and 9 are schematic flowcharts of a method for acquiring virtual props in an embodiment. It should be understood that although the steps in the flowcharts of FIGS. 1-2 and 9 are displayed in sequence as indicated by the arrows, these steps are not necessarily executed in sequence in the order indicated by the arrows. Unless specifically stated in this article, the execution of these steps is not strictly limited in order, and these steps can be executed in other orders. Moreover, at least part of the steps in Figures 1-2 and 9 may include multiple sub-steps or multiple stages. These sub-steps or stages are not necessarily executed at the same time, but can be executed at different times. These sub-steps Or the execution order of the stages is not necessarily carried out sequentially, but may be executed alternately or alternately with at least a part of other steps or sub-steps or stages of other steps.
- the device includes:
- the obtaining unit 1001 is configured to obtain the shooting result of the shooting battle between the first virtual character and the second virtual character in the case of running a shooting mission, and the second virtual character is a non-control character in the target area;
- the first display unit 1002 is configured to display virtual props in an area matching the position of the second virtual character when the shooting result is that the first virtual character shoots and kills the second virtual character, and the virtual prop has a higher level of props The item level of the virtual items in the non-target area;
- the determining unit 1003 is configured to add the virtual prop to the item storage space corresponding to the first virtual character when the distance between the first virtual character and the virtual prop is less than the first distance.
- the shooting result of the first virtual character and the second virtual character in the shooting battle is obtained, and the second virtual character is a non-control character in the target area; in the shooting result In the case of shooting and killing the second virtual character for the first virtual character, displaying the virtual props in an area matching the position of the second virtual character, and the prop level of the virtual prop is higher than the prop level of the virtual prop in the non-target area; In a case where the distance between the first virtual character and the virtual prop is less than the first distance, the virtual prop is added to the prop storage space corresponding to the first virtual character. In this process, virtual props can be obtained by shooting the second virtual character in the target area. There is no need to traverse the map to find randomly generated virtual props. Just go to the determined target area and shoot the second virtual character to obtain the virtual props. Obtain the operational complexity of virtual props.
- the method for the acquiring unit to acquire the shooting result of the shooting battle between the first virtual character and the second virtual character is specifically as follows:
- the acquiring unit is used to acquire the distance between the first virtual character and the second virtual character; when the distance is less than the second distance, or it is detected that the first virtual character triggers a shooting instruction on the second virtual character, the first virtual character is determined
- the character and the second virtual character conduct a shooting battle, and the shooting result of the shooting battle between the first virtual character and the second virtual character is obtained.
- the method used by the acquiring unit to acquire the distance between the first virtual character and the second virtual character is specifically as follows:
- the acquiring unit is used to acquire the distance between the first virtual character and the second virtual character in the case of detecting that the first virtual character enters the target area, the target area being a designated area on the map during running a shooting mission ,
- the target area is used to obtain virtual props.
- the foregoing apparatus may further include:
- the timing unit is used to start timing from the moment when the virtual item is displayed after displaying the virtual item in an area matching the position of the second virtual person when the shooting result is that the first virtual person shoots and kills the second virtual character, Get the timing time;
- the determining unit is used for adding the virtual prop to the prop storage space corresponding to the first virtual character when the distance between the first virtual character and the virtual prop is less than the first distance and the timing time is less than the target time, and stopping Timing.
- the foregoing apparatus may further include:
- the control unit is used to control the disappearance of the virtual item when the timing time is greater than the target time.
- the foregoing apparatus may further include: a second display unit, configured to match the position of the second virtual character when the shooting result is that the first virtual character shoots and kills the second virtual character After displaying the virtual item in the area of, if the distance between the first virtual character and the virtual item is less than the third distance, display the attribute information of the virtual item in the area matching the position of the virtual item;
- the determining unit is configured to add the virtual item to the item storage space corresponding to the first virtual character when the confirmation instruction for the attribute information is received and the distance between the first virtual character and the virtual item is less than the first distance .
- the above-mentioned device may further include: an equipment unit, configured to: after the virtual item is added to the item storage space corresponding to the first virtual character, when an equipment instruction for the virtual item is detected , Equip the first virtual character according to the equipment mode corresponding to the virtual item.
- an equipment unit configured to: after the virtual item is added to the item storage space corresponding to the first virtual character, when an equipment instruction for the virtual item is detected , Equip the first virtual character according to the equipment mode corresponding to the virtual item.
- the electronic device for implementing the above-mentioned operation control method.
- the electronic device includes a memory 1102 and a processor 1104.
- the memory 1102 stores a computer
- the processor 1104 is configured to execute the steps in any one of the foregoing method embodiments through a computer program.
- the above-mentioned electronic device may be at least one network device among a plurality of network devices located in a computer network, such as at least one of a user equipment and a server in FIG. 1.
- the foregoing processor may be configured to execute the following steps through a computer program:
- the shooting result is that the first virtual character shoots and kills the second virtual character, display the virtual props in an area matching the position of the second virtual character, and the virtual props have a higher level of props than those in the non-target area.
- FIG. 11 is only for illustration, and the electronic device may also be a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a palmtop computer, and a mobile Internet device (Mobile Internet Devices, MID), PAD and other terminal devices.
- FIG. 11 does not limit the structure of the above-mentioned electronic device.
- the electronic device may also include more or fewer components (such as a network interface, etc.) than that shown in FIG. 11, or have a different configuration from that shown in FIG. 11.
- the memory 1102 can be used to store software programs and modules, such as the program instructions/modules corresponding to the method and device for acquiring virtual items in the embodiments of the present application.
- the processor 1104 executes the software programs and modules stored in the memory 1102 by running Various functional applications and data processing realize the above-mentioned operation control methods.
- the memory 1102 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.
- the memory 1102 may further include a memory remotely provided with respect to the processor 1104, and these remote memories may be connected to the terminal through a network.
- the aforementioned networks include, but are not limited to, the Internet, corporate intranets, local area networks, mobile communication networks, and combinations thereof.
- the memory 1102 may specifically, but is not limited to, storing information such as operation instructions, state information of the first state (such as the first energy value), and state information of the second state (such as the second energy value).
- the memory 1102 may include, but is not limited to, the acquisition unit 1001, the first display unit 1002, and the determination unit 1003 in the operation control device described above.
- it may also include, but is not limited to, other module units in the aforementioned virtual item acquisition device, which will not be repeated in this example.
- the aforementioned transmission device 1106 is used to receive or send data via a network.
- the above-mentioned specific examples of the network may include a wired network and a wireless network.
- the transmission device 1106 includes a network adapter (Network Interface Controller, NIC), which can be connected to other network devices and routers via a network cable so as to communicate with the Internet or a local area network.
- the transmission device 1106 is a radio frequency (RF) module, which is used to communicate with the Internet in a wireless manner.
- RF radio frequency
- the above-mentioned electronic device further includes: a display 1108 for displaying virtual items; and a connection bus 1110 for connecting various module components in the above-mentioned electronic device.
- a storage medium in which a computer program is stored, wherein the computer program is configured to execute the steps in any one of the foregoing method embodiments when running.
- the aforementioned storage medium may be configured to store a computer program for executing the following steps:
- the shooting result is that the first virtual character shoots and kills the second virtual character, display the virtual props in an area matching the position of the second virtual character, and the virtual props have a higher level of props than those in the non-target area.
- Non-volatile memory may include read only memory (ROM), programmable ROM (PROM), electrically programmable ROM (EPROM), electrically erasable programmable ROM (EEPROM), or flash memory.
- ROM read only memory
- PROM programmable ROM
- EPROM electrically programmable ROM
- EEPROM electrically erasable programmable ROM
- Volatile memory may include random access memory (RAM) or external cache memory.
- RAM is available in many forms, such as static RAM (SRAM), dynamic RAM (DRAM), synchronous DRAM (SDRAM), double data rate SDRAM (DDRSDRAM), enhanced SDRAM (ESDRAM), synchronous chain Channel (Synchlink) DRAM (SLDRAM), memory bus (Rambus) direct RAM (RDRAM), direct memory bus dynamic RAM (DRDRAM), and memory bus dynamic RAM (RDRAM), etc.
- the integrated unit in the foregoing embodiment is implemented in the form of a software functional unit and sold or used as an independent product, it may be stored in the foregoing computer-readable storage medium.
- the technical solution of the present application essentially or the part that contributes to the existing technology, or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium.
- a number of instructions are included to enable one or more computer devices (which may be personal computers, servers, or network devices, etc.) to execute all or part of the steps of the methods in the various embodiments of the present application.
- the disclosed client can be implemented in other ways.
- the device embodiments described above are only illustrative.
- the division of units is only a logical function division.
- multiple units or components can be combined or integrated into Another system, or some features can be ignored, or not implemented.
- the displayed or discussed mutual coupling or direct coupling or communication connection may be indirect coupling or communication connection through some interfaces, units or modules, and may be in electrical or other forms.
- the units described as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, they may be located in one place, or they may be distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the objectives of the solutions of the embodiments.
- the functional units in the various embodiments of the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units may be integrated into one unit.
- the above-mentioned integrated unit can be implemented in the form of hardware or software functional unit.
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Abstract
Description
Claims (20)
- 一种虚拟道具获取方法,由电子装置执行,其特征在于,包括:在运行一局射击任务的情况下,获取第一虚拟角色和第二虚拟角色进行射击战斗的射击结果,所述第二虚拟角色为目标区域中的非操控角色;在所述射击结果为所述第一虚拟角色射杀所述第二虚拟角色的情况下,在与所述第二虚拟角色的位置相匹配的区域处显示虚拟道具;在所述第一虚拟角色与所述虚拟道具之间的距离小于第一距离的情况下,将所述虚拟道具添加至与所述第一虚拟角色对应的道具存储空间。
- 根据权利要求1所述的方法,其特征在于,所述获取第一虚拟角色和第二虚拟角色进行射击战斗的射击结果,包括:获取所述第一虚拟角色与所述第二虚拟角色之间的距离;在所述距离小于第二距离,或者检测到所述第一虚拟角色对所述第二虚拟角色触发射击指令的情况下,确定所述第一虚拟角色和第二虚拟角色进行射击战斗,并获取所述第一虚拟角色和所述第二虚拟角色进行射击战斗的射击结果。
- 根据权利要求2所述的方法,其特征在于,所述获取所述第一虚拟角色与所述第二虚拟角色之间的距离,包括:在检测到所述第一虚拟角色进入所述目标区域的情况下,获取所述第一虚拟角色与所述第二虚拟角色之间的距离,所述目标区域为在运行一局射击任务中的地图上的指定区域,所述目标区域用于获取所述虚拟道具。
- 根据权利要求1所述的方法,其特征在于,所述在所述射击结果为所述第一虚拟角色射杀所述第二虚拟角色的情况下,在与所述第二虚拟角色的位置相匹配的位置处显示虚拟道具之后,还包括:从显示所述虚拟道具的时刻开始计时,获得计时时间;所述在所述第一虚拟角色与所述虚拟道具之间的距离小于所述第一 距离的情况下,将所述虚拟道具添加至与所述第一虚拟角色对应的道具存储空间,包括:在所述第一虚拟角色与所述虚拟道具之间的距离小于所述第一距离,且所述计时时间小于目标时间的情况下,将所述虚拟道具添加至与所述第一虚拟角色对应的道具存储空间,并停止计时。
- 根据权利要求4所述的方法,其特征在于,还包括:在所述计时时间大于所述目标时间的情况下,控制所述虚拟道具消失。
- 根据权利要求1所述的方法,其特征在于,所述在所述射击结果为所述第一虚拟角色射杀所述第二虚拟角色的情况下,在与所述第二虚拟角色的位置相匹配的区域处显示虚拟道具之后,还包括:在所述第一虚拟角色与所述虚拟道具之间的距离小于第三距离的情况下,在与所述虚拟道具的位置相匹配的区域处显示所述虚拟道具的属性信息;所述在所述第一虚拟角色与所述虚拟道具之间的距离小于第一距离的情况下,将所述虚拟道具添加至与所述第一虚拟角色对应的道具存储空间,包括:在接收到针对所述属性信息的确认指令,且所述第一虚拟角色与所述虚拟道具之间的距离小于所述第一距离的情况下,将所述虚拟道具添加至与所述第一虚拟角色对应的道具存储空间。
- 根据权利要求1至6任一项所述的方法,其特征在于,在所述将所述虚拟道具添加至与所述第一虚拟角色对应的道具存储空间之后,还包括:在检测到对所述虚拟道具的装备指令的情况下,按照所述虚拟道具对应的装备方式对所述第一虚拟角色进行装备。
- 根据权利要求1至6任一项所述的方法,其特征在于,所述目标区域为虚拟地图中的用于预设多个所述非操控角色的区域;所述虚拟地图 还包含非目标区域;所述第二虚拟角色被射杀后显示的所述虚拟道具的道具等级高于所述非目标区域中的虚拟道具的道具等级。
- 根据权利要求1至6任一项所述的方法,其特征在于,所述获取第一虚拟角色和第二虚拟角色进行射击战斗的射击结果之前,所述方法还包括:在运行一局射击任务的情况下,在人机交互界面上显示虚拟地图;当检测到虚拟道具获取指令时,控制所述第一虚拟角色进入所述虚拟地图中的目标区域;其中,所述目标区域中预设有多个所述非操控角色。
- 根据权利要求1至6任一项所述的方法,其特征在于,所述方法还包括:在所述第二虚拟角色被所述第一虚拟角色击杀之后,在所述目标区域的随机地点重新生成第二虚拟角色。
- 一种虚拟道具获取装置,其特征在于,所述装置包括:获取单元,用于在运行一局射击任务的情况下,获取第一虚拟角色和第二虚拟角色进行射击战斗的射击结果,所述第二虚拟角色为目标区域中的非操控角色;第一显示单元,用于在所述射击结果为所述第一虚拟角色射杀所述第二虚拟角色的情况下,在与所述第二虚拟角色的位置相匹配的区域处显示虚拟道具,所述虚拟道具的道具等级高于非目标区域中的虚拟道具的道具等级;确定单元,用于在所述第一虚拟角色与所述虚拟道具之间的距离小于第一距离的情况下,将所述虚拟道具添加至与所述第一虚拟角色对应的道具存储空间。
- 根据权利要求11所述的装置,其特征在于,所述获取单元用于 获取第一虚拟角色和第二虚拟角色进行射击战斗的射击结果的方式具体为:所述获取单元,用于获取所述第一虚拟角色与所述第二虚拟角色之间的距离;在所述距离小于第二距离,或者检测到所述第一虚拟角色对所述第二虚拟角色触发射击指令的情况下,确定所述第一虚拟角色和第二虚拟角色进行射击战斗,并获取所述第一虚拟角色和所述第二虚拟角色进行射击战斗的射击结果。
- 根据权利要求12所述的装置,其特征在于,所述获取单元用于获取所述第一虚拟角色与所述第二虚拟角色之间的距离的方式具体为:所述获取单元,用于在检测到所述第一虚拟角色进入所述目标区域的情况下,获取所述第一虚拟角色与所述第二虚拟角色之间的距离,所述目标区域为在运行一局射击任务中的地图上的指定区域,所述目标区域用于获取所述虚拟道具。
- 根据权利要求11所述的装置,其特征在于,所述装置还包括:计时单元,用于在所述射击结果为所述第一虚拟角色射杀所述第二虚拟角色的情况下,在与所述第二虚拟角色的位置相匹配的区域处显示虚拟道具之后,从显示所述虚拟道具的时刻开始计时,获得计时时间;所述确定单元用于在所述第一虚拟角色与所述虚拟道具之间的距离小于所述第一距离的情况下,将所述虚拟道具添加至与所述第一虚拟角色对应的道具存储空间的方式具体为:所述确定单元,用于在所述第一虚拟角色与所述虚拟道具之间的距离小于所述第一距离,且所述计时时间小于目标时间的情况下,将所述虚拟道具添加至与所述第一虚拟角色对应的道具存储空间,并停止计时。
- 根据权利要求14所述的装置,其特征在于,所述装置还包括:控制单元,用于在所述计时时间大于所述目标时间的情况下,控制所述虚拟道具消失。
- 根据权利要求11所述的装置,其特征在于,所述装置还包括:第二显示单元,用于在所述射击结果为所述第一虚拟角色射杀所述第二虚拟角色的情况下,在与所述第二虚拟角色的位置相匹配的区域处显示虚拟道具之后,在所述第一虚拟角色与所述虚拟道具之间的距离小于第三距离的情况下,在与所述虚拟道具的位置相匹配的区域处显示所述虚拟道具的属性信息;所述确定单元用于在所述第一虚拟角色与所述虚拟道具之间的距离小于第一距离的情况下,将所述虚拟道具添加至与所述第一虚拟角色对应的道具存储空间的方式具体为:所述确定单元,用于在接收到针对所述属性信息的确认指令,且所述第一虚拟角色与所述虚拟道具之间的距离小于所述第一距离的情况下,将所述虚拟道具添加至与所述第一虚拟角色对应的道具存储空间。
- 根据权利要求11至16任一项所述的装置,其特征在于,还包括:装备单元,用于在检测到对所述虚拟道具的装备指令的情况下,按照所述虚拟道具对应的装备方式对所述第一虚拟角色进行装备。
- 根据权利要求11至16任一项所述的装置,其特征在于,所述目标区域为虚拟地图中的用于预设多个所述非操控角色的区域;所述虚拟地图还包含非目标区域;所述第二虚拟角色被射杀后显示的所述虚拟道具的道具等级高于所述非目标区域中的虚拟道具的道具等级。
- 一种存储介质,所述存储介质包括存储的程序,其中,所述程序运行时执行上述权利要求1至10任一项中所述的方法。
- 一种电子装置,包括存储器和处理器,其特征在于,所述存储器中存储有计算机程序,所述处理器被设置为通过所述计算机程序执行所述权利要求1至10任一项中所述的方法。
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JP2022518795A JP7345956B2 (ja) | 2019-12-31 | 2020-10-20 | 仮想アイテム取得方法、仮想アイテム取得装置、コンピュータプログラム、及び電子装置 |
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CN112190922A (zh) * | 2020-10-22 | 2021-01-08 | 网易(杭州)网络有限公司 | 虚拟物品的处理方法、装置、存储介质及电子装置 |
CN116920391A (zh) * | 2022-04-12 | 2023-10-24 | 腾讯科技(深圳)有限公司 | 虚拟角色的控制方法和装置、存储介质及电子设备 |
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US20220047948A1 (en) | 2022-02-17 |
KR20220032626A (ko) | 2022-03-15 |
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