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 PDF

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Publication number
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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Prior art keywords
virtual
virtual character
character
item
distance
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PCT/CN2020/122170
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English (en)
French (fr)
Inventor
刘智洪
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腾讯科技(深圳)有限公司
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Publication date
Application filed by 腾讯科技(深圳)有限公司 filed Critical 腾讯科技(深圳)有限公司
Priority to KR1020227005389A priority Critical patent/KR20220032626A/ko
Priority to JP2022518795A priority patent/JP7345956B2/ja
Publication of WO2021135525A1 publication Critical patent/WO2021135525A1/zh
Priority to US17/516,521 priority patent/US20220047948A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing 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
    • 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
    • A63F13/60Generating 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
    • A63F13/69Generating 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • 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
    • A63F2300/50Features 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
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5553Details 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
    • 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
    • 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
    • A63F2300/80Features 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
    • A63F2300/8076Shooting

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

一种虚拟道具获取方法、装置、存储介质及电子装置。该方法包括: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,第二虚拟角色为目标区域中的非操控角色(S201);在射击结果为第一虚拟角色射杀第二虚拟角色的情况下,在与第二虚拟角色的位置相匹配的区域处显示虚拟道具(S202),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;在第一虚拟角色与虚拟道具之间的距离小于第一距离的情况下,将虚拟道具添加至与第一虚拟角色对应的道具存储空间(S203)。

Description

虚拟道具获取方法、装置、存储介质及电子装置
本申请要求于2019年12月31日提交中国专利局,申请号为2019114200078,发明名称为“虚拟道具获取方法、装置、存储介质及电子装置”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请涉及计算机领域,具体而言,涉及一种虚拟道具获取方法、装置、存储介质及电子装置。
背景技术
目前,在移动端射击游戏应用中,玩家获取武器的方式通常是依赖于系统随机生成,例如,系统可以在地图中随机选取一些地点来生成武器,玩家在到达这些地点时可以获取武器。
在实践中发现,由于生成武器的地点具有很大的不确定性,因而玩家难以预测需要到达何处去获取武器,从而导致玩家为了获取武器需要遍历地图上的各个地点。可见,当前在射击游戏中获取武器的方式存在着操作复杂度高的问题。
针对上述的问题,目前尚未提出有效的解决方案。
发明内容
根据本申请的各种实施例,提供了一种虚拟道具获取方法、装置、存储介质及电子装置。
一种虚拟道具获取方法,由电子装置执行,所述方法包括: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,上述第二虚拟角色为目标区域中的非操控角色;在上述射击结果为上述第一虚拟角色射杀上述第二虚拟角色的情况下,在与上述第二虚 拟角色的位置相匹配的区域处显示虚拟道具,上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;在上述第一虚拟角色与上述虚拟道具之间的距离小于第一距离的情况下,将上述虚拟道具添加至与上述第一虚拟角色对应的道具存储空间。
一种虚拟道具获取装置,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,上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,用于在上述射击结果为上述第一虚拟角色射杀上述第二虚拟角色的情况下,在与上述第二虚拟角色的位置相匹配的区域处显示虚拟道具,上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,用于在上述第一虚拟角色与上述虚拟道具之间的距离小于第一距离的情况下,将上述虚拟道具添加至与上述第一虚拟角色对应的道具存储空间。
一种存储介质,该存储介质中存储有计算机程序,其中,所述计算机程序被处理器执行时,使得所述处理器执行以下步骤:
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,上述第二虚拟角色为目标区域中的非操控角色;在上述射击结果为上述第一虚拟角色射杀上述第二虚拟角色的情况下,在与上述第二虚拟角色的位置相匹配的区域处显示虚拟道具,上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;在上述第一虚拟角色与上述虚拟道具之间的距离小于第一距离的情况下,将上述虚拟道具添加至与上述第一虚拟角色对应的道具存储空间。
一种电子装置,包括存储器、处理器及存储在存储器上并可在处理器上运行的计算机程序,所述计算机程序被所述处理器执行时,使得所述处理器执行以下步骤:
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,上述第二虚拟角色为目标区域中的非操控角色;在上述射击结果为上述第一虚拟角色射杀上述第二虚拟角色的情况下,在 与上述第二虚拟角色的位置相匹配的区域处显示虚拟道具,上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;在上述第一虚拟角色与上述虚拟道具之间的距离小于第一距离的情况下,将上述虚拟道具添加至与上述第一虚拟角色对应的道具存储空间。
本申请的一个或多个实施例的细节在下面的附图和描述中提出。本申请的其它特征和优点将从说明书、附图以及权利要求书变得明显。
附图说明
此处所说明的附图用来提供对本申请的进一步理解,构成本申请的一部分,本申请的示意性实施例及其说明用于解释本申请,并不构成对本申请的不当限定。在附图中:
图1是根据本申请实施例的一种可选的虚拟道具获取方法的网络环境的示意图;
图2是根据本申请实施例的一种可选的虚拟道具获取方法的流程图;
图3是根据本申请实施例的一种可选的目标区域的示意图;
图4是根据本申请实施例的另一种可选的目标区域的示意图;
图5是根据本申请实施例的一种可选的虚拟道具的示意图;
图6是根据本申请实施例的一种可选的虚拟道具的属性信息显示的示意图;
图7是根据本申请实施例的一种可选的第二虚拟角色的感应范围的示意图;
图8是根据本申请实施例的一种可选的获取虚拟道具的示意图;
图9是根据本申请实施例的一种可选的虚拟道具获取的流程示意图;
图10是根据本申请实施例的一种可选的虚拟道具获取装置的结构示 意图;
图11是根据本申请实施例的一种可选的电子装置的结构示意图。
具体实施方式
为了使本技术领域的人员更好地理解本申请方案,下面将结合本申请实施例中的附图,对本申请实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本申请一部分的实施例,而不是全部的实施例。基于本申请中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都应当属于本申请保护的范围。
需要说明的是,本申请的说明书和权利要求书及上述附图中的术语“第一”、“第二”等是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便这里描述的本申请的实施例能够以除了在这里图示或描述的那些以外的顺序实施。此外,术语“包括”和“具有”以及他们的任何变形,意图在于覆盖不排他的包含,例如,包含了一系列步骤或单元的过程、方法、系统、产品或设备不必限于清楚地列出的那些步骤或单元,而是可包括没有清楚地列出的或对于这些过程、方法、产品或设备固有的其它步骤或单元。
根据本申请实施例的一个方面,提供了一种虚拟道具获取方法,可选地,作为一种可选的实施方式,上述虚拟道具获取方法可以但不限于应用于如图1所示的网络环境中的虚拟道具获取系统中,该虚拟道具获取系统包括用户设备102、网络110及服务器112。假设用户设备102中安装有游戏应用的客户端(如图1所示为射击类游戏应用客户端),其中,用户设备102中包括人机交互屏幕104,处理器106及存储器108。人机交互屏幕104用于通过与上述客户端对应的人机交互接口检测人机交互操作(如触摸操作、按压操作等);处理器106,用于根据人机交互操作生成对应的操作指令,并响应该操作指令,如响应触摸操作生成对应的射击指令,用以响应该射击指令控制虚拟角色执行射击操作。存储器108用于存储上 述操作指令。具体的,请参照步骤S101至步骤S108。
S101,在运行一局射击任务的情况下,用户设备102获取第一虚拟角色和第二虚拟角色进行射击战斗的射击信息,第二虚拟角色为目标区域中的非操控角色;
本申请实施例中,非操控角色指的是非玩家控制的角色,并且非操控角色的行为由游戏程序控制。
S102,用户设备102将射击信息发送给网络110;
S103,网络110将射击信息发送给服务器112;
S104,服务器112根据射击信息确定第一虚拟角色和第二虚拟角色进行射击战斗的射击结果;
S105,服务器112将射击结果发送给网络110;
S106,网络110将射击结果发送给用户设备102;
S107,在射击结果为第一虚拟角色射杀第二虚拟角色的情况下,用户设备102在与第二虚拟角色的位置相匹配的区域处显示虚拟道具,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;
S108,在第一虚拟角色与虚拟道具之间的距离小于第一距离的情况下,用户设备102将虚拟道具添加至与第一虚拟角色对应的道具存储空间。
本申请实施例中,人机交互屏幕102上呈现有人机交互界面,用户可以通过对人机交互界面的触控操作进行人机交互,通过人机交互屏幕102可以接收用户的触摸操作,例如,用户可以点击人机交互界面中的移动按键,控制第一虚拟角色移动,又或者,用户还可以点击人机交互界面中的射击按键,控制第一虚拟角色进行射击,并且,在运行一局射击任务的情况下,人机交互界面上还可以显示与第一虚拟角色进行射击战斗的第二虚拟角色,第二虚拟角色可以为非操控角色,该第二虚拟角色能够向第一虚拟角色发出攻击,控制第一虚拟角色的玩家可以通过点击人机交互界面上的射击按键来控制第一虚拟角色射击第二虚拟角色,进一步的,处理器106 可以获取第一虚拟角色和第二虚拟角色进行射击战斗的战斗信息,战斗信息可以包括但不限于第一虚拟角色向第二虚拟角色进行攻击的类别以及相应次数、第二虚拟角色向第一虚拟角色进行攻击的类别及相应次数、第一虚拟角色的生命数值和第二虚拟角色的生命数值等,处理器106通过网络110将上述射击信息发送给服务器112。服务器112中包括数据库114及处理引擎116。其中,数据库114可以用于存储每一攻击类别及相应的攻击数值等,本申请实施例中不做限定。处理器引擎116用于根据接收到的射击信息,确定第一虚拟角色和第二虚拟角色进行射击战斗的射击结果,具体的,处理器引擎116确定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可以为:确定第一虚拟角色向第二虚拟角色进行攻击的每一攻击类别对应的攻击数值;将每一攻击数值乘上相应的该攻击类别对应的攻击次数,获得所有乘积之和,将该乘积之和确定为第一虚拟角色向第二虚拟角色的攻击总数值;同理可获得第二虚拟角色向第一虚拟角色的攻击总数值;如果第一虚拟角色向第二虚拟角色的攻击总数值大于第二虚拟角色的生命数值,则确定射击结果为第一虚拟角色射杀第二虚拟角色;如果第二虚拟角色向第一虚拟角色的攻击总数值大于第一虚拟角色的生命数值,则确定射击结果为第二虚拟角色射杀第二虚拟角色。进一步地,服务器112还可以将射击结果通过网络110发送给用户设备102,在射击结果为第一虚拟角色射杀第二虚拟角色的情况下,用户设备102在与第二虚拟角色的位置相匹配的区域处显示虚拟道具,该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,进一步地,用户设备102还可以获取第一虚拟角色的位置和虚拟道具的位置,如果第一虚拟角色与虚拟道具之间的距离小于第一距离,可以将虚拟道具添加至第一虚拟角色对应的道具存储空间,从而实现了虚拟道具的自动拾取。
在本申请实施例中,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,第二虚拟角色为目标区域中的非操控角色;在射击结果为第一虚拟角色射杀第二虚拟角色的情况下,在与第二虚拟角色的位置相匹配的区域处显示虚拟道具,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;在第一虚拟角色与虚拟道 具之间的距离小于第一距离的情况下,将虚拟道具添加至与第一虚拟角色对应的道具存储空间。这一过程可以通过在目标区域射杀第二虚拟角色来获取虚拟道具,无需遍历地图寻找随机生成的虚拟道具,只需前往确定的目标区域射杀第二虚拟角色即可获取虚拟道具,降低了获取虚拟道具的操作复杂度。
需要说明的是,上述方法步骤可以但不限于应用于图1所示虚拟道具获取系统中,通过用户设备102和服务器112之间的数据交互完成,也可以但不限于应用于图1所示用户设备102中,由用户设备102独立完成。上述仅是示例,本实施例中对此不作任何限定。
可选地,在本实施例中,上述用户设备可以但不限于为手机、平板电脑、笔记本电脑、PC机等支持运行应用客户端的计算机设备。上述服务器和用户设备可以但不限于通过网络实现数据交互,上述网络可以包括但不限于无线网络或有线网络。其中,该无线网络包括:蓝牙、WIFI及其他实现无线通信的网络。上述有线网络可以包括但不限于:广域网、城域网、局域网。上述仅是一种示例,本实施例中对此不作任何限定。
可选地,作为一种可选的实施方式,如图2所示,上述操作控制方法包括:
S201,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,第二虚拟角色为目标区域中的非操控角色;
S202,在射击结果为第一虚拟角色射杀第二虚拟角色的情况下,在与第二虚拟角色的位置相匹配的区域处显示虚拟道具。
该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;
S203,在第一虚拟角色与虚拟道具之间的距离小于第一距离的情况下,将虚拟道具添加至与第一虚拟角色对应的道具存储空间。
可选地,在本实施例中,上述虚拟道具获取方法可以但不限于应用于 游戏应用中,如射击类游戏应用,在射击类游戏应用的游戏场景中,在运行一局射击任务的情况下,玩家需要获取用于增强其控制的第一虚拟角色的武器实力的虚拟道具,通常的,玩家可以控制第一虚拟角色遍历地图寻找虚拟道具并完成捡拾,以此来获取虚拟道具。此外,在地图中可以设置用于获取虚拟道具的目标区域,目标区域可以为地图中的某一个指定区域,目标区域也可以为地图中的多个指定区域,本申请实施例中不做限定。在目标区域中,预设有多个非操控角色,也即是第二虚拟角色。玩家需要获取虚拟道具时,即可前往目标区域,并与目标区域中的第二虚拟角色进行射击战斗,玩家可以控制第一虚拟角色向第二虚拟角色进行射击,或者控制第一虚拟角色向第二虚拟角色发出某些攻击技能等,第二虚拟角色可以按照预设的程序向第一虚拟角色发出攻击,以此实现人机对战,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,射击结果可以为第一虚拟角色射杀第二虚拟角色的结果,也可以为第二虚拟角色射杀第一虚拟角色的结果,在第一虚拟角色射杀第二虚拟角色的情况下,可以控制第二虚拟角色消失,也可以控制第二虚拟角色倒地,并在第二虚拟角色的位置相匹配的区域处显示虚拟道具。其中,虚拟道具为随机生成的用于强化武器的道具,显示的虚拟道具的数量可以为一个,也可以为多个,本申请实施例中不做限定。可选的,显示的虚拟道具的数量也可以随机生成。并且,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,从而使得玩家可以通过在目标区域击杀第二虚拟角色来获取更强的武器。在显示虚拟道具之后,玩家可以控制第一虚拟角色靠近虚拟道具,当第一虚拟角色与虚拟道具之间的距离小于第一距离时,可以将虚拟道具添加至第一虚拟角色对应的道具存储空间,以便于第一虚拟角色从道具存储空间中获取并使用虚拟道具。
本申请实施例中,第一虚拟角色可以为玩家控制的角色,第二虚拟角色可以为非操控角色,其中,第二虚拟角色具体可以为僵尸、怪物等形态,本申请实施例中不做限定。目标区域为用于通过击杀第二虚拟角色获取虚拟道具的区域,在目标区域中,可以预先设置有若干第二虚拟角色,可选的,在存在第二虚拟角色被击杀之后,可以控制在目标区域的随机地点生 成第二虚拟角色,以此保证目标区域中存在源源不断的第二虚拟角色供玩家控制的第一虚拟角色进行射杀。在第一虚拟角色和第二虚拟角色进行射击战斗的情况下,可以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,射击结果可以包括但不限于第一虚拟角色射杀第二虚拟角色的结果、第二虚拟角色射杀第一虚拟角色的结果等,本申请实施例中不做限定。进一步地,在射击结果第一虚拟角色射杀第二虚拟角色的情况下,可以在与第二虚拟角色的位置相匹配的区域处显示虚拟道具,也即是,在第二虚拟角色附近显示虚拟道具。虚拟道具可以为用于强化射击武器的道具,可以包括但不限于枪支、弹药等。其中,每一虚拟道具对应有相应的道具等级,道具等级越高,说明该虚拟道具的性能越强大,玩家在目标区域通过射杀第二虚拟角色获得的虚拟道具的道具等级要高于玩家在非目标区域随机拾取的虚拟道具,也即是,这一方式获取的虚拟道具更强。在显示虚拟道具之后,玩家可以控制第一虚拟角色向虚拟道具的位置移动,在第一虚拟角色靠近虚拟道具之后,可以实现自动拾取虚拟道具,也即是,在第一虚拟角色和虚拟道具之间的距离小于第一距离的情况下,可以将虚拟道具添加至第一虚拟角色对应的道具存储空间。其中,道具存储空间为虚拟角色存放道具的空间,在虚拟角色可以使用道具存储空间中的道具,所以第一虚拟角色拾取虚拟道具时即将虚拟道具添加至第一虚拟角色对应的道具存储空间,以便后续第一虚拟角色使用该虚拟道具。可选的,第一虚拟角色对应的道具存储空间可以为一个,也可以为多个,本申请实施例中不做限定。在第一虚拟角色对应的道具存储空间为多个的情况下,可以将虚拟道具添加至第一虚拟角色对应的且与虚拟道具的类型匹配的道具存储空间,例如,在虚拟道具为枪支的情况下,可以将虚拟道具添加至第一虚拟角色对应的第一道具存储空间,在虚拟道具为弹药的情况下,可以将虚拟道具添加至第一虚拟角色对应的第二道具存储空间。
作为一种可选的实施方式,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可以包括:
S1,获取第一虚拟角色与第二虚拟角色之间的距离;
S2,在距离小于第二距离,或者检测到第一虚拟角色对第二虚拟角色触发射击指令的情况下,确定第一虚拟角色和第二虚拟角色进行射击战斗,并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。
本申请实施例中,第一虚拟角色和第二虚拟角色之间的距离如果小于第二距离,或者第一虚拟角色对第二虚拟角色触发射击指令,确定第一虚拟角色和第二虚拟角色进行射击战斗,并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,其中,第二距离可以与第一距离数值相同,也可以与第一距离数值不同,本申请实施例中不做限定。
通过实施这种可选的实施方式,可以在第一虚拟角色与第二虚拟角色之间的距离小于第二距离的时候确定第一虚拟角色和第二虚拟角色进行射击战斗,也可以在第一虚拟角色对第二虚拟角色触发射击指令的时候确定第一虚拟角色和第二虚拟角色进行射击战斗,在第一虚拟角色和第二虚拟角色进行射击战斗时,第二虚拟角色可以按照预设攻击程序对第一虚拟角色进行攻击,第一虚拟角色可以根据玩家的触控操作所触发的控制指令对第二虚拟角色进行攻击,以此获得射击结果。这一过程可以在第一虚拟角色进入第二虚拟角色的检测范围内或者第一虚拟角色对第二虚拟角色进行攻击的情况下,确定第一虚拟角色和第二虚拟角色进行射击战斗,确定进入战斗的方式符合战斗习惯,提高了确定进行射击战斗的真实性。
作为一种可选的实施方式,获取第一虚拟角色与第二虚拟角色之间的距离可以包括:
在检测到第一虚拟角色进入目标区域的情况下,获取第一虚拟角色与第二虚拟角色之间的距离,目标区域为在运行一局射击任务中的地图上的指定区域,目标区域用于获取虚拟道具。
本申请实施例中,运行一局射击任务时,可以在人机交互界面上显示虚拟地图,虚拟地图用于表示玩家可以控制虚拟角色活动的地点,目标区域即为虚拟地图上的指定区域,玩家可以通过进入目标区域射杀第二虚拟角色获取虚拟道具。
通过实施这种可选的实施方式,可以在第一虚拟角色进入目标区域的情况下获取第一虚拟角色和第二虚拟角色之间的距离,由于目标区域为地图上的指定的用于获取虚拟道具的区域,所以在第一虚拟角色进入该目标区域可以获取其与第二虚拟角色之间的距离,以此作为后续判断第一虚拟角色和第二虚拟角色进入战斗的依据,提高了战斗情况判断的可靠性。
作为一种可选的实施方式,在射击结果为第一虚拟角色射杀第二虚拟角色的情况下,在与第二虚拟角色的位置相匹配的位置处显示虚拟道具之后,还可以执行以下步骤:
从显示虚拟道具的时刻开始计时,获得计时时间;
上述在第一虚拟角色与虚拟道具之间的距离小于第一距离的情况下,将虚拟道具添加至与第一虚拟角色对应的道具存储空间可以包括:
在第一虚拟角色与虚拟道具之间的距离小于第一距离,且计时时间小于目标时间的情况下,将虚拟道具添加至与第一虚拟角色对应的道具存储空间,并停止计时。
本申请实施例中,可以从显示虚拟道具的时刻开始计时,在第一虚拟角色与虚拟道具之间的距离小于第一距离并且计时时间小于目标时间时,才将虚拟道具添加至第一虚拟角色对应的道具存储空间,并停止计时。
通过实施这种可选的实施方式,可以在显示虚拟道具后开始计时,如果不超过计时并且第一虚拟角色与虚拟道具之间的距离小于第一距离,则将虚拟道具添加至第一虚拟角色对应的道具存储空间。这一过程可以增加虚拟道具的计时显示功能,提高第一虚拟角色获取虚拟道具的及时性。
作为一种可选的实施方式,还可以执行以下步骤:
在计时时间大于目标时间的情况下,控制虚拟道具消失。
通过实施这种可选的实施方式,可以在虚拟道具显示一定时间之后,控制虚拟道具消失,在虚拟道具消失之后,即使第一虚拟角色靠近虚拟道具的位置,也无法拾取虚拟道具,进一步提高了第一虚拟角色获取虚拟道 具的及时性。
作为一种可选的实施方式,在射击结果为第一虚拟角色射杀第二虚拟角色的情况下,在与第二虚拟角色的位置相匹配的区域处显示虚拟道具之后,还可以执行以下步骤:
在第一虚拟角色与虚拟道具之间的距离小于第三距离的情况下,在与虚拟道具的位置相匹配的区域处显示虚拟道具的属性信息;
上述在第一虚拟角色与虚拟道具之间的距离小于第一距离的情况下,将虚拟道具添加至与第一虚拟角色对应的道具存储空间包括:
在接收到针对属性信息的确认指令,且第一虚拟角色与虚拟道具之间的距离小于第一距离的情况下,将虚拟道具添加至与第一虚拟角色对应的道具存储空间。
本申请实施例中,第三距离可以与第一距离相同,也可以与第一距离不相同,如果第三距离大于第一距离,则在第一虚拟角色向虚拟道具移动的过程中,可以先显示虚拟道具的属性信息,如果玩家选择不拾取该虚拟道具,可以停止向虚拟道具移动。又或者,在显示的虚拟道具的属性信息上具有选择按键,玩家可以通过点击取消选择按键来取消拾取该虚拟道具,此时玩家即使继续向虚拟道具移动至与虚拟道具的距离小于第一距离,也不拾取虚拟道具。此时,如果玩家未点击取消选择按键,则确定接收到针对属性信息的确认指令,此时玩家继续向虚拟道具移动至与虚拟道具的距离小于第一距离,即可拾取虚拟道具。
通过实施这种可选的实施方式,可以在第一虚拟角色与虚拟道具之间的距离小于第三距离的情况下,显示虚拟道具的属性信息,以使玩家根据属性信息选择是否拾取该虚拟道具,具体的,在接收到针对属性信息的确认指令的前提下,如果第一虚拟角色与虚拟道具之间的距离小于第一距离,则拾取该虚拟道具,可以理解的是,如果在接收到针对属性信息的取消指令的前提下,如果第一虚拟角色与虚拟道具之间的距离小于第一距离,也不拾取该虚拟道具。这一过程提高了对虚拟道具拾取的选择自由程度,可 以根据玩家需求选择是否拾取虚拟道具,虚拟道具的获取更加灵活。
作为一种可选的实施方式,在将虚拟道具添加至与第一虚拟角色对应的道具存储空间之后,还可以执行以下步骤:
在检测到对虚拟道具的装备指令的情况下,按照虚拟道具对应的装备方式对第一虚拟角色进行装备。
本申请实施例中,如果虚拟道具为枪支,虚拟道具对应的装备方式即为将第一虚拟角色持有的枪支进行更新,如果虚拟道具为弹药,虚拟道具对应的装备方式即为将弹药装入第一虚拟角色持有的枪支中。
通过实施这种可选的实施方式,可以在将虚拟道具添加至第一虚拟角色对应的道具存储空间之后,根据装备指令对第一虚拟角色进行装备,以此实现虚拟道具的使用。
请参阅图3,图3是一种可选的目标区域的示意图,如图3所示,第一虚拟角色302进入了目标区域,目标区域中具有若干第二虚拟角色301,在图3中,第二虚拟角色301可以为僵尸形态。此外,目标区域可以设置为视野较为广阔,比较平坦的区域,此时,第二虚拟角色301更容易为玩家观察到,从而便于玩家控制第一虚拟角色302射杀第二虚拟角色301。玩家可以通过控制第一虚拟角色302进行射击来对第二虚拟角色301进行攻击,在第一虚拟角色302将第二虚拟角色301射杀的情况下,会出现虚拟道具供玩家拾取。可选的,第一虚拟角色302的移动速度可以高于第二虚拟角色301,从而使得降低第一虚拟角色302射杀第二虚拟角色301的难度,进一步降低操作复杂度。进一步地,请参阅图4,图4是另一种可选的目标区域的示意图,如图4所示,在运行射击任务的地图中,预先设置了三个地点作为目标区域,也即是图4所示的巴士站、汽车餐厅和枯木林,在这三个地点可以预先设置有第二虚拟角色,玩家可以控制第一虚拟角色前往这三个地点与第二虚拟角色进行射击战斗。
请参阅图5,图5是一种可选的虚拟道具的示意图,如图5所示,在第一虚拟角色射杀第二虚拟角色的情况下,可以在第二虚拟角色的位置相 匹配的区域显示虚拟道具,可选的,如图5所示,在第二虚拟角色被射杀之后,可以控制第二虚拟角色消失,并在第二虚拟角色的位置相匹配的区域显示虚拟道具501,可选的,在显示虚拟道具501时可以采取特效显示的方式,如图5所示,在虚拟道具501显示时,在虚拟道具501的附近显示一条光束,可选的,在虚拟道具501显示时也可以不使用特效,又或者,在虚拟道具501显示时,也可以采用其他特效形式,本申请实施例中不做限定。请参阅图6,图6是一种可选的虚拟道具的属性信息显示的示意图,如图6所示,虚拟道具为弹夹,虚拟弹夹的属性信息可以显示其适用的子弹类型,也即是,适用于45ACP子弹,还可以显示其适用的枪支类型,如适用手枪。玩家可以通过虚拟道具的属性信息确定是否需要拾取虚拟道具,满足玩家的多种需求。
请参阅图7,图7是一种第二虚拟角色的感应范围的示意图,如图7所示,图7中的圆形区域即为第二虚拟角色701的感应范围,具体的,该感应范围是以第二虚拟角色701为中心,以预设距离为半径的圆形区域,不同的第二虚拟角色的位置不同,其对应的感应范围也不同。当第一虚拟角色进入该感应范围,第二虚拟角色会自动向第一虚拟角色发起攻击,当第一虚拟角色未进入该感应范围,但是第一虚拟角色向第二虚拟角色发起攻击,第二虚拟角色也会自动向第一虚拟角色发起攻击,当第一虚拟角色未进入该感应范围并且未向第二虚拟角色发起攻击,第二虚拟角色不会向第一虚拟角色发起攻击。请参阅图8,图8是一种获取虚拟道具的示意图,虚拟道具802周围具有碰撞检测盒子803,在第一虚拟角色801周围也具有碰撞检测盒子,在第一虚拟角色801的碰撞检测盒子和碰撞检测盒子803接触的时候,可以控制第一虚拟角色801自动拾取虚拟道具802。
请参阅图9,图9是一种虚拟道具获取的流程示意图,如图9所示,可以执行以下步骤:
S901,第一虚拟角色进入僵尸区域;
S902,判断是否出现僵尸,如果是,执行步骤S903,如果否,继续执行步骤S902;
S903,控制僵尸移动;
S904,判断第一虚拟角色是否处于僵尸感应范围,如果是,执行步骤S906,如果否,执行步骤S905;
S905,判断第一虚拟角色是否攻击僵尸,如果是,执行步骤S906,如果否,继续执行步骤S905;
S906,控制僵尸追击第一虚拟角色;
S907,判断第一虚拟角色是否击杀僵尸,如果是,执行步骤S908,如果否,继续执行步骤S907;
S908,控制僵尸掉落虚拟道具;
S909,判断第一虚拟角色是否靠近虚拟道具,如果是,执行步骤S910,如果否,继续执行步骤S909;
S910,自动拾取虚拟道具。
本申请实施例中,第二虚拟角色的形态可以为僵尸形态,僵尸区域即为目标区域,在目标区域中具有大量的第二虚拟角色,也即是,在僵尸区域具有大量的僵尸,在第一虚拟角色进入僵尸区域之后,由于僵尸区域的僵尸处于随机移动状态,在僵尸移动至第一虚拟角色的视野范围内时,可以控制僵尸继续移动,可选的,可以控制僵尸朝向第一虚拟角色移动,如果第一虚拟角色处于僵尸感应范围,则僵尸会锁定第一虚拟角色进行攻击,如果第一虚拟角色未处于僵尸感应范围,但是第一虚拟角色攻击僵尸,此时僵尸也会锁定第一虚拟角色进行攻击,如果第一虚拟角色击杀僵尸,则可以控制僵尸掉落虚拟道具,如果第一虚拟角色靠近虚拟道具,则可以自动拾取虚拟道具,也即是将虚拟道具添加至第一虚拟角色对应的道具存储空间。
可选地,在本实施例中,该游戏应用可以为多人在线战术竞技游戏(Multiplayer Online Battle Arena简称为MOBA)应用,或者还可以为单人游戏(Single-Player Game简称为SPG)应用。上述游戏应用的类型可 以包括但不限于以下至少之一:二维(Two Dimension,简称2D)游戏应用、三维(Three Dimension,简称3D)游戏应用、虚拟现实(Virtual Reality,简称VR)游戏应用、增强现实(Augmented Reality,简称AR)游戏应用、混合现实(Mixed Reality,简称MR)游戏应用。以上只是一种示例,本实施例对此不作任何限定。
此外,上述射击游戏应用可以为第三人称射击游戏(Third Person Shooting Game,简称TPS)应用,如除当前玩家所控制的虚拟角色之外的第三方角色对象的视角来运行该射击游戏应用,还可以为第一人称射击游戏(First Person Shooting Game,简称FPS)应用,如以当前玩家所控制的虚拟角色的视角来运行该射击游戏应用。对应的,上述在游戏任务运行过程中产生声音的音源虚拟对象可以但不限于:玩家通过各个游戏应用客户端所控制的虚拟角色(也可称作玩家角色)、非玩家角色(Non-Player Character,简称NPC)、通过上述虚拟角色控制的道具对象(如枪支等)、通过上述虚拟角色控制的载具对象(如车辆等)。上述仅为示例,本实施例中对此不作任何限定。
需要说明的是,对于前述的各方法实施例,为了简单描述,故将其都表述为一系列的动作组合,但是本领域技术人员应该知悉,本申请并不受所描述的动作顺序的限制,因为依据本申请,某些步骤可以采用其他顺序或者同时进行。其次,本领域技术人员也应该知悉,说明书中所描述的实施例均属于优选实施例,所涉及的动作和模块并不一定是本申请所必须的。
图1-2、9为一个实施例中虚拟道具获取方法的流程示意图。应该理解的是,虽然图1-2、9的流程图中的各个步骤按照箭头的指示依次显示,但是这些步骤并不是必然按照箭头指示的顺序依次执行。除非本文中有明确的说明,这些步骤的执行并没有严格的顺序限制,这些步骤可以以其它的顺序执行。而且,图1-2、9中的至少一部分步骤可以包括多个子步骤或者多个阶段,这些子步骤或者阶段并不必然是在同一时刻执行完成,而是可以在不同的时刻执行,这些子步骤或者阶段的执行顺序也不必然是依次进行,而是可以与其它步骤或者其它步骤的子步骤或者阶段的至少一部 分轮流或者交替地执行。
根据本申请实施例的另一个方面,还提供了一种用于实施上述虚拟道具获取方法的虚拟道具获取装置。如图10所示,该装置包括:
获取单元1001,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,第二虚拟角色为目标区域中的非操控角色;
第一显示单元1002,用于在射击结果为第一虚拟角色射杀第二虚拟角色的情况下,在与第二虚拟角色的位置相匹配的区域处显示虚拟道具,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1003,用于在第一虚拟角色与虚拟道具之间的距离小于第一距离的情况下,将虚拟道具添加至与第一虚拟角色对应的道具存储空间。
在本申请实施例中,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,第二虚拟角色为目标区域中的非操控角色;在射击结果为第一虚拟角色射杀第二虚拟角色的情况下,在与第二虚拟角色的位置相匹配的区域处显示虚拟道具,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;在第一虚拟角色与虚拟道具之间的距离小于第一距离的情况下,将虚拟道具添加至与第一虚拟角色对应的道具存储空间。这一过程可以通过在目标区域射杀第二虚拟角色来获取虚拟道具,无需遍历地图寻找随机生成的虚拟道具,只需前往确定的目标区域射杀第二虚拟角色即可获取虚拟道具,降低了获取虚拟道具的操作复杂度。
作为一种可选的实施方式,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:
获取单元,用于获取第一虚拟角色与第二虚拟角色之间的距离;在距离小于第二距离,或者检测到第一虚拟角色对第二虚拟角色触发射击指令 的情况下,确定第一虚拟角色和第二虚拟角色进行射击战斗,并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。
作为一种可选的实施方式,获取单元用于获取第一虚拟角色与第二虚拟角色之间的距离的方式具体为:
获取单元,用于在检测到第一虚拟角色进入目标区域的情况下,获取第一虚拟角色与第二虚拟角色之间的距离,目标区域为在运行一局射击任务中的地图上的指定区域,目标区域用于获取虚拟道具。
作为一种可选的实施方式,上述装置还可以包括:
计时单元,用于在射击结果为第一虚拟角色射杀第二虚拟角色的情况下,在与第二虚拟角色的位置相匹配的区域处显示虚拟道具之后,从显示虚拟道具的时刻开始计时,获得计时时间;
确定单元用于在第一虚拟角色与虚拟道具之间的距离小于第一距离的情况下,将虚拟道具添加至与第一虚拟角色对应的道具存储空间的方式具体为:
确定单元,用于在第一虚拟角色与虚拟道具之间的距离小于第一距离,且计时时间小于目标时间的情况下,将虚拟道具添加至与第一虚拟角色对应的道具存储空间,并停止计时。
作为一种可选的实施方式,上述装置还可以包括:
控制单元,用于在计时时间大于目标时间的情况下,控制虚拟道具消失。
作为一种可选的实施方式,上述装置还可以包括:第二显示单元,用于在射击结果为第一虚拟角色射杀第二虚拟角色的情况下,在与第二虚拟角色的位置相匹配的区域处显示虚拟道具之后,在第一虚拟角色与虚拟道具之间的距离小于第三距离的情况下,在与虚拟道具的位置相匹配的区域处显示虚拟道具的属性信息;
确定单元用于在第一虚拟角色与虚拟道具之间的距离小于第一距离 的情况下,将虚拟道具添加至与第一虚拟角色对应的道具存储空间的方式具体为:
确定单元,用于在接收到针对属性信息的确认指令,且第一虚拟角色与虚拟道具之间的距离小于第一距离的情况下,将虚拟道具添加至与第一虚拟角色对应的道具存储空间。
作为一种可选的实施方式,上述装置还可以包括:装备单元,用于在将虚拟道具添加至与第一虚拟角色对应的道具存储空间之后,在检测到对虚拟道具的装备指令的情况下,按照虚拟道具对应的装备方式对第一虚拟角色进行装备。
根据本申请实施例的又一个方面,还提供了一种用于实施上述操作控制方法的电子装置,如图11所示,该电子装置包括存储器1102和处理器1104,该存储器1102中存储有计算机程序,该处理器1104被设置为通过计算机程序执行上述任一项方法实施例中的步骤。
可选地,在本实施例中,上述电子装置可以是位于计算机网络的多个网络设备中的至少一个网络设备,如图1中的用户设备和服务器中的至少一个。
可选地,在本实施例中,上述处理器可以被设置为通过计算机程序执行以下步骤:
S1,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,第二虚拟角色为目标区域中的非操控角色;
S2,在射击结果为第一虚拟角色射杀第二虚拟角色的情况下,在与第二虚拟角色的位置相匹配的区域处显示虚拟道具,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;
S3,在第一虚拟角色与虚拟道具之间的距离小于第一距离的情况下,将虚拟道具添加至与第一虚拟角色对应的道具存储空间。
可选地,本领域普通技术人员可以理解,图11所示的结构仅为示意,电子装置也可以是智能手机(如Android手机、iOS手机等)、平板电脑、掌上电脑以及移动互联网设备(Mobile Internet Devices,MID)、PAD等终端设备。图11其并不对上述电子装置的结构造成限定。例如,电子装置还可包括比图11中所示更多或者更少的组件(如网络接口等),或者具有与图11所示不同的配置。
其中,存储器1102可用于存储软件程序以及模块,如本申请实施例中的虚拟道具获取方法和装置对应的程序指令/模块,处理器1104通过运行存储在存储器1102内的软件程序以及模块,从而执行各种功能应用以及数据处理,即实现上述的操作控制方法。存储器1102可包括高速随机存储器,还可以包括非易失性存储器,如一个或者多个磁性存储装置、闪存、或者其他非易失性固态存储器。在一些实例中,存储器1102可进一步包括相对于处理器1104远程设置的存储器,这些远程存储器可以通过网络连接至终端。上述网络的实例包括但不限于互联网、企业内部网、局域网、移动通信网及其组合。其中,存储器1102具体可以但不限于用于存储操作指令、第一状态的状态信息(如第一能量值)及第二状态的状态信息(如第二能量值)等信息。作为一种示例,如图11所示,上述存储器1102中可以但不限于包括上述操作控制装置中的获取单元1001、第一显示单元1002和确定单元1003。此外,还可以包括但不限于上述虚拟道具获取装置中的其他模块单元,本示例中不再赘述。
可选地,上述的传输装置1106用于经由一个网络接收或者发送数据。上述的网络具体实例可包括有线网络及无线网络。在一个实例中,传输装置1106包括一个网络适配器(Network Interface Controller,NIC),其可通过网线与其他网络设备与路由器相连从而可与互联网或局域网进行通讯。在一个实例中,传输装置1106为射频(Radio Frequency,RF)模块,其用于通过无线方式与互联网进行通讯。
此外,上述电子装置还包括:显示器1108,用于显示虚拟道具;和连接总线1110,用于连接上述电子装置中的各个模块部件。
根据本申请的实施例的又一方面,还提供了一种存储介质,该存储介质中存储有计算机程序,其中,该计算机程序被设置为运行时执行上述任一项方法实施例中的步骤。
可选地,在本实施例中,上述存储介质可以被设置为存储用于执行以下步骤的计算机程序:
S1,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,第二虚拟角色为目标区域中的非操控角色;
S2,在射击结果为第一虚拟角色射杀第二虚拟角色的情况下,在与第二虚拟角色的位置相匹配的区域处显示虚拟道具,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;
S3,在第一虚拟角色与虚拟道具之间的距离小于第一距离的情况下,将虚拟道具添加至与第一虚拟角色对应的道具存储空间。
可选地,在本实施例中,本领域普通技术人员可以理解实现上述实施例方法中的全部或部分流程,是可以通过计算机程序来指令相关的硬件来完成,所述的程序可存储于一非易失性计算机可读取存储介质中,该程序在执行时,可包括如上述各方法的实施例的流程。其中,本申请所提供的各实施例中所使用的对存储器、存储、数据库或其它介质的任何引用,均可包括非易失性和/或易失性存储器。非易失性存储器可包括只读存储器(ROM)、可编程ROM(PROM)、电可编程ROM(EPROM)、电可擦除可编程ROM(EEPROM)或闪存。易失性存储器可包括随机存取存储器(RAM)或者外部高速缓冲存储器。作为说明而非局限,RAM以多种形式可得,诸如静态RAM(SRAM)、动态RAM(DRAM)、同步DRAM(SDRAM)、双数据率SDRAM(DDRSDRAM)、增强型SDRAM(ESDRAM)、同步链路(Synchlink)DRAM(SLDRAM)、存储器总线(Rambus)直接RAM(RDRAM)、直接存储器总线动态RAM(DRDRAM)、以及存储器总线动态RAM(RDRAM)等。
上述本申请实施例序号仅仅为了描述,不代表实施例的优劣。
上述实施例中的集成的单元如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在上述计算机可读取的存储介质中。基于这样的理解,本申请的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的全部或部分可以以软件产品的形式体现出来,该计算机软件产品存储在存储介质中,包括若干指令用以使得一台或多台计算机设备(可为个人计算机、服务器或者网络设备等)执行本申请各个实施例方法的全部或部分步骤。
在本申请的上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。
在本申请所提供的几个实施例中,应该理解到,所揭露的客户端,可通过其它的方式实现。其中,以上所描述的装置实施例仅仅是示意性的,例如单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,例如多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,单元或模块的间接耦合或通信连接,可以是电性或其它的形式。
作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本申请各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。上述集成的单元既可以采用硬件的形式实现,也可以采用软件功能单元的形式实现。
以上仅是本申请的优选实施方式,应当指出,对于本技术领域的普通技术人员来说,在不脱离本申请原理的前提下,还可以做出若干改进和润饰,这些改进和润饰也应视为本申请的保护范围。

Claims (20)

  1. 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。
  2. 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。
  3. 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。
  4. 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。
  5. 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。
  6. 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。
  7. 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。
  8. 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。
  9. 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。
  10. 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。
  11. 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。
  12. 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。
  13. 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。
  14. 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。
  15. 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。
  16. 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。
  17. 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。
  18. 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。
  19. 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。
  20. 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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