WO2023173644A1 - 虚拟资源转移方法、装置、设备和存储介质 - Google Patents

虚拟资源转移方法、装置、设备和存储介质 Download PDF

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Publication number
WO2023173644A1
WO2023173644A1 PCT/CN2022/107688 CN2022107688W WO2023173644A1 WO 2023173644 A1 WO2023173644 A1 WO 2023173644A1 CN 2022107688 W CN2022107688 W CN 2022107688W WO 2023173644 A1 WO2023173644 A1 WO 2023173644A1
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Prior art keywords
game
target
virtual resource
virtual
storage system
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PCT/CN2022/107688
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English (en)
French (fr)
Inventor
傅婧仪
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网易(杭州)网络有限公司
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Priority to JP2023536475A priority Critical patent/JP2024516474A/ja
Publication of WO2023173644A1 publication Critical patent/WO2023173644A1/zh

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/44Arrangements for executing specific programs
    • G06F9/451Execution arrangements for user interfaces
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T17/00Three dimensional [3D] modelling, e.g. data description of 3D objects

Definitions

  • the present disclosure relates to the technical field of electronic games, and specifically, to a virtual resource transfer method, device, equipment and storage medium.
  • the purpose of the embodiments of the present disclosure is to provide a virtual resource transfer method, device, equipment and storage medium.
  • players in the game can use the target prop to transfer their target virtual resources picked up from their backpacks in advance anytime and anywhere.
  • the virtual resources no longer occupy the internal storage system space, thereby saving the resources of the internal storage system, improving computer processing efficiency, and improving the current The smoothness of the game.
  • the first aspect of the embodiments of the present disclosure provides a virtual resource transfer method, which includes: displaying an intra-game game interface corresponding to the current game task through an electronic device.
  • the intra-game game interface includes an intra-game game scene and an intra-game interface located within the game.
  • the method includes: responding to control instructions for the virtual objects, controlling the virtual objects to obtain virtual resources in the intra-game game scene, and storing the virtual resources in the intra-game storage system; In response to the target prop opening instruction, display the virtual resource entry corresponding to the virtual resource in the internal storage system; in response to the selection operation for the virtual resource entry, select at least one target virtual resource from the virtual resource entry; control the The target virtual resource is transferred from the internal storage system to the external storage system before the end of the current game task.
  • the displaying the virtual resource entries corresponding to the virtual resources in the internal storage system in response to the target prop opening instruction includes: in response to the target prop opening instruction entered on the interactive interface, displaying the virtual resource entries corresponding to the virtual resources in the internal storage system.
  • a sub-interface of the target prop is displayed in the interactive interface, the sub-interface includes at least one virtual resource entry storage area, and virtual resource entries corresponding to the virtual resources in the internal storage system are displayed in the interactive interface.
  • a sub-interface of the target prop in response to the target prop opening instruction entered on the interactive interface, a sub-interface of the target prop is displayed in the interactive interface, and the sub-interface includes at least one virtual resource entry storage area. , including: in response to the selection instruction for the target prop entered on the interactive interface, displaying the attribute information and the opening mark of the target prop on the interactive interface; in response to the triggering of the opening mark. Start an instruction to display a sub-interface of the target prop in the interactive interface, where the sub-interface includes at least one virtual resource entry storage area.
  • control to transfer the target virtual resource from the internal storage system to the external storage system before the end of the current game task includes: in response to the interaction The movement instruction for the target virtual resource entry entered on the interface moves the target virtual resource entry into the virtual resource entry storage area of the target prop; in response to the release instruction for the target prop, control The target virtual resources in the target props are transferred from the internal storage system to the external storage system before the end of the current game task.
  • the sub-interface further includes a timer prompt box for the target prop; the method includes: when the timer reaches a preset duration, generating the target prop for the target prop. Release command.
  • the method further includes: sending a prompt message when a first time length remains between the timer's timing and the preset time length, wherein the first time length is less than the preset time length.
  • the method further includes: issuing the Prompt message that the target virtual resource has been successfully transferred.
  • the second aspect of the embodiment of the present disclosure provides a virtual resource transfer device, which includes: displaying an intra-game game interface corresponding to the current game task through an electronic device, and the intra-game game interface includes an intra-game game scene and an intra-game interface located within the game.
  • the device includes: an acquisition module, used to respond to control instructions for the virtual objects, control the virtual objects to acquire virtual resources in the intra-game game scene, and store the virtual resources to the internal storage system; the display module is used to respond to the target prop opening instruction and display the virtual resource entries corresponding to the virtual resources in the internal storage system; the selection module is used to respond to the selection operation for the virtual resource entry, from Select at least one target virtual resource from the virtual resource entries; a transfer module for controlling the transfer of the target virtual resource from the internal storage system to the external storage system before the end of the current game task .
  • the display module is configured to: in response to the target prop opening instruction entered on the interactive interface, display a sub-interface of the target prop in the interactive interface, the sub-interface including at least one A virtual resource entry storage area is used, and the virtual resource entries corresponding to the virtual resources in the intra-office storage system are displayed in the interactive interface.
  • a sub-interface of the target prop in response to the target prop opening instruction entered on the interactive interface, a sub-interface of the target prop is displayed in the interactive interface, and the sub-interface includes at least one virtual resource entry storage area. , including: in response to the selection instruction for the target prop entered on the interactive interface, displaying the attribute information and the opening mark of the target prop on the interactive interface; in response to the triggering of the opening mark. Start an instruction to display a sub-interface of the target prop in the interactive interface, where the sub-interface includes at least one virtual resource entry storage area.
  • the transfer module is configured to: in response to a movement instruction for the target virtual resource entry entered on the interactive interface, move the target virtual resource entry to the target prop. In the virtual resource entry storage area; in response to the release instruction for the target prop, control the target virtual resource in the target prop to be transferred from the in-game storage system to the target prop before the end of the current game task. Described external storage system.
  • the sub-interface further includes a timer prompt box for the target prop; the device includes: a generating module for generating a response to the timer when the timer reaches a preset time. The release command for the target prop.
  • the method further includes: a first prompt module, configured to send a prompt message when there is a first time left between the timer's timing and the preset time, wherein the first time is less than The preset duration.
  • the method further includes: a second prompt module, configured to transfer the target virtual resource from the internal storage system to the external storage system before the end of the current game task. After the storage system, a prompt message indicating that the target virtual resource has been successfully transferred is issued.
  • a third aspect of the embodiment of the present disclosure provides an electronic device, including: a memory to store a computer program; a processor to execute the computer program to implement the first aspect of the embodiment of the present disclosure and any of its embodiments Methods.
  • the fourth aspect of the embodiment of the present disclosure provides a non-transitory electronic device-readable storage medium, including: a program that, when run by an electronic device, causes the electronic device to execute the first aspect of the embodiment of the present disclosure and any of the programs thereof.
  • An embodiment of the method An embodiment of the method.
  • the virtual resource transfer method, device, equipment and storage medium provided by the present disclosure, by adding a target prop, players in the game can select the target virtual resource among the virtual resources picked up by their own backpacks, and can use the target prop in the current game. Before the end, move the target virtual resources picked up in your backpack to the external storage system in advance to avoid the risk of the virtual resources obtained by players in the game being lost in the current game. In the actual scenario, players can decide whether to transfer based on the current material equipment. In the virtual resource transfer method, players can choose to make a regular transfer to the designated evacuation location, or wait to win the current game before transferring, or they can choose to use the above target props according to their needs. transfer. A variety of virtual resource transfer methods enrich the game content and increase users' enthusiasm for participation. Moreover, after the virtual resources are transferred from the internal storage system to the external storage system, the virtual resources no longer occupy the internal storage system space, thus saving the resources of the internal storage system, improving computer processing efficiency, and improving the smoothness of the current game.
  • Figure 1 is a schematic structural diagram of an electronic device according to an embodiment of the present disclosure
  • Figure 2A is a schematic diagram of a virtual scene according to an embodiment of the present disclosure
  • Figure 2B is a schematic diagram of an interactive interface of a virtual scene according to an embodiment of the present disclosure
  • Figure 3 is a schematic flowchart of a virtual resource transfer method according to an embodiment of the present disclosure
  • Figure 4 is a schematic flowchart of a virtual resource transfer method according to an embodiment of the present disclosure
  • 5A to 5E are schematic diagrams of a virtual resource transfer process according to an embodiment of the present disclosure.
  • FIG. 6 is a schematic structural diagram of a virtual resource transfer device according to an embodiment of the present disclosure.
  • this embodiment provides an electronic device 1 , including: at least one processor 11 and a memory 12 .
  • one processor is taken as an example.
  • the processor 11 and the memory 12 are connected via a bus 10 .
  • the memory 12 stores instructions that can be executed by the processor 11, and the instructions are executed by the processor 11, so that the electronic device 1 can execute all or part of the process of the method in the following embodiment, so that players in the game can use the target props anytime and anywhere. Transfer the target virtual resources picked up in your backpack to the outside in advance.
  • the electronic device 1 may be a mobile phone, a tablet computer, a notebook computer, a desktop computer, or a large-scale computing system composed of multiple computer devices.
  • Virtual scene It is a virtual scene displayed (or provided) when the application runs on the terminal.
  • the virtual scene can be a simulated environment scene of the real world, a semi-simulated and semi-fictional three-dimensional environmental scene, or a purely fictional three-dimensional environmental scene.
  • the virtual scene may be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene.
  • the following embodiments illustrate that the virtual scene is a three-dimensional virtual scene, but this is not limited.
  • the virtual scene can also be used for a virtual scene battle between at least two virtual characters.
  • the virtual scene can also be used for a battle between at least two virtual characters using virtual firearms.
  • the virtual scene can also be used for a battle between at least two virtual characters using virtual firearms within a target area, and the target area will continue to become smaller as time passes in the virtual scene.
  • the virtual scene 200 can be generated by an application program in a computer device such as the electronic device 1 and displayed based on the hardware (such as a screen) in the electronic device 1 .
  • the virtual scene 200 may be provided with a virtual map 201 , and the virtual map 201 is configured with virtual geographical location information of the virtual scene 200 .
  • the reduced virtual map 201 can be displayed on the interactive interface 20 .
  • Virtual objects refer to movable objects and inactive objects in the virtual scene 200.
  • the movable object may be at least one of a virtual character, a virtual animal, and a virtual vehicle.
  • Inactive objects can be objects such as virtual plants, virtual forests, and virtual streams.
  • the virtual object A (player A) shown in Figure 2 takes a virtual character as an example.
  • the virtual object is a three-dimensional model created based on animation skeleton technology.
  • Each virtual object has its own shape, volume and orientation in the three-dimensional virtual scene 200, and occupies a part of the space in the three-dimensional virtual scene 200.
  • Virtual props refer to virtual resources used for battles between virtual objects in the virtual scene 200, such as virtual firearms, virtual knives, etc., or can also be tools that virtual objects can use, such as hooks and rope props, etc.
  • the virtual scene 200 may be a three-dimensional virtual scene 200, or the virtual scene 200 may also be a two-dimensional virtual scene 200.
  • the interactive interface 20 of the virtual scene 200 includes a scene picture, which includes a virtual object A, a scene picture of the three-dimensional virtual scene 200 , and other virtual objects.
  • the virtual object A may be the current virtual object of the electronic device 1 corresponding to the player.
  • the scene screen may also include other electronic devices corresponding to virtual objects controlled by the player or artificial intelligence.
  • the interactive interface 20 may also include virtual operation controls.
  • the virtual operation controls are used to control the motion state of the virtual object, such as controlling the crosshair movement, jumping, moving, shooting and other operations of the virtual object.
  • the electronic device 1 in the embodiment of the present disclosure can be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III, Moving Picture Experts Compression Standard Audio Layer 3) player player, MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Compression Standard Audio Layer 4) player, etc.
  • An application program that supports a virtual environment such as an application program that supports a three-dimensional virtual environment, is installed and run in the electronic device 1 .
  • the application can be any one of a virtual reality application, a three-dimensional map program, a military simulation program, a TPS game, an FPS game, and a MOBA game.
  • the application may be a stand-alone version of the application, such as a stand-alone 3D game program, or may be a network online version of the application.
  • the electronic device 1 in the embodiment of the present disclosure may include: an operating system and an application program.
  • An operating system is the basic software that provides applications with secure access to computer hardware.
  • Applications are applications that support virtual environments.
  • the application is an application that supports a three-dimensional virtual environment.
  • the application can be a virtual reality application, a three-dimensional map program, a military simulation program, a third-person shooting game (TPS), a first-person shooting game (FPS), a MOBA game, or a multiplayer game. Any kind of gun battle survival game.
  • the application may be a stand-alone version of an application, such as a stand-alone version of a 3D game program.
  • the processor 11 of the electronic device 1 can generate the virtual scene 200 by executing or calling the program code and data stored in the memory 12, and display the generated virtual scene 200 through an external output/input device.
  • the touch operation performed by the user when interacting with the virtual scene 200 can be detected through the capacitive touch system, or the interaction operation between the user and the virtual scene 200 can be detected through an external keyboard.
  • the method provided by the embodiment of the present disclosure can be implemented by the electronic device 1 executing corresponding software code, and by performing data interaction with the server.
  • the electronic device 1 may be a local terminal device.
  • the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and a client device.
  • cloud applications such as cloud games
  • cloud gaming refers to a gaming method based on cloud computing.
  • the running body of the game program and the game screen rendering body are separated.
  • the storage and operation of the virtual resource transfer method are completed on the cloud game server.
  • the role of the client device is used to receive data, Transmission and presentation of game screens.
  • the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, handheld computer, etc.; but the electronic device for information processing is Cloud gaming server in the cloud.
  • the player operates the client device to send operating instructions to the cloud game server.
  • the cloud game server runs the game according to the operating instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network.
  • the cloud game server performs operations through the client device. Decode and output game screen.
  • the local electronic device stores the game program and is used to present the game screen.
  • the local electronic device is used to interact with the player through a graphical interface, that is, conventionally, the game program is downloaded, installed and run through the electronic device.
  • the local electronic device may provide the graphical user interface to the player in a variety of ways. For example, it may be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection.
  • the local electronic device may include a display screen for presenting a graphical user interface that includes a game screen, and a processor for running the game, generating the graphical user interface, and controlling the graphical user interface. displayed on the display screen.
  • an intra-game game interface corresponding to the current game task can be displayed through an electronic device.
  • the intra-game game interface includes an intra-game game scene and virtual objects located in the intra-game game scene.
  • In-game game scene Some video games, especially battle games, can include multiple single games. Two or more player characters can compete in a single game. Single games are the core experience of this type of game.
  • the in-game game scene refers to the game scene or game environment where the player character is in a single battle game. The player character can fight, release skills, and strive for victory in a single game in the intra-game game scene.
  • Outside game scene It is relative to the inside game scene. It refers to the game environment outside the single game in electronic games.
  • the outside game scene is the support and assistance of the electronic game.
  • Players can understand the game in the outside game scene. knowledge, obtain character skins, prepare for battles, connect with other players and make friends, etc.
  • the virtual scene 200 of FPS games as an example, the in-game evacuation gameplay is gradually emerging, that is, some virtual props picked up in the game can be taken out of the game, and the virtual props brought out can be used to develop other related gameplay outside the game.
  • the flaw in the above-mentioned technical solution for taking props out of the game is that although players can eventually take the props out of the game, the processing of intra-game resources and external resources requires frequent data interaction between the processor and the memory. Devices bring huge storage pressure and data interaction pressure. Moreover, for user players, the above-mentioned method of gambling is very risky. Players can only take the picked-up props out of the game by going to a fixed extraction point or winning first place. There are fewer opportunities to interact with players, which reduces the risk of gambling. Increase players’ confidence in participating in game interaction.
  • Figure 3 is a virtual resource transfer method according to an embodiment of the present disclosure.
  • This method can be executed by the electronic device 1 shown in Figure 1, and can be applied to the virtual scene 200 of the FPS game shown in Figure 2, In order to realize that players within the game can transfer the target virtual resources picked up in their backpacks to outside the game in advance by using target props anytime and anywhere.
  • the method includes the following steps:
  • Step 301 Respond to the control instruction for the virtual object, control the virtual object to obtain virtual resources in the in-game game scene, and store the virtual resources in the in-game storage system;
  • virtual resources can be virtual props such as weapons and medicines, or virtual aircraft with special functions.
  • the intra-game game interface corresponding to the current game task can be displayed through electronic devices.
  • the intra-game game interface includes the intra-game game scene and the virtual objects located in the intra-game game scene.
  • players can control the virtual objects to pick up the game.
  • Virtual resources in the scene such as virtual props dropped by other virtual objects, or virtual resources dropped by the system, can be picked up, and the virtual resources obtained by the virtual object can be stored in a storage system.
  • the intra-game storage system is used to store virtual resource information in the current intra-game game scene, as shown in Figure 2B.
  • the content stored in the intra-game storage system can include: nearby virtual resources (such as accessories, throwing objects, medicines, etc.), The virtual resources owned by the virtual object A (such as the virtual props carried in the backpack 30) and the virtual resources (such as the virtual weapon 1, armor, etc.) that have been installed on the virtual object A.
  • nearby virtual resources such as accessories, throwing objects, medicines, etc.
  • the virtual resources owned by the virtual object A such as the virtual props carried in the backpack 30
  • the virtual resources such as the virtual weapon 1, armor, etc.
  • an external storage system which is used to store virtual resources in external game scenes.
  • the external storage system does not need to participate in data interaction, which greatly reduces the amount of data access to the external storage system during the game. In this way, the data access efficiency can be improved.
  • Step 302 In response to the target item opening instruction, display the virtual resource entries corresponding to the virtual resources in the internal storage system;
  • the target prop is an in-game virtual prop with a resource transfer function, which can be triggered and opened by players in the in-game game scene.
  • the virtual resource entries of the in-game storage system can be displayed in real time for Users can intuitively see which resources can be transferred.
  • step 302 may specifically include: in response to a target prop opening instruction entered on the interactive interface, displaying a sub-interface of the target prop in the interactive interface, where the sub-interface includes at least one virtual resource entry storage area, and in the interactive interface The interface displays the virtual resource entries corresponding to the virtual resources in the intra-office storage system.
  • the target prop is a prop similar to other virtual resources, and the target prop can be used in in-game game scenes.
  • the player participates in the battle in the game in the virtual scene 200, if he picks up some virtual resources in the game and puts them in his backpack, he can transfer the relevant virtual resources to the outside of the game through the target props.
  • the backpack here is a virtual tool owned by virtual object A that can store virtual materials.
  • the interactive interface 20 of the virtual scene 200 will be displayed on the display screen of the user's mobile phone.
  • the interactive interface 20 can be configured with controls for the target props, or the controls for the target props can be called out through preset operating gestures.
  • the mobile phone will respond to the two-finger sliding operation to call out the sub-interface of the target prop.
  • the sub-interface includes one or more storage areas, and the storage area can be used to place the target virtual resources to be transferred.
  • the virtual resource entries corresponding to the virtual resources in the internal storage system can be displayed near the sub-interface of the target prop in the interactive interface 20.
  • the virtual resource display entries can be in text form, icon form, or a combination of graphics and text, and can be performed according to categories. Classified display so that players can easily identify which virtual resource it is.
  • the sub-interface of the target item may include multiple virtual resource entry storage areas to facilitate the user to transfer multiple virtual resources to the outside at one time.
  • the sub-interface pops up, it can be displayed in the center of the interactive interface 20 by default to attract the player's attention.
  • the player can drag the control box of the sub-interface to launch it to other positions of the interactive interface 20 .
  • the storage area in the sub-interface can take the shape of multiple grids. Each grid can display a virtual resource entry.
  • the style of the grid can also be customized by the user, such as being set to a circular shape, an ellipse, or a container style, etc. Increase players' interactive enthusiasm for participating in the game.
  • the target props can be released according to game rule settings. For example, it can be randomly dropped by the game itself, or it can be accompanied by airdrop boxes to release targeted props, or players can create them in some ways within the game.
  • the target prop is marked as an evacuation prop.
  • the way for the player to manufacture the target prop can be as follows: the player enters the manufacturing instruction in the interactive interface 20 and calls out the manufacturing interface. The "evacuation prop" mark will be displayed on the manufacturing interface.
  • the manufacturing method of the target prop can be based on the game. Settings to design. For example, it can be synthesized and manufactured through other props picked up in the game, or it can be manufactured through some point rewards in the game.
  • Players can click on the relevant manufacturing button on the interface to create. If the manufacturing conditions are insufficient, the manufacturing button will be grayed out and unclickable.
  • Step 303 In response to the selection operation for the virtual resource entry, select at least one target virtual resource from the virtual resource entry;
  • the player when the player wants to transfer a certain virtual resource from inside the game to outside the game, he can select the corresponding virtual resource entry from the virtual resource entry.
  • the player triggers the selection of a certain virtual resource entry in the virtual resource entry.
  • the instruction is issued, in response to the instruction, the target virtual resource corresponding to the virtual resource entry is selected in the internal storage system.
  • Players can trigger the selection command by directly clicking or long-pressing the target virtual resource entry.
  • step 303 may specifically include: in response to a moving instruction for the target virtual resource entered on the interactive interface 20, moving the resource entry corresponding to the target virtual resource into the storage area of the target prop.
  • the user can enter a selection instruction on the interactive interface 20 to select the target virtual resource item that he wants to transfer.
  • the movement instruction can be that the player clicks on the virtual resource item and drags it from one position to another, or the player directly double-clicks to select the virtual resource item, and the system automatically moves the resource item to the default position of the target prop. For example, select the target virtual resource you already own from the backpack, click to select it, and then drag the virtual resource entry to a storage area in the sub-interface of the target prop. If you want to transfer multiple virtual resources, you can select multiple Virtual resource entries are moved together to multiple storage areas in the target prop sub-interface.
  • Step 304 Control the transfer of the target virtual resource from the internal storage system to the external storage system before the end of the current game task.
  • the transfer of virtual resources from within the office to outside the office actually means that the virtual resources are transferred from the internal storage system to the external storage system. After the transfer is completed, the virtual resources no longer occupy the internal storage system space, thus saving the internal office space.
  • the resources of the storage system also reduce the frequency of data interaction within the game, improve computer processing efficiency, and improve the smoothness of the game.
  • the target virtual resource in the target prop is directly controlled to be transferred from the in-game storage system to the target prop before the end of the current game task.
  • the release instruction here can be entered by the user through the interactive interface 20.
  • a release button can be set on the sub-interface of the target prop, and the user can directly click the release button to trigger the release instruction for the target prop. It can also be automatically triggered by a specific event. For example, it can be turned on for a certain period of time, which triggers the generation of a release command for the target prop.
  • Diversified triggering methods can not only add interest to the game, but also improve the functions of the interactive interface and improve the computer's performance in displaying information to interact with users.
  • the above virtual resource transfer method adds a target prop.
  • Players in the game can select the target virtual resource among the virtual resources picked up by their own backpacks. By using the target props, they can transfer the targets picked up by their backpacks in advance before the end of the current game.
  • Virtual resources are moved to an external storage system to avoid the risk of virtual resources obtained by players within the game being lost in the current game.
  • players can decide whether to transfer based on the current material equipment.
  • players can choose to make a regular transfer to the designated evacuation location, or wait to win the current game before transferring, or they can choose to use the above target props according to their needs. transfer.
  • a variety of virtual resource transfer methods enrich the game content and increase users' enthusiasm for participation.
  • an internal storage system is used to store virtual resources of internal game scenes
  • the external storage system is used to store virtual resources of external game scenes.
  • virtual resources are transferred from within the office to outside the office, the virtual resources are actually transferred from the internal storage system to the external storage system. After the transfer is completed, the virtual resources no longer occupy the internal storage system space, thus saving the resources of the internal storage system.
  • Figure 4 is a virtual resource transfer method according to an embodiment of the present disclosure.
  • This method can be executed by the electronic device 1 shown in Figure 1, and can be applied to the virtual scene 200 of the FPS game shown in Figure 2, In order to realize that players in the game can transfer the target virtual resources picked up by their backpacks 30 to outside the game in advance by using the target props 40 anytime and anywhere.
  • the method includes the following steps:
  • Step 401 Respond to the control instruction for the virtual object, control the virtual object to obtain virtual resources in the in-game game scene, and store the virtual resources in the in-game storage system; for details, please refer to the description of step 301 in the above embodiment.
  • Step 402 In response to the selection instruction for the target prop 40 entered on the interactive interface 20, display the attribute information and opening mark of the target prop 40 on the interactive interface 20, and display the virtual resource entries corresponding to the virtual resources in the on-site storage system. .
  • the virtual resources in the internal storage system take the virtual props in the backpack as an example.
  • the virtual object A controlled by the user owns the target prop 40, for example, it picks up the target prop 40 randomly dropped by the system, then it can be The target prop 40 is placed in the backpack 30.
  • the player wants to use the target prop 40 he first opens the backpack 30 interface, as shown in Figure 5A.
  • the target prop 40 and other virtual objects owned by the virtual object A will be displayed in the backpack 30 interface.
  • the user can click on the target prop 40 through the interface, and then select the target prop 40.
  • the attribute information and opening mark of the target prop 40 are displayed on the interactive interface 20.
  • the attribute information may include the name of the target prop 40 and the effect after use, and the activation mark may be an activation button, etc.
  • the target prop 40 can be packaged as an evacuation balloon.
  • an evacuation balloon mark can be displayed in the backpack 30, as shown in FIG. 5A.
  • it can be in the shape of a balloon.
  • the target prop for example, if the player clicks on the target prop 40, floating tips will appear near the target prop 40, informing the player of the specific prop name of the target prop (i.e., evacuation balloon) and the effect after use (i.e., transferring virtual resources to the outside). , and there will be an enable button Q on the tips.
  • Step 403 In response to the opening instruction generated when the opening mark is triggered, display the sub-interface 41 of the target prop 40 in the interactive interface 20.
  • the sub-interface 41 includes at least one virtual resource entry storage area 42.
  • the player can trigger the opening instruction for the target prop 40 by clicking the open button Q as shown in Figure 5A, and the system responds by displaying the sub-interface 41 of the target prop 40 in the interactive interface.
  • the interface 41 includes a prop storage area 42.
  • one target prop 40 can be configured with multiple virtual resource entry storage areas 42, and one storage area 42 can place one virtual resource entry. In Figure 5B, six are taken as an example.
  • the player can also activate button Q by double-clicking, long-pressing, etc. to trigger the activation command, or trigger it in a user-defined manner.
  • Various triggering methods can improve the interactive performance of the computer.
  • each target prop 40 can be set with a limited countdown, and the countdown is used to stipulate that the player must place the prop that needs to be transferred in the target prop 40 within a limited time.
  • the sub-interface 41 may also include a timer 43 prompt box for the target prop 40 . To tell the player that they need to drag the target virtual resource entry they want to transfer into the storage area 42 within a limited time. For example, if the preset time is 30 seconds, a 30 second release countdown can be prompted. Players can release the balloons and then place pickupable props in the evacuation balloon props. It increases the convenience for users to interact with the graphical user interface and improves computer interaction performance.
  • Step 404 In response to the selection operation for the virtual resource entry, select at least one target virtual resource from the virtual resource entry; for details, please refer to the description of step 303 in the above embodiment.
  • Step 405 In response to the movement instruction for the target virtual resource item entered on the interactive interface 20, move the target virtual resource item to the virtual resource item storage area 42 of the target prop 40.
  • the user can enter a selection instruction for the virtual resource entry in the backpack 30 on the interactive interface 20, and select the target virtual resource that he wants to transfer. For example, select the target virtual resource entry that he already owns from the backpack 30, and then transfer the target virtual resource to the backpack 30. Drag the target virtual resource entry into a storage area 42 in the sub-interface 41 of the target prop 40. If you want to transfer multiple target virtual resources, you can select multiple target virtual resource entries and move them together to the sub-interface 41 of the target prop 40. Within multiple storage areas 42 in the interface 41 .
  • Step 406 When the timing duration of the timer 43 reaches the preset duration, generate a release instruction for the target prop 40.
  • the sub-interface 41 also includes a prompt box for the timer 43 of the target prop.
  • the prompt box can be displayed on the upper edge of the sub-interface, and can adopt an eye-catching shape, such as a dynamic time bar, to attract players. Note: When the timer 43 reaches the preset time, for example, after the timer reaches 30 seconds, the release command for the target prop 40 can be automatically triggered.
  • a prompt message is issued, wherein the first duration is less than the preset duration.
  • the default duration can be set based on actual game rule requirements. Assuming that the default duration is 30s, the first duration can be 5s or 3s.
  • the interface can prompt in red, for example, the timer 43 flashes red to remind the player that there is not much time left and they need to seize the time to drag the target virtual resource entry to the storage area 42.
  • the remaining time prompt here can also be in other forms, such as voice or text prompts.
  • Step 407 In response to the release instruction for the target prop 40, control the target virtual resource in the target prop 40 to be transferred from the internal storage system to the external storage system before the end of the current game task.
  • the system controls the target virtual resource in the target prop 40 to be transferred to the outside.
  • the target virtual resources can be transferred to an off-site warehouse storage system.
  • the transferred props will no longer appear in the backpacks of players in the game.
  • Players' backpacks 30 within the game can free up a lot of space, that is, the virtual resources are transferred from the game's internal storage system to the external storage system.
  • the virtual resources no longer occupy the space of the game's storage system, thus saving the space of the game's storage system. resources, improve computer processing efficiency, and improve the smoothness of the current game.
  • the code on the game server will record the ID information of these target virtual resources. When waiting for the settlement of this game, these target virtual resources will be recalled for players to view the settlement results.
  • Step 408 Send a prompt message that the target virtual resource has been successfully transferred to the outside office.
  • the transfer process of step 405 is automatically completed in the system and cannot be perceived by the user.
  • a prompt can be given on the interactive interface 20 , for users to check the transfer results.
  • the prompt method can be voice, text, color or short video, etc.
  • the intuitive result that the user can see is that after the countdown is over, tips pop up on the interactive interface 20 to tell the player that the balloon has been successfully evacuated, that is, the prop transfer has been successful.
  • the above virtual resource transfer method adds a target prop 40 to the conventional transfer method of virtual resources.
  • Players in the game can use the target prop 40 to move the target virtual resource picked up by their backpack 30 to the target prop 40 in advance.
  • the target virtual resource can be transferred to the outside.
  • Players can decide whether to transfer based on the current material equipment.
  • Players can find a safe place for strategic deployment, or they can make immediate deployment adjustments.
  • the virtual resource transfer solution in this embodiment includes both the current prop evacuation method and the two traditional methods mentioned above. If players want the conventional transfer method, they can also go to the designated evacuation location to transfer virtual resources, or they can wait to win the current game before completing the transfer of props. Multiple styles of virtual resource transfer methods allow diggers to have more choices, increase the convenience of users interacting with the graphical user interface, and improve computer interaction performance.
  • FIG. 6 is a virtual resource transfer device 600 according to an embodiment of the present disclosure.
  • This device can be applied to the electronic device 1 shown in Figure 1, and can be applied to the virtual scene 200 of the FPS game shown in Figure 2 , the electronic device 1 displays the intra-game game interface corresponding to the current game task.
  • the intra-game game interface includes the intra-game game scene and the virtual objects located in the intra-game game scene, so that players in the game can use the target props 40 in advance anytime and anywhere. Transfer the target virtual resources picked up in your backpack 30 to the outside of the game. Players do not need to go to the designated evacuation location or wait to win the current game to complete the transfer of props.
  • the device includes: acquisition module 601, display module 602, selection module 603 and transfer module 604. The principle relationship of each module is as follows:
  • the acquisition module 601 is used to respond to control instructions for virtual objects, control the virtual objects to acquire virtual resources in the in-game game scene, and store the virtual resources in the in-game storage system;
  • the display module 602 is configured to display the virtual resource entries corresponding to the virtual resources in the internal storage system in response to the target prop opening instruction;
  • the selection module 603 is configured to respond to the selection operation on the virtual resource entry and select at least one target virtual resource from the virtual resource entry;
  • the transfer module 604 is used to control the transfer of target virtual resources from the internal storage system to the external storage system before the end of the current game task.
  • the display module 602 is configured to: in response to a target prop opening instruction entered on the interactive interface, display a sub-interface of the target prop in the interactive interface, where the sub-interface includes at least one virtual resource entry storage area, and in the interactive interface The interface displays the virtual resource entries corresponding to the virtual resources in the intra-office storage system.
  • a sub-interface of the target prop in response to the target prop opening instruction entered on the interactive interface, a sub-interface of the target prop is displayed in the interactive interface.
  • the sub-interface includes at least one virtual resource entry storage area, including: in response to the input of the target prop on the interactive interface.
  • the selection instruction for the target prop is displayed on the interactive interface, and the attribute information and opening mark of the target prop are displayed; in response to the opening instruction generated when the opening mark is triggered, a sub-interface of the target prop is displayed on the interactive interface, and the sub-interface includes at least one virtual Resource entry storage area.
  • the transfer module 604 is configured to: in response to a moving instruction for the target virtual resource entry entered on the interactive interface, move the target virtual resource entry to the virtual resource entry storage area of the target prop; in response to the movement instruction for the target virtual resource entry.
  • the prop release command controls the target virtual resources in the target prop to be transferred from the internal storage system to the external storage system before the end of the current game task.
  • the sub-interface also includes a timer prompt box for the target prop; the device includes: a generation module 605 for generating a release instruction for the target prop when the timer reaches a preset duration.
  • a first prompt module 606 is further included, configured to send a prompt message when a first duration is left between the timer's timing and the preset duration, wherein the first duration is less than the preset duration.
  • it also includes: a second prompt module 607, configured to send a message that the target virtual resource has been transferred from the internal storage system to the external storage system before the end of the current game task. Prompt message for successful transfer.
  • Embodiments of the present disclosure also provide a non-transitory electronic device readable storage medium, including: a program that, when run on the electronic device, enables the electronic device to execute the method in the above embodiment:
  • control the virtual objects to obtain virtual resources in the in-game game scene, and store the virtual resources in the in-game storage system;
  • a sub-interface for evacuation props is displayed in the interactive interface, and the sub-interface includes a prop storage area;
  • control In response to the release command for the evacuation props, control will transfer the target virtual resource props in the evacuation props from the internal storage system to the external storage system before the end of the current game task.
  • displaying the virtual resource entries corresponding to the virtual resources in the internal storage system includes: in response to the target prop opening instruction entered on the interactive interface, displaying the target prop's entry in the interactive interface.
  • the sub-interface includes at least one virtual resource entry storage area, and displays virtual resource entries corresponding to the virtual resources in the intra-office storage system in the interactive interface.
  • a sub-interface of the target prop in response to the target prop opening instruction entered on the interactive interface, a sub-interface of the target prop is displayed in the interactive interface.
  • the sub-interface includes at least one virtual resource entry storage area, including: in response to the input of the target prop on the interactive interface.
  • the selection instruction for the target prop is displayed on the interactive interface, and the attribute information and opening mark of the target prop are displayed; in response to the opening instruction generated when the opening mark is triggered, a sub-interface of the target prop is displayed on the interactive interface, and the sub-interface includes at least one virtual Resource entry storage area.
  • controlling the transfer of the target virtual resource from the internal storage system to the external storage system before the end of the current game task includes: responding to a move instruction for the target virtual resource entry entered on the interactive interface. , move the target virtual resource entry to the virtual resource entry storage area of the target prop; in response to the release instruction of the target prop, control the target virtual resource in the target prop to be transferred from the in-game storage system to External storage system.
  • the sub-interface further includes a timer prompt box for the target prop; the method includes: when the timer reaches a preset duration, generating a release instruction for the target prop.
  • the method further includes: sending a prompt message when a first time period is left between the timer's timing and the preset time period, wherein the first time period is less than the preset time length.
  • the method further includes: issuing a prompt message that the target virtual resource has been successfully transferred.
  • the storage medium can be a magnetic disk, an optical disk, a read-only memory (ROM), a random access memory (RAM), a flash memory (Flash Memory), or a hard disk (Hard Disk Drive).
  • ROM read-only memory
  • RAM random access memory
  • flash Memory flash memory
  • HDD hard disk
  • SSD solid-state drive
  • Storage media may also include combinations of the above types of memories.

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Abstract

本公开提供一种虚拟资源转移方法、装置、设备和存储介质,该方法包括:响应针对所述虚拟对象的控制指令,控制所述虚拟对象在所述局内游戏场景中获取虚拟资源,并将所述虚拟资源存储至局内存储系统;响应于目标道具开启指令,显示所述局内存储系统内的虚拟资源对应的虚拟资源条目;响应针对所述虚拟资源条目的选择操作,从所述虚拟资源条目中选择至少一目标虚拟资源;控制将所述目标虚拟资源在所述当前对局任务结束前,从所述局内存储系统中转移至所述局外存储系统。本公开节约局内存储系统的资源,提高计算机处理效率,提高当前对局的游戏顺畅度。

Description

虚拟资源转移方法、装置、设备和存储介质
相关申请的交叉引用
本公开要求于2022年03月17日提交中国国家知识产权局的申请号为202210267773.0、名称为“虚拟资源转移方法、装置、设备和存储介质”的中国专利申请的优先权,其全部内容通过引用结合在本公开中。
技术领域
本公开涉及电子游戏技术领域,具体而言,涉及一种虚拟资源转移方法、装置、设备和存储介质。
背景技术
目前众多的fps(First-person shooting game,第一人称射击类游戏)游戏,局内撤离玩法逐渐兴起,即能把局内拾取到的部分道具可以带出局外,带出的道具在局外可以用作养成相关的其他玩法。
把道具带出局外一般有如下两种方式:
1.局内设置固定的几个撤离点,当玩家去到撤离点,则可以执行是否提前撤离出局内,提前结束游戏的操作;
2.玩家把局内所有玩家都击败掉,得到第一名,则可以把可带出局外的道具带出。
上述把道具带出局外技术方案中,主要产生的缺陷如下:
1.赌博风险性很大,玩家只能去到固定的撤离点或获得第一名才能把拾取到的道具带出局外。玩家一旦被击杀,则什么都没有;
2.策略部署性大,玩家更多时候需要非常熟悉地图,非常考验记忆力。对于新手玩家友好性不高。
发明内容
本公开实施例的目的在于提供一种虚拟资源转移方法、装置、设备和存储介质,通过增加一种目标道具,局内玩家可以随时随地通过使用目标道具提前把自己背包拾取到的其目标虚拟资源从局内存储系统转移到局外存储系统,虚拟资源从局内存储系统转移到了局外存储系统后,该虚拟资源不再占用局内存储系统空间,从节约局内存储系统的资源,提高计算机处理效率,提高当前对局的游戏顺畅度。
本公开实施例第一方面提供了一种虚拟资源转移方法,包括:通过电子设备显示当前对局任务对应的局内游戏对局界面,所述局内游戏对局界面包括局内游戏场景和位于所述局内游戏场景中的虚拟对象,所述方法包括:响应针对所述虚拟对象的控制指令,控制所述虚拟对象在所述局内游戏场景中获取虚拟资源,并将所述虚拟资源存储至局内存储系统;响应于目标道具开启指令,显示所述局内存储系统内的虚拟资源对应的虚拟资源条目;响应针对所述虚拟资源条目的选择操作,从所述虚拟资源条目中选择至少一目标虚拟资源;控制将所述目标虚拟资源在所述当前对局任务结束前,从所述局内存储系统中转移至所述 局外存储系统。
于一实施例中,所述响应于目标道具开启指令,显示所述局内存储系统内的虚拟资源对应的虚拟资源条目,包括:响应于在交互界面上录入的所述目标道具开启指令,在所述交互界面中显示所述目标道具的子界面,所述子界面包括至少一个虚拟资源条目存置区域,并在所述交互界面中显示所述局内存储系统内的虚拟资源对应的虚拟资源条目。
于一实施例中,所述响应于在交互界面上录入的所述目标道具开启指令,在所述交互界面中显示所述目标道具的子界面,所述子界面包括至少一个虚拟资源条目存置区域,包括:响应于在所述交互界面上录入的对所述目标道具的选中指令,在所述交互界面上显示所述目标道具的属性信息和开启标记;响应于触发所述开启标记时生成的开启指令,在所述交互界面中显示所述目标道具的子界面,所述子界面包括至少一个虚拟资源条目存置区域。
于一实施例中,所述控制将所述目标虚拟资源在所述当前对局任务结束前,从所述局内存储系统中转移至与所述局外存储系统,包括:响应于在所述交互界面上录入的对所述目标虚拟资源条目的移动指令,将所述目标虚拟资源条目移动到所述目标道具的所述虚拟资源条目存置区域内;响应于对所述目标道具的释放指令,控制所述目标道具中的所述目标虚拟资源在所述当前对局任务结束前,从所述局内存储系统中转移至所述局外存储系统。
于一实施例中,所述子界面还包括所述目标道具的计时器提示框;所述方法包括:当所述计时器的计时时长达到预设时长时,生成对所述目标道具的所述释放指令。
于一实施例中,还包括:当所述计时器的计时时长距离所述预设时长时还剩第一时长时,发出提示信息,其中,所述第一时长小于所述预设时长。
于一实施例中,在所述控制将所述目标虚拟资源在所述当前对局任务结束前,从所述局内存储系统中转移至与所述局外存储系统之后,还包括:发出所述目标虚拟资源已成功转移的提示信息。
本公开实施例第二方面提供了一种虚拟资源转移装置,包括:通过电子设备显示当前对局任务对应的局内游戏对局界面,所述局内游戏对局界面包括局内游戏场景和位于所述局内游戏场景中的虚拟对象,所述装置包括:获取模块,用于响应针对所述虚拟对象的控制指令,控制所述虚拟对象在所述局内游戏场景中获取虚拟资源,并将所述虚拟资源存储至局内存储系统;显示模块,用于响应于目标道具开启指令,显示所述局内存储系统内的虚拟资源对应的虚拟资源条目;选择模块,用于响应针对所述虚拟资源条目的选择操作,从所述虚拟资源条目中选择至少一目标虚拟资源;转移模块,用于控制将所述目标虚拟资源在所述当前对局任务结束前,从所述局内存储系统中转移至所述局外存储系统。
于一实施例中,所述显示模块用于:响应于在交互界面上录入的所述目标道具开启指令,在所述交互界面中显示所述目标道具的子界面,所述子界面包括至少一个虚拟资源条目存置区域,并在所述交互界面中显示所述局内存储系统内的虚拟资源对应的虚拟资源条目。
于一实施例中,所述响应于在交互界面上录入的所述目标道具开启指令,在所述交互 界面中显示所述目标道具的子界面,所述子界面包括至少一个虚拟资源条目存置区域,包括:响应于在所述交互界面上录入的对所述目标道具的选中指令,在所述交互界面上显示所述目标道具的属性信息和开启标记;响应于触发所述开启标记时生成的开启指令,在所述交互界面中显示所述目标道具的子界面,所述子界面包括至少一个虚拟资源条目存置区域。
于一实施例中,所述转移模块用于:响应于在所述交互界面上录入的对所述目标虚拟资源条目的移动指令,将所述目标虚拟资源条目移动到所述目标道具的所述虚拟资源条目存置区域内;响应于对所述目标道具的释放指令,控制所述目标道具中的所述目标虚拟资源在所述当前对局任务结束前,从所述局内存储系统中转移至所述局外存储系统。
于一实施例中,所述子界面还包括所述目标道具的计时器提示框;所述装置包括:生成模块,用于当所述计时器的计时时长达到预设时长时,生成对所述目标道具的所述释放指令。
于一实施例中,还包括:第一提示模块,用于当所述计时器的计时时长距离所述预设时长时还剩第一时长时,发出提示信息,其中,所述第一时长小于所述预设时长。
于一实施例中,还包括:第二提示模块,用于在所述控制将所述目标虚拟资源在所述当前对局任务结束前,从所述局内存储系统中转移至与所述局外存储系统之后,发出所述目标虚拟资源已成功转移的提示信息。
本公开实施例第三方面提供了一种电子设备,包括:存储器,用以存储计算机程序;处理器,用以执行所述计算机程序,以实现本公开实施例第一方面及其任一实施例的方法。
本公开实施例第四方面提供了一种非暂态电子设备可读存储介质,包括:程序,当其藉由电子设备运行时,使得所述电子设备执行本公开实施例第一方面及其任一实施例的方法。
本公开提供的虚拟资源转移方法、装置、设备和存储介质,通过增加一种目标道具,局内玩家可以在自己背包拾取到的虚拟资源中选择目标虚拟资源,可以通过使用目标道具,在当前对局结束之前提前把自己背包拾取到的目标虚拟资源移动到局外存储系统,避免玩家在局内得到的虚拟资源在当前局内丢失的风险。实际场景中,玩家可以根据当前物质配备情况决定是否进行转移,虚拟资源转移方式玩家可以选择到指定撤离地点进行常规转移,或者等待赢下当前局再转移,也可以根据需求选择通过上述目标道具进行转移。多种虚拟资源转移方式,丰富了游戏内容,增添了用户的参与积极性。而且,虚拟资源从局内存储系统转移到了局外存储系统后,该虚拟资源不再占用局内存储系统空间,从节约局内存储系统的资源,提高计算机处理效率,提高当前对局的游戏顺畅度。
附图说明
为了更清楚地说明本公开实施例的技术方案,下面将对本公开实施例中所需要使用的附图作简单地介绍,应当理解,以下附图仅示出了本公开的某些实施例,因此不应被看作是对范围的限定,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他相关的附图。
图1为本公开一实施例的电子设备的结构示意图;
图2A为本公开一实施例的虚拟场景的示意图;
图2B为本公开一实施例的虚拟场景的交互界面示意图;
图3为本公开一实施例的虚拟资源转移方法的流程示意图;
图4为本公开一实施例的虚拟资源转移方法的流程示意图;
图5A至图5E为本公开一实施例的虚拟资源转移过程的示意图;
图6为本公开一实施例的虚拟资源转移装置的结构示意图。
具体实施方式
下面将结合本公开实施例中的附图,对本公开实施例中的技术方案进行描述。在本公开的描述中,术语“第一”、“第二”等仅用于区分描述,而不能理解为指示或暗示相对重要性。
如图1所示,本实施例提供一种电子设备1,包括:至少一个处理器11和存储器12,图1中以一个处理器为例。处理器11和存储器12通过总线10连接。存储器12存储有可被处理器11执行的指令,指令被处理器11执行,以使电子设备1可执行下述的实施例中方法的全部或部分流程,实现局内玩家可以随时随地通过使用目标道具提前把自己背包拾取到的目标虚拟资源转移到局外。
于一实施例中,电子设备1可以是手机、平板电脑、笔记本电脑、台式计算机等设备或者多个计算机设备组成的大型计算系统。
首先,对本公开实施例中涉及的名词术语进行基本释义:
虚拟场景:是应用程序在终端上运行时显示(或提供)的虚拟的场景。该虚拟场景可以是对真实世界的仿真环境场景,也可以是半仿真半虚构的三维环境场景,还可以是纯虚构的三维环境场景。虚拟场景可以是二维虚拟场景、2.5维虚拟场景和三维虚拟场景中的任意一种,下述实施例以虚拟场景是三维虚拟场景来举例说明,但对此不加以限定。
可选地,该虚拟场景还可用于至少两个虚拟角色之间的虚拟场景对战。
可选地,该虚拟场景还可用于至少两个虚拟角色之间使用虚拟枪械进行对战。
可选地,该虚拟场景还可用于在目标区域范围内,至少两个虚拟角色之间使用虚拟枪械进行对战,该目标区域范围会随虚拟场景中的时间推移而不断变小。
于一实施例中,如图2所示,虚拟场景200可以由电子设备1等计算机设备中的应用程序生成基于电子设备1中的硬件(比如屏幕)进行展示。
于一实施例中,虚拟场景200中可以设置有虚拟地图201,虚拟地图201中配置有虚拟场景200的虚拟地理位置信息。可以在交互界面20显示缩小的虚拟地图201。
虚拟对象:是指在虚拟场景200中的可活动对象和非活动对象。该可活动对象可以是虚拟人物、虚拟动物、虚拟载具中的至少一种。非活动对象可以是虚拟植物、虚拟山林、虚拟可流等对象。如图2所示的虚拟对象A(玩家A)以虚拟人物为例。
可选地,当虚拟场景200为三维虚拟场景200时,虚拟对象是基于动画骨骼技术创建的三维立体模型。每个虚拟对象在三维虚拟场景200中具有自身的形状、体积以及朝向, 并占据三维虚拟场景200中的一部分空间。
虚拟道具:是指在虚拟场景200中,用于虚拟对象之间通过进行对战的虚拟资源,比如虚拟枪械、虚拟刀具等,也可以是虚拟对象可以使用的借力工具,比如钩索道具等。
在本公开实施例中,虚拟场景200可以是三维虚拟场景200,或者,虚拟场景200也可以是二维虚拟场景200。
以虚拟场景200是三维虚拟场景200为例,请参考图2,其示出了本公开一个示例性的实施例提供的虚拟场景200的交互界面20示意图。如图2所示,虚拟场景200的交互界面20包含场景画面,该场景画面中包括虚拟对象A,三维虚拟场景200的场景画面、以及其它虚拟对象。其中,虚拟对象A可以是电子设备1对应玩家的当前虚拟对象。场景画面中还可以包括其它电子设备对应玩家或者人工智能控制的虚拟对象。
于一实施例中,交互界面20中还可以包括虚拟操作控件,虚拟操作控件用于控制虚拟对象的运动状态,比如,控制虚拟对象的准星移动、跳跃、移动、射击等操作。
本公开实施例中的电子设备1可以是台式计算机、膝上型便携计算机、手机、平板电脑、电子书阅读器、MP3(Moving Picture Experts Group Audio Layer III,动态影像专家压缩标准音频层面3)播放器、MP4(Moving Picture Experts Group Audio Layer IV,动态影像专家压缩标准音频层面4)播放器等等。该电子设备1中安装和运行有支持虚拟环境的应用程序,比如支持三维虚拟环境的应用程序。该应用程序可以是虚拟现实应用程序、三维地图程序、军事仿真程序、TPS游戏、FPS游戏、MOBA游戏中的任意一种。可选地,该应用程序可以是单机版的应用程序,比如单机版的3D游戏程序,也可以是网络联机版的应用程序。本公开实施例中的电子设备1可以包括:操作系统和应用程序。操作系统是为应用程序提供对计算机硬件的安全访问的基础软件。
应用程序是支持虚拟环境的应用程序。可选地,应用程序是支持三维虚拟环境的应用程序。该应用程序可以是虚拟现实应用程序、三维地图程序、军事仿真程序、第三人称射击游戏(Third-Personal Shooting Game,TPS)、第一人称射击游戏(First-personshooting game,FPS)、MOBA游戏、多人枪战类生存游戏中的任意一种。该应用程序可以是单机版的应用程序,比如单机版的3D游戏程序。
于一实施例中,电子设备1的处理器11可以通过执行或者调用存储器12中存储的程序代码和数据生成虚拟场景200,并将生成的虚拟场景200通过外部输出/输入设备进行展示。在展示虚拟场景200的过程中,可以通过电容触控系统检测用户与虚拟场景200进行交互时执行的触控操作,也可以通过外接键盘检测用户与虚拟场景200的交互操作。
本公开实施例提供的方法可由电子设备1执行相应的软件代码实现,通过和服务器进行数据交互来实现。其中,电子设备1可以为本地终端设备。当该虚拟资源转移方法运行于服务器时,该方法则可以基于云交互系统来实现与执行,其中,云交互系统包括服务器和客户端设备。
在一可选的实施方式中,云交互系统下可以运行各种云应用,例如:云游戏。以云游戏为例,云游戏是指以云计算为基础的游戏方式。在云游戏的运行模式下,游戏程序的运 行主体和游戏画面呈现主体是分离的,虚拟资源转移方法的储存与运行是在云游戏服务器上完成的,客户端设备的作用用于数据的接收、发送以及游戏画面的呈现,举例而言,客户端设备可以是靠近用户侧的具有数据传输功能的显示设备,如,移动终端、电视机、计算机、掌上电脑等;但是进行信息处理的电子设备为云端的云游戏服务器。在进行游戏时,玩家操作客户端设备向云游戏服务器发送操作指令,云游戏服务器根据操作指令运行游戏,将游戏画面等数据进行编码压缩,通过网络返回客户端设备,最后,通过客户端设备进行解码并输出游戏画面。
在一可选的实施方式中,以游戏为例,本地电子设备存储有游戏程序并用于呈现游戏画面。本地电子设备用于通过图形界面与玩家进行交互,即,常规的通过电子设备下载安装游戏程序并运行。该本地电子设备将图形用户界面提供给玩家的方式可以包括多种,例如,可以渲染显示在终端的显示屏上,或者,通过全息投影提供给玩家。举例而言,本地电子设备可以包括显示屏和处理器,该显示屏用于呈现图形用户界面,该图形用户界面包括游戏画面,该处理器用于运行该游戏、生成图形用户界面以及控制图形用户界面在显示屏上的显示。
于一实施例中,可以通过电子设备显示当前对局任务对应的局内游戏对局界面,所述局内游戏对局界面包括局内游戏场景和位于所述局内游戏场景中的虚拟对象。
局内游戏场景:一些电子游戏,尤其是对战类游戏中可以包括多场单局游戏,两个或多个玩家角色可以在单局游戏中进行对战,单局游戏是该类游戏的核心体验。局内游戏场景指玩家角色在单局对战游戏内所处的游戏场景或游戏环境,玩家角色可以在局内游戏场景中进行战斗、释放技能、争取单局游戏的胜利等。
局外游戏场景:是与局内游戏场景相对而言的,指电子游戏中单局游戏之外的游戏环境,局外游戏场景是电子游戏的支撑和辅助,玩家可以在局外游戏场景中了解游戏知识、获取角色皮肤、进行战斗准备、与其他玩家联系交友等。以FPS游戏的虚拟场景200为例,局内撤离玩法逐渐兴起,即能把局内拾取到的部分虚拟道具可以带出局外,带出的虚拟道具在局外可以用作养成相关的其他玩法。
把道具带出局外一般有如下两种传统方式:
1、局内设置固定的几个撤离点,玩家进入游戏后,交互界面20右上角会出现撤离点相关信息。撤离点的数量会跟随着游戏游玩时间而开放,玩家在局内拾取的虚拟道具,凡事拾取进背包都可以带出局外(此处的拾取包括局内系统掉落的虚拟道具和击杀敌人的获得的虚拟道具)。当玩家进入游戏中固定的撤离点,则交互界面20中回出现提示。只要玩家在撤离点呆到满足时间上限,则可以撤离出局内,撤离成功后,结算界面会罗列清楚本局拾取到可带出局外的虚拟道具列表,这些是属于玩家的战利品。
2、玩家把局内所有玩家都击败掉,得到第一名,则可以把可带出局外的道具带出。这种游戏场景中,会明确告诉玩家撤离点的地址,玩家在局内拾取的虚拟道具,凡事拾取进背包的都可以带出局外(此处的拾取包括局内系统掉落的道具和击杀敌人的道具)。当玩家进入游戏中固定的撤离点,则界面中回出现提示。只要玩家在撤离点呆到满足时间上限, 则可以撤离出局内。撤离成功后,结算界面会罗列清楚本局拾取到可带出局外的道具列表,这些属于玩家的战利品。
上述把道具带出局外技术方案中,缺陷在于:虽然玩家最终能够把局内道具带出局外,但是局内资源与局外资源的处理过程都需要处理器与存储器进行频繁的数据交互,给电子设备带来了巨大的存储压力和数据交互压力。并且,对于用户玩家来说,上述方式赌博风险性很大,玩家只能去到固定的撤离点或获得第一名才能把拾取到的道具带出局外,与玩家交互的机会较少,降低了玩家参与游戏互动的信心。
请参看图3,其为本公开一实施例的虚拟资源转移方法,该方法可由图1所示的电子设备1来执行,并可以应用于如图2所示的FPS游戏的虚拟场景200中,以实现局内玩家可以随时随地通过使用目标道具提前把自己背包拾取到的目标虚拟资源转移到局外。该方法包括如下步骤:
步骤301:响应针对虚拟对象的控制指令,控制虚拟对象在局内游戏场景中获取虚拟资源,并将虚拟资源存储至局内存储系统;
在本步骤中,虚拟资源可以是武器、药物等虚拟道具,也可以是具备特殊功能的虚拟飞行器等。可以通过电子设备显示当前对局任务对应的局内游戏对局界面,局内游戏对局界面包括局内游戏场景和位于局内游戏场景中的虚拟对象,在游戏对局中,玩家可以控制虚拟对象捡拾具备游戏场景中的虚拟资源,比如可以拾取别的虚拟对象掉落的虚拟道具,或者捡拾系统投放的虚拟资源等,并将该虚拟对象获取到的虚拟资源存储到具备存储系统。其中局内存储系统用来存放在当前局内游戏场景中的虚拟资源信息,如图2B所示,局内存储系统中存储的内容可以包括:附近的虚拟资源(比如配件、投掷物、药品等等)、虚拟对象A拥有的虚拟资源(比如背包30里携带的虚拟道具)以及已装配在虚拟对象A身上的虚拟资源(如虚拟武器1、铠甲等)。
与局内存储系统相对应的,还包括局外存储系统,用于存储局外游戏场景中的虚拟资源,通过将局内游戏场景的虚拟资源与局外游戏场景的虚拟资源分开存储,当玩家在局内时,则局外存储系统就可以不参与数据交互,大大减少游戏过程中对局外存储系统的数据访问量,如此,可以提高数据访问效率。
步骤302:响应于目标道具开启指令,显示局内存储系统内的虚拟资源对应的虚拟资源条目;
在本步骤中,目标道具时具有资源转移功能的局内虚拟道具,可以由在局内游戏场景的玩家触发开启,当目标道具被开启时,可以实时将局内存储系统的虚拟资源条目显示出来,以供用户可以直观的看到哪些资源可以进行转移。
于一实施例中,步骤302具体可以包括:响应于在交互界面上录入的目标道具开启指令,在交互界面中显示目标道具的子界面,子界面包括至少一个虚拟资源条目存置区域,并在交互界面中显示局内存储系统内的虚拟资源对应的虚拟资源条目。
在本步骤中,目标道具是一种和其他虚拟资源类似的道具,目标道具可以在局内游戏场景使用。当玩家在虚拟场景200中的局内参战时,如果在局内捡拾到一些虚拟资源到背 包内,即可通过目标道具将相关虚拟资源转移到局外。此处背包是虚拟对象A拥有的可以存放虚拟物资的虚拟工具。具体地,以手游为例,用户手机的显示屏上会显示虚拟场景200的交互界面20,交互界面20上可以配置有目标道具的控件,或者可以通过预设的操作手势呼出目标道具的控件,比如双指滑动,则手机会响应于该双指滑动操作呼出目标道具的子界面,子界面中包括一个或多个存置区域,存置区域可以用于放置待转移的目标虚拟资源。可以在交互界面20中目标道具的子界面的附近显示局内存储系统内的虚拟资源对应的虚拟资源条目,虚拟资源显示条目可以是文字形式、图标形式或者图文结合的形式,并可以按照类别进行分类显示,以便于玩家很容易辨识是哪一种虚拟资源。
于一实施例中,目标道具的子界面可以包括多个虚拟资源条目存置区域,以便于用户一次性转移多个虚拟资源到局外。子界面弹出后可以默认显示在交互界面20的正中央,以引起玩家注意,玩家可以拖动该子界面的控件框,将其启动到交互界面20的其他位置。子界面中的存置区域可以采用多个格子的形状,每个格子可以显示一个虚拟资源条目,格子的样式也可以用户自定义,比如设置成性圆形、椭圆形、或者器皿的样式等等,增加玩家参与游戏的交互积极性。
于一实施例中,目标道具可以根据游戏规则设定进行投放。比如可以是游戏自身进行随机掉落,也可以伴随空投箱进行目标道具投放或玩家可以在局内通过一些形式进行制造。比如目标道具标识为撤离道具,玩家制造目标道具的方式可以为:玩家通过在交互界面20录入制造指令,呼出制造界面,在制造界面会显示“撤离道具”标记,目标道具的制造方式可根据游戏设定进行设计。比如可通过局内拾取的其他道具进行合成制造,亦可通过局内的一些积分奖励进行制造。玩家可以通过界面上的相关制造按钮,点击进行制造。如果制造条件不足,则制造按钮置灰,显示不可点。
步骤303:响应针对虚拟资源条目的选择操作,从虚拟资源条目中选择至少一目标虚拟资源;
在本步骤中,当玩家想要将某个虚拟资源从局内转移到局外时,可以从虚拟资源条目中选择对应的虚拟资源条目,当玩家在虚拟资源条目中对某一个虚拟资源条目触发选取指令时,响应于该指令,在局内存储系统中选中该虚拟资源条目对应的目标虚拟资源。玩家可以通过直接点击或者长按目标虚拟资源条目等方式来触发选中指令。
于一实施例中,步骤303具体可以包括:响应于在交互界面20上录入的对目标虚拟资源的移动指令,将目标虚拟资源对应的资源条目移动到目标道具的存置区域内。
在本步骤中,当步骤302中开启了目标道具后,用户可以在交互界面20上录入选择指令,选取想要转移的目标虚拟资源条目。移动指令可以是玩家点击虚拟资源条目后将其从一个位置拖动到另一个位置,或者玩家直接双击选择虚拟资源条目,系统就自动将该资源条目移动到目标道具的默认位置。比如从背包里选取已经拥有的目标虚拟资源点击选中它,然后将该虚拟资源条目拖动到目标道具的子界面中的一个存置区域内,如果想要转移多个虚拟资源,则可以选择多个虚拟资源条目,一起移动到目标道具子界面中的多个存置区域内。
步骤304:控制将目标虚拟资源在当前对局任务结束前,从局内存储系统中转移至局外存储系统。
在本步骤中,在玩家参与的游戏层面,一般玩家在局内转移虚拟资源都是希望目标虚拟资源不被接下来的局内战事影响,因此需要将目标虚拟资源在当前对局任务结束前完成转移,避免对局任务结束后该目标虚拟资源丢失的风险。在计算机存储层面,虚拟资源的从局内转移至局外,实际上是该虚拟资源从局内存储系统转移到了局外存储系统,完成转移后,该虚拟资源不再占用局内存储系统空间,从节约局内存储系统的资源,也减少局内数据交互频次,提高计算机处理效率,提高游戏顺畅度。
于一实施例中,在将目标虚拟资源条目放置到目标道具后,响应于对目标道具的释放指令,直接控制目标道具中的目标虚拟资源在当前对局任务结束前,从局内存储系统转移至局外存储系统。此处释放指令可以是用户通过交互界面20录入的,比如可以在目标道具的子界面设置释放按钮,用户直接点击释放按钮即可触发对目标道具的释放指令。也可以是特定事件自动触发生成,比如可以是开启时长达到一定的时长,即触发生成对目标道具的释放指令。多样化的触发方式,不仅可以增添游戏的趣味性,而且改进了交互界面的功能,提高计算机在展示信息以与用户进行交互方面的性能。
上述虚拟资源转移方法,通过增加一种目标道具,局内玩家可以在自己背包拾取到的虚拟资源中选择目标虚拟资源,可以通过使用目标道具,在当前对局结束之前提前把自己背包拾取到的目标虚拟资源移动到局外存储系统,避免玩家在局内得到的虚拟资源在当前局内丢失的风险。实际场景中,玩家可以根据当前物质配备情况决定是否进行转移,虚拟资源转移方式玩家可以选择到指定撤离地点进行常规转移,或者等待赢下当前局再转移,也可以根据需求选择通过上述目标道具进行转移。多种虚拟资源转移方式,丰富了游戏内容,增添了用户的参与积极性。当玩家选择通过上述目标道具从局内转移虚拟资源到局外时,可以降低因一局游玩时间过长而最终因死亡什么都没有收获到的风险,同时游戏竞争性增加,玩家为了争夺道具,而产生更多有趣的内容输出。不仅降低博弈风险性,而且丰富了虚拟资源类型,让玩法更加丰富多样,增添了新手友好度和游戏乐趣。
在计算机存储层面,通过配置两个存储系统:局内存储系统和局外存储系统,局内存储系统用于存储局内游戏场景的虚拟资源,局外存储系统用于存储局外游戏场景的虚拟资源,将虚拟资源从局内转移至局外时,实际上是该虚拟资源从局内存储系统转移到了局外存储系统,完成转移后,该虚拟资源不再占用局内存储系统空间,从节约局内存储系统的资源,提高计算机处理效率,提高当前对局的游戏顺畅度。
请参看图4,其为本公开一实施例的虚拟资源转移方法,该方法可由图1所示的电子设备1来执行,并可以应用于如图2所示的FPS游戏的虚拟场景200中,以实现局内玩家可以随时随地通过使用目标道具40提前把自己背包30拾取到的目标虚拟资源转移到局外。该方法包括如下步骤:
步骤401:响应针对虚拟对象的控制指令,控制虚拟对象在局内游戏场景中获取虚拟资源,并将虚拟资源存储至局内存储系统;详细参见上述实施例对步骤301的描述。
步骤402:响应于在交互界面20上录入的对目标道具40的选中指令,在交互界面20上显示目标道具40的属性信息和开启标记,并显示局内存储系统内的虚拟资源对应的虚拟资源条目。
在本步骤中,局内存储系统内的虚拟资源以背包内的虚拟道具为例,当用户控制的虚拟对象A拥有了目标道具40后,比如捡拾到系统随机掉落的目标道具40,则可以将目标道具40放置在背包30,当在玩家使用想要使用目标道具40时,首先打开背包30界面,如图5A所示,背包30界面中会显示目标道具40以及该虚拟对象A拥有的其他虚拟道具条目,用户可以通过交界面点击目标道具40,进而选中目标道具40,响应于该选中指令,在交互界面20上显示目标道具40的属性信息和开启标记。属性信息可以包括目标道具40的名字与使用后的效果,开启标记可以是开启按钮等。
于一实施例中,可以把目标道具40包装成撤离气球,则当打开背包30时,可以在背包30中显示撤离气球的标记,如图5A所示,比如可以是气球形状,当用户选中该目标道具40时,比如玩家点击目标道具40,目标道具40附近会出现悬浮tips,告知玩家该目标道具的具体道具的名字(即撤离气球)与使用后的效果(即将虚拟资源转移到局外),同时tips上面会有开启按钮Q。
步骤403:响应于触发开启标记时生成的开启指令,在交互界面20中显示目标道具40的子界面41,子界面41包括至少一个虚拟资源条目存置区域42。
在本步骤中,玩家可以通过点击如图5A中所示的开启按钮Q,即可触发对目标道具40的开启指令,系统做出响应,在互界面中显示目标道具40的子界面41,子界面41包括道具存置区域42,如图5B所示,一个目标道具40可以配置多个虚拟资源条目存置区域42,一个存置区域42可以放置一个虚拟资源条目,图5B中以6个为例。
于一实施例中,玩家也可以通过双击、长按等方式开启按钮Q,来触发开启指令,或者用户自定义方式触发,多种触发方式可以提高计算机的交互性能。
于一实施例中,每个目标道具40,都可以设置限定的倒计时,倒计时用于规定玩家必须在限定时间内把需要转移的道具放置在目标道具40中。如图5C所示,子界面41中还可以包括目标道具40的计时器43提示框。以告诉玩家需要在限定的时间里把想要转移的目标虚拟资源条目拖动到存置区域42内,比如预设时长30s,则可以提示30s释放倒计时。玩家可以通过放飞气球,进而把可拾取的道具放置在撤离气球道具中。增加了用户与图形用户界面交互的便利性,提高计算机交互性能。
步骤404:响应针对虚拟资源条目的选择操作,从虚拟资源条目中选择至少一目标虚拟资源;详细参见上述实施例对步骤303的描述。
步骤405:响应于在交互界面20上录入的对目标虚拟资源条目的移动指令,将目标虚拟资源条目移动到目标道具40的虚拟资源条目存置区域42内。
在本步骤中,用户可以在交互界面20上录入对背包30内的虚拟资源条目的选择指令,选取想要转移的目标虚拟资源,比如从背包30里选取已经拥有的目标虚拟资源条目,然后将该目标虚拟资源条目拖动到目标道具40的子界面41中的一个存置区域42内,如果想要 转移多个目标虚拟资源,则可以选择多个目标虚拟资源条目,一起移动到目标道具40子界面41中的多个存置区域42内。
步骤406:当计时器43的计时时长达到预设时长时,生成目标道具40的释放指令。
在本步骤中,子界面41还包括目标道具的计时器43的提示框,该提示框可以显示在子界面的上边缘,并可以采用醒目的形状,比如动态时间条的形式,用以引起玩家注意;当计时器43的计时时长达到预设时长时,比如计时时长达到30s后,可以自动触发对目标道具40的释放指令。
于一实施例中,当计时器43的计时时长距离预设时长时还剩第一时长时,发出提示信息,其中,第一时长小于预设时长。预设时长可以基于实际游戏规则需求进行设定,假设预设时长是30s,则第一时长可以是5s或者3s。比如,如图5D所示,当倒计时剩余5s时,则界面可以提示红色,比如计时器43发出红色闪烁,提醒玩家剩余时间不多,需要抓紧时间拖动目标虚拟资源条目到存置区域42内。当然,此处的剩余时间提示也可以是其他形式,比如语音或文字提示。
步骤407:响应于对目标道具40的释放指令,控制目标道具40中的目标虚拟资源在当前对局任务结束前,从局内存储系统中转移至局外存储系统。
在本步骤中,对目标道具40的释放指令生成后,响应于该释放指令,系统控制目标道具40中的目标虚拟资源转移至局外。目标虚拟资源可以被转移到局外的仓库存储系统。被转移的道具之后不会再出现在局内玩家的背包30中。在局内的玩家背包30则可空出很多空间,也就是该虚拟资源从局内存储系统转移到了局外存储系统,完成转移后,该虚拟资源不再占用局内存储系统空间,从节约局内存储系统的资源,提高计算机处理效率,提高当前对局的游戏顺畅度。以在线游戏为例,游戏服务端的代码会记录这些目标虚拟资源id信息,等待此局游戏结算时,把这些目标虚拟资源再调出来,供玩家查看结算结果。
步骤408:发出目标虚拟资源已成功转移至局外的提示信息。
在本步骤中,步骤405的转移过程都是在系统内自动完成,用户是无法感知的,为了与用户保持较好的交互感,当目标虚拟资源转移成功后,可以在交互界面20给与提示,以供用户查转移结果,提示方式可以是语音、文字、颜色或者小视频等。比如,如图5E所示,用户能看到的直观结果就是,倒计时结束后,交互界面20弹出tips告诉玩家气球撤离成功,也就是道具转移成功。
上述虚拟资源转移方法,通过在虚拟资源常规转移方式的基础上增加一种目标道具40,局内玩家可以通过使用目标道具40,提前把自己背包30拾取到的目标虚拟资源移动到目标道具40的道具存置区域42内,然后释放该目标道具40,即可将目标虚拟资源转移到局外。玩家可以根据当前物质配备情况决定是否进行转移,玩家可找到安全地方进行战略部署,亦可当下立刻部署调整。
本实施例的虚拟资源转移方案既包括目前的道具撤离方式,又包括前述提到的两种传统方式。如果玩家想要常规转移方式,也可以到指定撤离地点进行虚拟资源转移,或者可以等待赢下当前局,再可完成道具转移。多样式的虚拟资源转移方式,让挖家有更多选择 性,增加了用户与图形用户界面交互的便利性,提高计算机交互性能。
请参看图6,其为本公开一实施例的虚拟资源转移装置600,该装置可应用于图1所示的电子设备1,并可以应用于如图2所示的FPS游戏的虚拟场景200中,通过电子设备1显示当前对局任务对应的局内游戏对局界面,局内游戏对局界面包括局内游戏场景和位于局内游戏场景中的虚拟对象,以实现局内玩家可以随时随地通过使用目标道具40提前把自己背包30拾取到的虚拟资源目标虚拟资源转移到局外,无需玩家到指定撤离地点,也不需要等待赢下当前局,即可完成道具转移。该装置包括:获取模块601、显示模块602、选择模块603和转移模块604,各个模块的原理关系如下:
获取模块601,用于响应针对虚拟对象的控制指令,控制虚拟对象在局内游戏场景中获取虚拟资源,并将虚拟资源存储至局内存储系统;
显示模块602,用于响应于目标道具开启指令,显示局内存储系统内的虚拟资源对应的虚拟资源条目;
选择模块603,用于响应针对虚拟资源条目的选择操作,从虚拟资源条目中选择至少一目标虚拟资源;
转移模块604,用于控制将目标虚拟资源在当前对局任务结束前,从局内存储系统中转移至局外存储系统。
于一实施例中,显示模块602用于:响应于在交互界面上录入的目标道具开启指令,在交互界面中显示目标道具的子界面,子界面包括至少一个虚拟资源条目存置区域,并在交互界面中显示局内存储系统内的虚拟资源对应的虚拟资源条目。
于一实施例中,响应于在交互界面上录入的目标道具开启指令,在交互界面中显示目标道具的子界面,子界面包括至少一个虚拟资源条目存置区域,包括:响应于在交互界面上录入的对目标道具的选中指令,在交互界面上显示目标道具的属性信息和开启标记;响应于触发开启标记时生成的开启指令,在交互界面中显示目标道具的子界面,子界面包括至少一个虚拟资源条目存置区域。
于一实施例中,转移模块604用于:响应于在交互界面上录入的对目标虚拟资源条目的移动指令,将目标虚拟资源条目移动到目标道具的虚拟资源条目存置区域内;响应于对目标道具的释放指令,控制目标道具中的目标虚拟资源在当前对局任务结束前,从局内存储系统中转移至局外存储系统。
于一实施例中,子界面还包括目标道具的计时器提示框;装置包括:生成模块605,用于当计时器的计时时长达到预设时长时,生成对目标道具的释放指令。
于一实施例中,还包括:第一提示模块606,用于当计时器的计时时长距离预设时长时还剩第一时长时,发出提示信息,其中,第一时长小于预设时长。
于一实施例中,还包括:第二提示模块607,用于在控制将目标虚拟资源在当前对局任务结束前,从局内存储系统中转移至与局外存储系统之后,发出目标虚拟资源已成功转移的提示信息。
上述虚拟资源转移装置600的详细描述,请参见上述实施例中相关方法步骤的描述。
本公开实施例还提供了一种非暂态电子设备可读存储介质,包括:程序,当其在电子设备上运行时,使得电子设备可执行上述实施例中方法:
响应针对虚拟对象的控制指令,控制虚拟对象在局内游戏场景中获取虚拟资源,并将虚拟资源存储至局内存储系统;
响应于在交互界面上录入的目标撤离道具开启指令,显示局内存储系统内的虚拟资源对应的虚拟资源条目;
在交互界面中显示撤离道具的子界面,子界面包括道具存置区域;
响应针对虚拟资源条目的选择操作,从虚拟资源条目中选择至少一目标虚拟资源;
响应于在交互界面上录入的对目标虚拟道具的移动指令,将目标虚拟道具移动到撤离道具的道具存置区域内;
响应于对撤离道具的释放指令,控制将撤离道具中的目标虚拟资源道具在当前对局任务结束前,从局内存储系统中转移至与局外存储系统至局外。
于一实施例中,响应于目标道具开启指令,显示局内存储系统内的虚拟资源对应的虚拟资源条目,包括:响应于在交互界面上录入的目标道具开启指令,在交互界面中显示目标道具的子界面,子界面包括至少一个虚拟资源条目存置区域,并在交互界面中显示局内存储系统内的虚拟资源对应的虚拟资源条目。
于一实施例中,响应于在交互界面上录入的目标道具开启指令,在交互界面中显示目标道具的子界面,子界面包括至少一个虚拟资源条目存置区域,包括:响应于在交互界面上录入的对目标道具的选中指令,在交互界面上显示目标道具的属性信息和开启标记;响应于触发开启标记时生成的开启指令,在交互界面中显示目标道具的子界面,子界面包括至少一个虚拟资源条目存置区域。
于一实施例中,控制将目标虚拟资源在当前对局任务结束前,从局内存储系统中转移至与局外存储系统,包括:响应于在交互界面上录入的对目标虚拟资源条目的移动指令,将目标虚拟资源条目移动到目标道具的虚拟资源条目存置区域内;响应于对目标道具的释放指令,控制目标道具中的目标虚拟资源在当前对局任务结束前,从局内存储系统中转移至局外存储系统。
于一实施例中,子界面还包括目标道具的计时器提示框;方法包括:当计时器的计时时长达到预设时长时,生成对目标道具的释放指令。
于一实施例中,还包括:当计时器的计时时长距离预设时长时还剩第一时长时,发出提示信息,其中,第一时长小于预设时长。
于一实施例中,在控制将目标虚拟资源在当前对局任务结束前,从局内存储系统中转移至与局外存储系统之后,还包括:发出目标虚拟资源已成功转移的提示信息。
其中,存储介质可为磁盘、光盘、只读存储记忆体(Read-Only Memory,ROM)、随机存储记忆体(Random Access Memory,RAM)、快闪存储器(Flash Memory)、硬盘(Hard Disk Drive,缩写:HDD)或固态硬盘(Solid-State Drive,SSD)等。存储介质还可以包括上述种类的存储器的组合。
虽然结合附图描述了本公开的实施例,但是本领域技术人员可以在不脱离本公开的精神和范围的情况下作出各种修改和变型,这样的修改和变型均落入由所附权利要求所限定的范围之内。

Claims (16)

  1. 一种虚拟资源转移方法,其特征在于,通过电子设备显示当前对局任务对应的局内游戏对局界面,所述局内游戏对局界面包括局内游戏场景和位于所述局内游戏场景中的虚拟对象,所述方法包括:
    响应针对所述虚拟对象的控制指令,控制所述虚拟对象在所述局内游戏场景中获取虚拟资源,并将所述虚拟资源存储至局内存储系统;
    响应于目标道具开启指令,显示所述局内存储系统内的虚拟资源对应的虚拟资源条目;
    响应针对所述虚拟资源条目的选择操作,从所述虚拟资源条目中选择至少一目标虚拟资源;
    控制将所述目标虚拟资源在所述当前对局任务结束前,从所述局内存储系统中转移至局外存储系统。
  2. 根据权利要求1所述的方法,其特征在于,所述响应于目标道具开启指令,显示所述局内存储系统内的虚拟资源对应的虚拟资源条目,包括:
    响应于在交互界面上录入的所述目标道具开启指令,在所述交互界面中显示所述目标道具的子界面,所述子界面包括至少一个虚拟资源条目存置区域,并在所述交互界面中显示所述局内存储系统内的虚拟资源对应的虚拟资源条目。
  3. 根据权利要求2所述的方法,其特征在于,所述响应于在交互界面上录入的所述目标道具开启指令,在所述交互界面中显示所述目标道具的子界面,所述子界面包括至少一个虚拟资源条目存置区域,包括:
    响应于在所述交互界面上录入的对所述目标道具的选中指令,在所述交互界面上显示所述目标道具的属性信息和开启标记;
    响应于触发所述开启标记时生成的开启指令,在所述交互界面中显示所述目标道具的子界面,所述子界面包括至少一个虚拟资源条目存置区域。
  4. 根据权利要求2所述的方法,其特征在于,所述控制将所述目标虚拟资源在所述当前对局任务结束前,从所述局内存储系统中转移至与所述局外存储系统,包括:
    响应于在所述交互界面上录入的对所述目标虚拟资源条目的移动指令,将所述目标虚拟资源条目移动到所述目标道具的所述虚拟资源条目存置区域内;
    响应于对所述目标道具的释放指令,控制所述目标道具中的所述目标虚拟资源在所述当前对局任务结束前,从所述局内存储系统中转移至所述局外存储系统。
  5. 根据权利要求4所述的方法,其特征在于,所述子界面还包括所述目标道具的计时器提示框;所述方法包括:
    当所述计时器的计时时长达到预设时长时,生成对所述目标道具的所述释放指令。
  6. 根据权利要求5所述的方法,其特征在于,还包括:
    当所述计时器的计时时长距离所述预设时长时还剩第一时长时,发出提示信息,其中,所述第一时长小于所述预设时长。
  7. 根据权利要求1所述的方法,其特征在于,在所述控制将所述目标虚拟资源在所述当前对局任务结束前,从所述局内存储系统中转移至与所述局外存储系统之后,还包括:
    发出所述目标虚拟资源已成功转移的提示信息。
  8. 一种虚拟资源转移装置,其特征在于,通过电子设备显示当前对局任务对应的局内游戏对局界面,所述局内游戏对局界面包括局内游戏场景和位于所述局内游戏场景中的虚拟对象,所述装置包括:
    获取模块,用于响应针对所述虚拟对象的控制指令,控制所述虚拟对象在所述局内游戏场景中获取虚拟资源,并将所述虚拟资源存储至局内存储系统;
    显示模块,用于响应于目标道具开启指令,显示所述局内存储系统内的虚拟资源对应的虚拟资源条目;
    选择模块,用于响应针对所述虚拟资源条目的选择操作,从所述虚拟资源条目中选择至少一目标虚拟资源;
    转移模块,用于控制将所述目标虚拟资源在所述当前对局任务结束前,从所述局内存储系统中转移至局外存储系统。
  9. 根据权利要求8所述的装置,其特征在于,所述显示模块用于:
    响应于在交互界面上录入的所述目标道具开启指令,在所述交互界面中显示所述目标道具的子界面,所述子界面包括至少一个虚拟资源条目存置区域,并在所述交互界面中显示所述局内存储系统内的虚拟资源对应的虚拟资源条目。
  10. 根据权利要求9所述的装置,其特征在于,所述响应于在交互界面上录入的所述目标道具开启指令,在所述交互界面中显示所述目标道具的子界面,所述子界面包括至少一个虚拟资源条目存置区域,包括:
    响应于在所述交互界面上录入的对所述目标道具的选中指令,在所述交互界面上显示所述目标道具的属性信息和开启标记;
    响应于触发所述开启标记时生成的开启指令,在所述交互界面中显示所述目标道具的子界面,所述子界面包括至少一个虚拟资源条目存置区域。
  11. 根据权利要求9所述的装置,其特征在于,所述转移模块用于:
    响应于在所述交互界面上录入的对所述目标虚拟资源条目的移动指令,将所述目标虚拟资源条目移动到所述目标道具的所述虚拟资源条目存置区域内;
    响应于对所述目标道具的释放指令,控制所述目标道具中的所述目标虚拟资源在所述当前对局任务结束前,从所述局内存储系统中转移至所述局外存储系统。
  12. 根据权利要求11所述的装置,其特征在于,所述子界面还包括所述目标道具的计时器提示框;所述装置包括:
    生成模块,用于当所述计时器的计时时长达到预设时长时,生成对所述目标道具的所述释放指令。
  13. 根据权利要求12所述的装置,其特征在于,还包括:
    第一提示模块,用于当所述计时器的计时时长距离所述预设时长时还剩第一时长时,发出提示信息,其中,所述第一时长小于所述预设时长。
  14. 根据权利要求8所述的装置,其特征在于,还包括:
    第二提示模块,用于在所述控制将所述目标虚拟资源在所述当前对局任务结束前,从所述局内存储系统中转移至与所述局外存储系统之后,发出所述目标虚拟资源已成功转移的提示信息。
  15. 一种电子设备,其特征在于,包括:
    存储器,用以存储计算机程序;
    处理器,用以执行所述计算机程序,以实现如权利要求1至7中任一项所述的方法。
  16. 一种非暂态电子设备可读存储介质,其特征在于,包括:程序,当其藉由电子设备运行时,使得所述电子设备执行权利要求1至7中任一项所述的方法。
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