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HK40069411B - Method and apparatus for acquiring virtual item, device, medium, and program product - Google Patents

Method and apparatus for acquiring virtual item, device, medium, and program product Download PDF

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Publication number
HK40069411B
HK40069411B HK42022059290.1A HK42022059290A HK40069411B HK 40069411 B HK40069411 B HK 40069411B HK 42022059290 A HK42022059290 A HK 42022059290A HK 40069411 B HK40069411 B HK 40069411B
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Hong Kong
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virtual
ranked
ranking
mall
user account
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HK42022059290.1A
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Chinese (zh)
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HK40069411A (en
Inventor
张伟松
裴辰星
曾沛源
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腾讯科技(深圳)有限公司
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Publication of HK40069411B publication Critical patent/HK40069411B/en

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Description

虚拟物品的获取方法、装置、设备、介质及程序产品Methods, devices, equipment, media, and software products for acquiring virtual items

技术领域Technical Field

本申请实施例涉及虚拟游戏领域,特别涉及一种虚拟物品的获取方法、装置、设备、介质及程序产品。This application relates to the field of virtual games, and in particular to a method, apparatus, device, medium, and program product for obtaining virtual items.

背景技术Background Technology

对战游戏是多个用户账号在同一虚拟世界内进行竞技的游戏。比如,对战游戏可以是多人在线战术竞技游戏(Multiplayer Online Battle Arena Games,MOBA)。Battle games are games where multiple user accounts compete in the same virtual world. For example, battle games can be multiplayer online battle arena (MOBA) games.

MOBA游戏中往往设置有多种游戏赛,例如,匹配赛、排位赛、巅峰赛、娱乐赛等等。用户通过参与各种游戏赛来获得游戏金币,通过游戏金币购买虚拟商品,比如英雄、皮肤、道具等。MOBA games often feature various game modes, such as casual matches, ranked matches, peak matches, and casual matches. Users earn in-game currency by participating in these modes, and can use this currency to purchase virtual items such as heroes, skins, and other items.

但是在游戏商城中存在一些稀有的虚拟商品,只能通过抽奖或付费点券等方式来获取,非付费的普通玩家难以获取到这些稀有虚拟商品。However, there are some rare virtual items in the game store that can only be obtained through lotteries or paid points, making it difficult for non-paying players to acquire these rare virtual items.

发明内容Summary of the Invention

本申请提供了一种虚拟物品的获取方法、装置、设备、介质及程序产品,提供了一种稀有虚拟商品的获取方式,使得非付费的普通玩家也能够获取到稀有的虚拟商品。所述技术方案如下:This application provides a method, apparatus, device, medium, and program product for acquiring virtual items, providing a way to obtain rare virtual goods, enabling ordinary players who do not pay to acquire rare virtual goods. The technical solution is as follows:

根据本申请的一方面,提供了一种虚拟物品的获取方法,所述方法包括:According to one aspect of this application, a method for obtaining virtual items is provided, the method comprising:

显示排位赛模式的竞技入口,所述排位赛模式是所述客户端提供的至少两种对局模式中的一种,所述排位赛模式是确定用户账号在排行榜中的实力段位的竞技模式;The competitive entry point for the ranked match mode is displayed. The ranked match mode is one of at least two game modes provided by the client. The ranked match mode is a competitive mode that determines the user's account's skill rank in the leaderboard.

响应于所述竞技入口上的触发操作,控制所述用户账号的虚拟角色参与排位赛对局;In response to a trigger operation on the competition portal, control the virtual character of the user account to participate in ranked matches;

在成功参与的情况下,显示参与所述排位赛对局在当前赛季得到的虚拟排位币;If participation is successful, the virtual ranking tokens earned in the current season for participating in the ranked matches will be displayed;

使用所述虚拟排位币,在所述排位赛模式专属的排位商城购买所述排位赛模式专属的虚拟商品。Use the virtual ranking currency to purchase virtual items exclusive to the ranking mode in the ranking mode's exclusive ranking shop.

根据本申请的一方面,提供了一种虚拟物品的获取装置,所述装置包括:According to one aspect of this application, a device for acquiring virtual items is provided, the device comprising:

显示模块,用于显示排位赛模式的竞技入口,所述排位赛模式是所述客户端提供的至少两种对局模式中的一种,所述排位赛模式是确定用户账号在排行榜中的实力段位的竞技模式;The display module is used to display the competitive entry point for the ranked match mode. The ranked match mode is one of at least two game modes provided by the client. The ranked match mode is a competitive mode that determines the user's account's skill rank in the leaderboard.

对局模块,用于响应于所述竞技入口上的触发操作,控制所述用户账号的虚拟角色参与排位赛对局;The game module is used to respond to the trigger operation on the competition portal and control the virtual character of the user account to participate in ranked game matches;

奖励模块,用于在成功参与的情况下,显示参与所述排位赛对局在当前赛季得到的虚拟排位币;The rewards module is used to display the virtual ranking coins earned in the current season for participating in the ranked matches, provided that participation is successful.

商城模块,用于使用所述虚拟排位币,在所述排位赛模式专属的排位商城购买所述排位赛模式专属的虚拟商品。The mall module is used to purchase virtual goods exclusive to the ranked match mode in the ranked match mode's exclusive ranked match mall using the virtual ranked match currency.

根据本申请的另一方面,提供了一种计算机设备,该计算机设备包括:处理器和存储器,存储器中存储有至少一条计算机指令,至少一条计算机指令由处理器加载并执行以实现如上方面所述的虚拟物品的获取方法。According to another aspect of this application, a computer device is provided, comprising: a processor and a memory, wherein the memory stores at least one computer instruction, the at least one computer instruction being loaded and executed by the processor to implement the method for acquiring virtual items as described above.

根据本申请的另一方面,提供了一种计算机存储介质,计算机可读存储介质中存储有至少一条计算机指令,至少一条计算机指令由处理器加载并执行以实现如上方面所述的虚拟物品的获取方法。According to another aspect of this application, a computer storage medium is provided, wherein at least one computer instruction is stored in the computer-readable storage medium, the at least one computer instruction being loaded and executed by a processor to implement the method for acquiring virtual items as described above.

根据本申请的另一方面,提供了一种计算机程序产品,上述计算机程序产品包括计算机指令,所述计算机指令存储在计算机可读存储介质中;所述计算机指令由计算机设备的处理器从所述计算机可读存储介质读取并执行,使得所述计算机设备执行如上方面所述的虚拟物品的获取方法。According to another aspect of this application, a computer program product is provided, the computer program product including computer instructions stored in a computer-readable storage medium; the computer instructions are read from the computer-readable storage medium and executed by a processor of a computer device, causing the computer device to perform the virtual item acquisition method as described above.

本申请提供的技术方案带来的有益效果至少包括:The beneficial effects of the technical solution provided in this application include at least the following:

通过提供排位赛模式专属的虚拟排位币、排位商城和虚拟商品,能够使得用户通过参加排位赛对局的方式获取或购买赛季稀有的虚拟商品,增加了用户获取稀有的虚拟商品的方式,并且促进用户参加排位赛对局,提高用于提供排位赛对局的服务器的资源利用率。By providing virtual ranked currency, a ranked shop, and virtual goods exclusive to ranked mode, users can acquire or purchase rare virtual goods for the season by participating in ranked matches. This increases the ways users can obtain rare virtual goods, encourages users to participate in ranked matches, and improves the resource utilization of the servers used to provide ranked matches.

附图说明Attached Figure Description

为了更清楚地说明本申请实施例中的技术方案,下面将对实施例描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本申请的一些实施例,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

图1是本申请一个示例性实施例提供的计算机系统的结构框图;Figure 1 is a structural block diagram of a computer system provided in an exemplary embodiment of this application;

图2是本申请一个示例性实施例提供的虚拟物品的获取方法的流程图;Figure 2 is a flowchart of a method for obtaining virtual items provided in an exemplary embodiment of this application;

图3是本申请一个示例性实施例提供的虚拟物品的获取方法的流程图;Figure 3 is a flowchart of a method for obtaining virtual items provided in an exemplary embodiment of this application;

图4是本申请一个示例性实施例提供的赛季征程界面的界面示意图;Figure 4 is a schematic diagram of the season journey interface provided in an exemplary embodiment of this application;

图5是本申请一个示例性实施例提供的排位商城的界面示意图;Figure 5 is a schematic diagram of the interface of the ranking mall provided in an exemplary embodiment of this application;

图6是本申请一个示例性实施例提供的虚拟皮肤的示意图;Figure 6 is a schematic diagram of a virtual skin provided in an exemplary embodiment of this application;

图7是本申请一个示例性实施例提供的虚拟姿态的示意图;Figure 7 is a schematic diagram of a virtual pose provided in an exemplary embodiment of this application;

图8是本申请一个示例性实施例提供的虚拟姿态的示意图;Figure 8 is a schematic diagram of a virtual pose provided in an exemplary embodiment of this application;

图9是本申请一个示例性实施例提供的虚拟回城特效的示意图;Figure 9 is a schematic diagram of a virtual return-to-home effect provided in an exemplary embodiment of this application;

图10是本申请一个示例性实施例提供的虚拟装饰特效的示意图;Figure 10 is a schematic diagram of a virtual decoration effect provided in an exemplary embodiment of this application;

图11是本申请一个示例性实施例提供的虚拟装饰表情的示意图;Figure 11 is a schematic diagram of a virtual decorative emoticon provided in an exemplary embodiment of this application;

图12是本申请一个示例性实施例提供的虚拟道具的示意图;Figure 12 is a schematic diagram of a virtual prop provided in an exemplary embodiment of this application;

图13是本申请一个示例性实施例提供的虚拟道具的示意图;Figure 13 is a schematic diagram of a virtual prop provided in an exemplary embodiment of this application;

图14是本申请一个示例性实施例提供的排位商城的设计示意图;Figure 14 is a schematic diagram of the ranking mall provided in an exemplary embodiment of this application;

图15是本申请一个示例性实施例提供的虚拟物品的获取方法的流程图;Figure 15 is a flowchart of a method for obtaining virtual items provided in an exemplary embodiment of this application;

图16是本申请一个示例性实施例提供的虚拟物品的购买函数类库的示意图;Figure 16 is a schematic diagram of a virtual item purchase function library provided in an exemplary embodiment of this application;

图17是本申请一个示例性实施例提供的虚拟物品的获取方法的流程图;Figure 17 is a flowchart of a method for obtaining virtual items provided in an exemplary embodiment of this application;

图18是本申请一个示例性实施例提供的虚拟物品的获取装置的框图;Figure 18 is a block diagram of a virtual item acquisition device provided in an exemplary embodiment of this application;

图19是本申请一个示例性实施例提供的计算机设备的装置结构示意图。Figure 19 is a schematic diagram of the device structure of a computer device provided in an exemplary embodiment of this application.

具体实施方式Detailed Implementation

为使本申请的目的、技术方案和优点更加清楚,下面将结合附图对本申请实施方式作进一步地详细描述。To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.

首先,对本申请实施例中涉及的名词进行介绍:First, let's introduce the terms used in the embodiments of this application:

虚拟环境:是应用程序在终端上运行时显示(或提供)的虚拟环境。该虚拟环境可以是对真实世界的仿真世界,也可以是半仿真半虚构的三维世界,还可以是纯虚构的三维世界。虚拟环境可以是二维虚拟环境、2.5维虚拟环境和三维虚拟环境中的任意一种。可选地,该虚拟环境还用于至少两个虚拟角色之间的虚拟环境对战,在该虚拟环境中具有可供至少两个虚拟角色使用的虚拟资源。可选地,该虚拟环境包括对称的左下角区域和右上角区域,属于两个敌对阵营的虚拟角色分别占据其中一个区域,并以摧毁对方区域深处的目标建筑/据点/基地/水晶来作为胜利目标。Virtual Environment: A virtual environment displayed (or provided) by an application when it runs on a terminal. This virtual environment can be a simulation of the real world, a semi-simulated/semi-fictional three-dimensional world, or a purely fictional three-dimensional world. The virtual environment can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual environment. Optionally, this virtual environment is also used for virtual environment battles between at least two virtual characters, and has virtual resources available to both characters. Optionally, the virtual environment includes a symmetrical lower left and upper right area, with virtual characters belonging to two opposing factions each occupying one area, and the victory objective being the destruction of a target building/outpost/base/crystal deep within the opponent's area.

虚拟角色:是指在虚拟环境中的可活动对象。该可活动对象可以是虚拟角色、虚拟动物、动漫人物中的至少一种。可选地,当虚拟环境为三维虚拟环境时,虚拟角色可以是三维虚拟模型,每个虚拟角色在三维虚拟环境中具有自身的形状和体积,占据三维虚拟环境中的一部分空间。可选地,虚拟角色是基于三维人体骨骼技术构建的三维角色,该虚拟角色通过穿戴不同的皮肤来实现不同的外在形象。在一些实现方式中,虚拟角色也可以采用2.5维或2维模型来实现,本申请实施例对此不加以限定。Virtual character: refers to an actionable object in a virtual environment. This actionable object can be at least one of a virtual character, a virtual animal, or an anime character. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual character can be a three-dimensional virtual model. Each virtual character has its own shape and volume in the three-dimensional virtual environment and occupies a portion of the space within the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and this virtual character achieves different external appearances by wearing different skins. In some implementations, the virtual character can also be implemented using a 2.5D or 2D model; this application does not limit this aspect.

多人在线战术竞技:在虚拟环境中,分属至少两个敌对阵营的不同虚拟队伍分别占据各自的地图区域,以某一种胜利条件作为目标进行竞技。该胜利条件包括但不限于:占领据点或摧毁敌对阵营据点、击杀敌对阵营的虚拟角色、在指定场景和时间内保证自身的存活、抢夺到某种资源、在指定时间内比分超过对方中的至少一种。战术竞技可以以局为单位来进行,每局战术竞技的地图可以相同,也可以不同。每个虚拟队伍包括一个或多个虚拟角色,比如1个、2个、3个或5个。Multiplayer online tactical battle royale: In a virtual environment, different virtual teams belonging to at least two opposing factions occupy their respective map areas and compete against each other with a specific victory condition as the objective. This victory condition includes, but is not limited to: capturing or destroying a stronghold or enemy stronghold, eliminating enemy virtual characters, surviving within a specified scenario and time limit, capturing a certain resource, or exceeding the opponent's score within a specified time limit—at least one of these conditions. Tactical battle royale games can be played in rounds, and each round may use the same or different maps. Each virtual team consists of one or more virtual characters, such as 1, 2, 3, or 5.

MOBA游戏:是一种在虚拟环境中提供若干个据点,处于不同阵营的用户控制虚拟角色在虚拟环境中对战,占领据点或摧毁敌对阵营据点的游戏。例如,MOBA游戏可将用户分成两个敌对阵营,将用户控制的虚拟角色分散在虚拟环境中互相竞争,以摧毁或占领敌方的全部据点作为胜利条件。MOBA游戏以局为单位,一局MOBA游戏的持续时间是从游戏开始的时刻至达成胜利条件的时刻。MOBA (Multiplayer Online Battle Arena) games are games that provide several checkpoints in a virtual environment where users on different factions control virtual characters to battle against each other, capturing or destroying checkpoints belonging to the opposing faction. For example, a MOBA game can divide users into two opposing factions, distributing their virtual characters across the virtual environment to compete, with the goal of destroying or capturing all of the enemy's checkpoints to achieve victory. MOBA games are played in rounds, lasting from the start of the game until the victory condition is met.

图1给出了本申请一个示例性实施例提供的计算机系统的结构框图。该计算机系统100包括:第一终端110、服务器120、第二终端130。Figure 1 shows a structural block diagram of a computer system provided in an exemplary embodiment of this application. The computer system 100 includes: a first terminal 110, a server 120, and a second terminal 130.

第一终端110安装和运行有支持虚拟环境的客户端111,该客户端111可以是多人在线对战程序。当第一终端运行客户端111时,第一终端110的屏幕上显示客户端111的用户界面。该客户端111可以是军事仿真程序、大逃杀射击游戏、虚拟现实(Virtual Reality,VR)应用程序、增强现实(Augmented Reality,AR)程序、三维地图程序、虚拟现实游戏、增强现实游戏、第一人称射击游戏(First-Person Shooting Game,FPS)、第三人称射击游戏(Third-Personal Shooting Game,TPS)、多人在线战术竞技游戏(Multiplayer OnlineBattle Arena Games,MOBA)、策略游戏(Simulation Game,SLG)中的任意一种。在本实施例中,以该客户端111是MOBA游戏来举例说明。第一终端110是第一用户112使用的终端,第一用户112使用第一终端110控制位于虚拟环境中的第一虚拟角色进行活动,第一虚拟角色可以称为第一用户112的主控虚拟角色。第一虚拟角色的活动包括但不限于:移动、跳跃、传送、释放技能、调整身体姿态、爬行、步行、奔跑、骑行、飞行、跳跃、驾驶、拾取、射击、攻击、投掷中的至少一种。示意性的,第一虚拟角色是第一虚拟角色,比如仿真人物角色或动漫人物角色。The first terminal 110 has a client 111 installed and running that supports a virtual environment. This client 111 can be a multiplayer online battle arena (MOBA) program. When the first terminal runs the client 111, the user interface of the client 111 is displayed on the screen of the first terminal 110. The client 111 can be any of the following: a military simulation program, a battle royale shooting game, a virtual reality (VR) application, an augmented reality (AR) program, a 3D mapping program, a virtual reality game, an augmented reality game, a first-person shooter (FPS) game, a third-person shooter (TPS) game, a multiplayer online battle arena (MOBA) game, or a simulation game (SLG). In this embodiment, the client 111 is an MOBA game, as an example. The first terminal 110 is the terminal used by the first user 112. The first user 112 uses the first terminal 110 to control a first virtual character located in the virtual environment to perform activities. The first virtual character can be referred to as the master virtual character controlled by the first user 112. The activities of the first virtual character include, but are not limited to, at least one of the following: moving, jumping, teleporting, releasing skills, adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing. For illustrative purposes, the first virtual character is a virtual character, such as a realistic or anime character.

第二终端130安装和运行有支持虚拟环境的客户端131,该客户端131可以是多人在线对战程序。当第二终端130运行客户端131时,第二终端130的屏幕上显示客户端131的用户界面。该客户端可以是军事仿真程序、大逃杀射击游戏、VR应用程序、AR程序、三维地图程序、虚拟现实游戏、增强现实游戏、FPS、TPS、MOBA、SLG中的任意一种,在本实施例中,以该客户端是MOBA游戏来举例说明。第二终端130是第二用户113使用的终端,第二用户113使用第二终端130控制位于虚拟环境中的第二虚拟角色进行活动,第二虚拟角色可以称为第二用户113的主控虚拟角色。示意性的,第二虚拟角色是第二虚拟角色,比如仿真人物角色或动漫人物角色。The second terminal 130 has a client 131 installed and running that supports a virtual environment. This client 131 can be a multiplayer online battle arena (MOBA) program. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. This client can be any of the following: a military simulation program, a battle royale shooting game, a VR application, an AR program, a 3D map program, a virtual reality game, an augmented reality game, an FPS, a TPS, a MOBA, or an SLG. In this embodiment, a MOBA game is used as an example. The second terminal 130 is the terminal used by the second user 113. The second user 113 uses the second terminal 130 to control a second virtual character located in the virtual environment. This second virtual character can be referred to as the second user 113's master virtual character. For illustrative purposes, the second virtual character is a virtual character, such as a simulated character or an anime character.

可选地,第一虚拟角色和第二虚拟角色处于同一虚拟环境中。可选地,第一虚拟角色和第二虚拟角色可以属于同一个阵营、同一个队伍、同一个组织、具有好友关系或具有临时性的通讯权限。可选的,第一虚拟角色和第二虚拟角色可以属于不同的阵营、不同的队伍、不同的组织或具有敌对关系。Optionally, the first virtual character and the second virtual character reside in the same virtual environment. Optionally, the first virtual character and the second virtual character may belong to the same faction, the same team, the same organization, have a friend relationship, or have temporary communication permissions. Optionally, the first virtual character and the second virtual character may belong to different factions, different teams, different organizations, or have an adversarial relationship.

可选地,第一终端110和第二终端130上安装的客户端是相同的,或两个终端上安装的客户端是不同操作系统平台(安卓或IOS)上的同一类型客户端。第一终端110可以泛指多个终端中的一个,第二终端130可以泛指多个终端中的另一个,本实施例仅以第一终端110和第二终端130来举例说明。第一终端110和第二终端130的设备类型相同或不同,该设备类型包括:智能手机、平板电脑、电子书阅读器、MP3播放器、MP4播放器、膝上型便携计算机和台式计算机中的至少一种。Optionally, the clients installed on the first terminal 110 and the second terminal 130 are the same, or the clients installed on the two terminals are the same type of client on different operating system platforms (Android or iOS). The first terminal 110 can refer to one of multiple terminals, and the second terminal 130 can refer to another of multiple terminals. This embodiment only uses the first terminal 110 and the second terminal 130 as examples. The device types of the first terminal 110 and the second terminal 130 may be the same or different, and these device types include at least one of the following: smartphones, tablets, e-book readers, MP3 players, MP4 players, laptops, and desktop computers.

图1中仅示出了两个终端,但在不同实施例中存在多个其它终端140可以接入服务器120。可选地,还存在一个或多个终端140是开发者对应的终端,在终端140上安装有支持虚拟环境的客户端的开发和编辑平台,开发者可在终端140上对客户端进行编辑和更新,并将更新后的客户端安装包通过有线或无线网络传输至服务器120,第一终端110和第二终端130可从服务器120下载客户端安装包实现对客户端的更新。Figure 1 shows only two terminals, but in different embodiments, multiple other terminals 140 can access the server 120. Optionally, one or more terminals 140 are terminals corresponding to developers, on which a development and editing platform supporting a virtual environment client is installed. Developers can edit and update the client on the terminal 140 and transmit the updated client installation package to the server 120 via wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.

第一终端110、第二终端130以及其它终端140通过无线网络或有线网络与服务器120相连。The first terminal 110, the second terminal 130, and other terminals 140 are connected to the server 120 via a wireless network or a wired network.

服务器120包括一台服务器、多台服务器、云计算平台和虚拟化中心中的至少一种。服务器120用于为支持三维虚拟环境的客户端提供后台服务。可选地,服务器120承担主要计算工作,终端承担次要计算工作;或者,服务器120承担次要计算工作,终端承担主要计算工作;或者,服务器120和终端之间采用分布式计算架构进行协同计算。Server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 120 is used to provide backend services for clients supporting a 3D virtual environment. Optionally, server 120 undertakes the main computing work, and the terminal undertakes the secondary computing work; or, server 120 undertakes the secondary computing work, and the terminal undertakes the main computing work; or, server 120 and the terminal use a distributed computing architecture for collaborative computing.

在一个示意性的例子中,服务器120包括处理器122、用户账号数据库123、对战服务模块124、面向用户的输入/输出接口(Input/Output Interface,I/O接口)125。其中,处理器122用于加载服务器121中存储的指令,处理用户账号数据库123和对战服务模块124中的数据;用户账号数据库123用于存储第一终端110、第二终端130以及其它终端140所使用的用户账号的数据,比如用户账号的头像、用户账号的昵称、用户账号的战斗力指数,用户账号所在的服务区;对战服务模块124用于提供多个对战房间供用户进行对战,比如1V1对战、3V3对战、5V5对战等;面向用户的I/O接口125用于通过无线网络或有线网络和第一终端110和/或第二终端130建立通信交换数据。In an illustrative example, server 120 includes processor 122, user account database 123, battle service module 124, and user-facing input/output interface (I/O interface) 125. Processor 122 loads instructions stored in server 121 and processes data in user account database 123 and battle service module 124. User account database 123 stores user account data used by first terminal 110, second terminal 130, and other terminals 140, such as user account avatars, nicknames, combat power indices, and the service area where the user account is located. Battle service module 124 provides multiple battle rooms for users to engage in battles, such as 1v1, 3v3, and 5v5 battles. User-facing I/O interface 125 establishes communication and exchanges data with first terminal 110 and/or second terminal 130 via wireless or wired network.

图2示出了本申请一个示例性实施例提供的虚拟物品的获取方法的流程图。本实施例以该方法应用于图1所示的终端中来举例说明。该方法包括:Figure 2 shows a flowchart of a method for obtaining virtual items provided in an exemplary embodiment of this application. This embodiment illustrates the method by applying it to the terminal shown in Figure 1. The method includes:

步骤202:显示排位赛模式的竞技入口;Step 202: Display the competitive entry point for Ranked Match mode;

排位赛模式是客户端提供的至少两种对局模式中的一种,排位赛模式是确定用户账号在排行榜中的实力段位的竞技模式。Ranked mode is one of at least two game modes offered by the client. Ranked mode is a competitive mode that determines the skill level of a user's account in the leaderboard.

可选地,客户端提供的对局模式包括匹配赛、排位赛、巅峰赛、娱乐赛中的至少一种,本申请实施例对此不作限定。Optionally, the game modes provided by the client include at least one of matchmaking, ranked matches, peak matches, and entertainment matches, and this application embodiment does not limit this.

排位赛模式的竞技入口是用于参与排位赛的界面入口,或者,用于参与排位赛匹配的入口。该竞技入口是用户界面上的一个按钮、或者一个链接、或者一个菜单项等,本申请不限定该竞技入口的具体表现形式。The competitive entry point in ranked mode is the interface entry point for participating in ranked matches, or the entry point for participating in ranked matchmaking. This competitive entry point can be a button, a link, or a menu item on the user interface, and this application does not limit the specific form of the competitive entry point.

步骤204:响应于竞技入口上的触发操作,控制用户账号的虚拟角色参与排位赛对局;Step 204: In response to the trigger operation on the competition portal, control the virtual character of the user account to participate in ranked matches;

该触发操作可以是单击操作、双击操作、长按操作、滑动操作、压力触控操作、悬浮触控操作、双眼注视操作、手势操作、体感操作中的至少一种。The trigger operation can be at least one of the following: single click, double click, long press, swipe, pressure touch, hover touch, eye gaze, gesture, or motion control.

示例性地,用户通过触发排位赛的竞技入口,用户可控制用户账号的虚拟角色参与排位赛模式的排位赛对局。For example, by triggering the ranked match entry point, users can control their virtual character to participate in ranked match games in ranked mode.

可选地,用户账号拥有一个或多个虚拟角色,该虚拟角色的拥有是永久性的,或短时体验性质的。在用户触发排位赛的竞技入口后,用户可控制用户账号的其中一个虚拟角色参与排位赛的排位赛对局。不同的虚拟角色可以具有不同的技能或属性。Optionally, a user account may own one or more virtual characters, which may be owned permanently or on a short-term trial basis. After a user triggers the ranked match entry, the user can control one of the virtual characters in their account to participate in ranked match games. Different virtual characters may have different skills or attributes.

步骤206:在成功参与的情况下,显示参与排位赛对局在当前赛季得到的虚拟排位币;Step 206: If participation is successful, display the virtual ranked coins earned from participating in ranked matches in the current season;

该虚拟排位币是专属于排位赛模式的虚拟货币。可选地,客户端中设置有金币系统,用户在客户端中参与匹配赛、娱乐赛、打卡任务、抽奖任务等方式均可以获取普通金币。普通金币是适用于常规的多个模式的虚拟货币。区别于普通金币,虚拟排位币是仅能够在参与排位赛模式时获取得到的虚拟货币,无法在非排位赛模式中获取虚拟排位币。This virtual ranking currency is exclusive to ranked match mode. Optionally, the client includes a gold coin system where users can earn regular gold coins by participating in matchmaking, casual matches, daily check-in tasks, and lucky draws. Regular gold coins are applicable to various modes. Unlike regular gold coins, virtual ranking coins can only be obtained by participating in ranked match mode and cannot be acquired in non-ranked match modes.

客户端控制用户账号的虚拟角色参与排位赛的排位赛对局,在虚拟角色成功参与排位赛的单局排位赛对局的情况下,获取到该虚拟排位币。The client controls the virtual character of the user account to participate in ranked matches. When the virtual character successfully participates in a single ranked match, it obtains the virtual ranked coins.

在一些实施例中,用户只要成功参与排位赛的排位赛对局,即可获取到该虚拟排位币;在另一些实施例中,用户成功参与排位赛对局后,显示用户账号在当前赛季中因参与排位赛中的排位赛对局获得的单局征程值。在总的征程值达到等级阈值的情况下,显示获取到的与等级阈值对应的征程专属奖励。可选地,等级阈值对应的征程专属奖励包括虚拟排位币、虚拟赛季徽章和虚拟外观奖励中的至少一种。其中,等级阈值可以为多个,比如,第一等级阈值、第二等级阈值、第三等级阈值等等,第三等级阈值大于第二等级阈值,第二等级阈值大于第一等级阈值。In some embodiments, users can obtain virtual ranking coins simply by successfully participating in a ranked match. In other embodiments, after a user successfully participates in a ranked match, the system displays the single-game journey points earned by the user's account in the current season from participating in ranked matches. When the total journey points reach a certain level threshold, the journey-specific reward corresponding to that threshold is displayed. Optionally, the journey-specific reward corresponding to the level threshold includes at least one of virtual ranking coins, virtual season badges, and virtual cosmetic rewards. There can be multiple level thresholds, such as a first level threshold, a second level threshold, a third level threshold, etc., where the third level threshold is greater than the second level threshold, and the second level threshold is greater than the first level threshold.

步骤208:使用虚拟排位币,在排位赛模式专属的排位商城购买排位赛模式专属的虚拟商品。Step 208: Use virtual rank tokens to purchase virtual items exclusive to Ranked Mode in the Ranked Mode-exclusive Ranked Shop.

其中,排位商城是排位赛模式专属的商城。排位商城中的虚拟商品需要使用虚拟排位币进行支付和购买。排位商城中的全部虚拟商品是排位赛模式专属的虚拟商品,或者,排位商城中的部分是排位赛模式专属的虚拟商品。The Ranked Shop is an exclusive shop for Ranked Match mode. Virtual items in the Ranked Shop require virtual Ranked Coins for payment and purchase. All virtual items in the Ranked Shop are exclusive to Ranked Match mode, or some items in the Ranked Shop are exclusive to Ranked Match mode.

可选地,客户端中设置有普通商城。普通商城中的虚拟商品使用普通金币进行支付和购买。区别于普通商城,排位商城中的虚拟商品需要使用虚拟排位币进行支付和购买。Optionally, the client includes a regular in-game store. Virtual goods in the regular store are purchased using regular gold coins. In contrast, virtual goods in the ranking store require virtual ranking coins for purchase.

综上所述,本实施例提供的方法,通过提供排位赛模式专属的虚拟排位币、排位商城和虚拟商品,能够使得用户通过参加排位赛对局的方式获取或购买赛季稀有的虚拟商品,增加了用户获取稀有的虚拟商品的方式,并且促进用户参加排位赛对局,提高用于提供排位赛对局的服务器的资源利用率。In summary, the method provided in this embodiment, by offering virtual ranking currency, a ranking shop, and virtual goods exclusive to the ranking mode, enables users to obtain or purchase rare virtual goods for the season by participating in ranked matches. This increases the ways users can acquire rare virtual goods, encourages users to participate in ranked matches, and improves the resource utilization of the servers used to provide ranked matches.

图3示出了本申请一个示例性实施例提供的虚拟物品的获取方法的流程图。本实施例以该方法应用于图1所示的终端中来举例说明。该方法包括:Figure 3 shows a flowchart of a method for obtaining virtual items provided in an exemplary embodiment of this application. This embodiment illustrates the method by applying it to the terminal shown in Figure 1. The method includes:

步骤302:显示排位赛模式的竞技入口,排位赛模式是客户端提供的至少两种对局模式中的一种,排位赛模式是确定用户账号在排行榜中的实力段位的竞技模式;Step 302: Display the competitive entry point for ranked mode. Ranked mode is one of at least two game modes provided by the client. Ranked mode is a competitive mode that determines the user's account's skill rank in the leaderboard.

排位赛模式是客户端提供的至少两种对局模式中的一种,排位赛模式是确定用户账号在排行榜中的实力段位的竞技模式。该排行榜可以是全国排行榜、全平台排行榜、全服排行榜、当前服务区的区排行榜等等。实力段位是用于衡量用户帐号的竞技战力的表示方式,通常采用由低到高的至少两个段位来表示。示意性的,排位赛由低到高分为10个段位:坚韧黑铁、英勇黄铜、不屈白银、荣耀黄金、华贵铂金、流光翡翠、璀璨钻石、超凡大师、傲世宗师、最强王者。Ranked mode is one of at least two game modes offered by the client. It's a competitive mode that determines a user's account's skill rank in a leaderboard. This leaderboard can be a national leaderboard, a platform leaderboard, a server leaderboard, a regional leaderboard for the current server, etc. Skill rank is a way of representing a user's competitive strength, typically using at least two ranks from lowest to highest. For illustration, ranked matches are divided into 10 ranks from lowest to highest: Iron, Bronze, Silver, Gold, Platinum, Emerald, Diamond, Master, Grandmaster, and Challenger.

可选地,客户端提供的对局模式包括匹配赛、排位赛、巅峰赛、娱乐赛中的至少一种,本申请实施例对此不作限定。该客户端可以是MOBA游戏的客户端、射击游戏的客户端、对打游戏的客户端、军事仿真程序的客户端等等,本申请实施例对该客户端的程序类型不加以限定。Optionally, the game modes provided by the client include at least one of matchmaking, ranked matches, peak matches, and entertainment matches, and this application embodiment does not limit this. The client can be a client for MOBA games, a client for shooting games, a client for fighting games, a client for military simulation programs, etc., and this application embodiment does not limit the program type of the client.

排位赛模式的竞技入口是用于参与排位赛的界面入口,或者,用于参与排位赛匹配的入口。该竞技入口是用户界面上的一个按钮、或者一个链接、或者一个菜单项等,本申请不限定该竞技入口的具体表现形式。The competitive entry point in ranked mode is the interface entry point for participating in ranked matches, or the entry point for participating in ranked matchmaking. This competitive entry point can be a button, a link, or a menu item on the user interface, and this application does not limit the specific form of the competitive entry point.

步骤304:响应于竞技入口上的触发操作,控制用户账号的虚拟角色参与排位赛对局;Step 304: In response to the trigger operation on the competition portal, control the virtual character of the user account to participate in ranked matches;

该触发操作可以是单击操作、双击操作、长按操作、滑动操作、压力触控操作、悬浮触控操作、双眼注视操作、手势操作、体感操作中的至少一种。The trigger operation can be at least one of the following: single click, double click, long press, swipe, pressure touch, hover touch, eye gaze, gesture, or motion control.

示例性地,用户通过触发排位赛的竞技入口,用户可控制用户账号的虚拟角色参与排位赛模式的排位赛对局。For example, by triggering the ranked match entry point, users can control their virtual character to participate in ranked match games in ranked mode.

可选地,用户账号拥有一个或多个虚拟角色,该拥有是永久性的,或短时体验性质的。在用户触发排位赛的竞技入口后,用户可控制用户账号的其中一个虚拟角色参与排位赛的排位赛对局。不同的虚拟角色可以具有不同的技能或属性。Optionally, a user account may own one or more virtual characters, which may be permanent or temporary. After a user triggers the ranked match entry, the user can control one of the virtual characters in their account to participate in ranked matches. Different virtual characters may have different skills or attributes.

步骤306:在成功参与的情况下,显示参与排位赛对局在当前赛季得到的征程值,征程值是与用户账号在当前赛季参与排位赛对局的次数有关的数值;Step 306: If participation is successful, display the Journey Points earned from participating in ranked matches in the current season. Journey Points are a value related to the number of ranked matches a user account has participated in during the current season.

用户成功参与排位赛对局后,显示用户账号在当前赛季中因参与单局排位赛对局获得的单局征程值,或者,显示用户账号在当前赛季中因参与排位赛中的排位赛对局获得的征程值总和。After a user successfully participates in a ranked match, the system displays either the single-match journey points earned by the user's account in the current season due to participating in a single ranked match, or the total journey points earned by the user's account in ranked matches throughout the current season.

在总的征程值达到等级阈值的情况下,显示获取到的与等级阈值对应的征程专属奖励。可选地,等级阈值对应的征程专属奖励包括虚拟排位币、虚拟赛季徽章和虚拟外观奖励中的至少一种。其中,等级阈值可以为多个,比如,第一等级阈值、第二等级阈值、第三等级阈值等等,第三等级阈值大于第二等级阈值,第二等级阈值大于第一等级阈值。Once the total Journey Points reach a certain level threshold, the Journey-exclusive rewards corresponding to that threshold will be displayed. Optionally, the Journey-exclusive rewards corresponding to the level threshold include at least one of virtual ranking coins, virtual season badges, and virtual cosmetic rewards. There can be multiple level thresholds, such as a first level threshold, a second level threshold, a third level threshold, etc., where the third level threshold is greater than the second level threshold, and the second level threshold is greater than the first level threshold.

如图4所示,在虚拟角色成功参与排位赛模式的至少一场排位赛对局的情况下,在结算界面的左侧显示参与排位赛模式的至少一场排位赛对局在当前赛季得到的征程值41的总和2500,以及在结算界面40的右侧显示当前赛季中已领取的征程专属奖励42和待领取的征程专属奖励43。As shown in Figure 4, if the virtual character successfully participates in at least one ranked match in ranked mode, the left side of the settlement interface displays the total Journey Points 41 (2500) obtained in the current season from participating in at least one ranked match in ranked mode, and the right side of the settlement interface 40 displays the Journey Exclusive Rewards 42 already claimed and the Journey Exclusive Rewards 43 to be claimed in the current season.

在结算界面的下方还显示有本次对局增加的经验值“+1234”和蓝色晶石“+1234”。其中,结算界面是指在虚拟角色参与的排位赛对局结束时所呈现出的结算本次排位赛对局成绩的界面。The results screen also displays the experience points gained from this match as "+1234" and the blue crystals as "+1234". The results screen refers to the interface that appears at the end of a ranked match involving a virtual character, showing the score of that match.

在一些实施例中,在用户账号参与单局排位赛对局,且在单局排位赛对局中获胜的情况下,显示参与单局排位赛对局在当前赛季得到的第一数量的征程值;在用户账号参与单局排位赛对局,且在单局排位赛对局中失败的情况下,显示参与单局排位赛对局在当前赛季得到的第二数量的征程值;其中,第一数量小于或等于第二数量。In some embodiments, if a user account participates in a single ranked match and wins the match, a first number of journey points earned in the current season from participating in that single ranked match is displayed; if a user account participates in a single ranked match and loses the match, a second number of journey points earned in the current season from participating in that single ranked match is displayed; wherein the first number is less than or equal to the second number.

例如,在客户端控制用户账号的虚拟角色参与排位赛的排位赛对局的情况下,虚拟角色在单场排位赛对局中获胜的情况下,用户账号在当前赛季得到的征程值为30;在虚拟角色在单场排位赛对局中失败的情况下,用户账号在当前赛季得到的征程值为20。For example, when a virtual character controlled by a client participates in ranked matches, if the virtual character wins a ranked match, the user account will receive 30 Journey Points for the current season; if the virtual character loses a ranked match, the user account will receive 20 Journey Points for the current season.

在一些实施例中,基于用户帐号在常规时间段内成功参与排位赛对局,确定隐藏积分,常规时间段是在当前赛季中除指定时间段之外的时间段;基于隐藏积分确定场次数目n;在用户账号在指定时间段内成功参与前n场排位赛对局的情况下,显示参与排位赛对局在指定时间段内得到的加成征程值;其中,加成征程值大于虚拟角色在常规时间段获取的单局征程值。In some embodiments, hidden points are determined based on the user account's successful participation in ranked matches within a regular time period, where the regular time period is the time period in the current season excluding the specified time period; the number of matches n is determined based on the hidden points; if the user account successfully participates in the first n ranked matches within the specified time period, the bonus journey value obtained from participating in ranked matches within the specified time period is displayed; wherein, the bonus journey value is greater than the single-match journey value obtained by the virtual character during the regular time period.

例如,在用户帐号在当前赛季的指定时间段内成功参与排位赛的排位赛对局的情况下,指定时间段可设定为周末,即,虚拟角色在当前赛季的周末时间段参与排位赛的前n场排位赛对局可获得1.5倍的征程值。在当前赛季的周末时间段参与排位赛的前n场排位赛对局之后的排位赛对局获得征程值与常规时间段获取的单局征程值相同。For example, if a user account successfully participates in ranked matches within a specified time period of the current season (which can be set to a weekend), the virtual character will earn 1.5 times the Journey Points for the first n ranked matches played during the weekend period of the current season. Subsequent ranked matches played during the weekend period will earn the same Journey Points as those earned during regular time periods.

其中,在用户帐号在常规时间段参与排位赛对局,且在排位赛对局中获胜的情况下,确定第三数量的隐藏积分;在用户帐号在常规时间段参与排位赛对局,且在排位赛对局中落败的情况下,确定第四数量的隐藏积分;其中,第三数量小于第四数量。Specifically, if a user account participates in ranked matches during regular time periods and wins a ranked match, a third number of hidden points will be determined; if a user account participates in ranked matches during regular time periods and loses a ranked match, a fourth number of hidden points will be determined; the third number is less than the fourth number.

隐藏积分是根据虚拟角色在常规时间段内参与排位赛对局中表现确定的积分,该积分不显示与用户界面上。示意性的,排位赛对局中的隐藏积分的设定如表一所示。Hidden points are points determined based on the virtual character's performance in ranked matches during regular time periods. These points are not displayed on the user interface. Table 1 illustrates the settings for hidden points in ranked matches.

表一Table 1

虚拟角色的表现The performance of virtual characters 积分integral 赢一场排位赛对局Win a ranked match 55 输一场排位赛对局Lose a ranked match 1515 晋升一级Promoted to the next level -30-30 登录加成积分Login bonus points 10/天10/day

示例性地,以排位赛为例,虚拟角色在常规时间段内参与排位赛的排位赛对局,在常规时间段内,每赢一场排位赛对局可获得5分的隐藏积分;每输一场排位赛对局可获得15分的隐藏积分;虚拟角色在排位赛对局中每升一级会失去30分的隐藏积分;同时,虚拟角色在常规时间段内,每天首次参与排位赛的排位赛对局,可获得10分的隐藏积分。比如,用户账号拥有的隐藏积分超过30分即可获得一次具有加成征程值的排位赛对局。For example, taking ranked matches as an example, a virtual character participates in ranked matches during regular time periods. During these periods, each won ranked match earns 5 hidden points, and each lost ranked match earns 15 hidden points. The virtual character loses 30 hidden points for each rank gained in ranked matches. Additionally, the virtual character earns 10 hidden points for their first ranked match of the day during regular time periods. For instance, a user account with over 30 hidden points is eligible for a ranked match with bonus Journey Points.

步骤308:在征程值达到等级阈值的情况下,显示获取到的与等级阈值对应的虚拟排位币;Step 308: If the journey value reaches the level threshold, display the virtual ranking coins obtained corresponding to the level threshold;

在总的征程值达到等级阈值的情况下,显示获取到的与等级阈值对应的征程专属奖励。可选地,等级阈值对应的征程专属奖励包括虚拟排位币、虚拟赛季徽章和虚拟外观奖励中的至少一种。其中,等级阈值可以为多个,比如,第一等级阈值、第二等级阈值、第三等级阈值等等,第三等级阈值大于第二等级阈值,第二等级阈值大于第一等级阈值。Once the total Journey Points reach a certain level threshold, the Journey-exclusive rewards corresponding to that threshold will be displayed. Optionally, the Journey-exclusive rewards corresponding to the level threshold include at least one of virtual ranking coins, virtual season badges, and virtual cosmetic rewards. There can be multiple level thresholds, such as a first level threshold, a second level threshold, a third level threshold, etc., where the third level threshold is greater than the second level threshold, and the second level threshold is greater than the first level threshold.

可选地,高征程等级所对应的等级阈值大于低征程等级所对应的等级阈值。高征程等级的征程专属奖励的总价值也大于低征程等级的征程专属奖励的总价值。Optionally, the level threshold corresponding to a higher Journey level is greater than the level threshold corresponding to a lower Journey level. The total value of the Journey-exclusive rewards for a higher Journey level is also greater than the total value of the Journey-exclusive rewards for a lower Journey level.

步骤310:显示排位赛模式专属的排位商城的入口;Step 310: Display the entrance to the ranked shop exclusive to ranked mode;

其中,排位商城是排位赛模式专属的商城。排位商城中的虚拟商品需要使用虚拟排位币进行支付和购买。排位商城中的全部虚拟商品是排位赛模式专属的虚拟商品,或者,排位商城中的部分是排位赛模式专属的虚拟商品。The Ranked Shop is an exclusive shop for Ranked Match mode. Virtual items in the Ranked Shop require virtual Ranked Coins for payment and purchase. All virtual items in the Ranked Shop are exclusive to Ranked Match mode, or some items in the Ranked Shop are exclusive to Ranked Match mode.

如图5所示,在客户端的赛季征程页面上显示有两个标签页:赛季征程51和排位商城52。赛季征程51是用于查看当前赛季的征程值以及奖励的标签;排位商城52是用于查看排位商场内的各个虚拟商品的标签。As shown in Figure 5, the Season Journey page in the client displays two tabs: Season Journey 51 and Ranked Shop 52. Season Journey 51 is a tab for viewing the current season's journey points and rewards; Ranked Shop 52 is a tab for viewing the various virtual items in the Ranked Shop.

响应于用户点击排位商城52的触发操作,在排位商城52的标签页上显示一个或多个虚拟商品。这些虚拟商品的分类包括但不限于:虚拟皮肤、虚拟姿态、虚拟特效、虚拟表情、虚拟道具中的至少一种。In response to a user clicking on Ranking Shop 52, one or more virtual items are displayed on the Ranking Shop 52 tab. These virtual items are categorized, but are not limited to, at least one of the following: virtual skins, virtual poses, virtual effects, virtual emoticons, and virtual props.

虚拟皮肤是穿戴在虚拟角色的三维模型上的虚拟显示元素,虚拟皮肤可以改变虚拟角色的外观。如图6所示,虚拟皮肤“S1赛季皮肤·光耀之刃”是虚拟角色“泰达米尔”的赛季专属皮肤,售价20000排位币。Virtual skins are virtual display elements worn on the 3D models of virtual characters, and they can change the appearance of virtual characters. As shown in Figure 6, the virtual skin "S1 Season Skin - Radiant Blade" is a season-exclusive skin for the virtual character "Tryndamere," priced at 20,000 ranked coins.

虚拟姿态是控制虚拟角色做出某种姿态的虚拟显示元素。如图7所示,虚拟姿态“无畏”是虚拟角色“泰达米尔”的虚拟姿态,售价6000排位币;如图8所示,虚拟姿态“操控”是虚拟角色“奥利安娜”的虚拟姿态,售价6000排位币。Virtual poses are virtual display elements that control a virtual character to make a certain pose. As shown in Figure 7, the virtual pose "Fearless" is the virtual pose of the virtual character "Tryndamere" and costs 6000 Ranked Coins; as shown in Figure 8, the virtual pose "Control" is the virtual pose of the virtual character "Orianna" and costs 6000 Ranked Coins.

虚拟特效是控制虚拟角色在移动、回城、使用技能等触发活动时显示的动画特效。如图9所示,虚拟回城特效“荣耀凯旋”,售价16000排位币;如图10所示,虚拟装饰特效“峡谷之光”,售价15000排位币。Virtual effects are animation effects displayed when virtual characters move, return to base, or use skills. As shown in Figure 9, the virtual return-to-base effect "Glory of Triumph" costs 16,000 Ranked Coins; as shown in Figure 10, the virtual decorative effect "Light of the Canyon" costs 15,000 Ranked Coins.

虚拟表情是在触发后,显示在虚拟角色头顶上的二维或三维表情包。如图11所示,虚拟表情“荣耀黄金咯,宝贝!”是根据玩家段位进行适配的段位徽章表情,售价10000排位币。Virtual emoticons are two-dimensional or three-dimensional emojis that appear above a virtual character's head after being triggered. As shown in Figure 11, the virtual emoticon "Glory Gold, baby!" is a rank badge emoticon adapted to the player's rank and costs 10,000 rank coins.

虚拟道具是用于改变虚拟角色的属性值、技能和/或能力的道具。如图12所示,虚拟道具“队伍加成卡”在每个赛季限购15个,单个售价200排位币;如图13所示,虚拟道具“英雄自选宝箱”在每个赛季限购1个,单个售价5500排位币。Virtual items are items used to change the attribute values, skills, and/or abilities of virtual characters. As shown in Figure 12, the virtual item "Team Boost Card" is limited to 15 purchases per season, with a single price of 200 Rank Coins; as shown in Figure 13, the virtual item "Hero Selection Chest" is limited to 1 purchase per season, with a single price of 5500 Rank Coins.

示意性的,不同类型的虚拟商品在购买后的显示位置和使用途径,如下表二所示。Table 2 below illustrates the display location and usage methods of different types of virtual goods after purchase.

表二Table 2

商品类型Product Type 显示位置Display location 使用途径Usage 虚拟皮肤Virtual Skin 藏品系统Collection System 选人界面、游戏战场内Character selection screen, in-game battlefield 虚拟姿态Virtual posture 藏品系统Collection System 选人界面高模展示区域High-poly model display area in character selection interface 虚拟特效Virtual effects 藏品系统Collection System 游戏战场内In the game battlefield 虚拟表情Virtual emoticons 藏品系统Collection System 游戏战场内In the game battlefield 虚拟道具Virtual items 背包Backpack 背包Backpack

步骤312:响应于排位商城的入口上的触发操作,显示排位商城的商城界面,排位商城的商城界面包括受限使用虚拟排位币购买的虚拟商品;Step 312: In response to the trigger operation on the entrance of the ranking shop, display the ranking shop interface, which includes virtual goods that can be purchased with virtual ranking coins.

其中,排位商城是排位赛模式专属的商城。排位商城中的虚拟商品需要使用虚拟排位币进行支付和购买。排位商城中的全部虚拟商品是排位赛模式专属的虚拟商品,或者,排位商城中的部分是排位赛模式专属的虚拟商品。The Ranked Shop is an exclusive shop for Ranked Match mode. Virtual items in the Ranked Shop require virtual Ranked Coins for payment and purchase. All virtual items in the Ranked Shop are exclusive to Ranked Match mode, or some items in the Ranked Shop are exclusive to Ranked Match mode.

可选地,客户端中设置有普通商城。普通商城中的虚拟商品使用普通金币进行支付和购买。区别于普通商城,排位商城中的虚拟商品需要使用虚拟排位币进行支付和购买。Optionally, the client includes a regular in-game store. Virtual goods in the regular store are purchased using regular gold coins. In contrast, virtual goods in the ranking store require virtual ranking coins for purchase.

在一些实施例中,客户端获取当前赛季专属的赛季虚拟商品,赛季虚拟商品包括供虚拟角色使用的虚拟皮肤、虚拟姿态、虚拟特效、虚拟表情、虚拟道具中的至少一种;基于当前赛季专属的赛季虚拟商品显示排位商城的商城界面。In some embodiments, the client obtains the seasonal virtual goods exclusive to the current season, which include at least one of virtual skins, virtual poses, virtual effects, virtual emoticons, and virtual items for use by virtual characters; and displays the ranking shop interface based on the seasonal virtual goods exclusive to the current season.

如图14所示,假设当前赛季为S4赛季,则会在当前赛季投放专属于S4赛季的赛季虚拟物品;假设当前赛季为S5赛季,则会在当前赛季投放专属于S5赛季的赛季虚拟物品。As shown in Figure 14, if the current season is Season 4, then the virtual items exclusive to Season 4 will be released for the current season; if the current season is Season 5, then the virtual items exclusive to Season 5 will be released for the current season.

在一些实施例中,客户端获取用户帐号的征程等级具有购买权限的等级虚拟商品,等级虚拟商品包括供虚拟角色使用的虚拟皮肤、虚拟姿态、虚拟特效、虚拟表情、虚拟道具中的至少一种;基于等级虚拟商品显示排位商城的商城界面。In some embodiments, the client obtains the user's account's Journey Level and has the right to purchase Level-based virtual goods. Level-based virtual goods include at least one of virtual skins, virtual poses, virtual effects, virtual emoticons, and virtual props for use by virtual characters; the ranking mall interface is displayed based on the Level-based virtual goods.

示意性的,不同的征程等级能够解锁不同的虚拟商品的购买权限。高征程等级能够购买的虚拟商品可以优于低征程等级能够购买的虚拟商品。This is just an illustration; different Journey levels unlock different purchase privileges for virtual goods. Virtual goods available at higher Journey levels are generally superior to those available at lower Journey levels.

步骤314:响应于虚拟商品上的购买操作,使用虚拟排位币购买虚拟商品。Step 314: In response to a purchase action on virtual goods, use virtual ranking coins to purchase virtual goods.

图15示出了本申请一个示例性实施例提供的排位虚拟商品的购买过程的流程图。本实施例以该方法应用于客户端和服务器之间来举例说明。该方法包括:Figure 15 illustrates a flowchart of the purchase process for ranked virtual goods provided in an exemplary embodiment of this application. This embodiment illustrates the method by describing its application between a client and a server. The method includes:

S1:客户端向服务器发送虚拟商品的购买请求;S1: The client sends a purchase request for virtual goods to the server;

客户端发送虚拟商品的详细信息,服务器通过商品表校验详细字段数据,判断是否购买成功。The client sends detailed information about the virtual product, and the server verifies the detailed field data in the product table to determine whether the purchase was successful.

可选地,用户购买虚拟商品时,需要传入客户端当前显示的商品价格,防止客户端显示与服务器实际的商品价格数值不一致,导致用户较差的体验。Optionally, when a user purchases a virtual product, the user needs to input the product price currently displayed on the client side to prevent discrepancies between the price displayed on the client side and the actual price on the server side, which could lead to a poor user experience.

当两者数值不一致时,可给用户反馈提示购买不成功(待修改为返回客户端正确价格)。When the two values are inconsistent, the user can be prompted that the purchase was unsuccessful (to be modified to return the correct price to the client).

可选地,用户购买礼包商品时:Optionally, when a user purchases a gift package:

·全掉礼包(配置物品全部掉落)——需要计算出该礼包的实际价格(按照商品表中配置的每个掉落项价格百分比,扣除玩家已经拥有的物品价格,得出实际价格)。• All Drop Package (all items will drop) - The actual price of the package needs to be calculated (based on the percentage of the price of each drop item configured in the product list, minus the price of items already owned by the player to arrive at the actual price).

·随机礼包(配置物品随机掉落)——按照礼包价格扣除货币。开礼包物品时,若随机出玩家已拥有的物品,则执行替换方案。• Random Gift Pack (items randomly dropped) – Currency will be deducted based on the gift pack price. If an item already owned by the player is randomly selected when opening the gift pack, a replacement will be implemented.

示意性的,在客户端所显示的前端网页中,添加排位币的购买类型。代码示意如下:This example demonstrates how to add a ranking coin purchase option to the front-end webpage displayed on the client side. The code is shown below:

Public enum ENUM_COMMODITY_BUYWAY_TYPEPublic enum ENUM_COMMODITY_BUYWAY_TYPE

{{

COWODITY_BUYWAY_TYPE_GOLD=1,//普通金币购买COWODITY_BUYWAY_TYPE_GOLD = 1, // Purchase with regular gold coins

COWODITY_BUYWAY_TYPE_DIAMOND=2,//钻石购买COWODITY_BUYWAY_TYPE_DIAMOND = 2, // Diamond purchase

COWODITY_BUYWAY_TYPE_MONEY=3,//点券购买COWODITY_BUYWAY_TYPE_MONEY = 3, // Purchase with points

COWODITY_BUYWAY_TYPE_QUALIFY_COIN=4,//排位币购买COWODITY_BUYWAY_TYPE_QUALIFY_COIN = 4, // Ranked Coin Purchase

购买复用商城协议CS_CMD_BUY_COMMODITY,来发送购买请求。Purchase the reusable marketplace protocol CS_CMD_BUY_COMMODITY to send a purchase request.

<struct name=“CSBuyCommodity”version=“1”desc=“购买商品”><struct name="CSBuyCommodity" version="1" desc="Buy Items">

<entry id=“2”name=“BuyCommodityList”type=“commodityItem”refer=“Num”count=“MAC BUY COMMODITY NUM”desc=“购买商品列表”><entry id="2" name="BuyCommodityList" type="commodityItem" referr="Num" count="MAC BUY COMMODITY NUM" desc="List of purchased items">

请求购买时CommodityItem中的BuyWay字段填上述定义的排位赛币购买。When requesting a purchase, fill in the BuyWay field in CommodityItem with the ranked match currency defined above.

<struct name=“CommodityItem”version=“1”desc=“购买一个商品”><struct name="CommodityItem" version="1" desc="Buy an item">

<entry id=“1”name=“ID”type=“int32”desc=“商品ID”><entry id="1" name="ID" type="int32" desc="Product ID">

<entry id=“2”name=“Price”type=“int32”desc=“商品价格”><entry id="2" name="Price" type="int32" desc="Product Price">

<entry id=“3”name=“Mum”type=“int32”desc=“数量”><entry id="3" name="Mum" type="int32" desc="Quantity">

<entry id=“4”name=“BuyWay”type=“char”desc=“购买途径”><entry id="4" name="BuyWay" type="char" desc="purchase method">

</struct></struct>

示意性的如图16所示,采用类RankRewardSys->GetRankRewardShopMallItemList用于获取所有需要在排位商城显示的商品,商品表现复用常规的商城逻辑。As illustrated in Figure 16, the class RankRewardSys->GetRankRewardShopMallItemList is used to retrieve all products that need to be displayed in the ranking mall, and the product display reuses the regular mall logic.

S2:服务器向客户端通知排位币的数量变化;S2: The server notifies the client of changes in the number of ranking coins;

其中,服务器的处理流程可以参考图17所示。The server's processing flow can be seen in Figure 17.

S3:服务器向客户端通知虚拟商品的商品状态变化;S3: The server notifies the client of changes in the status of virtual goods;

S4:客户端监测排位币和商品状态的变化;S4: The client monitors changes in ranking tokens and item status;

S5:客户端刷新显示排位商城中的商品状态和排位币数量。S5: The client refreshes to display the status of items and the amount of ranking coins in the ranking shop.

其中,用户可在用户商城中,选择虚拟商品赠送给好友,并附带留言、反馈等功能。Users can select virtual goods to gift to friends in the user store, with features such as leaving messages and providing feedback.

·注1:赠送虚拟商品时,当前支持虚拟皮肤和虚拟英雄,需要判断对方用户是否拥有该虚拟皮肤或虚拟英雄(时间点以赠送时间为准),若好友拥有,则向用户提示对方用户已拥有,赠送失败;反之,提示成功,并扣除相应货币。Note 1: When gifting virtual items, virtual skins and virtual heroes are currently supported. It is necessary to determine whether the recipient user owns the virtual skin or virtual hero (the time of gifting is the time of gifting). If the friend owns it, the recipient will be notified that the gifting has failed; otherwise, a success message will be displayed and the corresponding currency will be deducted.

·注2:若在赠送成功后,对方用户领取时仍已拥有该皮肤或英雄,则执行替换方案。Note 2: If the recipient already owns the skin or hero after the gift is successfully sent, the replacement option will be implemented.

图18示出了本申请一个示例性实施例提供的虚拟物品的获取装置的结构示意图。该装置可以通过软件、硬件或者两者的结合实现成为计算机设备的全部或一部分,该装置包括:Figure 18 shows a schematic diagram of a virtual item acquisition device provided in an exemplary embodiment of this application. This device can be implemented as all or part of a computer device through software, hardware, or a combination of both. The device includes:

显示模块1820,用于显示排位赛模式的竞技入口,所述排位赛模式是所述客户端提供的至少两种对局模式中的一种,所述排位赛模式是确定用户账号在排行榜中的实力段位的竞技模式;Display module 1820 is used to display the competitive entry of ranked mode. The ranked mode is one of at least two game modes provided by the client. The ranked mode is a competitive mode that determines the user account's strength rank in the leaderboard.

对局模块1840,用于响应于所述竞技入口上的触发操作,控制所述用户账号的虚拟角色参与排位赛对局;The game module 1840 is used to respond to the trigger operation on the competition portal and control the virtual character of the user account to participate in ranked matches;

奖励模块1860,用于在成功参与的情况下,显示参与所述排位赛对局在当前赛季得到的虚拟排位币;The rewards module 1860 is used to display the virtual ranking coins earned in the current season for participating in the ranked matches, provided that participation is successful.

商城模块1880,用于使用所述虚拟排位币,在所述排位赛模式专属的排位商城购买所述排位赛模式专属的虚拟商品。The mall module 1880 is used to purchase virtual goods exclusive to the ranking mode in the ranking mall, using the virtual ranking coins.

在一些实施例中,所述奖励模块1860,用于在成功参与的情况下,显示参与所述排位赛对局在当前赛季得到的征程值,所述征程值是与所述用户账号在所述当前赛季参与所述排位赛对局的次数有关的数值;在所述征程值达到等级阈值的情况下,显示获取到的与所述等级阈值对应的虚拟排位币。In some embodiments, the reward module 1860 is configured to, upon successful participation, display the journey value obtained in the current season for participating in the ranked matches, the journey value being a value related to the number of times the user account has participated in the ranked matches in the current season; and, upon the journey value reaching a level threshold, display the virtual ranked coins obtained corresponding to the level threshold.

在一些实施例中,所述奖励模块1860,用于在所述用户账号参与单局排位赛对局,且在所述单局排位赛对局中获胜的情况下,显示参与所述单局排位赛对局在所述当前赛季得到的第一数量的所述征程值;在所述用户账号参与所述单局排位赛对局,且在所述单局排位赛对局中失败的情况下,显示参与所述单局排位赛对局在所述当前赛季得到的第二数量的所述征程值;In some embodiments, the reward module 1860 is configured to display, in the current season, a first number of journey points obtained from participating in a single ranked match and winning that single ranked match; and to display, in the current season, a second number of journey points obtained from participating in a single ranked match and losing that single ranked match.

其中,所述第一数量小于或等于所述第二数量。Wherein, the first quantity is less than or equal to the second quantity.

在一些实施例中,所述奖励模块1860,用于基于所述用户帐号在常规时间段内成功参与所述排位赛对局,确定隐藏积分,所述常规时间段是在所述当前赛季中除指定时间段之外的时间段;基于所述隐藏积分确定场次数目n;在所述用户账号在所述指定时间段内成功参与前n场所述排位赛对局的情况下,显示参与所述排位赛对局在所述指定时间段内得到的加成征程值;In some embodiments, the reward module 1860 is used to determine hidden points based on the user account's successful participation in ranked matches within a normal time period, wherein the normal time period is a time period in the current season excluding a specified time period; determine the number of matches n based on the hidden points; and display the bonus journey value obtained from participating in the ranked matches within the specified time period if the user account successfully participates in the first n ranked matches within the specified time period.

其中,所述加成征程值大于所述用户帐号在所述常规时间段获取的单局征程值。The bonus journey value is greater than the single-game journey value obtained by the user account during the normal time period.

在一些实施例中,所述奖励模块1860,用于在所述用户帐号在所述常规时间段参与所述排位赛对局,且在所述排位赛对局中获胜的情况下,确定第三数量的所述隐藏积分;在所述用户帐号在所述常规时间段参与所述排位赛对局,且在所述排位赛对局中落败的情况下,确定第四数量的所述隐藏积分;In some embodiments, the reward module 1860 is configured to determine a third number of hidden points when the user account participates in the ranked match during the regular time period and wins the ranked match; and to determine a fourth number of hidden points when the user account participates in the ranked match during the regular time period and loses the ranked match.

其中,所述第三数量小于所述第四数量。The third quantity is less than the fourth quantity.

在一些实施例中,所述商城模块1880,用于显示所述排位赛模式专属的排位商城的入口;响应于所述排位商城的入口上的触发操作,显示所述排位商城的商城界面,所述排位商城的商城界面包括受限使用所述虚拟排位币购买的虚拟商品;响应于所述虚拟商品上的购买操作,使用所述虚拟排位币购买所述虚拟商品。In some embodiments, the mall module 1880 is used to display an entrance to the ranking mall exclusive to the ranking mode; in response to a trigger operation on the entrance to the ranking mall, display the mall interface of the ranking mall, the mall interface of the ranking mall including virtual goods that can be purchased using the virtual ranking coins; in response to a purchase operation on the virtual goods, purchase the virtual goods using the virtual ranking coins.

在一些实施例中,所述商城模块1880,用于获取所述当前赛季专属的赛季虚拟商品,所述赛季虚拟商品包括供所述虚拟角色使用的虚拟皮肤、虚拟姿态、虚拟特效、虚拟表情、虚拟道具中的至少一种;基于所述当前赛季专属的赛季虚拟商品显示所述排位商城的商城界面。In some embodiments, the mall module 1880 is used to obtain the seasonal virtual goods exclusive to the current season, the seasonal virtual goods including at least one of virtual skins, virtual poses, virtual effects, virtual expressions, and virtual props for use by the virtual character; and to display the mall interface of the ranking mall based on the seasonal virtual goods exclusive to the current season.

在一些实施例中,所述商城模块1880,用于获取所述用户帐号的征程等级具有购买权限的等级虚拟商品,所述等级虚拟商品包括供所述虚拟角色使用的虚拟皮肤、虚拟姿态、虚拟特效、虚拟表情、虚拟道具中的至少一种;基于所述等级虚拟商品显示所述排位商城的商城界面。In some embodiments, the mall module 1880 is used to obtain the level-based virtual goods that the user account has the right to purchase based on its Journey level. The level-based virtual goods include at least one of virtual skins, virtual poses, virtual effects, virtual expressions, and virtual props for use by the virtual character; and to display the mall interface of the ranking mall based on the level-based virtual goods.

图19示出了本申请一个示例性实施例提供的计算机设备1900的结构框图。该计算机设备1900可以是便携式移动终端,比如:智能手机、平板电脑、MP3播放器(MovingPicture 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。计算机设备1900还可能被称为用户设备、便携式终端等其他名称。Figure 19 shows a structural block diagram of a computer device 1900 provided in an exemplary embodiment of this application. The computer device 1900 may be a portable mobile terminal, such as a smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), or MP4 player (Moving Picture Experts Group Audio Layer IV). The computer device 1900 may also be referred to as a user device, portable terminal, or other names.

通常,计算机设备1900包括有:处理器1901和存储器1902。Typically, computer device 1900 includes a processor 1901 and a memory 1902.

处理器1901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1901可以采用DSP(Digital Signal Processing,数字信号处理)、FPGA(FieldProgrammable 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1901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 ProcessingUnit,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1901可以在集成有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1901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。Processor 1901 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1901 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1901 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1901 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content required to be displayed on the screen. In some embodiments, processor 1901 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.

存储器1902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有形的和非暂态的。存储器1902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1902中的非暂态的计算机可读存储介质用于存储至少一个指令,该至少一个指令用于被处理器1901所执行以实现本申请实施例中提供的虚拟环境画面的显示方法。The memory 1902 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 1902 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1902 is used to store at least one instruction, which is executed by the processor 1901 to implement the virtual environment display method provided in the embodiments of this application.

在一些实施例中,计算机设备1900还可选包括有:外围设备接口1903和至少一个外围设备。具体地,外围设备包括:射频电路1904、触摸显示屏1905、摄像头1906、音频电路1907、定位组件1908和电源1909中的至少一种。In some embodiments, the computer device 1900 may also optionally include: a peripheral device interface 1903 and at least one peripheral device. Specifically, the peripheral device includes at least one of: a radio frequency circuit 1904, a touch display screen 1905, a camera 1906, an audio circuit 1907, a positioning component 1908, and a power supply 1909.

外围设备接口1903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1901和存储器1902。在一些实施例中,处理器1901、存储器1902和外围设备接口1903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1901、存储器1902和外围设备接口1903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。Peripheral interface 1903 can be used to connect at least one I/O (Input/Output) related peripheral device to processor 1901 and memory 1902. In some embodiments, processor 1901, memory 1902 and peripheral interface 1903 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 1901, memory 1902 and peripheral interface 1903 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.

射频电路1904用于接收和发射RF(Radio Frequency,射频)信号,也称电磁信号。射频电路1904通过电磁信号与通信网络以及其他通信设备进行通信。射频电路1904将电信号转换为电磁信号进行发送,或者,将接收到的电磁信号转换为电信号。可选地,射频电路1904包括:天线系统、RF收发器、一个或多个放大器、调谐器、振荡器、数字信号处理器、编解码芯片组、用户身份模块卡等。射频电路1904可以通过至少一种无线通信协议来与其它终端进行通信。该无线通信协议包括但不限于:万维网、城域网、内联网、各代移动通信网络(2G、3G、4G及5G)、无线局域网和/或WiFi(Wireless Fidelity,无线保真)网络。在一些实施例中,射频电路1904还可以包括NFC(Near Field Communication,近距离无线通信)有关的电路,本申请对此不加以限定。The radio frequency (RF) circuit 1904 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1904 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 1904 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals back into electrical signals. Optionally, the RF circuit 1904 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The RF circuit 1904 can communicate with other terminals through at least one wireless communication protocol. This wireless communication protocol includes, but is not limited to: the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and/or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 1904 may also include circuitry related to NFC (Near Field Communication), which is not limited in this application.

触摸显示屏1905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。触摸显示屏1905还具有采集在触摸显示屏1905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1901进行处理。触摸显示屏1905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,触摸显示屏1905可以为一个,设置计算机设备1900的前面板;在另一些实施例中,触摸显示屏1905可以为至少两个,分别设置在计算机设备1900的不同表面或呈折叠设计;在一些实施例中,触摸显示屏1905可以是柔性显示屏,设置在计算机设备1900的弯曲表面上或折叠面上。甚至,触摸显示屏1905还可以设置成非矩形的不规则图形,也即异形屏。触摸显示屏1905可以采用LCD(Liquid Crystal Display,液晶显示器)、OLED(OrganicLight-Emitting Diode,有机发光二极管)等材质制备。Touchscreen display 1905 is used to display a user interface (UI). This UI may include graphics, text, icons, video, and any combination thereof. Touchscreen display 1905 also has the ability to acquire touch signals on or above its surface. These touch signals can be input as control signals to processor 1901 for processing. Touchscreen display 1905 is used to provide virtual buttons and/or a virtual keyboard, also known as soft buttons and/or a soft keyboard. In some embodiments, touchscreen display 1905 may be a single display, located on the front panel of computer device 1900; in other embodiments, there may be at least two touchscreen displays, respectively located on different surfaces of computer device 1900 or in a folded design; in some embodiments, touchscreen display 1905 may be a flexible display, located on a curved or folded surface of computer device 1900. Furthermore, touchscreen display 1905 may also be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. The touch display 1905 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).

摄像头组件1906用于采集图像或视频。可选地,摄像头组件1906包括前置摄像头和后置摄像头。通常,前置摄像头用于实现视频通话或自拍,后置摄像头用于实现照片或视频的拍摄。在一些实施例中,后置摄像头为至少两个,分别为主摄像头、景深摄像头、广角摄像头中的任意一种,以实现主摄像头和景深摄像头融合实现背景虚化功能,主摄像头和广角摄像头融合实现全景拍摄以及VR(Virtual Reality,虚拟现实)拍摄功能。在一些实施例中,摄像头组件1906还可以包括闪光灯。闪光灯可以是单色温闪光灯,也可以是双色温闪光灯。双色温闪光灯是指暖光闪光灯和冷光闪光灯的组合,可以用于不同色温下的光线补偿。The camera assembly 1906 is used to acquire images or videos. Optionally, the camera assembly 1906 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is used for video calls or selfies, and the rear-facing camera is used for taking photos or videos. In some embodiments, there are at least two rear-facing cameras, which are any one of a main camera, a depth-sensing camera, and a wide-angle camera, to achieve background blurring by fusion of the main camera and the depth-sensing camera, and panoramic shooting and VR (Virtual Reality) shooting by fusion of the main camera and the wide-angle camera. In some embodiments, the camera assembly 1906 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash is a combination of a warm-light flash and a cool-light flash, which can be used for light compensation at different color temperatures.

音频电路1907用于提供用户和计算机设备1900之间的音频接口。音频电路1907可以包括麦克风和扬声器。麦克风用于采集用户及环境的声波,并将声波转换为电信号输入至处理器1901进行处理,或者输入至射频电路1904以实现语音通信。出于立体声采集或降噪的目的,麦克风可以为多个,分别设置在计算机设备1900的不同部位。麦克风还可以是阵列麦克风或全向采集型麦克风。扬声器则用于将来自处理器1901或射频电路1904的电信号转换为声波。扬声器可以是传统的薄膜扬声器,也可以是压电陶瓷扬声器。当扬声器是压电陶瓷扬声器时,不仅可以将电信号转换为人类可听见的声波,也可以将电信号转换为人类听不见的声波以进行测距等用途。在一些实施例中,音频电路1907还可以包括耳机插孔。Audio circuitry 1907 provides an audio interface between the user and computer device 1900. Audio circuitry 1907 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, converting the sound waves into electrical signals that are input to processor 1901 for processing, or input to radio frequency circuitry 1904 for voice communication. For stereo sound acquisition or noise reduction purposes, multiple microphones may be used, positioned at different locations within computer device 1900. The microphone may also be an array microphone or an omnidirectional microphone. The speaker is used to convert electrical signals from processor 1901 or radio frequency circuitry 1904 into sound waves. The speaker may be a conventional diaphragm speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can convert electrical signals not only into audible sound waves but also into inaudible sound waves for purposes such as distance measurement. In some embodiments, audio circuitry 1907 may also include a headphone jack.

定位组件1908用于定位计算机设备1900的当前地理位置,以实现导航或LBS(Location Based Service,基于位置的服务)。定位组件1908可以是基于美国的GPS(Global Positioning System,全球定位系统)、中国的北斗系统或俄罗斯的伽利略系统的定位组件。Positioning component 1908 is used to locate the current geographic location of computer device 1900 for navigation or LBS (Location Based Service). Positioning component 1908 can be a positioning component based on the US GPS (Global Positioning System), China's BeiDou system, or Russia's Galileo system.

电源1909用于为计算机设备1900中的各个组件进行供电。电源1909可以是交流电、直流电、一次性电池或可充电电池。当电源1909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。Power supply 1909 is used to supply power to the various components in computer device 1900. Power supply 1909 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 1909 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired line, and a wireless rechargeable battery is a battery that is charged via a wireless coil. The rechargeable battery can also be used to support fast charging technology.

在一些实施例中,计算机设备1900还包括有一个或多个传感器1910。该一个或多个传感器1910包括但不限于:加速度传感器1911、陀螺仪传感器1912、压力传感器1913、指纹传感器1914、光学传感器1915以及接近传感器1916。In some embodiments, the computer device 1900 further includes one or more sensors 1910. The one or more sensors 1910 include, but are not limited to: an accelerometer 1911, a gyroscope 1912, a pressure sensor 1913, a fingerprint sensor 1914, an optical sensor 1915, and a proximity sensor 1916.

加速度传感器1911可以检测以计算机设备1900建立的坐标系的三个坐标轴上的加速度大小。比如,加速度传感器1911可以用于检测重力加速度在三个坐标轴上的分量。处理器1901可以根据加速度传感器1911采集的重力加速度信号,控制触摸显示屏1905以横向视图或纵向视图进行虚拟物品的获取。加速度传感器1911还可以用于游戏或者用户的运动数据的采集。Accelerometer 1911 can detect the magnitude of acceleration along the three coordinate axes of a coordinate system established by computer device 1900. For example, accelerometer 1911 can be used to detect the components of gravitational acceleration along the three coordinate axes. Processor 1901 can control touchscreen 1905 to acquire virtual objects in landscape or portrait view based on the gravitational acceleration signal acquired by accelerometer 1911. Accelerometer 1911 can also be used for games or to collect user motion data.

陀螺仪传感器1912可以检测计算机设备1900的机体方向及转动角度,陀螺仪传感器1912可以与加速度传感器1911协同采集用户对计算机设备1900的3D动作。处理器1901根据陀螺仪传感器1912采集的数据,可以实现如下功能:动作感应(比如根据用户的倾斜操作来改变UI)、拍摄时的图像稳定、游戏控制以及惯性导航。The gyroscope sensor 1912 can detect the orientation and rotation angle of the computer device 1900. The gyroscope sensor 1912 can work in conjunction with the accelerometer sensor 1911 to acquire the user's 3D movements on the computer device 1900. Based on the data acquired by the gyroscope sensor 1912, the processor 1901 can perform the following functions: motion sensing (e.g., changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.

压力传感器1913可以设置在计算机设备1900的侧边框和/或触摸显示屏1905的下层。当压力传感器1913设置在计算机设备1900的侧边框时,可以检测用户对计算机设备1900的握持信号,根据该握持信号进行左右手识别或快捷操作。当压力传感器1913设置在触摸显示屏1905的下层时,可以根据用户对触摸显示屏1905的压力操作,实现对UI界面上的可操作性控件进行控制。可操作性控件包括按钮控件、滚动条控件、图标控件、菜单控件中的至少一种。Pressure sensor 1913 can be disposed on the side bezel of computer device 1900 and/or on the underside of touch display screen 1905. When pressure sensor 1913 is disposed on the side bezel of computer device 1900, it can detect the user's grip signal on computer device 1900 and perform left/right hand recognition or quick operation based on the grip signal. When pressure sensor 1913 is disposed on the underside of touch display screen 1905, it can control operable controls on the UI interface based on the user's pressure operation on touch display screen 1905. Operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.

指纹传感器1914用于采集用户的指纹,以根据采集到的指纹识别用户的身份。在识别出用户的身份为可信身份时,由处理器1901授权该用户执行相关的敏感操作,该敏感操作包括解锁屏幕、查看加密信息、下载软件、支付及更改设置等。指纹传感器1914可以被设置计算机设备1900的正面、背面或侧面。当计算机设备1900上设置有物理按键或厂商Logo时,指纹传感器1914可以与物理按键或厂商Logo集成在一起。The fingerprint sensor 1914 is used to collect a user's fingerprint to identify the user's identity. When the user's identity is verified as trusted, the processor 1901 authorizes the user to perform relevant sensitive operations, including unlocking the screen, viewing encrypted information, downloading software, making payments, and changing settings. The fingerprint sensor 1914 can be located on the front, back, or side of the computer device 1900. When the computer device 1900 has physical buttons or a manufacturer's logo, the fingerprint sensor 1914 can be integrated with the physical buttons or manufacturer's logo.

光学传感器1915用于采集环境光强度。在一个实施例中,处理器1901可以根据光学传感器1915采集的环境光强度,控制触摸显示屏1905的显示亮度。具体地,当环境光强度较高时,调高触摸显示屏1905的显示亮度;当环境光强度较低时,调低触摸显示屏1905的显示亮度。在另一个实施例中,处理器1901还可以根据光学传感器1915采集的环境光强度,动态调整摄像头组件1906的拍摄参数。An optical sensor 1915 is used to collect ambient light intensity. In one embodiment, the processor 1901 can control the display brightness of the touch screen 1905 based on the ambient light intensity collected by the optical sensor 1915. Specifically, when the ambient light intensity is high, the display brightness of the touch screen 1905 is increased; when the ambient light intensity is low, the display brightness of the touch screen 1905 is decreased. In another embodiment, the processor 1901 can also dynamically adjust the shooting parameters of the camera assembly 1906 based on the ambient light intensity collected by the optical sensor 1915.

接近传感器1916,也称距离传感器,通常设置在计算机设备1800的正面。接近传感器1916用于采集用户与计算机设备1900的正面之间的距离。在一个实施例中,当接近传感器1916检测到用户与计算机设备1900的正面之间的距离逐渐变小时,由处理器1901控制触摸显示屏1905从亮屏状态切换为息屏状态;当接近传感器1916检测到用户与计算机设备1900的正面之间的距离逐渐变大时,由处理器1901控制触摸显示屏1905从息屏状态切换为亮屏状态。The proximity sensor 1916, also known as a distance sensor, is typically located on the front of the computer device 1800. The proximity sensor 1916 is used to detect the distance between the user and the front of the computer device 1900. In one embodiment, when the proximity sensor 1916 detects that the distance between the user and the front of the computer device 1900 is gradually decreasing, the processor 1901 controls the touchscreen display 1905 to switch from a screen-on state to a screen-off state; when the proximity sensor 1916 detects that the distance between the user and the front of the computer device 1900 is gradually increasing, the processor 1901 controls the touchscreen display 1905 to switch from a screen-off state to a screen-on state.

本领域技术人员可以理解,图19中示出的结构并不构成对计算机设备1900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。Those skilled in the art will understand that the structure shown in FIG19 does not constitute a limitation on the computer device 1900, and may include more or fewer components than shown, or combine certain components, or employ different component arrangements.

本申请实施例还提供一种计算机设备,该计算机设备包括:处理器和存储器,存储器中存储有至少一条计算机指令,至少一条计算机指令由处理器加载并执行以实现上述各方法实施例提供的虚拟物品的获取方法。This application also provides a computer device, which includes a processor and a memory. The memory stores at least one computer instruction, which is loaded and executed by the processor to implement the virtual item acquisition method provided in the above-described method embodiments.

本申请实施例还提供了一种计算机存储介质,计算机可读存储介质中存储有至少一条计算机指令,至少一条计算机指令由处理器加载并执行以实现上述各方法实施例提供的虚拟物品的获取方法。This application also provides a computer storage medium, which stores at least one computer instruction. The at least one computer instruction is loaded and executed by a processor to implement the virtual item acquisition method provided in the above-described method embodiments.

本申请实施例还提供了一种计算机程序产品,上述计算机程序产品包括计算机指令,所述计算机指令存储在计算机可读存储介质中;所述计算机指令由计算机设备的处理器从所述计算机可读存储介质读取并执行,使得所述计算机设备执行上述各方法实施例提供的虚拟物品的获取方法。This application also provides a computer program product, which includes computer instructions stored in a computer-readable storage medium. The computer instructions are read from and executed by a processor of a computer device, causing the computer device to perform the virtual item acquisition method provided in the above-described method embodiments.

应当理解的是,在本文中提及的“多个”是指两个或两个以上。“和/或”,描述关联对象的关联关系,表示可以存在三种关系,例如,A和/或B,可以表示:单独存在A,同时存在A和B,单独存在B这三种情况。字符“/”一般表示前后关联对象是一种“或”的关系。It should be understood that "multiple" as used in this article refers to two or more. "And/or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and/or B can represent: A alone, A and B simultaneously, or B alone. The character "/" generally indicates that the preceding and following related objects have an "or" relationship.

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。Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.

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、等同切换、改进等,均应包含在本申请的保护范围之内。The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent switching, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.

Claims (14)

1.一种虚拟物品的获取方法,其特征在于,应用于客户端中,所述方法包括:1. A method for acquiring virtual items, characterized in that it is applied in a client, the method comprising: 显示排位赛模式的竞技入口,所述排位赛模式是所述客户端提供的至少两种对局模式中的一种,所述排位赛模式是确定用户账号在排行榜中的实力段位的竞技模式;The competitive entry point for the ranked match mode is displayed. The ranked match mode is one of at least two game modes provided by the client. The ranked match mode is a competitive mode that determines the user's account's skill rank in the leaderboard. 响应于所述竞技入口上的触发操作,控制所述用户账号的虚拟角色参与排位赛对局;In response to a trigger operation on the competition portal, control the virtual character of the user account to participate in ranked matches; 在成功参与的情况下,显示参与所述排位赛对局在当前赛季得到的征程值,所述征程值是与所述用户账号在所述当前赛季参与所述排位赛对局的次数有关的数值;If participation is successful, the Journey Points earned from participating in the ranked matches in the current season are displayed. The Journey Points are a value related to the number of times the user account has participated in the ranked matches in the current season. 在所述征程值达到等级阈值的情况下,显示获取到的与所述等级阈值对应的虚拟排位币,所述当前赛季中的不同的征程等级对应不同的等级阈值;When the journey value reaches the level threshold, the virtual ranking coins obtained corresponding to the level threshold are displayed. Different journey levels in the current season correspond to different level thresholds. 使用所述虚拟排位币,在所述排位赛模式专属的排位商城购买所述排位赛模式专属的虚拟商品;Use the virtual ranking currency to purchase virtual items exclusive to the ranking mode in the ranking mode-exclusive ranking shop; 其中,所述在成功参与的情况下,显示参与所述排位赛对局在当前赛季得到的征程值,包括:Wherein, upon successful participation, the display of the journey points earned in the current season from participating in the ranked matches includes: 基于所述用户账号在常规时间段内成功参与所述排位赛对局,确定隐藏积分,所述常规时间段是在所述当前赛季中除指定时间段之外的时间段;Hidden points are determined based on the user account's successful participation in the ranked matches within a normal time period, where the normal time period is the time period in the current season excluding the specified time period. 基于所述隐藏积分确定场次数目n;The number of matches n is determined based on the hidden integral; 在所述用户账号在所述指定时间段内成功参与前n场所述排位赛对局的情况下,显示参与所述排位赛对局在所述指定时间段内得到的加成征程值;If the user account successfully participates in the first n ranked matches within the specified time period, the bonus journey value obtained from participating in the ranked matches within the specified time period will be displayed. 其中,所述加成征程值大于所述用户帐号在所述常规时间段获取的单局征程值。The bonus journey value is greater than the single-game journey value obtained by the user account during the normal time period. 2.根据权利要求1所述的方法,其特征在于,所述在成功参与的情况下,显示参与所述排位赛对局在所述当前赛季得到的征程值,还包括:2. The method according to claim 1, characterized in that, upon successful participation, displaying the journey value obtained from participating in the ranked matches in the current season further includes: 在所述用户账号参与单局排位赛对局,且在所述单局排位赛对局中获胜的情况下,显示参与所述单局排位赛对局在所述当前赛季得到的第一数量的所述征程值;If the user account participates in a single ranked match and wins the single ranked match, the first number of journey points obtained in the current season for participating in the single ranked match is displayed. 在所述用户账号参与所述单局排位赛对局,且在所述单局排位赛对局中失败的情况下,显示参与所述单局排位赛对局在所述当前赛季得到的第二数量的所述征程值;If the user account participates in the single ranked match and loses in the single ranked match, the second number of journey points obtained in the current season for participating in the single ranked match will be displayed. 其中,所述第一数量大于或等于所述第二数量。Wherein, the first quantity is greater than or equal to the second quantity. 3.根据权利要求1所述的方法,其特征在于,所述基于所述用户帐号在所述常规时间段内成功参与所述排位赛对局,确定隐藏积分,包括:3. The method according to claim 1, wherein determining the hidden points based on the user account's successful participation in the ranked match within the normal time period includes: 在所述用户帐号在所述常规时间段参与所述排位赛对局,且在所述排位赛对局中获胜的情况下,确定第三数量的所述隐藏积分;If the user account participates in the ranked match during the regular time period and wins the ranked match, a third number of the hidden points are determined. 在所述用户帐号在所述常规时间段参与所述排位赛对局,且在所述排位赛对局中落败的情况下,确定第四数量的所述隐藏积分;If the user account participates in the ranked match during the regular time period and loses the ranked match, a fourth number of the hidden points are determined. 其中,所述第三数量小于所述第四数量。The third quantity is less than the fourth quantity. 4.根据权利要求1至3任一所述的方法,其特征在于,所述使用所述虚拟排位币,在所述排位赛模式专属的排位商城购买所述排位赛模式专属的虚拟商品,包括:4. The method according to any one of claims 1 to 3, characterized in that, the step of using the virtual ranking currency to purchase virtual goods exclusive to the ranking mode in the ranking mode-specific ranking shop includes: 显示所述排位赛模式专属的排位商城的入口;Displays the entrance to the ranked shop exclusive to the ranked mode; 响应于所述排位商城的入口上的触发操作,显示所述排位商城的商城界面,所述排位商城的商城界面包括受限使用所述虚拟排位币购买的虚拟商品;In response to a trigger operation on the entrance of the ranking mall, the mall interface of the ranking mall is displayed, and the mall interface of the ranking mall includes virtual goods that can be purchased using the virtual ranking currency. 响应于所述虚拟商品上的购买操作,使用所述虚拟排位币购买所述虚拟商品。In response to a purchase operation on the virtual goods, the virtual ranking currency is used to purchase the virtual goods. 5.根据权利要求4所述的方法,其特征在于,所述显示所述排位商城的商城界面,包括:5. The method according to claim 4, wherein displaying the ranking mall interface comprises: 获取所述当前赛季专属的赛季虚拟商品,所述赛季虚拟商品包括供所述虚拟角色使用的虚拟皮肤、虚拟姿态、虚拟特效、虚拟表情、虚拟道具中的至少一种;Obtain the current season-specific virtual merchandise, which includes at least one of the following: virtual skins, virtual poses, virtual effects, virtual expressions, and virtual props for use by the virtual character; 基于所述当前赛季专属的赛季虚拟商品显示所述排位商城的商城界面。The ranking shop interface is displayed based on the seasonal virtual items exclusive to the current season. 6.根据权利要求5所述的方法,其特征在于,所述显示所述排位商城的商城界面,包括:6. The method according to claim 5, wherein displaying the mall interface of the ranking mall includes: 获取所述用户帐号的征程等级具有购买权限的等级虚拟商品,所述等级虚拟商品包括供所述虚拟角色使用的虚拟皮肤、虚拟姿态、虚拟特效、虚拟表情、虚拟道具中的至少一种;The user account has the right to purchase virtual goods based on its journey level. These virtual goods include at least one of the following: virtual skins, virtual poses, virtual effects, virtual expressions, and virtual props for use by the virtual character. 基于所述等级虚拟商品显示所述排位商城的商城界面。The ranking mall interface is displayed based on the virtual goods of the specified level. 7.一种虚拟物品的获取装置,其特征在于,所述装置包括:7. A device for acquiring virtual items, characterized in that the device comprises: 显示模块,用于显示排位赛模式的竞技入口,所述排位赛模式是所述装置提供的至少两种对局模式中的一种,所述排位赛模式是确定用户账号在排行榜中的实力段位的竞技模式;The display module is used to display the competitive entry point of the ranked match mode. The ranked match mode is one of at least two game modes provided by the device. The ranked match mode is a competitive mode that determines the user account's strength rank in the leaderboard. 对局模块,用于响应于所述竞技入口上的触发操作,控制所述用户账号的虚拟角色参与排位赛对局;The game module is used to respond to the trigger operation on the competition portal and control the virtual character of the user account to participate in ranked game matches; 奖励模块,用于在成功参与的情况下,显示参与所述排位赛对局在当前赛季得到的征程值,所述征程值是与所述用户账号在所述当前赛季参与所述排位赛对局的次数有关的数值;在所述征程值达到等级阈值的情况下,显示获取到的与所述等级阈值对应的虚拟排位币,所述当前赛季中的不同的征程等级对应不同的等级阈值;The rewards module is used to display the journey value obtained in the current season for participating in the ranked matches when participation is successful. The journey value is a value related to the number of times the user account has participated in the ranked matches in the current season. When the journey value reaches a level threshold, the module displays the virtual ranked coins obtained corresponding to the level threshold. Different journey levels in the current season correspond to different level thresholds. 商城模块,用于使用所述虚拟排位币,在所述排位赛模式专属的排位商城购买所述排位赛模式专属的虚拟商品;The mall module is used to purchase virtual goods exclusive to the ranked match mode in the ranked match mode-specific mall using the virtual ranked currency; 其中,所述奖励模块,用于基于所述用户账号在常规时间段内成功参与所述排位赛对局,确定隐藏积分,所述常规时间段是在所述当前赛季中除指定时间段之外的时间段;基于所述隐藏积分确定场次数目n;在所述用户账号在所述指定时间段内成功参与前n场所述排位赛对局的情况下,显示参与所述排位赛对局在所述指定时间段内得到的加成征程值;The reward module is used to determine hidden points based on the user account's successful participation in ranked matches within a normal time period, where the normal time period is the time period in the current season excluding a specified time period; determine the number of matches n based on the hidden points; and display the bonus journey value obtained from participating in the ranked matches within the specified time period if the user account successfully participates in the first n ranked matches within the specified time period. 其中,所述加成征程值大于所述用户帐号在所述常规时间段获取的单局征程值。The bonus journey value is greater than the single-game journey value obtained by the user account during the normal time period. 8.根据权利要求7所述的装置,其特征在于,所述奖励模块,用于在所述用户账号参与单局排位赛对局,且在所述单局排位赛对局中获胜的情况下,显示参与所述单局排位赛对局在所述当前赛季得到的第一数量的所述征程值;在所述用户账号参与所述单局排位赛对局,且在所述单局排位赛对局中失败的情况下,显示参与所述单局排位赛对局在所述当前赛季得到的第二数量的所述征程值;8. The apparatus according to claim 7, wherein the reward module is configured to display, in the current season, a first number of journey points obtained from participating in the single ranked match when the user account participates in the single ranked match and wins the single ranked match; and to display, in the current season, a second number of journey points obtained from participating in the single ranked match when the user account participates in the single ranked match and loses the single ranked match. 其中,所述第一数量大于或等于所述第二数量。Wherein, the first quantity is greater than or equal to the second quantity. 9.根据权利要求7所述的装置,其特征在于,所述奖励模块,用于在所述用户帐号在所述常规时间段参与所述排位赛对局,且在所述排位赛对局中获胜的情况下,确定第三数量的所述隐藏积分;在所述用户帐号在所述常规时间段参与所述排位赛对局,且在所述排位赛对局中落败的情况下,确定第四数量的所述隐藏积分;9. The apparatus according to claim 7, wherein the reward module is configured to determine a third number of hidden points when the user account participates in the ranked match during the normal time period and wins the ranked match; and to determine a fourth number of hidden points when the user account participates in the ranked match during the normal time period and loses the ranked match. 其中,所述第三数量小于所述第四数量。The third quantity is less than the fourth quantity. 10.根据权利要求7至9任一所述的装置,其特征在于,所述商城模块,用于显示所述排位赛模式专属的排位商城的入口;响应于所述排位商城的入口上的触发操作,显示所述排位商城的商城界面,所述排位商城的商城界面包括受限使用所述虚拟排位币购买的虚拟商品;响应于所述虚拟商品上的购买操作,使用所述虚拟排位币购买所述虚拟商品。10. The apparatus according to any one of claims 7 to 9, wherein the mall module is configured to display an entrance to a ranking mall exclusive to the ranking mode; in response to a trigger operation on the entrance to the ranking mall, display a mall interface of the ranking mall, the mall interface of the ranking mall including virtual goods that can be purchased using the virtual ranking coins; and in response to a purchase operation on the virtual goods, purchase the virtual goods using the virtual ranking coins. 11.根据权利要求10所述的装置,其特征在于,所述商城模块,用于获取所述当前赛季专属的赛季虚拟商品,所述赛季虚拟商品包括供所述虚拟角色使用的虚拟皮肤、虚拟姿态、虚拟特效、虚拟表情、虚拟道具中的至少一种;基于所述当前赛季专属的赛季虚拟商品显示所述排位商城的商城界面。11. The apparatus according to claim 10, wherein the mall module is configured to acquire the current season-specific virtual goods, the current season-specific virtual goods including at least one of virtual skins, virtual poses, virtual effects, virtual expressions, and virtual props for use by the virtual character; and to display the mall interface of the ranking mall based on the current season-specific virtual goods. 12.根据权利要求11所述的装置,其特征在于,所述商城模块,用于获取所述用户帐号的征程等级具有购买权限的等级虚拟商品,所述等级虚拟商品包括供所述虚拟角色使用的虚拟皮肤、虚拟姿态、虚拟特效、虚拟表情、虚拟道具中的至少一种;基于所述等级虚拟商品显示所述排位商城的商城界面。12. The apparatus according to claim 11, wherein the mall module is configured to obtain virtual goods of the user account with purchase authority based on the user's rank level, wherein the virtual goods include at least one of virtual skins, virtual poses, virtual effects, virtual expressions, and virtual props for use by the virtual character; and to display the mall interface of the ranking mall based on the virtual goods. 13.一种计算机设备,其特征在于,所述计算机设备包括:处理器和存储器,所述存储器中存储有至少一条计算机指令,至少一条所述计算机指令由所述处理器加载并执行以实现如权利要求1至6中任一项所述的虚拟物品的获取方法。13. A computer device, characterized in that the computer device comprises: a processor and a memory, the memory storing at least one computer instruction, the at least one computer instruction being loaded and executed by the processor to implement the method for acquiring virtual items as described in any one of claims 1 to 6. 14.一种计算机存储介质,其特征在于,所述计算机可读存储介质中存储有至少一条计算机指令,至少一条计算机指令由处理器加载并执行以实现如权利要求1至6中任一项所述的虚拟物品的获取方法。14. A computer storage medium, characterized in that the computer-readable storage medium stores at least one computer instruction, the at least one computer instruction being loaded and executed by a processor to implement the method for acquiring virtual items as described in any one of claims 1 to 6.
HK42022059290.1A 2022-08-31 Method and apparatus for acquiring virtual item, device, medium, and program product HK40069411B (en)

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