WO2023226557A1 - 账号间的互动方法、装置、计算机设备及存储介质 - Google Patents

账号间的互动方法、装置、计算机设备及存储介质 Download PDF

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Publication number
WO2023226557A1
WO2023226557A1 PCT/CN2023/082558 CN2023082558W WO2023226557A1 WO 2023226557 A1 WO2023226557 A1 WO 2023226557A1 CN 2023082558 W CN2023082558 W CN 2023082558W WO 2023226557 A1 WO2023226557 A1 WO 2023226557A1
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WO
WIPO (PCT)
Prior art keywords
prop
target
icon
interactive
account
Prior art date
Application number
PCT/CN2023/082558
Other languages
English (en)
French (fr)
Inventor
梅英杰
蔚蒙
荆显琦
郝莉莉
肖星宇
王洪江
蒋若薇
张俊
洪孝强
吴利超
Original Assignee
腾讯科技(深圳)有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
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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
Publication of WO2023226557A1 publication Critical patent/WO2023226557A1/zh

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting 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
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features 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

  • the present application relates to the technical field of computer technology, and in particular to an interaction method, device, computer equipment and storage medium between accounts.
  • MOBA Multiplayer Online Battle Arena
  • Embodiments of the present application provide an interaction method, device, computer equipment and storage medium between accounts, which not only enriches the interaction methods between accounts, but also improves the efficiency of human-computer interaction and the efficiency of interaction between accounts.
  • the technical solutions are as follows:
  • an interaction method between accounts is provided, and the method includes:
  • the game preparation interface includes a first icon and at least one second icon.
  • the first icon is used to represent the currently logged-in first account, and the second icon is used to represent For accounts other than the first account, the game preparation interface is used to prepare for the virtual game;
  • a prop selection area is displayed in the game preparation interface, the target icon is any one of the at least one second icon, and the prop selection area displays the third At least one interactive prop owned by an account;
  • a target special effects animation of the target interactive prop is played, the target interactive prop is any one of the at least one interactive prop, and the target special effects animation is used to present the target interaction
  • the prop points from the first icon to the special effect resource of the target icon.
  • an interaction device between accounts includes:
  • the first display module is used to display the game preparation interface of the virtual game.
  • the game preparation interface includes a first icon and at least one second icon.
  • the first icon is used to represent the currently logged in first account, so The second icon is used to represent other accounts except the first account, and the game preparation interface is used to prepare for the virtual game;
  • the first display module is further configured to display a prop selection area in the game preparation interface in response to a triggering operation on a target icon, where the target icon is any one of the at least one second icon, so At least one interactive prop owned by the first account is displayed in the prop selection area;
  • a playback module configured to play the target special effects animation of the target interactive prop in response to the use operation of the target interactive prop.
  • the target interactive prop is any one of the at least one interactive prop, and the target special effects animation is used to The target interactive prop is presented as a special effect resource pointing from the first icon to the target icon.
  • a computer device includes a processor and a memory.
  • the memory is used to store at least one computer program.
  • the at least one computer program is loaded and executed by the processor to implement the present application.
  • a computer-readable storage medium stores at least one section of a computer program.
  • the at least one section of the computer program is loaded and executed by a processor to implement the account as in the embodiment of the present application. methods of interaction.
  • a computer program product or computer program including computer program code, the computer program code being stored in a computer-readable storage medium, and a processor of the computer device extracting the computer program code from the computer-readable storage medium.
  • the medium reads the computer program code, and the processor executes the computer program code, causing the computer device to perform the above aspects or the interaction methods between accounts provided in various optional implementations.
  • Figure 1 is a schematic diagram of the implementation environment of an interaction method between accounts provided according to an embodiment of the present application
  • Figure 2 is a flow chart of an interaction method between accounts provided according to an embodiment of the present application.
  • Figure 3 is a flow chart of another interaction method between accounts provided according to an embodiment of the present application.
  • Figure 4 is a schematic diagram of a game preparation interface in the team formation stage provided according to an embodiment of the present application.
  • Figure 5 is a schematic diagram of a game preparation interface in the object selection stage provided according to an embodiment of the present application.
  • Figure 6 is a schematic diagram of a game preparation interface in the loading stage provided according to an embodiment of the present application.
  • Figure 7 is a flow chart for sending a prop use request according to an embodiment of the present application.
  • Figure 8 is a flow chart for playing target special effects animation according to an embodiment of the present application.
  • Figure 9 is an interaction flow chart of an interaction method between accounts provided according to an embodiment of the present application.
  • Figure 10 is a flow chart of another interaction method between accounts provided according to an embodiment of the present application.
  • Figure 11 is a schematic structural diagram of an interaction device between accounts provided according to an embodiment of the present application.
  • Figure 12 is a schematic structural diagram of another interactive device between accounts provided according to an embodiment of the present application.
  • Figure 13 is a schematic structural diagram of a terminal provided according to an embodiment of the present application.
  • Figure 14 is a schematic structural diagram of a server provided according to an embodiment of the present application.
  • the information including but not limited to user equipment information, user personal information, etc.
  • data including but not limited to data used for analysis, stored data, displayed data, etc.
  • signals involved in this application All are authorized by the user or fully authorized by all parties, and the collection, use and processing of relevant data need to comply with relevant laws, regulations and standards of relevant countries and regions.
  • the interactive props and special effects resources of interactive props involved in this application were obtained with full authorization.
  • MOBA game It is a type of online game. In MOBA games, players are usually divided into two teams. The two teams are scattered and compete with each other on the game map. Each player controls his or her own virtual objects to perform many actions.
  • Team formation stage This is the stage in the game where players form teams. This team formation stage is a stage of preparation for the virtual game.
  • Object selection stage It is the stage in the game where players select virtual objects.
  • This object selection phase is a phase of preparation for the virtual game.
  • Loading stage It is the waiting stage for loading the virtual scene of the virtual game after the player selects the virtual object in the game.
  • the virtual scene includes virtual objects selected by the player.
  • Player avatar It is a small square-style image of the player's own image used in the game.
  • Bust It is the rectangular style image presented by the virtual object selected by the player during the loading phase of the game.
  • the interaction method between accounts provided by the embodiment of the present application can be executed by a computer device.
  • the computer device is a terminal or server. Taking a computer device as a terminal as an example, the following will introduce the implementation environment of the interaction method between accounts provided by the embodiment of the present application.
  • Figure 1 is a schematic diagram of the implementation environment of the interaction method between accounts provided by the embodiment of the present application. Referring to Figure 1, the implementation environment includes a terminal 101 and a server 102. The terminal 101 and the server 102 can be connected directly or indirectly through wired or wireless communication methods, which is not limited in this application.
  • the terminal 101 is a smartphone, a tablet computer, a notebook computer, a desktop computer, a smart speaker, a smart watch, a smart voice interaction device, a smart home appliance, a vehicle-mounted terminal, etc., but is not limited thereto.
  • the terminal 101 has applications installed and running.
  • the application supports virtual matches.
  • the application can be any of a first-person shooting game (FPS), a third-person shooting game, a multiplayer online battle arena game (MOBA), or a multiplayer gunfight survival game. kind.
  • the terminal 101 may display a game preparation interface for the virtual game, and the game preparation interface displays a first icon and at least one second icon.
  • the first icon is used to represent the first account logged in on the terminal 101
  • the second icon is used to represent other accounts logged in on other terminals 101.
  • the player controls the terminal 101 so that the first account uses interactive props on other accounts to interact with other accounts.
  • the terminal 101 can display the special effect resource of the interactive prop pointing from the first icon to the target icon.
  • the target icon is used to represent the account that interacts with the first account.
  • the number of the above terminals may be more or less.
  • the number of the above-mentioned terminals is one, or the number of the above-mentioned terminals is dozens, hundreds, or more.
  • the embodiments of this application do not limit the number of terminals and device types.
  • the server 102 is an independent physical server, or it can be a server cluster or distributed system composed of multiple physical servers, or it can provide cloud services, cloud databases, cloud computing, cloud functions, cloud storage, and networks.
  • Cloud servers for basic cloud computing services such as services, cloud communications, middleware services, domain name services, security services, CDN (Content Delivery Network, content distribution network), big data and artificial intelligence platforms.
  • the server 102 is used to provide background services for applications that support virtual games.
  • the background service may be a data storage service, an information verification service, an information transmission service, etc., which are not limited in the embodiments of this application.
  • the server 102 is used to provide information verification services for applications that support virtual games.
  • the terminal 101 logged in with the first account uses interactive props on other accounts
  • the terminal 101 logged in with the first account can send a message to the server 102 Prop usage request.
  • the server 102 can verify the prop usage request.
  • the terminal 101 and other terminals 101 can obtain the special effect resources corresponding to the interactive prop.
  • the server 102 takes on the main computing work, and the terminal 101 takes on the secondary computing work; or the server 102 takes on the secondary computing work, and the terminal 101 takes on the main computing work; or, the server 102 and the terminal 101 adopt Distributed computing architecture for collaborative computing.
  • FIG. 2 is a flow chart of an interaction method between accounts provided according to an embodiment of the present application. Referring to Figure 2, in the embodiment of the present application, execution by a terminal is used as an example for explanation.
  • the interaction method between the accounts includes the following steps:
  • the terminal displays a game preparation interface for the virtual game.
  • the game preparation interface includes a first icon and at least one second icon.
  • the first icon is used to represent the first account currently logged in, and the second icon is used to represent other than the first account.
  • the game preparation interface is used to prepare for virtual games.
  • the terminal is the terminal 101 shown in Figure 1, and the terminal is installed with an application program.
  • the application supports virtual play.
  • the virtual game includes a preparation phase and a progress phase.
  • the terminal can prepare for the virtual game.
  • virtual objects from different camps compete with each other in the virtual scene.
  • the terminal displays the game preparation interface for the virtual game.
  • a first icon and at least one second icon are displayed in the game preparation interface.
  • the first icon is used to represent the first account currently logged in by the terminal, and the second icon is used to represent other accounts currently logged in by other terminals.
  • the first account and other accounts are the accounts participating in the virtual game.
  • the first icon and the second icon may be a player's avatar, or may be a bust of a virtual object selected by the player, which is not limited in the embodiments of the present application.
  • the number of at least one second icon may be 1, 4, 9, etc., and the embodiment of the present application does not limit this.
  • the terminal In response to the triggering operation on the target icon, the terminal displays a prop selection area in the game preparation interface.
  • the target icon is any one of at least one second icon, and at least one interaction owned by the first account is displayed in the prop selection area. Props.
  • the terminal in response to a triggering operation on any one of the at least one second icon, displays a prop selection area in the game preparation interface.
  • the trigger operation can be a click operation, a double-click operation, a long press operation, or Drag and drop operations, etc., are not limited in the embodiments of this application.
  • the position displayed in the prop selection area may be near the target icon, near the first icon, or a preset position in the game preparation interface, which is not limited in the embodiments of the present application.
  • the prop selection area includes at least one interactive prop, and embodiments of the present application do not limit the number of interactive props in the prop selection area.
  • the interactive props may be props for interaction such as fireworks, hearts, or flowers, which are not limited in the embodiments of this application.
  • the terminal plays the target special effects animation of the target interactive prop.
  • the target interactive prop is any one of at least one interactive prop.
  • the target special effects animation is used to present the target interactive prop pointing from the first icon to the target. Special effects resources for icons.
  • any interactive prop there are special effect resources corresponding to the interactive prop.
  • Special effects resources are used to synthesize special effects animations for interactive props.
  • the terminal can play the special effects animation of the interactive prop, that is, when the first account uses the target interactive prop to the account represented by the target icon, the terminal can play the target Target special effects animation for interactive props.
  • the solution provided by the embodiment of the present application can display a prop selection area containing at least one interactive prop in the game preparation interface by triggering the target icon in the game preparation interface when preparing for a virtual game.
  • By selecting the At least one target interactive prop among the interactive props can play the target special effects animation corresponding to the target interactive prop, intuitively displaying that the first account uses the target interactive prop for other accounts, thereby realizing interaction between the first account and other accounts. , that is, interaction can be carried out without going through a chat channel, which not only enriches the interaction methods, but also improves the efficiency of human-computer interaction and the efficiency of interaction between accounts.
  • the target special effects animation in the embodiment of the present application can be generated by the terminal or by the server.
  • the following takes the target special effects animation generated by the terminal as an example to further elaborate on the solution provided by this application.
  • Figure 3 is a flow chart of another interaction method between accounts provided according to the embodiment of this application. See Figure 3. When implemented in this application In this example, execution from the terminal is used as an example.
  • the interaction method between the accounts includes the following steps:
  • the terminal displays a game preparation interface for the virtual game.
  • the game preparation interface includes a first icon and at least one second icon.
  • the first icon is used to represent the first account currently logged in, and the second icon is used to represent other than the first account.
  • the game preparation interface is used to prepare for virtual games.
  • the terminal is the terminal 101 shown in Figure 1 .
  • the terminal is installed with applications that support virtual games.
  • the virtual game includes a preparation phase and a progress phase.
  • the terminal can prepare for the virtual game.
  • virtual objects from different camps compete with each other in the virtual scene.
  • the content prepared by the terminal in the preparation phase may include creating a camp team to participate in the virtual game, selecting virtual objects to participate in the virtual game, or loading a virtual scene for the virtual game, etc. This embodiment of the present application does not limit this.
  • the terminal can display the corresponding game preparation interface according to the prepared content. There are multiple icons displayed in the game preparation interface.
  • the multiple icons may be player avatars, busts of virtual objects selected by the player, dynamic images of virtual objects selected by the player, or three-dimensional models of virtual objects selected by the player. This application implements There is no restriction on this. Multiple refers to two or more.
  • the plurality of icons include a first icon and at least one second icon.
  • the terminal can make at least one of the above preparations for the virtual game.
  • the preparation phase of the virtual game may be a separate phase.
  • the preparation phase of the virtual game may be an object selection phase or a loading phase.
  • the terminal makes preparations for the virtual game.
  • the preparation phase of a virtual game can also be divided into multiple stages.
  • the preparation phase for a virtual game includes a team formation phase, an object selection phase, and a loading phase. In this case, the terminal makes three preparations for the virtual game.
  • the terminal making various preparations for a virtual game.
  • the preparation stage of the virtual game is divided into three stages: team formation stage, object selection stage and loading stage. Since the content of preparation at different stages is different, the game preparation interface displayed by the terminal at different stages will also be different.
  • the icons in different game preparation interfaces can be the same or different.
  • the terminal can create a camp team to participate in the virtual game.
  • the game preparation interface displays icons corresponding to accounts belonging to the same camp, that is, the first account represented by the first icon and the other accounts represented by the second icon belong to the same camp, and the player corresponding to the first account and Players corresponding to the second account are teammates with each other.
  • FIG. 4 is a schematic diagram of a game preparation interface in the team formation stage provided according to an embodiment of the present application.
  • 401 in Figure 4 exemplarily shows that a first icon and four second icons are displayed in the game preparation interface.
  • the first icon and the four second icons are all player avatars.
  • the player corresponding to the first icon and the four players corresponding to the second icon belong to the same camp.
  • a friend list is also displayed on the game preparation interface.
  • the friend list includes multiple players who are friends with the player corresponding to the first icon.
  • the player corresponding to the first icon can invite players in the friend list to create a camp team.
  • the terminal can match the camp teams with the enemy camp.
  • players participating in the virtual game can choose virtual objects to participate in the virtual game. That is, after the team formation phase ends, the terminal matches the enemy camp to the camp team and then enters the object selection phase.
  • the object selection stage players from multiple camps can select virtual objects to participate in the virtual game.
  • the game preparation interface displays icons corresponding to accounts belonging to multiple camps. That is, the first account represented by the first icon and other accounts represented by the second icon can belong to the same camp or different camps. .
  • the player corresponding to the first account and the player corresponding to the second account are teammates or opponents of each other.
  • FIG. 5 is a schematic diagram of a game preparation interface in the object selection stage provided according to an embodiment of the present application.
  • 501 in Figure 5 exemplarily shows that a first icon and nine second icons are displayed in the game preparation interface.
  • the first icon and the nine second icons are all player avatars.
  • the player avatars corresponding to players belonging to different camps are divided according to the camp and displayed on the left and right sides of the game preparation interface.
  • the game preparation interface also displays a virtual object display area. When the player selects a virtual object through the first account, the display area can display the selected virtual object.
  • the terminal can load the virtual scene of the virtual game.
  • the virtual scene includes virtual objects selected by the player.
  • icons corresponding to accounts belonging to multiple camps are displayed in the game preparation interface.
  • FIG. 6 is a schematic diagram of a game preparation interface in the loading stage provided according to an embodiment of the present application.
  • 601 in Figure 6 exemplarily shows that a first icon and nine second icons are displayed in the game preparation interface.
  • the first icon and the four second icons are busts of virtual objects selected by the player.
  • the busts corresponding to players belonging to different camps are divided according to the camp and are displayed on the upper and lower sides of the game preparation interface.
  • the terminal In response to the triggering operation on the target icon, the terminal displays a prop selection area in the game preparation interface.
  • the target icon is any one of at least one second icon, and at least one interaction owned by the first account is displayed in the prop selection area. Props.
  • the target icon is any other icon in the game preparation interface except the first icon.
  • the terminal can display the prop selection area.
  • At least one interactive prop is displayed in the prop selection area.
  • the embodiment of the present application does not limit the number of interactive props and the type of interactive props in the prop selection area.
  • At least one interactive prop is an interactive prop owned by the first account.
  • the prop selection area is used to select the interactive props used by the first account on the account represented by the target icon.
  • the prop selection area may be a circular area, a square area, or a polygonal area, which is not limited in the embodiment of the present application.
  • the position displayed in the prop selection area may be near the target icon, near the first icon, or a preset position in the game preparation interface, which is not limited in the embodiments of the present application.
  • the prop selection area is a circular area, and the center of the prop selection area coincides with the center of the target icon.
  • the prop selection area can be viewed as a roulette wheel. Since the position of the icon display in the game preparation interface is different in different preparation stages, and is limited by the size of the terminal screen, the terminal can adjust the size or display range of the prop selection area so that all items in the prop selection area can be displayed. Interactive props.
  • the preparation stage is the team formation stage.
  • 402 in Figure 4 exemplarily shows a prop selection area.
  • the prop selection area includes six sub-areas. These six sub-areas are all circular areas. The distance between the centers of these six sub-regions and the center of the target icon is equal, that is, the centers of these six sub-regions are located on a circle with the center of the target icon as the center. Different sub-areas correspond to different types of interactive props.
  • Props are displayed in five sub-areas, and the remaining one is empty. Prop packs are displayed on empty sub-areas.
  • the prop package is used to indicate the prop library of the first account.
  • the prop library stores multiple interactive props of the first account.
  • the terminal can add interactive props to the sub-area.
  • the preparation phase is the object selection phase.
  • 502 in FIG. 5 exemplarily shows a prop selection area.
  • the prop selection area includes six sub-areas. These six sub-areas are all circular areas.
  • the distance between the centers of these six sub-regions and the center of the target icon is equal, that is, the centers of these six sub-regions are all located on an arc with the center of the target icon as the center.
  • the terminal can adjust the distance between the center of the sub-region and the center of the target icon so that the distance between the center of the sub-region and the center of the target icon is increased.
  • the distance between the center of the sub-region and the center of the target icon in the object selection phase is farther than the distance between the center of the sub-region and the center of the target icon in the teaming phase. Since the target icon is located at the upper right of the game preparation interface, in order to display all interactive props in the prop selection area, the prop selection area is located at the lower left of the target icon.
  • the preparation phase is the loading phase.
  • 602 in FIG. 6 exemplarily shows a prop selection area.
  • the prop selection area includes six sub-areas. These six sub-areas are all circular areas.
  • the distance between the centers of these six sub-regions and the center of the target icon is equal, that is, the centers of these six sub-regions are all located on an arc with the center of the target icon as the center.
  • the terminal can adjust the distance between the center of the sub-region and the center of the target icon so that the distance between the center of the sub-region and the center of the target icon is increased.
  • the distance between the center of the sub-area and the center of the target icon is further during the loading phase than the distance between the center of the sub-area and the center of the target icon during the teaming phase. Since the target icon is located at the bottom of the game preparation interface, in order to display all interactive props in the prop selection area, the prop selection area is located above the center of the target icon.
  • the terminal can display different interactive props in the prop selection area based on the consumption frequency of interactive props, the remaining number of interactive props, or the account relationship between accounts.
  • the terminal can display the prop selection area based on the consumption frequency of the interactive prop.
  • the process of the terminal displaying the prop selection area is: in response to the triggering operation on the target icon, the terminal obtains the consumption frequency of at least one interactive prop. Then, the terminal displays a prop selection area in the game preparation interface based on the consumption frequency of at least one interactive prop. Among them, at least one interactive prop is displayed in the prop selection area in order of consumption frequency from high to low.
  • the interactive props in the prop selection area are displayed in order of the consumption frequency of the interactive props from high to low.
  • Interactive props with high consumption frequency can be displayed first, making subsequent use of interactive props with high consumption frequency more convenient. It not only conforms to the player's intention, but also improves the efficiency of human-computer interaction.
  • the terminal can display the prop selection area based on the remaining number of interactive props.
  • the process of the terminal displaying the prop selection area is: in response to the triggering operation on the target icon, the terminal obtains the remaining quantity of at least one interactive prop. Then, the terminal displays a prop selection area in the game preparation interface based on the remaining quantity of at least one interactive prop. Among them, at least one interactive prop is displayed in the prop selection area in descending order of remaining quantity.
  • the solution provided by the embodiment of the present application displays the interactive props in the prop selection area in order of the remaining number of interactive props from large to small, which can prioritize the display of interactive props with a large number of remaining interactive props, and facilitate the subsequent use of interactive props with a large number of remaining interactive props. It is convenient to avoid the situation where certain interactive props are exhausted and the interactive props cannot be used, which can improve the efficiency of human-computer interaction.
  • the terminal can display the item selection area based on account relationships between accounts.
  • the account relationship may be at least one of no relationship, teammate relationship, opponent relationship, couple relationship, and friend relationship, which is not limited in the embodiments of this application.
  • Accounts with different account relationships will use different types of interactive props. For example, accounts that are friends will use interactive props such as hearts or fireworks, accounts that are rivals will use interactive props such as kitchen knives or hammers, and accounts that have no relationship will use interactive props such as flowers or candies.
  • the process of the terminal displaying the item selection area is: in response to the triggering operation on the target icon, the terminal obtains the account number between the first account and the second account. relation.
  • the terminal displays at least one interactive prop corresponding to the account relationship in the prop selection area of the game preparation interface.
  • the second account is the account represented by the target icon.
  • the solution provided by the embodiment of this application displays the prop selection area through the account relationship between accounts to display the interactive props in the prop selection area, so that interactive props that are more in line with the player's intentions can be displayed, thereby eliminating the need to select other interactive props. Props can improve the efficiency of human-computer interaction.
  • the interactive props in the prop selection area can also be set by the player corresponding to the first account through the terminal.
  • the process of setting interactive props in the prop selection area is: the terminal displays the prop adding interface. Then, in response to the triggering operation of the prop adding control in the prop adding interface, the terminal displays multiple interactive props of the first account. Then, in response to the prop selection operation, the terminal determines at least one interactive prop selected from the plurality of interactive props. Among them, the prop adding interface is used to add interactive props to the first account.
  • the solution provided by the embodiment of this application allows players to set up interactive props in the prop selection area according to their own needs by displaying the prop addition interface, so that when they subsequently use interactive props, they can directly find the ones that meet their needs in the prop selection area.
  • Interactive props eliminate the need to select other interactive props, thereby improving the efficiency of human-computer interaction.
  • the terminal can also display the prop selection area through the prop selection control.
  • the process of the terminal displaying the prop selection area is: in response to the triggering operation on the target icon, the terminal displays the prop selection control. Then, in response to the triggering operation of the prop selection control, the terminal displays the prop selection area in the game preparation interface.
  • the prop selection control is used to select interactive props to be used for the second account, and the second account is the account represented by the target icon.
  • the prop selection control can also be fixedly displayed in a certain position on the game preparation interface. Without triggering the target icon, the terminal can display the prop selection area through the prop selection control.
  • the solution provided by the embodiment of the present application displays the prop selection area through the prop selection control. It is not only simple to operate, but also can improve the efficiency of human-computer interaction. It can also avoid the situation where the icon is accidentally touched and the prop selection area is displayed when there is no need to use interactive props. Reduce operating consumption.
  • the terminal obtains the special effect identifier of the target interactive prop.
  • the target interactive prop is any one of at least one interactive prop.
  • the special effect identifier is used to indicate the special effect resource of the target interactive prop.
  • the interactive prop has a prop identification. Different interactive props have different prop identifications.
  • Special effects resources have special effects identifiers. There is a one-to-one correspondence between prop identification and special effects identification.
  • the terminal can obtain the special effect identification of the target interactive prop through the prop identification of the target interactive prop.
  • the special effect identifier can be provided by the terminal or by the server, which is not limited in the embodiments of the present application.
  • the terminal stores the special effect identification of the target interactive prop.
  • the terminal can obtain the special effect identification of the target interactive prop locally based on the prop identification of the target interactive prop.
  • the solution provided by the embodiment of this application can obtain the special effect identification of the target interactive prop from the terminal quickly, thereby improving the efficiency of obtaining the special effect identification, thereby improving the efficiency of human-computer interaction and the efficiency of interaction between accounts.
  • the terminal can also obtain the special effect identification of the target interactive prop from the server.
  • the process of the terminal obtaining the special effect identification is: in response to the use operation of the target interactive prop, the terminal sends a prop usage request to the server. Then, the terminal receives the special effect identifier corresponding to the prop identifier returned by the server.
  • the second account is the account represented by the target icon.
  • the prop use request carries the prop identification of the first account, the second account, and the target interactive prop.
  • the server can determine the special effect identification of the target interactive prop based on the prop identification of the target interactive prop.
  • the solution provided by the embodiment of the present application can obtain the special effect identification more accurately by obtaining the special effect identification of the target interactive prop from the server, thereby improving the accuracy of obtaining the special effect identification, and the terminal does not need to store the special effects resources and special effect identification of the interactive prop, thereby Can save memory space.
  • cheating tools there may be cheating tools on the terminal side. Through cheating tools, you can increase the number of interactive props of the first account on the terminal side, modify the type of interactive props of the first account, modify the special effects resources of the interactive props of the first account, or add new interactive props that are not owned by the first account. etc., the embodiments of this application do not limit this. But cheat tools cannot change server-side data. Since the new interactive props added through cheating tools do not belong to the first account, when the new interactive props are used on the terminal side, the server side will use interactive props that are not owned by the first account to other accounts. This is obviously Unreasonable and losing the fairness of the virtual game.
  • the service The server needs to verify the prop usage request to verify whether the interactive prop to be used is an interactive prop owned by the first account. Only after the verification is passed to determine that the interactive prop to be used is an interactive prop owned by the first account, the server will return the special effect identification of the target interactive prop to the terminal, thereby avoiding the use of other accounts that are not owned by the first account. The situation of interactive props to ensure fairness. In short, the special effect identifier is returned by the server when the prop usage request meets the target conditions.
  • Target conditions include multiple conditions. Among them, the first condition is that the first account's prop library includes the target interactive prop. Among them, the prop library stores multiple interactive props owned by the first account.
  • the first condition above can prevent other accounts from using interactive props that the first account does not own.
  • the second condition is that the virtual game has not yet started. The second condition can avoid accidentally touching the icon and displaying the prop selection area when there is no need to use interactive props.
  • the third condition is that the prop cooling time is not less than the time threshold. Among them, the prop cooling time is used to represent the time interval between two consecutive uses of interactive props by the first account. The third condition can limit the frequency of sending interactive props to avoid terminal lag caused by frequent use of interactive props.
  • the server When the server receives the prop use request, the server obtains the first account in the prop use request and the prop identifier of the target interactive prop. Then, based on the first account, the server obtains the interactive props owned by the first account. Then, the server compares the prop identification of the target interactive prop with the prop identification of the interactive prop owned by the first account. When it is determined that the target interactive prop is not a prop owned by the first account, the server sends a prompt message to the terminal to prompt that the first account cannot use the target interactive prop. When it is determined that the target interactive prop is a prop owned by the first account, the server determines whether the virtual game has started based on the first account and the second account in the prop use request.
  • the server sends a prompt message to the terminal to prompt that the first account cannot use the target interactive prop.
  • the server determines that the first account can use interactive props to interact. Then, the server obtains the historical usage time of the last time the first account used the interactive prop. Then, the server determines the prop cooling time based on the historical usage time and the current time. When the prop cooling time is less than the time threshold, the server sends a prompt message to the terminal to remind the first account that the target interactive prop cannot be used. When the prop cooling time is not less than the time threshold, the server sends the special effect identification of the target prop to the terminal.
  • the terminal can also verify itself before sending a prop usage request to the server.
  • the conditions for verification may be that the virtual game has not yet started, or that the prop cooling time is not less than the time threshold. This application does not impose restrictions on each other. After the verification is passed, the terminal can send a prop usage request to the server.
  • FIG. 7 is a flow chart for sending a prop usage request according to an embodiment of the present application.
  • the terminal displays the game preparation interface. Then, with the target icon triggered, the terminal displays the prop selection area. Then, select any interactive prop from the prop selection area as the target interactive prop to be used.
  • the terminal can obtain the prop cooling time. When the prop cooling time is not less than the time threshold, the terminal confirms that it is not currently in the prop cooling state, that is, the verification passes. The terminal can then send a prop usage request to the server.
  • the terminal confirms that it is currently in the cooling state, that is, CD (Cool Down Time, cooling time) state, that is, the verification fails. In this case, the terminal ends the operation of using the target interactive prop.
  • CD Cool Down Time, cooling time
  • the terminal obtains the special effects resources of the target interactive props based on the special effects identification.
  • the special effect identifier of the interactive prop is used to indicate the special effect resource of the interactive prop.
  • Different interactive props have different special effects resources.
  • the terminal can obtain the special effects resources of the target interactive prop based on the special effects identification of the target interactive prop.
  • the special effects resource includes three parts, namely the first special effect, the second special effect and the third special effect.
  • the first special effect is the special effect presented when the target interactive prop is at the position of the first icon.
  • the second special effect is the special effect presented during the movement of the target interactive prop.
  • the third special effect is the special effect presented when the target interactive prop is at the position of the target icon.
  • Target interactive props present different special effects in different locations.
  • the target interactive prop is fireworks.
  • the first special effect displayed by the fireworks is unlit fireworks.
  • the second special effect presented by the fireworks is that the fireworks have been lit.
  • the fireworks move the fireworks gradually expand.
  • the third The special effect is that the fireworks have exploded and sparks are flying.
  • the terminal determines the special effect trajectory of the special effect resource based on the position of the first icon and the position of the target icon.
  • the special effects trajectory is the movement trajectory that the special effects resource moves from the position of the first icon to the position of the target icon.
  • the special effect trajectory may be an irregular trajectory, a straight line segment, a curve segment, an arc segment, a sine line segment or a cosine line segment, etc., which are not limited in the embodiments of the present application.
  • the positions of the first icon and the target icon displayed in the game preparation interface will directly affect the movement trajectory of the special effects resources.
  • the terminal can obtain the position of the first icon and the position of the target icon based on the first icon and the target icon, thereby determining the special effect trajectory of the special effect resource. Since the positions of the icons displayed in the game preparation interface at different preparation stages are different, and the positions of the first icon and the target icon are not unique, the special effects tracks displayed in the game preparation interface at different preparation stages will also be different. different.
  • Figure 4 exemplarily shows a schematic diagram of a special effects trajectory.
  • Multiple icons in the game preparation interface are displayed side by side in the horizontal direction, that is, the first icon and the target icon are juxtaposed horizontally.
  • the special effects trajectories of the special effects resources are mostly horizontal trajectories, or approximately horizontal trajectories.
  • 503 in FIG. 5 exemplarily shows a schematic diagram of a special effect trajectory.
  • the special effects trajectory of the special effects asset can be a trajectory in either direction.
  • the special effects trajectory shown by 503 in Figure 5 is a special effects trajectory in the form of a curve segment diagonally from the lower left to the upper right.
  • 603 in FIG. 6 exemplarily shows a schematic diagram of a special effects trajectory.
  • the multiple icons in the game preparation interface there are icons displayed side by side horizontally, icons displayed side by side vertically, and icons in other directions.
  • the special effects trajectory of the special effects asset can be a trajectory in either direction.
  • the special effects trajectory shown by 603 in Figure 6 is a special effects trajectory diagonally from the upper right to the lower left.
  • the terminal plays the target special effects animation based on the special effects resources and the special effects trajectory.
  • the target special effects animation is used to present the special effects resources of the target interactive props pointing from the first icon to the target icon.
  • the terminal moves the special effects resources according to the special effects trajectory, generates and plays the target special effects animation.
  • the special effects resource sequentially presents the first special effect, the second special effect and the third special effect during the movement process.
  • FIG. 8 is a flow chart for playing target special effects animation according to an embodiment of the present application.
  • the terminal when the terminal has acquired the special effects resources and special effects trajectory of the target interactive prop, the terminal generates and plays the target special effects animation of the target interactive prop.
  • the terminal first plays the first special effect in the special effects resource, and then plays the second special effect in the special effects resource.
  • the terminal When the special effect resource does not reach the position of the target icon, the terminal continues to play the second special effect in the special effect resource.
  • the terminal plays the third special effect in the special effects resource.
  • the third special effect is completed, that is, the target special effect animation is completed, the playback ends.
  • FIG 4 exemplarily illustrate the entire process of the terminal displaying the use of target interactive props in the game preparation interface when it is in the team formation stage.
  • 501-503 in Figure 5 exemplarily illustrate the entire process of the terminal displaying and sending target interactive props in the game preparation interface when it is in the object selection stage.
  • 601-603 in Figure 6 exemplarily illustrate the entire process of the terminal displaying and sending target interactive props in the game preparation interface when it is in the loading stage.
  • the entire process of using the target interactive prop displayed in the game preparation interface is as follows: first, a first icon and at least one second icon are displayed in the game preparation interface.
  • the player can long-press the target icon in at least one of the second icons with a finger.
  • the terminal displays the item selection area in the game preparation interface.
  • the prop selection area is a circular area, and the center of the prop selection area coincides with the center of the target icon.
  • the player points to the target interactive prop to be used and drags the target icon.
  • the terminal plays the target special effects animation of the target interactive prop.
  • FIG. 9 is an interaction flow chart of an interaction method between accounts provided according to an embodiment of the present application.
  • the first terminal is the terminal logged in with the first account.
  • At least one second terminal is a terminal logged in with an account other than the first account.
  • Other accounts are the accounts represented by the second icon in the game preparation interface.
  • the other accounts include the second account represented by the target icon, that is, the at least one second terminal includes a terminal logged in with the second account.
  • the first terminal can send a prop use request to the server, and the prop use request carries the prop identification of the first account, the second account, and the target interactive prop.
  • the server can verify the prop use request based on the first account and the target conditions to verify whether the first account's prop library includes the target interactive prop, whether the virtual game has started, and whether the prop cooling time is not less than the time threshold.
  • the server can send the special effect identification to the first terminal and at least one second terminal respectively in the form of broadcast, so that both the first terminal and the at least one second terminal can display the special effect resources of the target interactive prop. If the prop usage request verification fails, the server sends a prompt message to the first terminal to remind the player corresponding to the first account that the target interactive prop cannot be used.
  • the first account can also use emoticons on other accounts, that is, the first account transmits emoticons to other accounts to interact with other accounts. This application does not Make restrictions.
  • the solution provided by the embodiment of the present application can display a prop selection area containing at least one interactive prop in the game preparation interface by triggering the target icon in the game preparation interface when preparing for a virtual game.
  • a target interactive prop in an interactive prop can play the target special effects animation corresponding to the target interactive prop, intuitively displaying that the first account uses the target interactive prop for other accounts, thereby realizing interaction between the first account and other accounts, that is, Being able to interact without going through a chat channel not only enriches the interaction methods, but also improves the efficiency of human-computer interaction and the efficiency of interaction between accounts.
  • the terminal can directly obtain the target special effects animation of the target interactive prop from the server based on the solution provided by the embodiment of this application.
  • the following takes the target special effects animation generated by the server as an example to further elaborate on the solution provided by this application.
  • Figure 10 is a flow chart of another interaction method between accounts provided according to the embodiment of this application. See Figure 10. When implemented in this application In this example, execution from the terminal is used as an example.
  • the interaction method between accounts includes the following steps:
  • the terminal displays a game preparation interface for the virtual game.
  • the game preparation interface includes a first icon and at least one second icon.
  • the first icon is used to represent the first account currently logged in, and the second icon is used to represent the first account other than the first one.
  • the game preparation interface is used to prepare for virtual games.
  • the terminal is the terminal 101 shown in Figure 1 .
  • the terminal is installed with applications that support virtual games.
  • the virtual game includes a preparation phase and a progress phase.
  • the terminal can prepare for the virtual game.
  • virtual objects from different camps compete with each other in the virtual scene.
  • the terminal can display a game preparation interface for the virtual game.
  • the plurality of icons include a first icon and at least one second icon.
  • the method of displaying the game preparation interface in step 1001 is similar to the method of displaying the game preparation interface in step 301, and will not be described again here.
  • the terminal In response to the triggering operation on the target icon, the terminal displays a prop selection area in the game preparation interface.
  • the target icon is any one of at least one second icon, and at least one interaction owned by the first account is displayed in the prop selection area. Props.
  • the terminal when any icon other than the first icon in the game preparation interface is triggered, the terminal can display the prop selection area.
  • the prop selection area includes at least one interactive prop.
  • the interactive props may be props for interaction such as fireworks, hearts, or flowers, which are not limited in the embodiments of this application.
  • the method of displaying the prop selection area in step 1002 is similar to the method of displaying the prop selection area in step 302, and will not be described again here.
  • the terminal sends a prop use request to the server.
  • the prop use request carries the first account, the second account, the position of the first icon, the position of the target icon, and the prop identification of the target interactive prop.
  • the second account is the account represented by the target icon.
  • the terminal can send a prop usage request to the server to obtain the target special effects animation of the target interactive prop from the server.
  • the position of the first icon and the position of the target icon carried in the prop use request are used by the server to determine the special effects trajectory of the special effects resource.
  • the prop ID carried in the prop usage request is used by the server to determine the match with the prop ID.
  • the corresponding special effects logo is used by the server to determine the match with the prop ID.
  • the corresponding special effects logo The method of sending the prop usage request to the server in step 1003 is similar to the method of sending the prop usage request to the server in step 303, and will not be described again here.
  • the terminal receives the target special effects animation returned by the server.
  • the target special effects animation is generated by the server based on the position of the first icon, the position of the target icon, and the special effects resources of the target interactive prop.
  • the special effects resources of the target interactive prop are generated by the server based on the corresponding prop identification. Special effects logo confirmed.
  • the target special effects animation is generated by the server.
  • the process of the server generating the target special effects animation is as follows: the server determines the special effects ID of the target interactive prop based on the prop ID of the target interactive prop. Then, the server obtains the special effects resources of the target interactive prop based on the special effects identification. Then, the server determines the special effect trajectory of the special effect resource based on the position of the first icon and the position of the target icon. Finally, the server generates the target special effects animation based on the special effects resources and special effects trajectories.
  • the method used by the server in generating the target special effects animation is similar to the method in which the terminal generates the target special effects animation in steps 303 to 306, and will not be described again here.
  • the target special effects animation is returned by the server when the prop usage request meets the target conditions.
  • the server can verify the prop usage request, and only if the verification passes, will the target special effects animation be sent to the terminal.
  • the manner in which the server verifies the prop use request is similar to the manner in which the prop use request is verified in step 303, and will not be described again here.
  • the terminal plays the target special effects animation.
  • the terminal after receiving the target special effects animation, the terminal directly plays the target special effects animation.
  • the method of playing the target special effects animation in step 1005 is similar to the method of playing the target special effects animation in step 306, and will not be described again here.
  • the solution provided by the embodiment of the present application can display a prop selection area containing at least one interactive prop in the game preparation interface by triggering the target icon in the game preparation interface when preparing for a virtual game.
  • a target interactive prop in an interactive prop can play the target special effects animation corresponding to the target interactive prop, intuitively displaying that the first account uses the target interactive prop for other accounts, thereby realizing interaction between the first account and other accounts, that is, Being able to interact without going through a chat channel not only enriches the interaction methods, but also improves the efficiency of human-computer interaction and the efficiency of interaction between accounts.
  • Figure 11 is a schematic structural diagram of an interaction device between accounts provided according to an embodiment of the present application.
  • the device is used to perform the steps when executing the above-mentioned interaction method between accounts.
  • the interaction device between accounts includes: a first display module 1101 and a playback module 1102.
  • the first display module 1101 is used to display the game preparation interface of the virtual game.
  • the game preparation interface includes a first icon and at least one second icon.
  • the first icon is used to represent the first account currently logged in, and the second icon is Yu represents other accounts except the first account, and the game preparation interface is used to prepare for virtual games;
  • the first display module 1101 is also configured to display a prop selection area in the game preparation interface in response to a triggering operation on the target icon.
  • the target icon is any one of at least one second icon, and a first prop selection area is displayed in the prop selection area.
  • the playback module 1102 is configured to play the target special effects animation of the target interactive prop in response to the use operation of the target interactive prop.
  • the target interactive prop is any one of at least one interactive prop.
  • the target special effects animation is used to present the target interactive prop from the first The icon points to the special effects resource of the target icon.
  • Figure 12 is a schematic structural diagram of another interactive device between accounts provided according to an embodiment of the present application.
  • the playback module 1102 includes:
  • the first acquisition unit 1201 is configured to acquire the special effect identifier of the target interactive prop in response to the use operation of the target interactive prop, where the special effect identifier is used to indicate the special effect resource of the target interactive prop;
  • the second acquisition unit 1202 is used to acquire the special effects resources of the target interactive prop based on the special effect identification;
  • Determining unit 1203 configured to determine the special effects trajectory of the special effect resource based on the position of the first icon and the position of the target icon;
  • the playback unit 1204 is used to play the target special effects animation based on the special effects resources and special effects trajectories.
  • the first acquisition unit 1201 is configured to respond to the use of the target interactive prop. Use the operation to send a prop use request to the server.
  • the prop use request carries the first account, the second account and the prop identification of the target interactive prop.
  • the second account is the account represented by the target icon; receive the special effects corresponding to the prop identification returned by the server. logo.
  • the special effect identification is returned by the server when the prop usage request meets the target conditions
  • Target conditions including:
  • the prop library of the first account includes target interactive props, and the prop library stores multiple interactive props owned by the first account;
  • the prop cooling time is not less than the time threshold.
  • the prop cooling time is used to represent the time interval between the first account's two consecutive uses of interactive props.
  • the playback module 1102 is configured to send a prop usage request to the server in response to the use operation of the target interactive prop.
  • the prop usage request carries the first account, the second account, and the first icon. position, the position of the target icon and the prop identification of the target interactive prop.
  • the second account is the account represented by the target icon; receiving the target special effects animation returned by the server, the target special effects animation is generated by the server based on the position of the first icon and the position of the target icon.
  • the special effects resources of the target interactive props are generated.
  • the special effects resources of the target interactive props are determined by the server based on the special effects identification corresponding to the prop identification; the target special effects animation is played.
  • the special effects resources include a first special effect, a second special effect, and a third special effect.
  • the first special effect is a special effect that is presented when the target interactive prop is at the position of the first icon
  • the second special effect is a special effect that is presented when the target interactive prop is moving.
  • the third special effect is the special effect presented when the target interactive prop is at the position of the target icon.
  • the first display module 1101 is configured to obtain the consumption frequency of at least one interactive prop in response to a triggering operation on the target icon; based on the consumption frequency of the at least one interactive prop, during game preparation A prop selection area is displayed in the interface, and at least one interactive prop is displayed in the prop selection area in order of consumption frequency from high to low.
  • the first display module 1101 is configured to obtain the remaining number of at least one interactive prop in response to a triggering operation on the target icon; based on the remaining number of at least one interactive prop, during game preparation A prop selection area is displayed in the interface, and at least one interactive prop is displayed in the prop selection area in order from the largest to the smallest remaining quantity.
  • the first display module 1101 is used to obtain the account relationship between the first account and the second account in response to a triggering operation on the target icon.
  • the second account is represented by the target icon. account; in the prop selection area of the game preparation interface, display at least one interactive prop corresponding to the account relationship.
  • the first display module 1101 is used to display a prop selection control in response to a triggering operation on the target icon.
  • the prop selection control is used to select interactive props for use with the second account.
  • the account is the account represented by the target icon; in response to the triggering operation of the prop selection control, the prop selection area is displayed in the game preparation interface.
  • the prop selection area is a circular area, and the center of the prop selection area coincides with the center of the target icon.
  • the apparatus further includes:
  • the second display module 1103 is used to display a prop adding interface, which is used to add interactive props to the first account;
  • the second display module 1103 is also configured to display multiple interactive props of the first account in response to the triggering operation of the prop adding control in the prop adding interface;
  • the selection module 1104 is configured to determine at least one interactive prop selected from a plurality of interactive props in response to the prop selection operation.
  • the interactive device between accounts can display a prop selection area containing at least one interactive prop in the game preparation interface by triggering the target icon in the game preparation interface when preparing for a virtual game. , by selecting the target interactive prop in at least one interactive prop, the target special effect animation corresponding to the target interactive prop can be played.
  • the drawing intuitively displays the target interactive props used by the first account on other accounts, thereby realizing the interaction between the first account and other accounts, that is, the interaction can be carried out without going through the chat channel, which not only enriches the interaction methods, but also improves the user experience. It not only improves the efficiency of computer interaction, but also improves the efficiency of interaction between accounts.
  • the computer device can be configured as a terminal or a server.
  • the terminal can be used as the execution subject to implement the technical solution provided by the embodiment of the present application.
  • the server can be used as the execution subject to implement the technical solution provided by the embodiment of the present application, or the technical solution provided by the present application can be implemented through the interaction between the terminal and the server, which is not limited by the embodiment of the present application.
  • FIG 13 is a schematic structural diagram of a terminal 1300 provided according to an embodiment of the present application.
  • the terminal 1300 can be a portable mobile terminal, such as: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III, moving picture experts compression standard audio layer 3), MP4 (Moving Picture Experts Group Audio Layer IV, dynamic Video Expert compresses standard audio levels 4) player, laptop or desktop computer.
  • the terminal 1300 may also be called a user equipment, a portable terminal, a laptop terminal, a desktop terminal, and other names.
  • the terminal 1300 includes: a processor 1301 and a memory 1302.
  • the processor 1301 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc.
  • the processor 1301 can adopt at least one hardware form among DSP (Digital Signal Processing, digital signal processing), FPGA (Field-Programmable Gate Array, field programmable gate array), and PLA (Programmable Logic Array, programmable logic array).
  • DSP Digital Signal Processing, digital signal processing
  • FPGA Field-Programmable Gate Array, field programmable gate array
  • PLA Programmable Logic Array, programmable logic array
  • the processor 1301 can also include a main processor and a co-processor.
  • the main processor is a processor used to process data in the wake-up state, also called CPU (Central Processing Unit, central processing unit); the co-processor is A low-power processor used to process data in standby mode.
  • the processor 1301 may be integrated with a GPU (Graphics Processing Unit, image processor), and the GPU is responsible for rendering and drawing the content that needs to be displayed on the display screen.
  • the processor 1301 may also include an AI (Artificial Intelligence, artificial intelligence) processor, which is used to process computing operations related to machine learning.
  • AI Artificial Intelligence, artificial intelligence
  • Memory 1302 may include one or more computer-readable storage media, which may be non-transitory. Memory 1302 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1302 is used to store at least one computer program, and the at least one computer program is used to be executed by the processor 1301 to implement the methods provided by the method embodiments in this application. Interaction methods between accounts.
  • the terminal 1300 optionally further includes: a peripheral device interface 1303 and at least one peripheral device.
  • the processor 1301, the memory 1302 and the peripheral device interface 1303 may be connected through a bus or a signal line.
  • Each peripheral device can be connected to the peripheral device interface 1303 through a bus, a signal line, or a circuit board.
  • the peripheral device includes: at least one of a display screen 1305 and a power supply 1308.
  • the peripheral device interface 1303 may be used to connect at least one I/O (Input/Output) related peripheral device to the processor 1301 and the memory 1302 .
  • the processor 1301, the memory 1302, and the peripheral device interface 1303 are integrated on the same chip or circuit board; in some other embodiments, any one of the processor 1301, the memory 1302, and the peripheral device interface 1303 or Both of them can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
  • the display screen 1305 is used to display UI (User Interface, user interface).
  • the UI can include graphics, text, icons, videos, and any combination thereof.
  • the display screen 1305 also has the function of collecting Capability of touch signals on or above the surface of display 1305.
  • the touch signal can be input to the processor 1301 as a control signal for processing.
  • the display screen 1305 can also be used to provide virtual buttons and/or virtual keyboards, also called soft buttons and/or soft keyboards.
  • the display screen 1305 may be one display screen 1305, which is provided on the front panel of the terminal 1300; in other embodiments, there may be at least two display screens 1305, which are respectively provided on different surfaces of the terminal 1300 or have a folding design; In other embodiments, the display screen 1305 may be a flexible display screen disposed on a curved surface or a folding surface of the terminal 1300. Even, the display screen 1305 can also be set in a non-rectangular irregular shape, that is, a special-shaped screen.
  • the display screen 1305 can be made of LCD (Liquid Crystal Display, liquid crystal display), OLED (Organic Light-Emitting Diode, organic light-emitting diode) and other materials.
  • the power supply 1308 is used to power various components in the terminal 1300.
  • Power source 1308 may be AC, DC, disposable batteries, or rechargeable batteries.
  • the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. Wired rechargeable batteries are batteries that are charged through wired lines, and wireless rechargeable batteries are batteries that are charged through wireless coils.
  • the rechargeable battery can also be used to support fast charging technology.
  • FIG. 13 does not constitute a limitation on the terminal 1300, and may include more or fewer components than shown, or combine certain components, or adopt different component arrangements.
  • FIG. 14 is a schematic structural diagram of a server provided according to an embodiment of the present application.
  • the server 1400 may vary greatly due to different configurations or performance, and may include one or more processors (Central Processing Units, CPU) 1401 and One or more memories 1402, wherein at least one computer program is stored in the memory 1402, and the at least one computer program is loaded and executed by the processor 1401 to implement the interaction method between accounts provided by the above method embodiments.
  • the server can also have components such as wired or wireless network interfaces, keyboards, and input and output interfaces to facilitate input and output.
  • the server can also include other components for implementing device functions, which will not be described again here.
  • Embodiments of the present application also provide a computer-readable storage medium.
  • the computer-readable storage medium stores at least one computer program.
  • the at least one computer program is loaded and executed by the processor of the computer device to implement the account of the above embodiment. Compute operations performed by computer equipment in an interactive manner.
  • the computer-readable storage medium may be a read-only memory (Read-Only Memory, ROM), a random access memory (Random Access Memory, RAM), a compact disc read-only memory (Compact Disc Read-Only Memory, CD-ROM). ), tapes, floppy disks and optical data storage devices, etc.
  • Embodiments of the present application also provide a computer program product or computer program.
  • the computer program product or computer program includes computer program code, and the computer program code is stored in a computer-readable storage medium.
  • the processor of the computer device reads the computer program code from the computer-readable storage medium, and the processor executes the computer program code, causing the computing and device to perform the interaction methods between accounts provided in the above various optional implementations.

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Abstract

本申请提供了一种账号间的互动方法、装置、计算机设备及存储介质。方法包括:显示(201)虚拟对局的对局准备界面;响应于对目标图标的触发操作,在对局准备界面中显示(202)道具选择区域;响应于对目标互动道具的使用操作,播放(203)目标互动道具的目标特效动画。

Description

账号间的互动方法、装置、计算机设备及存储介质
本申请要求于2022年05月23日提交的申请号为202210566922.3,发明名称为“账号间的互动方法、装置、计算机设备及存储介质”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请涉及计算机技术技术领域,特别涉及一种账号间的互动方法、装置、计算机设备及存储介质。
背景技术
随着计算机技术的发展,能够进行的游戏种类越来越多。其中,MOBA(Multiplayer Online Battle Arena,多人在线竞技)是一种比较盛行的游戏。在进行这类游戏时,玩家可以通过发送表情来进行互动。
发明内容
本申请实施例提供了一种账号间的互动方法、装置、计算机设备及存储介质,不仅丰富了账号间的互动方式,而且提高了人机交互效率,还提高了账号之间的互动效率。所述技术方案如下:
一方面,提供了一种账号间的互动方法,所述方法包括:
显示虚拟对局的对局准备界面,所述对局准备界面包括第一图标和至少一个第二图标,所述第一图标用于表示当前登录的第一账号,所述第二图标用于表示除所述第一账号外的其他账号,所述对局准备界面用于为所述虚拟对局做准备;
响应于对目标图标的触发操作,在所述对局准备界面中显示道具选择区域,所述目标图标为所述至少一个第二图标中的任一个,所述道具选择区域中显示有所述第一账号拥有的至少一个互动道具;
响应于对目标互动道具的使用操作,播放所述目标互动道具的目标特效动画,所述目标互动道具为所述至少一个互动道具中的任一个,所述目标特效动画用于呈现所述目标互动道具从所述第一图标指向所述目标图标的特效资源。
另一方面,提供了一种账号间的互动装置,所述装置包括:
第一显示模块,用于显示虚拟对局的对局准备界面,所述对局准备界面包括第一图标和至少一个第二图标,所述第一图标用于表示当前登录的第一账号,所述第二图标用于表示除所述第一账号外的其他账号,所述对局准备界面用于为所述虚拟对局做准备;
所述第一显示模块,还用于响应于对目标图标的触发操作,在所述对局准备界面中显示道具选择区域,所述目标图标为所述至少一个第二图标中的任一个,所述道具选择区域中显示有所述第一账号拥有的至少一个互动道具;
播放模块,用于响应于对目标互动道具的使用操作,播放所述目标互动道具的目标特效动画,所述目标互动道具为所述至少一个互动道具中的任一个,所述目标特效动画用于呈现所述目标互动道具从所述第一图标指向所述目标图标的特效资源。
另一方面,提供了一种计算机设备,所述计算机设备包括处理器和存储器,所述存储器用于存储至少一段计算机程序,所述至少一段计算机程序由所述处理器加载并执行以实现本申请实施例中的账号间的互动方法。
另一方面,提供了一种计算机可读存储介质,所述计算机可读存储介质中存储有至少一段计算机程序,所述至少一段计算机程序由处理器加载并执行以实现如本申请实施例中账号间的互动方法。
另一方面,提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机程序代码,该计算机程序代码存储在计算机可读存储介质中,计算机设备的处理器从计算机可读存储介质读取该计算机程序代码,处理器执行该计算机程序代码,使得该计算机设备执行上述各个方面或者各种可选实现方式中提供的账号间的互动方法。
附图说明
图1是根据本申请实施例提供的一种账号间的互动方法的实施环境示意图;
图2是根据本申请实施例提供的一种账号间的互动方法的流程图;
图3是根据本申请实施例提供的另一种账号间的互动方法的流程图;
图4是根据本申请实施例提供的一种组队阶段的对局准备界面的示意图;
图5是根据本申请实施例提供的一种对象选择阶段的对局准备界面的示意图;
图6是根据本申请实施例提供的一种加载阶段的对局准备界面的示意图;
图7是根据本申请实施例提供的一种发送道具使用请求的流程图;
图8是根据本申请实施例提供的一种播放目标特效动画的流程图;
图9是根据本申请实施例提供的一种账号间的互动方法的交互流程图;
图10是根据本申请实施例提供的另一种账号间的互动方法的流程图;
图11是根据本申请实施例提供的一种账号间的互动装置的结构示意图;
图12是根据本申请实施例提供的另一种账号间的互动装置的结构示意图;
图13是根据本申请实施例提供的一种终端的结构示意图;
图14是根据本申请实施例提供的一种服务器的结构示意图。
具体实施方式
需要说明的是,本申请所涉及的信息(包括但不限于用户设备信息、用户个人信息等)、数据(包括但不限于用于分析的数据、存储的数据、展示的数据等)以及信号,均为经用户授权或者经过各方充分授权的,且相关数据的收集、使用和处理需要遵守相关国家和地区的相关法律法规和标准。例如,本申请中涉及到的互动道具和互动道具的特效资源都是在充分授权的情况下获取的。
为了便于理解,以下,对本申请涉及的术语进行解释。
MOBA游戏:是网络游戏的一种。在MOBA游戏中,玩家通常被分为两队,两队分散的在游戏地图中互相竞争,每个玩家控制自身的虚拟对象的执行许多行为。
组队阶段:是游戏中玩家进行组队的阶段。该组队阶段为虚拟对局进行对局准备的一个阶段。
对象选择阶段:是游戏中玩家选择虚拟对象的阶段。该对象选择阶段为虚拟对局进行准备的一个阶段。
加载阶段:是游戏中玩家选择好虚拟对象后,加载虚拟对局的虚拟场景的等待阶段。其中,该虚拟场景中包括玩家所选择的虚拟对象。
玩家头像:是游戏中玩家使用的自身形象的小型方形样式的图像。
半身像:是游戏的加载阶段中玩家所选择的虚拟对象所呈现的矩形样式的图像。
本申请实施例提供的账号间的互动方法,能够由计算机设备执行。在一些实施例中,该计算机设备为终端或服务器。下面以计算机设备为终端为例,介绍一下本申请实施例提供的账号间的互动方法的实施环境,图1是根据本申请实施例提供的一种账号间的互动方法的实施环境示意图。参见图1,该实施环境包括终端101和服务器102。终端101和服务器102能够通过有线或无线通信方式进行直接或间接地连接,本申请对此不进行限制。
在一些实施例中,终端101是智能手机、平板电脑、笔记本电脑、台式计算机、智能音箱、智能手表、智能语音交互设备、智能家电、车载终端等,但并不局限于此。终端101安装和运行有应用程序。该应用程序支持进行虚拟对局。该应用程序可以是第一人称射击游戏(First-Person Shooting game,FPS)、第三人称射击游戏、多人在线战术竞技游戏(Multiplayer Online Battle Arena games,MOBA)或者多人枪战类生存游戏中的任意一种。在为虚拟对局做准备的时候,该终端101可以显示虚拟对局的对局准备界面,该对局准备界面中显示有第一图标和至少一个第二图标。该第一图标用于表示该终端101上登录的第一账号,该第二图标用于表示其他终端101上登录的其他账号。玩家操控该终端101使得由第一账号对其他账号使用互动道具,来与其他账号进行互动。此种情况下,终端101能够显示该互动道具从第一图标指向目标图标的特效资源。其中,目标图标用于表示与第一账号进行互动的账号。
需要说明的是,上述终端的数量可以更多或更少。比如上述终端为一个,或者上述终端为几十个或几百个,或者更多数量。本申请实施例对终端的数量和设备类型不加以限定。
在一些实施例中,服务器102是独立的物理服务器,也能够是多个物理服务器构成的服务器集群或者分布式系统,还能够是提供云服务、云数据库、云计算、云函数、云存储、网络服务、云通信、中间件服务、域名服务、安全服务、CDN(Content Delivery Network,内容分发网络)、大数据和人工智能平台等基础云计算服务的云服务器。服务器102用于为支持虚拟对局的应用程序提供后台服务。该后台服务可以是数据存储服务、信息校验服务或者信息传输服务等,本申请实施实施例对此不进行限制。
例如,服务器102用于为支持虚拟对局的应用程序提供信息校验服务,当登录有第一账号的终端101对其他账号使用互动道具时,登录有第一账号的终端101能够向服务器102发送道具使用请求。服务器102能够对该道具使用请求进行校验。当该道具使用请求校验通过时,该终端101和其他终端101能够获取该互动道具对应的特效资源。
在一些实施例中,服务器102承担主要计算工作,终端101承担次要计算工作;或者,服务器102承担次要计算工作,终端101承担主要计算工作;或者,服务器102和终端101二者之间采用分布式计算架构进行协同计算。
图2是根据本申请实施例提供的一种账号间的互动方法的流程图,参见图2,在本申请实施例中以由终端执行为例进行说明。该账号间的互动方法包括以下步骤:
201、终端显示虚拟对局的对局准备界面,对局准备界面包括第一图标和至少一个第二图标,第一图标用于表示当前登录的第一账号,第二图标用于表示除第一账号外的其他账号,对局准备界面用于为虚拟对局做准备。
在本申请实施例中,终端为图1所示的终端101,终端安装有应用程序。应用程序支持虚拟对局。虚拟对局包括准备阶段和进行阶段。在虚拟的准备阶段,终端能够为虚拟对局进行准备。在虚拟对局的进行阶段,不同阵营的虚拟对象在虚拟场景中相互对抗。在为虚拟对局做准备的时候,终端显示虚拟对局的对局准备界面。对局准备界面中显示有第一图标和至少一个第二图标。其中,第一图标用于表示当前终端登录的第一账号,第二图标用于表示当前其他终端登录的其他账号。第一账号和其他账号都是参与该虚拟对局的账号。第一图标和第二图标可以是玩家头像,也可以是玩家所选择的虚拟对象的半身像,本申请实施例对此不进行限制。至少一个第二图标的数量可以是1个、4个或者9个等,本申请实施例对此不进行限制。
202、响应于对目标图标的触发操作,终端在对局准备界面中显示道具选择区域,目标图标为至少一个第二图标中的任一个,道具选择区域中显示有第一账号拥有的至少一个互动道具。
在本申请实施例中,响应于对该至少一个第二图标中任一图标的触发操作,终端在对局准备界面中显示道具选择区域。其中,触发操作可以是点击操作、双击操作、长按操作或者 拖拽操作等,本申请实施例对此不进行限制。道具选择区域显示的位置可以是该目标图标的附近、第一图标的附近或者对局准备界面中的预设位置,本申请实施例对此不进行限制。道具选择区域中包括至少一个互动道具,本申请实施例对道具选择区域中互动道具的数量不进行限制。互动道具可以是烟花、爱心或者鲜花等用于互动的道具,本申请实施例对此不进行限制。
203、响应于对目标互动道具的使用操作,终端播放目标互动道具的目标特效动画,目标互动道具为至少一个互动道具中的任一个,目标特效动画用于呈现目标互动道具从第一图标指向目标图标的特效资源。
在本申请实施例中,对于任一互动道具,都存在与互动道具对应的特效资源。特效资源用于合成互动道具的特效动画。换而言之,对于任一互动道具,都对应有互动道具的特效动画。响应于对至少一个互动道具中的任一互动道具的使用操作,终端能够播放互动道具的特效动画,也即,当第一账号向目标图标所表示的账号使用目标互动道具时,终端能够播放目标互动道具的目标特效动画。
本申请实施例提供的方案,在为虚拟对局做准备的时候,通过触发对局准备界面中的目标图标,能够在对局准备界面中显示包含至少一个互动道具的道具选择区域,通过选中该至少一个互动道具中的目标互动道具,就能够播放该目标互动道具对应的目标特效动画,直观的显示第一账号对其他账号使用该目标互动道具,从而实现第一账号与其他账号之间进行互动,也即无需通过聊天频道就能进行互动,不仅丰富了互动方式,而且提高了人机交互效率,还提高了账号之间的互动效率。
本申请实施例中的目标特效动画可以由终端生成,也可以由服务器生成。下面以终端生成目标特效动画为例,来对本申请提供的方案进行进一步阐述,图3是根据本申请实施例提供的另一种账号间的互动方法的流程图,参见图3,在本申请实施例中以由终端执行为例进行说明。该账号间的互动方法包括以下步骤:
301、终端显示虚拟对局的对局准备界面,对局准备界面包括第一图标和至少一个第二图标,第一图标用于表示当前登录的第一账号,第二图标用于表示除第一账号外的其他账号,对局准备界面用于为虚拟对局做准备。
在本申请实施例中,终端为图1所示的终端101。终端安装有支持开展虚拟对局的应用程序。虚拟对局包括准备阶段和进行阶段。在虚拟的准备阶段,终端能够为虚拟对局进行准备。在虚拟对局的进行阶段,不同阵营的虚拟对象在虚拟场景中进行相互对抗。其中,终端在准备阶段所准备的内容可以是创建参与虚拟对局的阵营队伍、挑选参与虚拟对局的虚拟对象或者加载虚拟对局的虚拟场景等,本申请实施例对此不进行限制。在为虚拟对局进行准备的时候,终端能够根据准备的内容,显示对应的对局准备界面。对局准备界面中显示有多个图标。多个图标可以是玩家头像,也可以是玩家所选择的虚拟对象的半身像,还可以是玩家所选择的虚拟对象的动态图像,还可以是玩家所选择的虚拟对象的三维模型,本申请实施例对此不进行限制。多个指的是两个及两个以上。多个图标包括第一图标和至少一个第二图标。
终端能够为虚拟对局进行上述至少一种准备。相应的,虚拟对局的准备阶段可以是一个单独的阶段,例如,虚拟对局的准备阶段是对象选择阶段或者加载阶段。此种情况下,终端为虚拟对局进行一种准备。虚拟对局的准备阶段也可以划分成多个阶段。例如,虚拟对局的准备阶段包括组队阶段、对象选择阶段以及加载阶段。此种情况下,终端为虚拟对局进行三种准备。
下面以终端为虚拟对局进行多种准备为例来进行说明。其中,根据准备的内容的不同,虚拟对局的准备阶段划分为组队阶段、对象选择阶段以及加载阶段等三个阶段。由于不同阶段的准备的内容不同,终端在不同阶段显示的对局准备界面也会有所不同。不同的对局准备界面中的图标可以相同,也可以不同。
在一些实施例中,在组队阶段,终端能够创建参与虚拟对局的阵营队伍。在此情况下,对局准备界面中显示有属于同一阵营的账号对应的图标,也即第一图标代表的第一账号和第二图标代表的其他账号属于同一阵营,第一账号对应的玩家与第二账号对应的玩家互为队友。
例如,图4是根据本申请实施例提供的一种组队阶段的对局准备界面的示意图。参见图4,图4中的401示例性的示出了对局准备界面中显示有第一图标和四个第二图标。第一图标和四个第二图标均为玩家头像。第一图标对应的玩家和四个第二图标对应的玩家属于同一阵营。对局准备界面中还显示有好友列表,好友列表包括多个与第一图标对应的玩家是好友关系的玩家。第一图标对应的玩家能够邀请好友列表中的玩家来创建阵营队伍。
在一些实施例中,参与虚拟对局的阵营队伍创建完成后,终端能够为阵营队伍匹配敌方阵营。匹配成功后,参与虚拟对局的玩家能够选择参与虚拟对局的虚拟对象。也即组队阶段结束后,终端为阵营队伍匹配敌方阵营,随即进入对象选择阶段。在对象选择阶段,多个阵营的玩家能够挑选参与虚拟对局的虚拟对象。在此情况下,对局准备界面中显示有属于多个阵营的账号对应的图标,也即第一图标代表的第一账号和第二图标代表的其他账号可以属于同一阵营,也可以属于不同阵营。第一账号对应的玩家与第二账号对应的玩家互为队友或者互为对手。
例如,图5是根据本申请实施例提供的一种对象选择阶段的对局准备界面的示意图。参见图5,图5中的501示例性的示出了对局准备界面中显示有第一图标和九个第二图标。第一图标和九个第二图标均为玩家头像。属于不同阵营的玩家对应的玩家头像按照阵营划分,分别显示于对局准备界面上的左右两侧。对局准备界面中还显示有虚拟对象展示区域。玩家通过第一账号挑选虚拟对象时,展示区域能够展示所挑选的虚拟对象。
在一些实施例中,在加载阶段,参与虚拟对局的玩家已选择好虚拟对象,此时终端能够加载虚拟对局的虚拟场景。虚拟场景中包括玩家所选择的虚拟对象。在此情况下,对局准备界面中显示有属于多个阵营的账号对应的图标。
例如,图6是根据本申请实施例提供的一种加载阶段的对局准备界面的示意图。参见图6,图6中的601示例性的示出了对局准备界面中显示有第一图标和九个第二图标。第一图标和四个第二图标均为玩家所选择的虚拟对象的半身像。属于不同阵营的玩家对应的半身像按照阵营划分,分别显示于对局准备界面上的上下两侧。
302、响应于对目标图标的触发操作,终端在对局准备界面中显示道具选择区域,目标图标为至少一个第二图标中的任一个,道具选择区域中显示有第一账号拥有的至少一个互动道具。
在本申请实施例中,目标图标为对局准备界面中除第一图标外的其他任一图标。在触发目标图标的情况下,终端能够显示道具选择区域。道具选择区域中显示有至少一个互动道具,本申请实施例对道具选择区域中互动道具的数量以及互动道具的种类不进行限制。至少一个互动道具均为第一账号所拥有的互动道具。道具选择区域用于选择第一账号对目标图标代表的账号使用的互动道具。道具选择区域可以是一个圆形区域、方形区域或者多边形区域,本申请实施例对此不进行限制。道具选择区域显示的位置可以是目标图标的附近、第一图标的附近或者对局准备界面中的预设位置,本申请实施例对此不进行限制。
在一些实施例中,道具选择区域为一个圆形区域,道具选择区域的中心与目标图标的中心重合。道具选择区域可以看作是一个轮盘。由于不同准备阶段的对局准备界面中图标显示的位置有所差异,并且受到终端屏幕的大小的限制,终端能够调整道具选择区域的大小或者显示的范围,使得能够显示出道具选择区域中全部的互动道具。
第一种情况,准备阶段为组队阶段。例如,继续参见图4,图4中的402示例性的示出了一种道具选择区域。道具选择区域包括六个子区域。这六个子区域均为圆形区域。这六个子区域的中心与目标图标的中心之间的距离相等,也即这六个子区域的中心均位于以目标图标的中心为圆心的一个圆圈上。不同的子区域对应不同类型的互动道具。道具选择区域中的 五个子区域中显示有道具,剩余一个子区域为空。空的子区域上显示有道具包。道具包用于指示第一账号的道具库。道具库中存储有第一账号的多个互动道具。响应于与对子区域的触发操作,终端能够在子区域添加互动道具。
第二种情况,准备阶段为对象选择阶段。例如,继续参见图5,图5中的502示例性的示出了一种道具选择区域。道具选择区域包括六个子区域。这六个子区域均为圆形区域。这六个子区域的中心与目标图标的中心之间的距离相等,也即这六个子区域的中心均位于以目标图标的中心为圆心的一个圆弧上。为了能够显示出道具选择区域中全部的互动道具,终端能够调整子区域的中心与目标图标的中心之间的距离,使得子区域的中心与目标图标的中心之间的距离增大。相比于组队阶段中子区域的中心与目标图标的中心之间的距离,对象选择阶段子区域的中心与目标图标的中心之间的距离更远。由于目标图标位于对局准备界面中的右上方,为了显示出道具选择区域中全部的互动道具,道具选择区域位于目标图标的左下方。
第三种情况,准备阶段为加载阶段。例如,继续参见图6,图6中的602示例性的示出了一种道具选择区域。道具选择区域包括六个子区域。这六个子区域均为圆形区域。这六个子区域的中心与目标图标的中心之间的距离相等,也即这六个子区域的中心均位于以目标图标的中心为圆心的一个圆弧上。为了能够显示出道具选择区域中全部的互动道具,终端能够调整子区域的中心与目标图标的中心之间的距离,使得子区域的中心与目标图标的中心之间的距离增大。相比于组队阶段中子区域的中心与目标图标的中心之间的距离,加载阶段子区域的中心与目标图标的中心之间的距离更远。由于目标图标位于对局准备界面中的下方,为了显示出道具选择区域中全部的互动道具,道具选择区域位于目标图标中心的上方。
需要说明的是,道具选择区域中的互动道具并不是一成不变的。终端能够基于互动道具的消耗频率、互动道具的剩余数量或者账号之间的账号关系,在道具选择区域中显示不同的互动道具。
在一些实施例中,终端能够基于互动道具的消耗频率来显示道具选择区域。互动道具的消耗频率越高,说明第一账号对应的玩家再次使用互动道具的可能性越大;互动道具的消耗频率越低,说明第一账号对应的玩家再次使用互动道具的可能性越小。相应的,终端显示道具选择区域的过程为:响应于对目标图标的触发操作,终端获取至少一个互动道具的消耗频率。然后,终端基于至少一个互动道具的消耗频率,在对局准备界面中显示道具选择区域。其中,至少一个互动道具在道具选择区域中按照消耗频率由高到低的顺序显示。本申请实施例提供的方案,由于第一账号对应的玩家再次使用消耗频率高的互动道具的可能性大,通过互动道具的消耗频率由高到低的顺序来显示道具选择区域中的互动道具,能够优先显示消耗频率高的互动道具,利于后续使用消耗频率高的互动道具更加便利,不仅符合玩家的意图,还能够提高人机交互效率。
在一些实施例中,终端能够基于互动道具的剩余数量来显示道具选择区域。相应的,终端显示道具选择区域的过程为:响应于对目标图标的触发操作,终端获取至少一个互动道具的剩余数量。然后,终端基于至少一个互动道具的剩余数量,在对局准备界面中显示道具选择区域。其中,至少一个互动道具在道具选择区域中按照剩余数量由多到少的顺序显示。本申请实施例提供的方案,通过互动道具的剩余数量由多到少的顺序来显示道具选择区域中的互动道具,能够优先显示剩余数量多的互动道具,利于后续使用剩余数量多的互动道具更加便利,避免出现某种互动道具消耗完导致互动道具无法使用的情况,能够提高人机交互效率。
在一些实施例中,终端能够基于账号之间的账号关系来显示道具选择区域。账号关系可以是无关系、队友关系、对手关系、情侣关系以及朋友关系中的至少一种,本申请实施例对此不进行限制。不同账号关系的账号之间会使用不同类型的互动道具。例如,具有朋友关系的账号之间会使用爱心或者烟花等互动道具,具有对手关系的账号之间会使用菜刀或者锤子等互动道具,无关系的账号之间会使用鲜花或者糖果等互动道具。相应的,终端显示道具选择区域的过程为:响应于对目标图标的触发操作,终端获取第一账号和第二账号之间的账号 关系。然后,终端在对局准备界面的道具选择区域中,显示与账号关系对应的至少一个互动道具。其中,第二账号为目标图标所表示的账号。本申请实施例提供的方案,通过账号之间的账号关系来显示道具选择区域来显示道具选择区域中的互动道具,使得能够显示出更加符合玩家意图的互动道具,从而无需再去挑选其他的互动道具,进而能够提高人机交互效率。
需要说明的是,道具选择区域中的互动道具还可以是第一账号对应的玩家通过终端自行设置的。相应的,设置道具选择区域中的互动道具的过程为:终端显示道具添加界面。然后,响应于对道具添加界面中道具添加控件的触发操作,终端显示第一账号的多个互动道具。然后,响应于道具选择操作,终端确定从多个互动道具中选择的至少一个互动道具。其中,道具添加界面用于为第一账号添加互动道具。本申请实施例提供的方案,通过显示道具添加界面,使得玩家能够根据自身需求自行设置道具选择区域中的互动道具,从而在后续使用互动道具的时候,能够在道具选择区域中直接找到满足需要的互动道具,从而无需再去挑选其他的互动道具,进而能够提高人机交互效率。
需要说明的是,终端还能够通过道具选择控件显示道具选择区域。相应的,终端显示道具选择区域的过程为:响应于对目标图标的触发操作,终端显示道具选择控件。然后,响应于道具选择控件的触发操作,终端在对局准备界面中显示道具选择区域。其中,道具选择控件用于选择对第二账号使用的互动道具,第二账号为目标图标所表示的账号。另外,道具选择控件还可以固定显示在对局准备界面的某一位置。在不触发目标图标的情况下,终端能够通过道具选择控件显示道具选择区域。本申请实施例提供的方案,通过道具选择控件显示道具选择区域,不仅操作简单,能够提高人机交互效率,还能避免出现当无需使用互动道具时误触图标而显示道具选择区域的情况,从而减少运行消耗。
303、响应于对目标互动道具的使用操作,终端获取目标互动道具的特效标识,目标互动道具为至少一个互动道具中的任一个,特效标识用于指示目标互动道具的特效资源。
在本申请实施例中,对于任一互动道具,互动道具有道具标识。不同互动道具的道具标识不同。对于任一互动道具,存在与互动道具对应的特效资源。特效资源具有特效标识。道具标识与特效标识之间一一对应。终端能够通过目标互动道具的道具标识,获取目标互动道具的特效标识。特效标识可以由终端提供,也可以由服务器提供,本申请实施例对此不进行限制。
在一些实施例中,终端存储有目标互动道具的特效标识。终端能够基于目标互动道具的道具标识,从本地获取目标互动道具的特效标识。本申请实施例提供的方案,通过从终端获取目标互动道具的特效标识,能够较快的获取特效标识,从而提高获取特效标识的效率,进而提高人机交互效率以及账号之间的互动效率。
在一些实施例中,终端还能够从服务器获取目标互动道具的特效标识。相应的,终端获取特效标识的过程为:响应于对目标互动道具的使用操作,终端向服务器发送道具使用请求。然后,终端接收服务器返回的道具标识对应的特效标识。其中,第二账号为目标图标所表示的账号。道具使用请求携带有第一账号、第二账号以及目标互动道具的道具标识。服务器能够基于目标互动道具的道具标识,确定目标互动道具的特效标识。本申请实施例提供的方案,通过从服务器获取目标互动道具的特效标识,能够较为准确地获取特效标识,从而提高获取特效标识的准确率,并且终端无需存储互动道具的特效资源和特效标识,从而能够节省内存空间。
需要说明的是,终端侧可能存在作弊工具。通过作弊工具可以在终端侧增加第一账号的互动道具的数量、修改第一账号的互动道具的类型、修改第一账号的互动道具的特效资源或者为第一账号添加未拥有的新的互动道具等,本申请实施例对此不进行限制。但是作弊工具并不能改变服务器侧的数据。由于通过作弊工具添加的新的互动道具并不属于第一账号,则终端侧使用新的互动道具时,服务器侧会出现向其他账号使用第一账号并未拥有的互动道具的情况,这显然是不合理的,丧失了虚拟对局的公平性。为了维持虚拟对局的公平性,服务 器需要对道具使用请求进行校验,以验证所要使用的互动道具是否是第一账号拥有的互动道具。在校验通过来确定所要使用的互动道具是第一账号拥有的互动道具的情况下,服务器才会向终端返回目标互动道具的特效标识,从而避免出现对其他账号使用第一账号并未拥有的互动道具的情况,以保证公平性。简而言之,特效标识由服务器在道具使用请求满足目标条件的情况下返回。目标条件包括多项条件。其中,第一个条件是第一账号的道具库中包括目标互动道具。其中,道具库存储有第一账号拥有的多个互动道具。上述第一个条件能够避免对其他账号使用第一账号并未拥有的互动道具。第二个条件是虚拟对局还未开始。第二个条件能够避免无需使用互动道具时误触图标而显示道具选择区域。第三个条件是道具冷却时间不小于时间阈值。其中,道具冷却时间用于表示第一账号相邻两次使用互动道具之间的时间间隔。第三个条件能够限制互动道具的发送频率,避免出现频繁使用互动道具而导致终端卡顿的情况。
下面介绍一下服务器对道具使用请求进行验证的过程。
当服务器接收到道具使用请求时,服务器获取道具使用请求中的第一账号和目标互动道具的道具标识。然后,服务器基于第一账号,获取第一账号拥有的互动道具。然后,服务器将目标互动道具的道具标识与第一账号拥有的互动道具的道具标识进行比对。在确定目标互动道具不是第一账号拥有的道具的情况下,服务器向终端发送提示信息,以提示第一账号无法使用目标互动道具。在确定目标互动道具为第一账号拥有的道具的情况下,服务器基于道具使用请求中的第一账号和第二账号,确定虚拟对局是否已开始。在确定虚拟对局已开始的情况下,服务器向终端发送提示信息,以提示第一账号无法使用目标互动道具。在确定虚拟对局未开始的情况下,服务器确定第一账号能够使用互动道具来进行互动。然后,服务器获取上一次第一账号使用互动道具的历史使用时刻。然后,服务器基于历史使用时刻和当前时刻,确定道具冷却时间。在道具冷却时间小于时间阈值的情况下,服务器向终端发送提示信息,以提示第一账号无法使用目标互动道具。在道具冷却时间不小于时间阈值的情况下,服务器向终端发送目标道具的特效标识。
需要说明的是,终端在向服务器发送道具使用请求之前,还能够自身进行校验。校验的条件可以是虚拟对局还未开始,也可以是道具冷却时间不小于时间阈值,本申请对彼此不进行限制。校验通过后,终端才能够向服务器发送道具使用请求。
例如,图7是根据本申请实施例提供的一种发送道具使用请求的流程图。参见图7,首先,终端显示对局准备界面。然后,在触发目标图标的情况下,终端显示道具选择区域。然后,从道具选择区域中选择任一互动道具作为要使用的目标互动道具。在触发目标互动道具的情况下,终端能够获取道具冷却时间。在道具冷却时间不小于时间阈值的情况下,终端确认当前不处于道具冷却状态,也即校验通过。然后,终端能够向服务器发送道具使用请求。在道具冷却时间小于时间阈值的情况下,终端确认当前处于冷却状态,也即CD(Cool Down Time,冷却时间)状态,也即校验未通过。在此情况下,终端结束本次使用目标互动道具的操作。
304、终端基于特效标识,获取目标互动道具的特效资源。
在本申请实施例中,互动道具的特效标识用于指示互动道具的特效资源。不同互动道具的特效资源不同。终端能够基于目标互动道具的特效标识,获取目标互动道具的特效资源。
在一些实施例中,特效资源包括三个部分,分别是第一特效、第二特效以及第三特效。其中,第一特效为目标互动道具在第一图标的位置时呈现的特效。第二特效为目标互动道具在移动过程中呈现的特效。第三特效为目标互动道具在目标图标的位置时呈现的特效。目标互动道具在不同的位置呈现不同的特效。
例如,目标互动道具是烟花。当烟花在第一图标的位置时,烟花呈现的第一特效是未点燃的烟花。当烟花由第一图标的位置向第二图标的位置移动时,烟花呈现的第二特效是烟花已点燃,随着烟花的移动,烟花逐渐膨胀。当烟花到达目标图标的位置时,烟花呈现的第三 特效是烟花已炸开,火花四溅。
305、终端基于第一图标的位置和目标图标的位置,确定特效资源的特效轨迹。
在本申请实施例中,特效轨迹为特效资源由第一图标的位置移动至目标图标的位置所历经的移动轨迹。特效轨迹可以是不规则轨迹、直线段、曲线段、弧线段、正弦线段或者余弦线段等,本申请实施例对此不进行限制。第一图标和目标图标在对局准备界面中显示的位置会直接影响特效资源的移动轨迹。终端能够基于第一图标和目标图标,获取第一图标的位置和目标图标的位置,从而确定特效资源的特效轨迹。由于不同准备阶段的对局准备界面中图标显示的位置有所差异,并且第一图标和目标图标的位置也不是唯一的,使得在不同准备阶段的对局准备界面中显示的特效轨迹也会有所不同。
第一种情况,处于组队阶段时,例如,继续参见图4,图4中的403示例性的示出了一种特效轨迹的示意图。对局准备界面中的多个图标在水平方向上并列显示,也即第一图标和目标图标之间并列水平。在此情况下,特效资源的特效轨迹多为水平方向的轨迹,或者是近似水平方向的轨迹。
第二种情况,处于对象选择阶段时,例如,继续参见图5,图5中的503示例性的示出了一种特效轨迹的示意图。对局准备界面中的多个图标中存在并列水平显示的图标,也存在竖直并列显示的图标,也存在其他方向的图标。在此情况下,特效资源的特效轨迹可以是任一方向的轨迹。图5中的503示出的特效轨迹为从左下方斜向右上方曲线段形式的特效轨迹。
第三种情况,处于加载阶段时,例如,继续参见图6,图6中的603示例性的示出了一种特效轨迹的示意图。对局准备界面中的多个图标中存在并列水平显示的图标,也存在竖直并列显示的图标,也存在其他方向的图标。在此情况下,特效资源的特效轨迹可以是任一方向的轨迹。图6中的603示出的特效轨迹为从右上方斜向左下方的特效轨迹。
306、终端基于特效资源和特效轨迹,播放目标特效动画,目标特效动画用于呈现目标互动道具从第一图标指向目标图标的特效资源。
在本申请实施例中,终端按照特效轨迹移动特效资源,生成并播放目标特效动画。特效资源在移动过程中依次呈现第一特效、第二特效和第三特效。
例如,图8是根据本申请实施例提供的一种播放目标特效动画的流程图。参见图8,在终端已获取目标互动道具的特效资源以及特效轨迹的情况下,终端生成并播放目标互动道具的目标特效动画。换而言之,终端先播放特效资源中的第一特效,再播放特效资源中的第二特效。当特效资源未到达目标图标的位置时,终端继续播放特效资源中的第二特效。当特效资源到达目标图标的位置时,终端播放特效资源中的第三特效。当第三特效播放完成,也即目标特效动画播放完成,结束播放。
为了更加清楚的表示使用目标互动道具时,对局准备界面的变化,可继续参见图4、图5以及图6。图4中的401-403示例性的示出了处于组队阶段时,终端在对局准备界面中显示使用目标互动道具的整个过程。图5中的501-503示例性的示出了处于对象选择阶段时,终端在对局准备界面中显示发送目标互动道具的整个过程。图6中的601-603示例性的示出了处于加载阶段时,终端在对局准备界面中显示发送目标互动道具的整个过程。其中,对局准备界面中显示使用目标互动道具的整个过程为:首先,对局准备界面中显示有第一图标和至少一个第二图标。玩家能够通过手指长按至少一个第二图标中的目标图标。在此情况下,终端在对局准备界面中显示道具选择区域。道具选择区域为一个圆形区域,且道具选择区域的中心与目标图标的中心重合。玩家通过手指向所要使用的目标互动道具拖拽目标图标。当玩家的手指处于目标互动道具的位置时,玩家松开手指,不再拖拽目标图标。在此情况下,终端播放目标互动道具的目标特效动画。
为了更加清楚的描述本方案,下面再次对本方案进行整体描述。
例如,图9是根据本申请实施例提供的一种账号间的互动方法的交互流程图。参见图9,第一终端为第一账号登录的终端。至少一个第二终端为除第一账号外的其他账号登录的终端。 其他账号为对局准备界面中第二图标所表示的账号。其他账号中包括目标图标所表示的第二账号,也即至少一个第二终端中包括第二账号登录的终端。当第一账号对第二账号使用目标互动道具时,第一终端能够向服务器发送道具使用请求,道具使用请求携带有第一账号、第二账号以及目标互动道具的道具标识。服务器能够基于第一账号和目标条件,对道具使用请求进行校验,以验证第一账号的道具库中是否包括目标互动道具、虚拟对局是否开始以及道具冷却时间是否不小于时间阈值。在第一账号的道具库中包括目标互动道具、虚拟对局未开始且道具冷却时间不小于时间阈值的情况下,确定道具使用请求校验通过。然后,服务器能够通过广播的形式,向第一终端和至少一个第二终端分别发送特效标识,使得第一终端和至少一个第二终端均能显示目标互动道具的特效资源。若道具使用请求校验未通过,服务器则向第一终端发送提示信息,以提示第一账号对应的玩家无法使用目标互动道具。
需要说明的是,通过本申请实施例提供的方案,第一账号还能够对其他账号使用表情,也即第一账号向其他账号传递表情,以此来与其他账号进行互动,本申请对此不进行限制。
本申请实施例提供的方案,在为虚拟对局做准备的时候,通过触发对局准备界面中的目标图标,能够在对局准备界面中显示包含至少一个互动道具的道具选择区域,通过选中至少一个互动道具中的目标互动道具,就能够播放目标互动道具对应的目标特效动画,直观的显示第一账号对其他账号使用目标互动道具,从而实现第一账号与其他账号之间进行互动,也即无需通过聊天频道就能进行互动,不仅丰富了互动方式,而且提高了人机交互效率,还提高了账号之间的互动效率。
终端能够基于本申请实施例提供的方案,从服务器中直接获取目标互动道具的目标特效动画。下面以服务器生成目标特效动画为例,来对本申请提供的方案进行进一步阐述,图10是根据本申请实施例提供的另一种账号间的互动方法的流程图,参见图10,在本申请实施例中以由终端执行为例进行说明。账号间的互动方法包括以下步骤:
1001、终端显示虚拟对局的对局准备界面,对局准备界面包括第一图标和至少一个第二图标,第一图标用于表示当前登录的第一账号,第二图标用于表示除第一账号外的其他账号,对局准备界面用于为虚拟对局做准备。
在本申请实施例中,终端为图1所示的终端101。终端安装有支持开展虚拟对局的应用程序。虚拟对局包括准备阶段和进行阶段。在虚拟的准备阶段,终端能够为虚拟对局进行准备。在虚拟对局的进行阶段,不同阵营的虚拟对象在虚拟场景中相互对抗。在为虚拟对局进行准备的时候,终端能够显示虚拟对局的对局准备界面。对局准备界面中显示有多个图标。多个图标包括第一图标和至少一个第二图标。步骤1001中显示对局准备界面的方式与步骤301中显示对局准备界面的方式相似,在此不再赘述。
1002、响应于对目标图标的触发操作,终端在对局准备界面中显示道具选择区域,目标图标为至少一个第二图标中的任一个,道具选择区域中显示有第一账号拥有的至少一个互动道具。
在本申请实施例中,在触发对局准备界面中除第一图标外的其他任一图标的情况下,终端能够显示道具选择区域。道具选择区域中包括至少一个互动道具。互动道具可以是烟花、爱心或者鲜花等用于互动的道具,本申请实施例对此不进行限制。步骤1002中显示道具选择区域的方式与步骤302中显示道具选择区域的方式相似,在此不再赘述。
1003、响应于对目标互动道具的使用操作,终端向服务器发送道具使用请求,道具使用请求携带有第一账号、第二账号、第一图标的位置、目标图标的位置以及目标互动道具的道具标识,第二账号为目标图标所表示的账号。
在本申请实施例中,终端能够向服务器发送道具使用请求,来从服务器获取目标互动道具的目标特效动画。其中,道具使用请求携带的第一图标的位置以及目标图标的位置用于服务器确定特效资源的特效轨迹。道具使用请求携带的道具标识用于服务器确定与道具标识对 应的特效标识。步骤1003中向服务器发送道具使用请求的方式与步骤303中向服务器发送道具使用请求的方式相似,在此不再赘述。
1004、终端接收服务器返回的目标特效动画,目标特效动画由服务器基于第一图标的位置、目标图标的位置以及目标互动道具的特效资源生成,目标互动道具的特效资源由服务器基于与道具标识对应的特效标识确定。
在本申请实施例中,目标特效动画是由服务器生成的。服务器生成目标特效动画的过程为:服务器基于目标互动道具的道具标识,确定目标互动道具的特效标识。然后,服务器基于特效标识,获取目标互动道具的特效资源。然后,服务器基于第一图标的位置和目标图标的位置,确定特效资源的特效轨迹。最后,服务器基于特效资源和特效轨迹,生成目标特效动画。上述服务器生成目标特效动画的过程中采用的方式与步骤303至步骤306中终端生成目标特效动画方式相似,在此不再赘述。
需要说明的是,目标特效动画由服务器在道具使用请求满足目标条件的情况下返回。换而言之,服务器能够对道具使用请求进行校验,在校验通过的情况下,才会向终端发送目标特效动画。服务器对道具使用请求进行校验的方式与步骤303中对道具使用请求进行校验的方式相似,在此不再赘述。
1005、终端播放目标特效动画。
在本申请实施例中,终端接收到目标特效动画后,直接播放目标特效动画。步骤1005中播放目标特效动画的方式与步骤306中播放目标特效动画的方式相似,在此不再赘述。
本申请实施例提供的方案,在为虚拟对局做准备的时候,通过触发对局准备界面中的目标图标,能够在对局准备界面中显示包含至少一个互动道具的道具选择区域,通过选中至少一个互动道具中的目标互动道具,就能够播放目标互动道具对应的目标特效动画,直观的显示第一账号对其他账号使用目标互动道具,从而实现第一账号与其他账号之间进行互动,也即无需通过聊天频道就能进行互动,不仅丰富了互动方式,而且提高了人机交互效率,还提高了账号之间的互动效率。
图11是根据本申请实施例提供的一种账号间的互动装置的结构示意图。装置用于执行上述账号间的互动方法执行时的步骤,参见图11,账号间的互动装置包括:第一显示模块1101和播放模块1102。
第一显示模块1101,用于显示虚拟对局的对局准备界面,对局准备界面包括第一图标和至少一个第二图标,第一图标用于表示当前登录的第一账号,第二图标用于表示除第一账号外的其他账号,对局准备界面用于为虚拟对局做准备;
第一显示模块1101,还用于响应于对目标图标的触发操作,在对局准备界面中显示道具选择区域,目标图标为至少一个第二图标中的任一个,道具选择区域中显示有第一账号拥有的至少一个互动道具;
播放模块1102,用于响应于对目标互动道具的使用操作,播放目标互动道具的目标特效动画,目标互动道具为至少一个互动道具中的任一个,目标特效动画用于呈现目标互动道具从第一图标指向目标图标的特效资源。
在一些实施例中,图12是根据本申请实施例提供的另一种账号间的互动装置的结构示意图,参见图12,播放模块1102,包括:
第一获取单元1201,用于响应于对目标互动道具的使用操作,获取目标互动道具的特效标识,特效标识用于指示目标互动道具的特效资源;
第二获取单元1202,用于基于特效标识,获取目标互动道具的特效资源;
确定单元1203,用于基于第一图标的位置和目标图标的位置,确定特效资源的特效轨迹;
播放单元1204,用于基于特效资源和特效轨迹,播放目标特效动画。
在一些实施例中,继续参见图12,第一获取单元1201,用于响应于对目标互动道具的使 用操作,向服务器发送道具使用请求,道具使用请求携带有第一账号、第二账号以及目标互动道具的道具标识,第二账号为目标图标所表示的账号;接收服务器返回的道具标识对应的特效标识。
在一些实施例中,特效标识由服务器在道具使用请求满足目标条件的情况下返回;
目标条件,包括:
第一账号的道具库中包括目标互动道具,道具库存储有第一账号拥有的多个互动道具;
虚拟对局还未开始;
道具冷却时间不小于时间阈值,道具冷却时间用于表示第一账号相邻两次使用互动道具之间的时间间隔。
在一些实施例中,继续参见图12,播放模块1102,用于响应于对目标互动道具的使用操作,向服务器发送道具使用请求,道具使用请求携带有第一账号、第二账号、第一图标的位置、目标图标的位置以及目标互动道具的道具标识,第二账号为目标图标所表示的账号;接收服务器返回的目标特效动画,目标特效动画由服务器基于第一图标的位置、目标图标的位置以及目标互动道具的特效资源生成,目标互动道具的特效资源由服务器基于与道具标识对应的特效标识确定;播放目标特效动画。
在一些实施例中,特效资源包括第一特效、第二特效以及第三特效,第一特效为目标互动道具在第一图标的位置时呈现的特效,第二特效为目标互动道具在移动过程中呈现的特效,第三特效为目标互动道具在目标图标的位置时呈现的特效。
在一些实施例中,继续参见图12,第一显示模块1101,用于响应于对目标图标的触发操作,获取至少一个互动道具的消耗频率;基于至少一个互动道具的消耗频率,在对局准备界面中显示道具选择区域,至少一个互动道具在道具选择区域中按照消耗频率由高到低的顺序显示。
在一些实施例中,继续参见图12,第一显示模块1101,用于响应于对目标图标的触发操作,获取至少一个互动道具的剩余数量;基于至少一个互动道具的剩余数量,在对局准备界面中显示道具选择区域,至少一个互动道具在道具选择区域中按照剩余数量由多到少的顺序显示。
在一些实施例中,继续参见图12,第一显示模块1101,用于响应于对目标图标的触发操作,获取第一账号和第二账号之间的账号关系,第二账号为目标图标所表示的账号;在对局准备界面的道具选择区域中,显示与账号关系对应的至少一个互动道具。
在一些实施例中,继续参见图12,第一显示模块1101,用于响应于对目标图标的触发操作,显示道具选择控件,道具选择控件用于选择对第二账号使用的互动道具,第二账号为目标图标所表示的账号;响应于道具选择控件的触发操作,在对局准备界面中显示道具选择区域。
在一些实施例中,道具选择区域为一个圆形区域,道具选择区域的中心与目标图标的中心重合。
在一些实施例中,继续参见图12,装置还包括:
第二显示模块1103,用于显示道具添加界面,道具添加界面用于为第一账号添加互动道具;
第二显示模块1103,还用于响应于对道具添加界面中道具添加控件的触发操作,显示第一账号的多个互动道具;
选择模块1104,用于从响应于道具选择操作,确定多个互动道具中选择的至少一个互动道具。
本申请实施例提供的账号间的互动装置,在为虚拟对局做准备的时候,通过触发对局准备界面中的目标图标,能够在对局准备界面中显示包含至少一个互动道具的道具选择区域,通过选中至少一个互动道具中的目标互动道具,就能够播放目标互动道具对应的目标特效动 画,直观的显示第一账号对其他账号使用目标互动道具,从而实现第一账号与其他账号之间进行互动,也即无需通过聊天频道就能进行互动,不仅丰富了互动方式,而且提高了人机交互效率,还提高了账号之间的互动效率。
需要说明的是,上述实施例提供的账号间的互动装置在运行应用程序时,仅以上述各功能模块的划分进行举例说明,实际应用中,可以根据需要而将上述功能分配由不同的功能模块完成,即将装置的内部结构划分成不同的功能模块,以完成以上描述的全部或者部分功能。另外,上述实施例提供的账号间的互动装置与账号间的互动方法实施例属于同一构思,其具体实现过程详见方法实施例,这里不再赘述。
在本申请实施例中,计算机设备能够被配置为终端或者服务器,当计算机设备被配置为终端时,可以由终端作为执行主体来实施本申请实施例提供的技术方案,当计算机设备被配置为服务器时,可以由服务器作为执行主体来实施本申请实施例提供的技术方案,也可以通过终端和服务器之间的交互来实施本申请提供的技术方案,本申请实施例对此不作限定。
图13是根据本申请实施例提供的一种终端1300的结构示意图。该终端1300可以是便携式移动终端,比如:智能手机、平板电脑、MP3播放器(Moving Picture Experts Group Audio Layer III,动态影像专家压缩标准音频层面3)、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、笔记本电脑或台式电脑。终端1300还可能被称为用户设备、便携式终端、膝上型终端、台式终端等其他名称。
通常,终端1300包括有:处理器1301和存储器1302。
处理器1301可以包括一个或多个处理核心,比如4核心处理器、8核心处理器等。处理器1301可以采用DSP(Digital Signal Processing,数字信号处理)、FPGA(Field-Programmable Gate Array,现场可编程门阵列)、PLA(Programmable Logic Array,可编程逻辑阵列)中的至少一种硬件形式来实现。处理器1301也可以包括主处理器和协处理器,主处理器是用于对在唤醒状态下的数据进行处理的处理器,也称CPU(Central Processing Unit,中央处理器);协处理器是用于对在待机状态下的数据进行处理的低功耗处理器。在一些实施例中,处理器1301可以集成有GPU(Graphics Processing Unit,图像处理器),GPU用于负责显示屏所需要显示的内容的渲染和绘制。一些实施例中,处理器1301还可以包括AI(Artificial Intelligence,人工智能)处理器,该AI处理器用于处理有关机器学习的计算操作。
存储器1302可以包括一个或多个计算机可读存储介质,该计算机可读存储介质可以是非暂态的。存储器1302还可包括高速随机存取存储器以及非易失性存储器,比如一个或多个磁盘存储设备、闪存存储设备。在一些实施例中,存储器1302中的非暂态的计算机可读存储介质用于存储至少一个计算机程序,该至少一个计算机程序用于被处理器1301所执行以实现本申请中方法实施例提供的账号间的互动方法。
在一些实施例中,终端1300还可选包括有:外围设备接口1303和至少一个外围设备。处理器1301、存储器1302和外围设备接口1303之间可以通过总线或信号线相连。各个外围设备可以通过总线、信号线或电路板与外围设备接口1303相连。具体地,外围设备包括:显示屏1305和电源1308中的至少一种。
外围设备接口1303可被用于将I/O(Input/Output,输入/输出)相关的至少一个外围设备连接到处理器1301和存储器1302。在一些实施例中,处理器1301、存储器1302和外围设备接口1303被集成在同一芯片或电路板上;在一些其他实施例中,处理器1301、存储器1302和外围设备接口1303中的任意一个或两个可以在单独的芯片或电路板上实现,本实施例对此不加以限定。
显示屏1305用于显示UI(User Interface,用户界面)。该UI可以包括图形、文本、图标、视频及其它们的任意组合。当显示屏1305是触摸显示屏时,显示屏1305还具有采集在 显示屏1305的表面或表面上方的触摸信号的能力。该触摸信号可以作为控制信号输入至处理器1301进行处理。此时,显示屏1305还可以用于提供虚拟按钮和/或虚拟键盘,也称软按钮和/或软键盘。在一些实施例中,显示屏1305可以为一个,设置在终端1300的前面板;在另一些实施例中,显示屏1305可以为至少两个,分别设置在终端1300的不同表面或呈折叠设计;在另一些实施例中,显示屏1305可以是柔性显示屏,设置在终端1300的弯曲表面上或折叠面上。甚至,显示屏1305还可以设置成非矩形的不规则图形,也即异形屏。显示屏1305可以采用LCD(Liquid Crystal Display,液晶显示屏)、OLED(Organic Light-Emitting Diode,有机发光二极管)等材质制备。
电源1308用于为终端1300中的各个组件进行供电。电源1308可以是交流电、直流电、一次性电池或可充电电池。当电源1308包括可充电电池时,该可充电电池可以是有线充电电池或无线充电电池。有线充电电池是通过有线线路充电的电池,无线充电电池是通过无线线圈充电的电池。该可充电电池还可以用于支持快充技术。
本领域技术人员可以理解,图13中示出的结构并不构成对终端1300的限定,可以包括比图示更多或更少的组件,或者组合某些组件,或者采用不同的组件布置。
图14是根据本申请实施例提供的一种服务器的结构示意图,该服务器1400可因配置或性能不同而产生比较大的差异,可以包括一个或一个以上处理器(Central Processing Units,CPU)1401和一个或一个以上的存储器1402,其中,该存储器1402中存储有至少一条计算机程序,该至少一条计算机程序由该处理器1401加载并执行以实现上述各个方法实施例提供的账号间的互动方法。当然,该服务器还可以具有有线或无线网络接口、键盘以及输入输出接口等部件,以便进行输入输出,该服务器还可以包括其他用于实现设备功能的部件,在此不做赘述。
本申请实施例还提供了一种计算机可读存储介质,该计算机可读存储介质中存储有至少一段计算机程序,该至少一段计算机程序由计算机设备的处理器加载并执行以实现上述实施例的账号间的互动方法中计算计算机设备所执行的操作。例如,所述计算机可读存储介质可以是只读存储器(Read-Only Memory,ROM)、随机存取存储器(Random Access Memory,RAM)、光盘只读存储器(Compact Disc Read-Only Memory,CD-ROM)、磁带、软盘和光数据存储设备等。
本申请实施例还提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机程序代码,该计算机程序代码存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机程序代码,处理器执行该计算机程序代码,使得该计算及设备执行上述各种可选实现方式中提供的账号间的互动方法。
本领域普通技术人员可以理解实现上述实施例的全部或部分步骤可以通过硬件来完成,也可以通过程序来指令相关的硬件完成,所述的程序可以存储于一种计算机可读存储介质中,上述提到的存储介质可以是只读存储器,磁盘或光盘等。
以上所述仅为本申请的可选实施例,并不用以限制本申请,凡在本申请的精神和原则之内,所作的任何修改、等同替换、改进等,均应包含在本申请的保护范围之内。

Claims (16)

  1. 一种账号间的互动方法,由计算机设备执行,所述方法包括:
    显示虚拟对局的对局准备界面,所述对局准备界面包括第一图标和至少一个第二图标,所述第一图标用于表示当前登录的第一账号,所述第二图标用于表示除所述第一账号外的其他账号,所述对局准备界面用于为所述虚拟对局做准备;
    响应于对目标图标的触发操作,在所述对局准备界面中显示道具选择区域,所述目标图标为所述至少一个第二图标中的任一个,所述道具选择区域中显示有所述第一账号拥有的至少一个互动道具;
    响应于对目标互动道具的使用操作,播放所述目标互动道具的目标特效动画,所述目标互动道具为所述至少一个互动道具中的任一个,所述目标特效动画用于呈现所述目标互动道具从所述第一图标指向所述目标图标的特效资源。
  2. 根据权利要求1所述的方法,其中,所述响应于对目标互动道具的使用操作,播放所述目标互动道具的目标特效动画,包括:
    响应于对所述目标互动道具的使用操作,获取所述目标互动道具的特效标识,所述特效标识用于指示所述目标互动道具的特效资源;
    基于所述特效标识,获取所述目标互动道具的特效资源;
    基于所述第一图标的位置和所述目标图标的位置,确定所述特效资源的特效轨迹;
    基于所述特效资源和所述特效轨迹,播放所述目标特效动画。
  3. 根据权利要求2所述的方法,其中,所述响应于对所述目标互动道具的使用操作,获取所述目标互动道具的特效标识,包括:
    响应于对所述目标互动道具的使用操作,向服务器发送道具使用请求,所述道具使用请求携带有所述第一账号、第二账号以及所述目标互动道具的道具标识,所述第二账号为所述目标图标所表示的账号;
    接收所述服务器返回的所述道具标识对应的特效标识。
  4. 根据权利要求3所述的方法,其中,所述特效标识由所述服务器在所述道具使用请求满足目标条件的情况下返回;
    所述目标条件,包括:
    所述第一账号的道具库中包括所述目标互动道具,所述道具库存储有所述第一账号拥有的多个互动道具;
    所述虚拟对局还未开始;
    道具冷却时间不小于时间阈值,所述道具冷却时间用于表示所述第一账号相邻两次使用互动道具之间的时间间隔。
  5. 根据权利要求1所述的方法,其中,所述响应于对目标互动道具的使用操作,播放所述目标互动道具的目标特效动画,包括:
    响应于对所述目标互动道具的使用操作,向服务器发送道具使用请求,所述道具使用请求携带有所述第一账号、第二账号、所述第一图标的位置、所述目标图标的位置以及所述目标互动道具的道具标识,所述第二账号为所述目标图标所表示的账号;
    接收所述服务器返回的所述目标特效动画,所述目标特效动画由所述服务器基于所述第一图标的位置、所述目标图标的位置以及所述目标互动道具的特效资源生成,所述目标互动道具的特效资源由所述服务器基于与所述道具标识对应的特效标识确定;
    播放所述目标特效动画。
  6. 根据权利要求1所述的方法,其中,所述特效资源包括第一特效、第二特效以及第三特效,所述第一特效为所述目标互动道具在所述第一图标的位置时呈现的特效,所述第二特效为所述目标互动道具在移动过程中呈现的特效,所述第三特效为所述目标互动道具在所述目标图标的位置时呈现的特效。
  7. 根据权利要求1所述的方法,其中,所述响应于对目标图标的触发操作,在所述对局准备界面中显示道具选择区域,包括:
    响应于对所述目标图标的触发操作,获取所述至少一个互动道具的消耗频率;
    基于所述至少一个互动道具的消耗频率,在所述对局准备界面中显示所述道具选择区域,所述至少一个互动道具在所述道具选择区域中按照消耗频率由高到低的顺序显示。
  8. 根据权利要求1所述的方法,其中,所述响应于对目标图标的触发操作,在所述对局准备界面中显示道具选择区域,包括:
    响应于对所述目标图标的触发操作,获取所述至少一个互动道具的剩余数量;
    基于所述至少一个互动道具的剩余数量,在所述对局准备界面中显示所述道具选择区域,所述至少一个互动道具在所述道具选择区域中按照剩余数量由多到少的顺序显示。
  9. 根据权利要求1所述的方法,其中,所述响应于对目标图标的触发操作,在所述对局准备界面中显示道具选择区域,包括:
    响应于对所述目标图标的触发操作,获取所述第一账号和第二账号之间的账号关系,所述第二账号为所述目标图标所表示的账号;
    在所述对局准备界面的道具选择区域中,显示与所述账号关系对应的所述至少一个互动道具。
  10. 根据权利要求1所述的方法,其中,所述响应于对目标图标的触发操作,在所述对局准备界面中显示道具选择区域,包括:
    响应于对所述目标图标的触发操作,显示道具选择控件,所述道具选择控件用于选择对第二账号使用的互动道具,所述第二账号为所述目标图标所表示的账号;
    响应于所述道具选择控件的触发操作,在所述对局准备界面中显示所述道具选择区域。
  11. 根据权利要求1所述的方法,其中,所述道具选择区域为一个圆形区域,所述道具选择区域的中心与所述目标图标的中心重合。
  12. 根据权利要求1所述的方法,其中,所述方法还包括:
    显示道具添加界面,所述道具添加界面用于为所述第一账号添加互动道具;
    响应于对所述道具添加界面中道具添加控件的触发操作,显示所述第一账号的多个互动道具;
    响应于道具选择操作,确定从所述多个互动道具中选择的所述至少一个互动道具。
  13. 一种账号间的互动装置,配置于计算机设备中,所述装置包括:
    第一显示模块,用于显示虚拟对局的对局准备界面,所述对局准备界面包括第一图标和至少一个第二图标,所述第一图标用于表示当前登录的第一账号,所述第二图标用于表示除所述第一账号外的其他账号,所述对局准备界面用于为所述虚拟对局做准备;
    所述第一显示模块,还用于响应于对目标图标的触发操作,在所述对局准备界面中显示 道具选择区域,所述目标图标为所述至少一个第二图标中的任一个,所述道具选择区域中显示有所述第一账号拥有的至少一个互动道具;
    播放模块,用于响应于对目标互动道具的使用操作,播放所述目标互动道具的目标特效动画,所述目标互动道具为所述至少一个互动道具中的任一个,所述目标特效动画用于呈现所述目标互动道具从所述第一图标指向所述目标图标的特效资源。
  14. 一种计算机设备,所述计算机设备包括处理器和存储器,所述存储器用于存储至少一段计算机程序,所述至少一段计算机程序由所述处理器加载并执行权利要求1至12任一项权利要求所述的账号间的互动方法。
  15. 一种计算机可读存储介质,所述计算机可读存储介质用于存储至少一段计算机程序,所述至少一段计算机程序用于执行权利要求1至12任一项权利要求所述的账号间的互动方法。
  16. 一种计算机程序产品,包括计算机程序,所述计算机程序被处理器执行时实现如权利要求1至12任一项权利要求所述的账号间的互动方法。
PCT/CN2023/082558 2022-05-23 2023-03-20 账号间的互动方法、装置、计算机设备及存储介质 WO2023226557A1 (zh)

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