Interaction method, device, equipment, medium and program product between virtual objects

By introducing interactive methods between virtual objects in the game, combining observation of line of sight and action status, the problems of low entertainment and single judgment factors in existing games are solved, achieving higher entertainment and competitiveness.

CN114210063BActive Publication Date: 2025-03-25TENCENT TECHNOLOGY (SHENZHEN) CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202111531757.X
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-12-14
Publication Date
2025-03-25
Estimated Expiration
2041-12-14

AI Technical Summary

Technical Problem

In existing games, players control the movement of virtual characters mainly rely on the prompt sound and the movement of wooden people, resulting in low entertainment and single factors for game results.

Method used

By displaying the first virtual object and the second virtual object in the virtual scene, combining the observation line of sight of the first virtual object and the action state of the second virtual object, adjusting the game interaction process and determining the result.

Benefits of technology

It increases the entertainment and competitive excitement points of the game, and through a variety of interactive actions and line of sight adjustments, the factors for determining the game results are enriched.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN114210063B_ABST
    Figure CN114210063B_ABST
Patent Text Reader

Abstract

The present application discloses a method, device, equipment, medium and program product for interaction between virtual objects, and relates to the field of computer technology. The method includes: displaying a first virtual object and a second virtual object in a virtual scene; receiving a first control operation on the second virtual object in the first stage of the target interactive event; displaying a perspective turning action of the first virtual object in the second stage of the target interactive event; and displaying the execution result of the staged event based on the real-time observation sight range of the first virtual object and the execution of the interactive action of the second virtual object in the second stage. Through the above method, when the second virtual object adjusts the interactive action according to the observation sight range, the execution status of the interactive action is displayed according to the state of the second virtual object to determine the staged execution result, avoid relying solely on the perspective turning action to play the game, and improve the entertainment of the game.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] Embodiments of the present application relate to the field of virtual environments, and more particularly to a method, apparatus, device, medium, and program product for interaction between virtual objects. Background Art

[0002] With the improvement of cultural and entertainment living standards, people's life experience and requirements in the virtual world are getting higher and higher. Games, as a way of expressing the virtual world, have become a channel for many people to release stress. In current game applications, there are various interactive methods, which fully improve the fun of players in the game process.

[0003] In the related art, when a player controls a virtual character to play a statue game, the player controls the movement of the virtual character according to the prompt sound played in the virtual scene and the statue's head turning action, for example, controlling the virtual character to run or stop running in the virtual scene.

[0004] However, in the above process, when the player is playing the game, he only needs to continue to control the movement status of the virtual character according to the prompt sound and the action of the wooden man. When the player's pause operation is received, the virtual character stops moving immediately, and the game result is judged according to the result of stopping the movement. The judgment conditions are relatively simple, which makes the entertainment of the game less. Summary of the invention

[0005] The embodiments of the present application provide a method, device, equipment, medium and program product for interaction between virtual objects, which can combine the observation range of the first virtual object and the action state of the second virtual object to perform a game process and improve the entertainment of the game. The technical solution is as follows.

[0006] In one aspect, a method for interaction between virtual objects is provided, the method comprising:

[0007] Displaying a first virtual object and a second virtual object in a virtual scene, wherein the first virtual object is used to provide a phased prompt in a target interactive event, and the second virtual object is a virtual object participating in the target interactive event;

[0008] In a first stage of the target interaction event, receiving a first control operation on the second virtual object, wherein the first control operation is used to control the second virtual object to perform an interaction action corresponding to the target interaction event;

[0009] In the second stage of the target interaction event, a perspective turning action of the first virtual object is displayed, where the perspective turning action is used to adjust the observation sight range of the first virtual object;

[0010] Based on the real-time observation sight line of the first virtual object and the interactive action execution status of the second virtual object in the second stage, the execution result of the phased event of the second virtual object in the second stage is displayed.

[0011] In another aspect, a device for interaction between virtual objects is provided, the device comprising:

[0012] Displaying a first virtual object and a second virtual object in a virtual scene, wherein the first virtual object is used to provide a phased prompt in a target interactive event, and the second virtual object is a virtual object participating in the target interactive event;

[0013] In a first stage of the target interaction event, receiving a first control operation on the second virtual object, wherein the first control operation is used to control the second virtual object to perform an interaction action corresponding to the target interaction event;

[0014] In the second stage of the target interaction event, a perspective turning action of the first virtual object is displayed, where the perspective turning action is used to adjust the observation sight range of the first virtual object;

[0015] Based on the real-time observation sight line of the first virtual object and the interactive action execution status of the second virtual object in the second stage, the execution result of the phased event of the second virtual object in the second stage is displayed.

[0016] On the other hand, a computer device is provided, comprising a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set or an instruction set, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by the processor to implement the interaction method between virtual objects as described in any of the above-mentioned embodiments of the present application.

[0017] On the other hand, a computer-readable storage medium is provided, wherein at least one instruction, at least one program, a code set or an instruction set is stored in the storage medium, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by a processor to implement the interaction method between virtual objects as described in any of the above-mentioned embodiments of the present application.

[0018] On the other hand, a computer program product or a computer program is provided, the computer program product or the computer program includes computer instructions, the computer instructions are stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the interactive method between virtual objects described in any of the above embodiments.

[0019] The beneficial effects brought by the technical solution provided by the embodiment of the present application include at least:

[0020] When performing a target interactive event, the second virtual object performs an interactive action based on the first control operation, and adjusts the interactive action according to the staged prompts provided by the first virtual object, and finally determines the staged execution result of the second virtual object. Through the above method, when the second virtual object performs a target interactive event, it not only needs to perform an interactive action in the virtual scene based on the first control operation, but also needs to adjust the interactive action according to the observation line of sight of the first virtual object, and display the interactive action execution status based on the adjustment result of the interactive action and the action state of the second virtual object, so as to determine the staged execution result of the second virtual object, avoiding the game result being determined by relying only on the single influencing factor of the first virtual object's perspective turning action during the game, increasing the influencing factors of the game victory and defeat and the excitement of competition, and effectively improving the fun of the game. BRIEF DESCRIPTION OF THE DRAWINGS

[0021] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.

[0022] Figure 1 is a structural block diagram of an electronic device provided by an exemplary embodiment of the present application;

[0023] Figure 2 is a structural block diagram of a computer system provided by an exemplary embodiment of the present application;

[0024] Figure 3 is a flow chart of a method for interaction between virtual objects provided by an exemplary embodiment of the present application;

[0025] Figure 4 is an interface diagram of an interactive method between virtual objects provided by an exemplary embodiment of the present application;

[0026] Figure 5 is an interface diagram of an interaction method between virtual objects provided by another exemplary embodiment of the present application;

[0027] Figure 6 is an interface diagram of an interaction method between virtual objects provided by another exemplary embodiment of the present application;

[0028] Figure 7 is an interface diagram of an interaction method between virtual objects provided by another exemplary embodiment of the present application;

[0029] Figure 8 is a flow chart of a method for interaction between virtual objects provided by another exemplary embodiment of the present application;

[0030] Fig. 9 is a schematic diagram of a balance difficulty coefficient provided by an exemplary embodiment of the present application;

[0031] Fig.10 is a flow chart of implementing a second control operation through different balance control screens provided by an exemplary embodiment of the present application;

[0032] Fig.11 It is an interface schematic diagram of a control distribution screen provided by an exemplary embodiment of the present application;

[0033] Fig.12 is a schematic diagram of an interface of a pointer control screen provided by an exemplary embodiment of the present application;

[0034] Fig.13 is a schematic diagram of an interface of a mobile control screen provided by an exemplary embodiment of the present application;

[0035] Fig.14 is a flow chart of a method for interaction between virtual objects provided by another exemplary embodiment of the present application;

[0036] Fig.15 is a structural block diagram of an interactive device between virtual objects provided by an exemplary embodiment of the present application;

[0037] Fig.16 is a structural block diagram of an interactive device between virtual objects provided by another exemplary embodiment of the present application;

[0038] Fig.17 It is a structural block diagram of a terminal provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION

[0039] In order to make the objectives, technical solutions and advantages of the present application clearer, the implementation methods of the present application will be further described in detail below with reference to the accompanying drawings.

[0040] First, a brief introduction is given to the terms involved in the embodiments of the present application.

[0041] Virtual world: is a virtual world displayed (or provided) when an application is running on a terminal. The virtual world can be a simulation of the real world, a semi-simulation and semi-fictitious world, or a purely fictitious world. The virtual world can be any of a two-dimensional virtual world, a 2.5-dimensional virtual world, and a three-dimensional virtual world, which is not limited in this application. The following embodiments are illustrated by taking the virtual world as a three-dimensional virtual world.

[0042] Virtual model: a model used in the virtual world to imitate the real world. Exemplarily, the virtual model occupies a certain volume in the virtual world. Exemplarily, the virtual model includes: terrain model, building model, animal and plant model, virtual prop model, virtual vehicle model, virtual character model. For example, the terrain model includes: ground, mountains, water, stones, steps, etc.; the building model includes: houses, walls, containers, and fixed facilities inside the building: tables, chairs, cabinets, beds, etc.; the animal and plant models include: trees, flowers, birds, etc.; the virtual prop models include: medicine boxes, airdrops, etc.; the virtual vehicle models include: cars, ships, helicopters, etc.; the virtual character models include: people, animals, cartoon characters, etc.

[0043] Virtual character: refers to an active object in a virtual world. The active object may be a virtual character, a virtual animal, an animated character, etc., such as a person, an animal, a plant, an oil drum, a wall, a stone, etc. displayed in a three-dimensional virtual world. Optionally, the virtual character is a three-dimensional stereoscopic model created based on animation skeleton technology. Each virtual character has its own shape and volume in the three-dimensional virtual world and occupies a part of the space in the three-dimensional virtual world.

[0044] In the related art, when a player controls a virtual character to play a game of "statue", the player controls the movement of the virtual character according to the prompt sound played in the virtual scene and the turning movement of the statue, for example, controlling the virtual character to run or stop running in the virtual scene. However, in the above process, when the player plays the game, he only needs to pay attention to the prompt sound and the movement of the statue to control the movement state of the virtual character. When the player's pause operation is received, the virtual character stops moving immediately, which reduces the difficulty of the game in a game that emphasizes staying still, making the game less entertaining.

[0045] The terminal in the present application can be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III, Moving Picture Experts Group Audio Layer 3) player, an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer 4) player, etc. The terminal has installed and runs an application that supports a virtual environment, such as an application that supports a three-dimensional virtual environment. The application can be any one of a virtual reality application, a three-dimensional map program, a third-person shooter game (TPS), a first-person shooter game (FPS), and a multiplayer online tactical competitive game (MOBA). Optionally, the application can be a stand-alone application, such as a stand-alone three-dimensional game program, or a network-connected application.

[0046] Figure 1 The electronic device 100 includes an operating system 120 and an application 122 .

[0047] The operating system 120 is the underlying software that provides application programs 122 with secure access to the computer's hardware.

[0048] The application 122 is an application that supports a virtual environment. Optionally, the application 122 is an application that supports a three-dimensional virtual environment. The application 122 may be any one of a virtual reality application, a three-dimensional map program, a TPS game, an FPS game, a MOBA game, and a multiplayer gunfight survival game. The application 122 may be a stand-alone application, such as a stand-alone three-dimensional game program, or a network-connected application.

[0049] Figure 2 The computer system 200 includes a first device 220 , a server 240 , and a second device 260 .

[0050] The first device 220 is installed and runs an application that supports a virtual environment. The application may be any one of a virtual reality application, a three-dimensional map program, a TPS game, an FPS game, a MOBA game, and a multiplayer shooter survival game. The first device 220 is a device used by a first user, and the first user uses the first device 220 to control a first virtual object in a virtual environment to perform an activity, the activity including but not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. Schematically, the first virtual object is a first virtual character, such as a simulated character or an anime character.

[0051] The first device 220 is connected to the server 240 via a wireless network or a wired network.

[0052] The server 240 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. The server 240 is used to provide background services for applications that support a three-dimensional virtual environment. Optionally, the server 240 undertakes the main computing work, and the first device 220 and the second device 260 undertake the secondary computing work; or, the server 240 undertakes the secondary computing work, and the first device 220 and the second device 260 undertake the main computing work; or, the server 240, the first device 220, and the second device 260 adopt a distributed computing architecture to perform collaborative computing.

[0053] The second device 260 is installed and runs an application that supports a virtual environment. The application can be any one of a virtual reality application, a three-dimensional map program, an FPS game, a MOBA game, and a multiplayer shooter survival game. The second device 260 is a device used by a second user, and the second user uses the second device 260 to control a second virtual object in the virtual environment to perform an activity, and the activity includes but is not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. Schematically, the second virtual object is a second virtual character, such as a simulated character or an anime character.

[0054] Optionally, the first virtual character and the second virtual character are in the same virtual environment. Optionally, the first virtual character and the second virtual character may belong to 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 also belong to different teams, different organizations, or two hostile groups.

[0055] Optionally, the applications installed on the first device 220 and the second device 260 are the same, or the applications installed on the two devices are the same type of applications on different control system platforms. The first device 220 may generally refer to one of a plurality of devices, and the second device 260 may generally refer to one of a plurality of devices. This embodiment is only illustrated by the first device 220 and the second device 260. The device types of the first device 220 and the second device 260 are the same or different, and the device types include: at least one of a game console, a desktop computer, a smart phone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, and a laptop computer. The following embodiments are illustrated by the device being a desktop computer.

[0056] Those skilled in the art will appreciate that the number of the above devices may be more or less. For example, the above device may be only one, or the above devices may be dozens or hundreds, or more. The embodiment of the present application does not limit the number and type of devices.

[0057] It is worth noting that the above-mentioned server 240 can be implemented as a physical server or as a cloud server in the cloud, wherein cloud technology refers to a hosting technology that unifies a series of resources such as hardware, software, and network in a wide area network or a local area network to realize data calculation, storage, processing, and sharing. Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, application technology, etc. based on the cloud computing business model application, which can form a resource pool, which is used on demand and is flexible and convenient. Cloud computing technology will become an important support. The background services of the technical network system require a large amount of computing and storage resources, such as video websites, picture websites, and more portal websites. With the high development and application of the Internet industry, in the future, each item may have its own identification mark, which needs to be transmitted to the background system for logical processing. Data of different levels will be processed separately, and all kinds of industry data require strong system backing support, which can only be achieved through cloud computing.

[0058] In some embodiments, the method provided in the embodiments of the present application can be applied to a cloud gaming scenario, so that the calculation of data logic during the game is completed through the cloud server, while the terminal is responsible for the display of the game interface.

[0059] In some embodiments, the server 240 can also be implemented as a node in a blockchain system. Blockchain is a new application model of computer technologies such as distributed data storage, peer-to-peer transmission, consensus mechanism, and encryption algorithm. Blockchain is essentially a decentralized database, a string of data blocks generated by cryptographic methods. Each data block contains a batch of network transaction information, which is used to verify the validity of its information (anti-counterfeiting) and generate the next block. Blockchain can include the blockchain underlying platform, platform product service layer, and application service layer.

[0060] In combination with the above-mentioned noun introduction and application scenarios, the interactive method between virtual objects provided by the present application is described. Taking the application of the method to a terminal as an example, Figure 3 As shown, the method includes the following steps.

[0061] Step 310: Display a first virtual object and a second virtual object in a virtual scene.

[0062] Optionally, the virtual scene is the scene displayed when the application is running on the terminal device. The virtual scene can be a simulation environment of the real world, for example, the virtual scene is a scene obtained by simulating the real world based on the real world; it can also be a semi-simulation and semi-fictional scene, for example, the virtual scene includes scenes that exist in the real world (such as traffic, roads, etc.) and fictional scenes (such as island A and volcano B that do not exist in the real world); it can also be a purely fictional scene, for example, the scenes and things in the virtual scene have no corresponding existence in the real world (such as monsters, demons, etc.).

[0063] Optionally, the virtual scene is at least one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. During the virtual scene loading process, there may be a process of converting the two-dimensional virtual scene to a three-dimensional virtual scene, or there may be a process of switching from a three-dimensional virtual scene to a two-dimensional virtual scene, etc. Schematically, the virtual scene includes the sky, land, ocean, etc., and the land may include environmental elements such as grassland, desert, and city, and the user can control the virtual object to move in the virtual scene.

[0064] Optionally, a virtual object refers to the images of various people and objects that can interact in a virtual scene, or an object that can be moved in a virtual scene. The movable object can be a virtual person, a virtual animal, a cartoon character, etc. The virtual object can be a virtual image used to represent a player in the virtual environment. Schematically, a virtual scene can include multiple virtual objects, each of which has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene. For example: the virtual object is a wild monster, a world boss, etc.

[0065] Optionally, the virtual environment includes multiple virtual objects, and the role types of different virtual objects in the virtual environment may be the same or different.

[0066] Illustratively, in a battle royale game, the virtual objects are 50 virtual characters controlled by 50 players respectively, and the role types of the 50 virtual characters in the battle royale game are the same. For example, the role type of the virtual character in the game is a warrior, and the warrior needs to collect various resources in the game and use the various resources to fight against the virtual characters controlled by other players to win the game.

[0067] Alternatively, in a story-based game, virtual objects include both virtual characters controlled by players and virtual characters configured in the game that are not controlled by real players, such as non-player characters (NPCs). The role types of virtual characters and virtual characters in the story-based game are different. For example, the role type of the virtual character in the game is a guide, and the role of the guide is to guide the virtual character to the destination or complete the purpose task. The role type of the virtual character is a participant, and the role of the participant is to complete the tasks assigned by the game and accumulate experience points.

[0068] The above are merely illustrative examples and are not limited to the embodiments of the present application.

[0069] In an optional embodiment, the virtual scene includes a first virtual object and a second virtual object, and the first virtual object and the second virtual object have different functions in the game.

[0070] The first virtual object is used to provide periodic prompts in the target interactive event, and the second virtual object is a virtual object participating in the target interactive event.

[0071] Optionally, the virtual scene corresponds to a scene in a game, and the game is an interactive game; or, the game has an interactive mini-game built in it. Schematically, the virtual scene is a scene corresponding to the interactive mini-game, and the target interactive event is a form of interaction in the interactive mini-game, which is used to instruct different virtual objects to interact with each other, wherein different virtual objects have a certain influence on the result of the target interactive event. Schematically, virtual object A and virtual object B participate in the target interactive event. During the process of the target interactive event, the action of virtual object A or the action of virtual object B will affect the target interactive event, for example: the action of virtual object A or the action of virtual object B will cause the target interactive event to end.

[0072] The phased prompt is used to indicate a phased situation description issued by the first virtual object. Optionally, the phased prompt includes at least one of the following forms.

[0073] (1) The stage prompts are action prompts.

[0074] Optionally, the first virtual object is an NPC, and during the target interaction event, the first virtual object performs a "turn around" action, and the corresponding stage prompt is the angle of the first virtual object's "turn around". For example: during a stage of a target interaction event, the first virtual object "turns around" by 180°, where the direction of the turn can be either clockwise or counterclockwise. Schematically, the first virtual object performs a "turn around" action in a clockwise direction, and the angular velocity of the "turn around" action is 30° per second, which is used to indicate the stage speed or stage duration in the target interaction event.

[0075] (2) The phased prompts are sound prompts.

[0076] Optionally, the first virtual object is a virtual object controlled by the player, and during the target interaction event, the staged prompt of the first virtual object is a "special sound effect". For example: the first virtual object plays the role of "demon king" during a target interaction event, and the "demon king" role is configured with a "special sound effect" (for example, a "ding ding" sound, music, etc.), and the "special sound effect" is used as the staged prompt information.

[0077] Optionally, the first virtual object is an NPC, and the second virtual object is a character controlled by a player in a target interaction event with the NPC; or, both the first virtual object and the second virtual object are characters controlled by a player in a target interaction event. The above are merely illustrative examples, and the embodiments of the present application are not limited thereto.

[0078] Step 320: In the first phase of the target interaction event, a first control operation on the second virtual object is received.

[0079] Illustratively, the target interactive event includes multiple stages, and the first virtual object and the second virtual object have the same or different operations in different stages. Optionally, in the first stage of the target interactive event, the player performs a first control operation on the second virtual object, and the first control operation is used to control the second virtual object to perform an interactive action corresponding to the target interactive event, wherein the interactive action includes at least one of the following forms.

[0080] (1) The interactive action is to perform a designated movement.

[0081] Schematically, the second virtual object is a virtual object controlled by the player, and the first control operation is an action performed by the player to control the second virtual object, which can be walking, running, etc. on land; swimming, diving, etc. in water; flying, parachuting, etc. in the air. Depending on the position of the second virtual object in the virtual scene, the designated action can be different. For example: at a certain moment, the second virtual object is located on the land of the virtual scene, and the player can control the second virtual object to run forward on the land of the virtual scene.

[0082] Optionally, the player may slide on the screen corresponding to the terminal to control the second virtual object; or, the player may control the second virtual object through peripherals configured in the terminal, such as a game controller and a keyboard.

[0083] (2) Interactive actions are to complete specified actions.

[0084] In an exemplary embodiment, the second virtual object is a virtual object controlled by a player, and the first control operation is that the player controls the second virtual object to complete a specified action. For example, the specified action is a posture action image displayed in a virtual scene, and the player needs to control the second virtual object to pose in a corresponding posture according to the posture action image to achieve the purpose of completing the specified action.

[0085] Optionally, in the first stage of the target interaction event, the first virtual object is in a stationary state. For example, the first virtual object is an NPC character, and the second virtual object is a virtual object controlled by the player. In the first stage of the target interaction event, the NPC character is stationary, and the second virtual object performs corresponding actions based on the player's first control operation.

[0086] Step 330: In the second phase of the target interaction event, display the perspective turning action of the first virtual object.

[0087] Illustratively, the first virtual object is an NPC character, and in the first stage of the target interaction event, the first virtual object is stationary, and in the second stage of the target interaction event, the first virtual object starts to move. Optionally, the movement performed by the second virtual object is a "turning" movement, and when the second virtual object performs the "turning" movement, the perspective of the second virtual object rotates accordingly.

[0088] The viewing angle is used to indicate the angular range of the received image. Optionally, in an embodiment of the present application, the viewing angle is used to indicate the angular range of the image that the first virtual object can receive in the virtual scene. Schematically, the viewing angle range of the first virtual object is 100°, which is used to indicate that the first virtual object can receive scenery within a range of 100° in the virtual scene. For example, with the first virtual object's head facing forward, the maximum angle from the leftmost end of the line of sight to the rightmost end of the line of sight that the first virtual object can receive is 100°.

[0089] Optionally, in the target interaction event, the viewing angle range of the first virtual object is determined, and the coverage area of ​​the viewing angle range of the first virtual object rotates accordingly with the rotation of the head of the first virtual object; or, the coverage area of ​​the viewing angle range of the first virtual object rotates accordingly with the rotation of the body of the first virtual object. Figure 4 As shown, the first virtual object is a wooden man 410, and the wooden man 410 can rotate in the virtual scene, wherein the rotation of the wooden man 410 includes both body rotation and head rotation, etc. For example, the head of the wooden man 410 can rotate 180° clockwise or 180° counterclockwise; or, the body of the wooden man 310 can rotate 360° clockwise or 360° counterclockwise.

[0090] Optionally, when the wooden man 410 realizes the rotation action, it can be rotated at a constant speed or at a variable speed. For example, when the wooden man 410 realizes the rotation action, it can rotate 180° clockwise at an angular velocity of 10° / s; or, when the wooden man 410 realizes the rotation action, it can rotate 360° counterclockwise at an initial velocity of 5° / s and an acceleration of 2° / s.

[0091] The above are merely illustrative examples and are not limited to the embodiments of the present application.

[0092] Optionally, the perspective turning action is used to adjust the observation sight range of the first virtual object.

[0093] The observation sight range of the first virtual object changes accordingly with the turning action of the viewing angle. Figure 4 As shown, the sight line direction 420 of the first virtual object is straight ahead, wherein the sight line direction 420 is indicated by an arrow. The observation sight line range 430 of the first virtual object is used to indicate the coverage area of ​​the first virtual object's viewing angle range.

[0094] Optionally, in a target interaction event, the line of sight direction 420 is used as the center line of the viewing angle range of the first virtual object, and the head direction of the wooden man 410 is the same as the line of sight direction 420 of the first virtual object. For example, with the line of sight direction 420 (head direction) as the center, the coverage area of ​​the viewing angle range of the first virtual object is 60° to the left and 60° to the right of the line of sight direction 420.

[0095] Optionally, the perspective turning action of the first virtual object is performed as the head of the first virtual object rotates (for example, the sight line direction 420 is the same as the head direction). Schematically, the head of the first virtual object rotates clockwise, and the perspective turning action of the second virtual object is clockwise. Optionally, the amplitude of the perspective turning action of the first virtual object is the same as the amplitude of the rotation of the head of the first virtual object. Schematically, the amplitude of the clockwise rotation of the head of the first virtual object is 30 degrees, and the perspective turning action of the second virtual object is also 30° clockwise.

[0096] Schematically, the sight direction 320 of the first virtual object is the same as the head direction of the first virtual object. When the head of the first virtual object rotates 90 degrees clockwise, as shown in FIG. Figure 5 As shown, the sight direction 510 of the first virtual object is also rotated 90° clockwise, and the observation sight range 520 is also rotated 90° accordingly.

[0097] In an illustrative manner, the observation sight range of the first virtual object is determined according to the perspective turning action, and when the specified observation sight range needs to be determined, the perspective turning action of the first virtual object is adjusted. Figure 5 When the first virtual object moves to the designated area 530 in the image, the viewing angle of the first virtual object is rotated 180° counterclockwise or 180° clockwise. The above is only an illustrative example, and the embodiment of the present application does not limit this.

[0098] Step 340 , based on the real-time observation sight range of the first virtual object and the interactive action execution status of the second virtual object in the second stage, display the stage event execution result of the second virtual object in the second stage.

[0099] Optionally, the observation sight range of the first virtual object changes in real time, that is, the observation sight range of the first virtual object covers different areas in the virtual scene according to different time periods. Schematically, the change speed of the observation sight range of the first virtual object includes at least one of the following methods.

[0100] (1) The observation sight range of the first virtual object changes at a uniform speed.

[0101] Optionally, the first virtual object performs a "turning" motion in the virtual scene, and the amplitude of the "turning" motion is fixed within the same time interval. For example, the first virtual object "turns" by 10° per second, indicating that the amplitude of the first virtual object's change within the first second time interval, the second second time interval, and other 1 second time intervals is 10°. The observation line of sight of the first virtual object changes with the "turning" motion, for example, the observation line of sight of the first virtual object at the initial moment (0th second) covers the first quadrant, and at the 9th second, covers the second quadrant.

[0102] (2) The observation sight range of the first virtual object changes at a non-uniform speed.

[0103] Optionally, the first virtual object performs a "turning" motion in the virtual scene, and the amplitude of the "turning" motion is different within the same time interval, including both uniformly accelerated motion and variable accelerated motion, etc., wherein the acceleration includes both positive and negative numbers. For example: the first virtual object performs a "turning" motion with an acceleration of 10° per second, which is used to indicate that the first virtual object "turns" by 10° in the first second time interval, and by 20° in the second second time interval, etc. The observation line of sight of the first virtual object changes with the "turning" motion, and the change in the observation line of sight of the first virtual object gradually accelerates. Optionally, the "turning" amplitude of the first virtual object changes irregularly from slow to fast or from fast to slow, which also meets the above-mentioned non-uniform change requirements.

[0104] It is worth noting that the above are merely illustrative examples and are not limited to the embodiments of the present application.

[0105] Schematically, the viewing angle of the first virtual object is 120°, and in the second stage of the target interaction event, the first virtual object performs a clockwise rotation action with a rotation range of 180° and a speed of 30° / s. Figure 6 As shown, at the 0th second, the sight line of the first virtual object is towards point A, and the observation sight line range of the first virtual object is the first area 610; at the 3rd second, the sight line of the first virtual object is towards point B, and the observation sight line range of the first virtual object is the second area 620; at the 6th second, the sight line of the first virtual object is towards point C, and the observation sight line range of the first virtual object is the third area 630. Among them, the angle of the observation sight line range corresponding to the first area 610, the second area 620 and the third area 630 is the viewing angle of the first virtual object - 120°. The process from the first area 610 to the second area 620 and then from the second area 620 to the third area 630 is the real-time change process of the observation sight line range of the first virtual object, and the change process corresponds to time.

[0106] Optionally, when the first virtual object rotates to a preset maximum angle, for example, at the above-mentioned point C, the first virtual object can stop at the position corresponding to point C (correspondingly, the observation sight range of the first virtual object stops at the above-mentioned third area 630), and can also rotate counterclockwise to the initial position at the same speed. For example, rotate from the position corresponding to point C to the position corresponding to point A at a speed of 30° / s (correspondingly, the observation sight range of the first virtual object rotates from the above-mentioned third area 630 to the above-mentioned second area 620).

[0107] It is worth noting that the above is only an illustrative example of the real-time observation line of sight. The embodiment of the present application does not limit the direction, angle, area, etc. of the observation line of sight in the real-time process.

[0108] Optionally, in the first stage of the target interaction event, the second virtual object moves in the virtual scene, and when entering the second stage of the target interaction event, the first virtual object begins to perform a perspective turning action, and the second virtual object needs to adjust the movement mode according to the perspective turning movement of the first virtual object in the second stage. The perspective turning movement of the first virtual object includes the rotation direction, the rotation speed, etc.

[0109] Optionally, in the second stage of the target interaction event, the first virtual object completes a 180° clockwise rotation process within 1 second, and the 180° clockwise rotation process is the perspective turning action of the first virtual object. The second virtual object needs to adjust its movement mode according to the perspective turning movement of the first virtual object in the second stage.

[0110] Optionally, the game is configured such that after the prompt sound of the first stage stops, the second virtual object stops moving, otherwise it is deemed eliminated.

[0111] Illustratively, in the first stage of the target interactive event, the player can control the second virtual object to move in the virtual scene, and in the first stage, there is a prompt sound in the virtual scene, such as music, alarm sound, etc. Optionally, the cessation of the prompt sound means the end of the first stage, the beginning of the second stage, the first virtual object starts the perspective turning movement, and the player needs to control the second virtual object to stop the movement process in the virtual scene; or, the cessation of the prompt sound means the end of the first stage, but the second stage of the first virtual object starting the perspective turning movement has not yet begun, but the player needs to control the second virtual object to stop the movement process in the virtual scene according to the prompt sound, etc. That is: regardless of whether the second virtual object is within the perspective range of the first virtual object, when the prompt sound stops, the second virtual object needs to stop moving.

[0112] Optionally, the game is configured such that after the second stage prompt sound starts, the second virtual object stops moving, otherwise it is considered eliminated.

[0113] Schematically, in the first stage of the target interactive event, the player can control the second virtual object to move in the virtual scene. In the first stage, there is no prompt sound in the virtual scene (including no background sound or the background sound is non-prompt sound). Optionally, in the second stage, a prompt sound is played in the virtual scene. The prompt sound is used to indicate that the target interactive event starts the second stage, the first virtual object starts the perspective turning movement, and the player needs to control the second virtual object to stop the movement process in the virtual scene; or, the prompt sound playing means that the first virtual object is about to start the perspective turning movement, and the second virtual object needs to stop moving within the prompt sound, for example: the prompt sound is a "beep" sound with a duration of 1 second. After the prompt sound ends, the first virtual object starts the perspective turning movement, and the second virtual object should stop moving in the virtual scene, that is, regardless of whether the second virtual object is within the perspective range of the first virtual object, when the prompt sound stops, the second virtual object needs to stop moving.

[0114] Optionally, the game is configured such that the second virtual object stops moving within the sight range of the first virtual object and after the first virtual object completes the perspective turning action, otherwise it is deemed eliminated.

[0115] Indicative, such as Figure 4 As shown, the first virtual object is a wooden man 410, and the wooden man 410 is described by taking the sight line 420 of the wooden man 410 as the front. The second virtual object is a plurality of virtual characters (controlled to move by the player) located behind the wooden man 410. Based on the requirements of the target interactive event, the plurality of virtual characters located in the X area 440 need to stop moving according to the requirements of the target interactive event. If the rotation direction of the wooden man 410 is clockwise, the time for the plurality of virtual characters located in the left area to stop moving is slightly longer than the time for the plurality of virtual characters in the right area to stop moving, that is, the plurality of virtual characters in the left area have a longer adjustment time for stopping moving than the plurality of virtual characters in the right area. Among them, the left area and the right area are areas divided in a relative form in the X area 440.

[0116] In an optional embodiment, in response to the second virtual object being within the real-time observation line of sight of the first virtual object in the second stage, the execution status of the interactive action of the second virtual object is determined; based on the execution status of the interactive action, the execution result of the stage event of the second virtual object in the second stage is displayed.

[0117] Optionally, based on the result of the second virtual object adjusting the movement mode, the execution status of the interactive action of the second virtual object can be determined. Schematically, the execution status of the interactive action of the second virtual object is the execution status of the first virtual object on the target interactive event.

[0118] Optionally, after determining the real-time observation sight range of the first virtual object and the interactive action execution status of the second virtual object in the second stage, the stage event execution result of the second virtual object in the second stage is displayed. The stage event execution result includes at least one of the following situations.

[0119] (1) The execution result of the phased event is successful.

[0120] In an optional embodiment, in response to the second virtual object pausing to perform the interactive action within the real-time observation line of sight of the first virtual object, the interim success result of the second virtual object in the second stage is displayed.

[0121] Indicative, such as Figure 7 As shown, when the wooden man 710 rotates a certain angle in a clockwise manner, the multiple virtual characters 720 that are in a stopped state and within the sight range of the wooden man 710 can be regarded as the successful execution of the stage event; the multiple virtual characters 730 that are outside the sight range of the wooden man 710 need to remain stationary when they move to the area within the sight range of the wooden man 710. If the wooden man stops after rotating 180° clockwise, the virtual characters that are in a stopped state within the sight range of the wooden man and the virtual characters that are outside the sight range of the wooden man are regarded as the successful execution of the stage event.

[0122] Optionally, after the wooden man 710 rotates clockwise by a certain angle, the multiple virtual characters 730 outside the wooden man's 710's field of vision can continue to move, but should be prepared to stop moving at any time. If the wooden man stops after rotating 180° clockwise, the virtual characters that stop moving within the wooden man's field of vision and the virtual characters that stop moving outside the wooden man's field of vision are considered to have successfully executed the stage event.

[0123] It is worth noting that the above are merely illustrative examples and are not limited to the embodiments of the present application.

[0124] (2) The execution result of the phased event is execution failure.

[0125] In an optional embodiment, in response to the second virtual object continuing to perform the interactive action within the real-time observation line of sight of the first virtual object, the staged failure result of the second virtual object in the second stage is displayed.

[0126] Indicative, such as Figure 7As shown, when the wooden man 710 rotates a certain angle in a clockwise manner, the virtual character 710 that is within the observation range of the wooden man 710 but has not stopped moving can be regarded as a stage event failure; if multiple virtual characters 730 that are outside the observation range of the wooden man 710 are still in a moving state when the observation range of the wooden man 710 moves to the area where they are located, then the virtual characters are regarded as a stage event failure.

[0127] Optionally, when the wooden man 710 rotates a certain angle in a clockwise manner, the virtual character 720 outside the wooden man's 710 observation range can continue to move, but should be prepared to stop moving at any time. If the wooden man 710 stops after rotating 180° clockwise, the virtual characters within the wooden man's observation range and in a moving state, and the virtual characters outside the wooden man's observation range and in a moving state are considered to have failed to execute the staged event. Optionally, the second virtual object that fails to execute the staged event will be considered eliminated.

[0128] The above are merely illustrative examples, and the embodiments of the present application are not limited thereto.

[0129] In an optional embodiment, in the second stage, a second control operation on a second virtual object is received.

[0130] Illustratively, in the second stage of the target interaction event, the second virtual object needs to adjust its movement mode according to the perspective turning movement of the first virtual object in the second stage. The adjustment mode is used as the second control operation, and the purpose of performing the second control operation on the second virtual object is to control the second virtual object to pause the interactive action and maintain balance.

[0131] Illustratively, the interactive action is a movement action of the second virtual object (e.g., walking, running, etc.), and the second control operation on the second virtual object is used to instruct the second virtual object to stop the ongoing movement action. Optionally, based on differences in the manner and amplitude of the interactive action, when controlling the second virtual object to pause the interactive action, the difficulty of the second virtual object pausing the interactive action varies.

[0132] For example, the interactive action of the second virtual object is walking slowly. When the second virtual object is controlled to pause the interactive action, the second virtual object needs to stop walking slowly. Based on the interactive action, the amplitude of the action is small, so the difficulty of the second virtual object pausing the interactive action is relatively low; or, the interactive action of the second virtual object is sprinting. When the second virtual object is controlled to pause the interactive action, the second virtual object needs to stop the sprinting. Based on the interactive action, the amplitude of the action is large, so the difficulty of the second virtual object pausing the interactive action is relatively high. The above are only illustrative examples, and the embodiments of the present application are not limited to this.

[0133] In summary, when performing a target interactive event, the second virtual object performs an interactive action based on the first control operation, and adjusts the interactive action according to the staged prompts provided by the first virtual object, and finally determines the staged execution result of the second virtual object. Through the above method, when the second virtual object performs a target interactive event, it not only needs to perform an interactive action in the virtual scene based on the first control operation, but also needs to adjust the interactive action according to the observation line of sight of the first virtual object, and display the execution of the interactive action based on the adjustment result of the interactive action and the action state of the second virtual object, so as to determine the staged execution result of the second virtual object, avoiding the game result being judged only by the single influencing factor of the first virtual object's perspective turning action during the game, increasing the influencing factors of the game victory and defeat and the excitement of competition, and effectively improving the fun of the game.

[0134] In an optional embodiment, in the second stage of the target interaction event, it is necessary to perform certain control operations on the second virtual object according to the perspective turning action of the first virtual object. Figure 8 As shown, the second stage of the target interaction event also includes the following steps 810 to 840.

[0135] Step 810: In the second stage, a balance control screen is displayed.

[0136] Optionally, in the second stage of the target interactive event, the perspective turning action of the first virtual object is displayed. For example: the first virtual object is an NPC character configured in the game, and the second virtual object is a virtual character controlled by the player. In the second stage of the target interactive event, the first virtual object performs a "head turning action", and the player's game goal is to control the second virtual object to appear static within the perspective of the first virtual object. Based on this game goal, the player needs to control the second virtual object to adjust the interactive action in the first stage. Optionally, according to the action difference of the second virtual object's interactive action, the difficulty of the second virtual object to achieve the game goal also varies.

[0137] In an optional embodiment, a pause control operation is received in the second stage, and the pause control operation is used to control the second virtual object to pause the execution of the interactive action.

[0138] Illustratively, the interactive action of the second virtual object is sprinting. When controlling the second virtual object to pause the interactive action, the second virtual object needs to stop the sprinting action. Since the action amplitude of the interactive action is large, it is difficult for the second virtual object to pause the interactive action. When pausing the interactive action, the player can control the balance of the second virtual object to achieve the purpose of pausing the second virtual object.

[0139] In an optional embodiment, in response to the second virtual object not receiving a pause control operation within the real-time observation line of sight of the first virtual object, a staged failure result of the second virtual object in the second stage is determined.

[0140] Illustratively, after the first virtual object performs a "head turning" action, the observation range of the first virtual object changes with the "head turning" action of the first virtual object. When the second virtual object is still performing interactive actions within the real-time observation range of the first virtual object, the staged failure result of the second virtual object in the second stage is determined, and the staged failure result includes the elimination of the second virtual object. Alternatively, when the second virtual object has paused the interactive action within the real-time observation range of the first virtual object, but the second virtual object is not yet in a balanced state, the staged failure result of the second virtual object in the second stage is determined, and the staged failure result includes the elimination of the second virtual object.

[0141] In an optional embodiment, in response to the second virtual object receiving a pause control operation within the real-time observation line of sight of the first virtual object, a balance control screen is displayed based on the pause control operation.

[0142] Optionally, in response to receiving an instruction to pause the interactive action of the second virtual object, a balance control screen is displayed. For example, after the first virtual object starts the "turning" action, the player controls the second virtual object to pause the interactive action of running. Schematically, the player executes the target interactive event through the mobile phone terminal, and the process of controlling the second virtual object to run is realized by sliding the direction control on the mobile phone screen. When the player needs to control the second virtual object to pause the running action, the pause action is realized by leaving the mobile phone screen; or, the player executes the target interactive event through the TV terminal, and the process of controlling the second virtual object to run is realized by pushing the direction control on the game controller connected to the TV terminal. When the player needs to control the second virtual object to pause the running action, the pause action is realized by stopping the control operation of the game controller. After the mobile phone terminal, the TV terminal, etc. receive the instruction to pause the interactive action, the balance control screen is displayed on the screen corresponding to the mobile phone terminal or the screen corresponding to the TV terminal. Among them, the balance control screen includes a balance control display element.

[0143] Illustratively, the balance control display element is used to assist the second virtual character to enter a balanced state. For example, the user adjusts and determines the balance state of the second virtual object according to the balance control display element in the balance control screen.

[0144] In an optional embodiment, the balance control display element in the balance control picture is determined based on the second virtual object displaying the executed stage of the interactive action when the interactive action is paused.

[0145] Illustratively, when the first virtual object adjusts the observation line of sight, the player controls the second virtual object to pause the interactive action, such as pausing the running action. Based on the pause operation, the second virtual object stops running in the virtual scene, that is, the executed stage of the interactive action is displayed. Optionally, according to the state of the second virtual object when the second virtual object pauses the interactive action, balance control display elements of different situations are presented in the balance control screen, and there is a corresponding relationship between the balance control display elements and the executed stage. According to the state of the second virtual object, the display of the balance control display elements in the balance control screen may be different. Optionally, the state of the second virtual object and the display of the balance control display elements include at least one of the following situations.

[0146] (1) Displaying different balance control display elements according to the posture state of the second virtual object.

[0147] Optionally, when the interactive action of the second virtual object is more complex or the action range is larger, it is more difficult to control the second virtual object to enter a balanced state; when the interactive action of the second virtual object is more simple or the action range is smaller, it is less difficult to control the second virtual object to enter a balanced state. Fig. 9 As shown, it is the posture state when the second virtual object pauses the interactive action (running action). The balance difficulty coefficient increases from left to right. For example: the first posture 910 is used to indicate that the second virtual object is in a starting motion state of standing on one foot; the second posture 920 is used to indicate that the second virtual object is in a motion state of slightly lifting one foot; the third posture 930 is used to indicate that the second virtual object is in a motion state of slightly stepping out with one foot; the fourth posture 940 is used to indicate that the second virtual object is in a motion state of taking a large step out with one foot; the fifth posture 950 is used to indicate that the second virtual object is in a motion state of taking a large step out with one foot, etc. Correspondingly, according to the difference in difficulty of the second virtual object entering the balance state, the balance control screen displays balance control display elements that match the difficulty. For example: the balance control display element is displayed in the form of a control, the greater the difficulty of the second virtual object entering the balance state, the more balance control display elements there are, and the player needs to trigger all the content of each balance control display element within the specified time; or, the greater the difficulty of the second virtual object entering the balance state, the faster the balance control display element appears, and the player needs not to miss any balance control display element, etc.

[0148] (2) Displaying different balance control display elements according to the position state of the second virtual object.

[0149] Schematically, different display states of the balance control display element are determined according to the positional relationship between the second virtual object and the first virtual object. For example: when the position of the second virtual object is approximately close to the real-time observation line of sight of the first virtual object, the shorter the time for controlling the second virtual object to enter the balanced state, the greater the difficulty. Accordingly, according to the time difference for the second virtual object to enter the balanced state, the balance control screen displays a balance control display element that matches the difficulty of the time difference. For example: the balance control display element is displayed in the form of a pointer, and the shorter the time for the second virtual object to enter the balanced state, the smaller the range of the balance control display element, and the player is required to make certain balance adjustments within the range of the balance control display element; or, the shorter the time for the second virtual object to enter the balanced state, the higher the sensitivity of the balance control display element, and the player is required to maintain as stable as possible within the range of the balance control display element.

[0150] It is worth noting that the above are only illustrative examples, and the above-mentioned display difference methods of the balance control display elements can be applied separately, for example: only according to the posture state of the second virtual object or the position state of the second virtual object, the difference is divided; or they can be applied at the same time, for example: combining the posture state of the second virtual object and the position state of the second virtual object to divide the display of the balance control display elements. The embodiments of the present application are not limited to this.

[0151] Step 820: receiving a second control operation on the balance control screen.

[0152] The second control operation is used to control the element display result corresponding to the balance control display element.

[0153] Optionally, the difficulty of executing the second control operation varies according to the difference in the balance control display elements. When the difficulty of controlling the second virtual object to enter a balanced state is higher, more balance control display elements are displayed on the balance control screen and appear faster. The higher the difficulty of the player controlling the virtual object through the second control operation, the more complicated the execution method is.

[0154] Indicatively, the balance control display elements displayed on the balance control screen are balance controls, and the player needs to trigger the balance controls according to the order in which they appear. Fig. 9 As shown, when the second virtual object is in the first posture 910, the number of balance controls displayed on the balance control screen is small, and the balance controls are displayed and disappear slowly, so the player has more time to trigger the balance controls to achieve the purpose of controlling the balance of the second virtual object; when the second virtual object is in the fifth posture 950, the number of balance controls displayed on the balance control screen is large, and the balance controls are displayed and disappear quickly, so the player has very little time to trigger the balance controls, and needs a high degree of concentration and a quick reaction to control the balance of the second virtual object.

[0155] Based on the balance control display element and the second control operation, an element display result corresponding to the balance control display element is determined, wherein the element display result corresponds to the balance condition of the second virtual object.

[0156] In schematic, the balance control display element is a balance control, and the element display result is the trigger result of the balance control. When the player's triggering of the balance control meets the standard specified by the game, it is deemed that the requirement for controlling the balance of the second virtual object is met. For example: the standard specified by the game is to click all balance controls in the order of the balance controls within a certain period of time. When the player performs effective click operations on all balance controls in sequence within the specified period of time, it is deemed that the requirement for controlling the balance of the second virtual object is met, that is, the second virtual object enters a balanced state in the virtual scene; or, when the player does not perform effective click operations on all balance controls in sequence within the specified period of time (such as missing clicks, not clicking in order, etc.), it is deemed that the requirement for controlling the balance of the second virtual object is not met, that is, the balance control of the second virtual object in the virtual scene fails. It is worth noting that the above is only an illustrative example, and the above balance control display element can exist in various forms in different balance control screens, and the embodiments of the present application do not limit this.

[0157] In summary, when performing a target interactive event, the second virtual object performs an interactive action based on the first control operation, and adjusts the interactive action according to the staged prompts provided by the first virtual object, and finally determines the staged execution result of the second virtual object. Through the above method, when the second virtual object performs a target interactive event, it needs to determine the staged execution result based on the adjustment result of the interactive action and the action state of the second virtual object, which effectively improves the fun of the game.

[0158] In the method provided in the application embodiment, when the player controls the second virtual object to play the game, he not only considers the influence of the observation line of sight of the first virtual object on the game result, but also considers the influence of the balance factor of the second virtual object on the game result. For example: after controlling the second virtual object to stop the interactive action, the balance control screen is displayed, and the balance control display element in the balance control screen is related to the balance difficulty coefficient of the second virtual object. Based on the second control operation on the balance control screen, the game result is obtained, which increases the judgment factor of the game result and effectively improves the entertainment of the game.

[0159] In an optional embodiment, the balance control screen includes at least one of the following forms according to different display modes. The balance control screen includes: (i) a control distribution screen; (ii) a pointer control screen; (iii) a movement control screen. Different balance control screens correspond to different second control operations. Schematically, Fig.10As shown, the second control operations corresponding to the above different balance control screens are different. Among them, the second control operation corresponding to the control distribution screen can be implemented as follows: step 1010 to step 1011; the second control operation corresponding to the pointer control screen can be implemented as follows: step 1020 to step 1021; the second control operation corresponding to the pointer control screen can be implemented as follows: step 1030 to step 1031.

[0160] (I) Control distribution screen

[0161] Step 1010, display the control distribution screen.

[0162] Optionally, the control distribution screen includes a plurality of balance controls, and the player controls the balance of the second virtual object in the virtual scene by triggering the balance controls in the control distribution screen.

[0163] The balance controls may be represented by the same size, shape, color, etc., or by different sizes, shapes, colors, etc. Optionally, the control distribution screen includes at least one balance control distributed in sequence as a balance control display element. The sequential distribution of the balance controls includes at least one of the following situations.

[0164] (1) Determine the order of the balance controls according to the markings on the balance controls.

[0165] Optionally, in the control distribution screen, different balance controls are distinguished by the labels on the controls. For example: the balance control labels are English letters, each balance control is marked with an English letter, and the order of the English letters is from a to z; or the balance control labels are colors, each balance control is distinguished by a color, and the order of the colors is red, orange, yellow, green, cyan, blue, and purple; or the balance control labels are Arabic numerals, each balance control is marked with an Arabic numeral, and the order of the numbers is the order of Arabic numerals.

[0166] Indicative, such as Fig.11 As shown, it is a schematic diagram of the control distribution screen. Among them, the balance controls are controls of the same size and shape, and different balance controls are distinguished according to different Arabic numerals marked on the balance controls. Optionally, the order of the Arabic numerals marked on the balance controls is used to indicate the order of the balance controls, for example: the balance control 1110 marked with the number 1 is used to indicate the first balance control, the balance control 1120 marked with the number 2 is used to indicate the second balance control, and the balance control 1130 marked with the number 3 is used to indicate the third balance control, etc.

[0167] (2) Determine the order of the balance controls according to the order in which the balance controls are displayed.

[0168] Optionally, in the control distribution screen, the style (size, shape, etc.) of the balance control is not determined, for example: multiple balance controls presented include circular, square, triangular, irregular shapes, etc. Indicatively, at most one balance control is displayed on the control distribution screen, and the style of the balance control is random. The first balance control displayed on the control distribution screen is used to indicate the first balance control. After the first balance control disappears, the second balance control displayed on the control distribution screen is used to indicate the second balance control. Alternatively, at most two balance controls are displayed on the control distribution screen, and the style of the balance control is a circular control of the same size. The first balance control displayed on the control distribution screen is used to indicate the first balance control. When the first balance control does not disappear on the control distribution screen, the second balance control is displayed in other areas of the control distribution screen. Optionally, the order in which the balance controls are displayed is the same as the order in which the balance controls disappear. For example: the first balance control and the second balance control are displayed on the control distribution screen. When the third balance control is displayed, the first balance control disappears first, and when the fourth balance control is displayed, the second balance control disappears.

[0169] The above are merely illustrative examples, and the embodiments of the present application are not limited thereto.

[0170] Step 1011: receiving a sequential click operation on at least one balance control as a second control operation.

[0171] Optionally, the triggering operation of the balance control is realized by clicking. For example, the player performs a target interaction event through a mobile terminal, and a control distribution screen is displayed on the screen of the mobile terminal. The player triggers the balance control by clicking the balance control in the control distribution screen. Schematically, after the balance control is clicked, the balance control disappears in the control distribution screen (e.g., disappears slowly, disappears suddenly, etc.); or, the balance control changes from color to gray in the control distribution screen (e.g., green changes to gray, etc.).

[0172] After determining the order of at least one balance control, a click operation on the balance control according to the order of the balance controls is used as a second control operation.

[0173] Indicative, such as Fig.11As shown, the order of the balance controls is determined according to the different Arabic numerals marked on the balance controls. For example, the balance control 1110 marked with the number 1 is used to indicate the first balance control, and the balance control 1120 marked with the number 2 is used to indicate the second balance control, etc. The balance controls are clicked in the order of the Arabic numerals displayed on the balance controls, for example, the different balance controls are clicked in the order of “balance control 1110—balance control 1120—balance control 1130—balance control 1140—balance control 1150”.

[0174] Optionally, after the balance control is triggered, the balance control disappears on the control distribution screen; when the balance control is not triggered, the balance control may also automatically disappear on the control distribution screen. Schematically, the way in which the balance control is displayed and disappears in the control distribution screen includes at least one of the following.

[0175] (1) Balance controls are displayed simultaneously on the control distribution screen and disappear one by one.

[0176] Illustratively, n balance controls marked with different Arabic numerals are displayed simultaneously on the control distribution screen, and the balance controls disappear in sequence on the control distribution screen according to the order of the Arabic numerals marked thereon.

[0177] For example, three balance controls marked with Arabic numerals are displayed on the control distribution screen at the same time, namely, balance control 1, balance control 2, and balance control 3, where balance control 1 is used to indicate that the Arabic numeral marked on the balance control is 1. Balance control 1 disappears after being displayed on the control distribution screen for 0.1 second, balance control 2 disappears on the control distribution screen 0.1 second after balance control 1 disappears, and balance control 3 disappears on the control distribution screen 0.1 second after balance control 2 disappears. That is, the intervals at which different balance controls disappear on the control distribution screen are the same. Alternatively, balance control 1 disappears after being displayed on the control distribution screen for 0.1 second, balance control 2 disappears on the control distribution screen 0.3 seconds after balance control 1 disappears, and balance control 3 disappears on the control distribution screen 0.5 seconds after balance control 2 disappears. That is, the intervals at which different balance controls disappear on the control distribution screen are different.

[0178] (2) The balance controls appear and disappear in sequence on the control distribution screen.

[0179] Optionally, when displayed, n balance controls marked with different Arabic numerals are displayed in sequence on the control distribution screen; when disappeared, the balance controls disappear in sequence according to the order of the Arabic numerals marked thereon.

[0180] Indicatively, the control distribution screen first displays balance control 1 (the Arabic numeral marked on the balance control is 1), then balance control 2, then balance control 3, etc. The order in which the balance controls disappear is the same as the order in which the balance controls are displayed, that is, the balance controls disappear in the order of "balance control 1 - balance control 2 - balance control 3".

[0181] Optionally, the time interval for the balance controls to be displayed in sequence is the same as the time interval for the balance controls to disappear in sequence. For example, the time interval for the balance controls to be displayed in sequence and the time interval for the balance controls to disappear in sequence are both 0.1 seconds. 0.1 seconds after balance control 1 is displayed, balance control 2 is displayed, and at the same time, balance control 1 disappears. 0.1 seconds after balance control 2 is displayed, balance control 3 is displayed, and at the same time, balance control 2 disappears, etc., that is, when the time interval for the balance controls to be displayed in sequence is the same as the time interval for the balance controls to disappear in sequence, the number of balance controls displayed in the control display screen is 1, and different balance controls are distinguished according to the Arabic numerals marked thereon, and are displayed and disappeared in sequence. Among them, the positions of different balance controls in the control display screen can be the same or different.

[0182] Optionally, the time interval for the balance controls to be displayed in sequence is different from the time interval for the balance controls to disappear in sequence. For example: the time interval for the balance controls to be displayed in sequence is 0.1 seconds, and the time interval for the balance controls to disappear in sequence is 0.2 seconds. 0.1 seconds after balance control 1 is displayed, balance control 2 is displayed, 0.1 seconds after balance control 2 is displayed, balance control 3 is displayed, and at the same time, balance control 1 disappears, etc., that is: when the time interval for the balance controls to be displayed in sequence is different from the time interval for the balance controls to disappear in sequence, the number of balance controls displayed in the control display screen is not 1, and is related to the time interval for the balance controls to be displayed in sequence and the time interval for the balance controls to disappear in sequence. Among them, the positions of different balance controls in the control display screen can be the same or different.

[0183] The above are merely illustrative examples and are not limited to the embodiments of the present application.

[0184] In an optional embodiment, the interval length of the balance control disappearing can be a preset fixed value or a value that changes according to the difficulty of the game. For example, when the difficulty of the second virtual object to maintain balance is higher, the interval length of the balance control disappearing is shorter, that is, the balance control disappears faster, and the balance control that has not disappeared needs to be clicked more quickly to achieve the purpose of maintaining the balance of the second virtual object.

[0185] (II) Pointer Control Screen

[0186] Step 1020, display the pointer control screen.

[0187] The pointer control screen includes a pointer in a moving state and a progress bar corresponding to the moving state as balance control display elements.

[0188] Indicative, such as Fig.12 As shown, in the pointer control screen, a pointer 1210 in a moving state and a progress bar 1220 corresponding to the moving state are included, and the area indicated by the pointer 1210 is the area corresponding to the progress bar 1220. Optionally, the progress bar 1220 includes two parts, namely: a balance area 1230 corresponding to the balance state, and a danger area 1240 in the progress bar 1220 except the balance area 1230.

[0189] Among them, the balance area 1230 is used to indicate that when the pointer 1210 is located in the balance area 1230, the balance of the second virtual object is in a controllable state; the danger area 1240 is opposite to the balance area 1230. When the pointer 1210 is located in the danger area 1240, the balance of the second virtual object is in an uncontrollable state, that is, the second virtual object loses balance in the virtual scene. Schematically, when the pointer 1210 is located in the danger area 1240, the second virtual object cannot maintain balance, and the second virtual object is eliminated.

[0190] Optionally, the balance area 1230 corresponds to the middle position of the progress bar 1220, and is used to indicate that the left and right balance of the second virtual object needs to be controlled; the danger area 1240 corresponds to the positions on both sides of the progress bar 1220, that is, the danger area 1240 includes two parts, the left area of ​​the progress bar 1220 and the right area of ​​the progress bar 1220. Optionally, the balance area 1230 and the danger area 1240 are distinguished in different styles in the progress bar 1220, for example, the balance area 1230 is presented in green, and the danger area 1240 is presented in red, etc.

[0191] Step 1021: receiving a control operation on a pointer as a second control operation.

[0192] Optionally, the pointer control is used to indicate that the second virtual object is controlled to maintain balance by pointing the pointer to the balance area, that is, the purpose of the second control operation. Schematically, the pointer control operation includes at least one of the following situations.

[0193] (1) Control the pointer by triggering the pointer control screen.

[0194] Optionally, by triggering the designated area on the left side of the pointer control screen, the pointer is controlled to tilt to the left, and by triggering the designated area on the right side of the pointer control screen, the pointer is controlled to tilt to the right. The designated area includes both the designated area on the pointer control screen (for example, the left side of the pointer control screen) and the designated controls set on the pointer control screen.

[0195] Indicative, such as Fig.12 As shown, the pointer control screen includes two balance buttons 1250, which are respectively located on the left and right sides of the pointer control screen. The left and right swinging state of the second virtual object 1260 in the pointer control screen is represented by the pointer 1210, and the balance button 1250 is used to assist the second virtual object 1260 in adjusting the left and right swinging state, so that the second virtual object 1260 can restore balance as much as possible, that is, keep the pointer 1210 in the balance area 1230 as much as possible. For example, when the pointer corresponding to the second virtual object 1260 is tilted to the left in the pointer control screen, the player clicks the balance button 1250 on the right side of the pointer control screen to give the second virtual object 1260 a right pulling force, which helps reduce the left tilting amplitude of the pointer 1210 corresponding to the second virtual object 1260, so that the pointer 1210 can be located in the balance area 1230 as much as possible.

[0196] (2) The pointer control operation is realized by balancing and adjusting the external device that displays the pointer control screen.

[0197] Schematically, the pointer control screen is the corresponding balance control screen of the x game, which is used to control the second virtual object in the x game to maintain balance in the game. The x game is a game that can be run on a TV terminal. After the pointer control screen is displayed, the player can adjust the direction of the pointer 1210 in the pointer control screen by controlling the direction control on the game controller connected to the TV terminal, so that the pointer 1210 points to the balance area 1230 as much as possible. For example: when the pointer corresponding to the second virtual object 1260 is tilted to the right in the pointer control screen, the player clicks the left direction control of the game controller to give the second virtual object 1260 a left pulling force, which helps reduce the right tilt of the pointer 1210 corresponding to the second virtual object 1260, so that the pointer 1210 is located in the balance area 1230 as much as possible. The above is only an illustrative example, and the embodiments of the present application are not limited to this.

[0198] In an optional embodiment, factors such as the sensitivity of the pointer in the pointer control screen and the range of the progress bar occupied by the balance area can be changed according to the difficulty of the game. For example, when it is difficult for the second virtual object to maintain balance, the sensitivity of the pointer in the pointer control screen is higher, that is, it is difficult to adjust the tilt of the pointer corresponding to the second virtual object in the pointer control screen, and it is difficult to control the second virtual object. Alternatively, when it is difficult for the second virtual object to maintain balance, the range of the progress bar occupied by the balance area in the pointer control screen is smaller, that is, the probability that the pointer corresponding to the second virtual object points to the balance area is smaller, and it is more difficult to control the pointer to point to the balance area. Accordingly, it is more difficult to control the second virtual object to maintain balance.

[0199] It is worth noting that factors such as the size of the control area in the pointer control screen and the style (size, shape, etc.) of the balance button can also affect the difficulty of balance control of the second virtual object. The difficulty of balance control of the second virtual object is not only related to factors such as the posture and position of the second virtual object. The above is only an illustrative example and the embodiments of the present application are not limited to this.

[0200] (III) Mobile control screen

[0201] Step 1030: Display the mobile control screen.

[0202] The moving control picture includes a spherical object in a moving state and a balance frame corresponding to a balance state as balance control display elements.

[0203] Indicative, such as Fig.13 As shown, in the moving control screen, there is a spherical object 1310 in a moving state and a balance frame 1320 corresponding to a balance state. The balance frame 1320 is used to indicate that when the spherical object 1310 is within the balance frame 1320, the balance of the second virtual object is in a controllable state; when the spherical object 1310 is outside the balance frame 1320, the balance of the second virtual object is in an uncontrollable state, that is, the second virtual object loses balance in the virtual scene. Schematically, when the spherical object 1310 is outside the balance frame 1320, the second virtual object cannot maintain balance and is eliminated.

[0204] Optionally, the balance box 1320 is represented by a regular shape, for example, the balance box 1320 is a rectangular shape; or, the balance box 1320 is represented by an irregular shape, for example, the balance box 1320 is a character shape corresponding to the second virtual object. Optionally, the area within the balance box 1320 and the area outside the balance box 1320 are distinguished by different styles. For example, the area within the balance box 1320 is green, indicating that when the spherical object 1310 is within the area, the balance of the second virtual object is controllable; the area outside the balance box 1320 is red, indicating that when the spherical object 1310 is within the area, the balance of the second virtual object is uncontrollable.

[0205] Optionally, the movement of the spherical object 1310 in the movement control screen is irregular. For example, the movement of the spherical object 1310 in the movement control screen does not only include movement in fixed directions such as upward, downward, leftward, and rightward, but also includes irregular curved motion. The above is only an illustrative example, and the embodiments of the present application are not limited to this.

[0206] Step 1031: receiving a movement control operation on the spherical object as a second control operation.

[0207] Optionally, the movement control operation on the moving joystick is used to indicate that the spherical object is placed in the balance box to achieve the purpose of controlling the second virtual object to maintain balance, that is, the purpose of the second control operation. Schematically, the movement control operation on the spherical object includes at least one of the following situations.

[0208] (1) A movement operation on the moving joystick is received as a second control operation.

[0209] Optionally, the position of the spherical object in the mobile control screen is controlled by triggering a mobile joystick pre-set on the mobile control screen, wherein the position includes both the spherical object being within the balance frame in the mobile control screen and the spherical object being outside the balance frame in the mobile control screen.

[0210] Indicative, such as Fig.13 As shown, the mobile control screen includes a mobile joystick 1330, which is a circular joystick with "up, down, left, and right" directions. The mobile joystick 1330 is used to assist the second virtual object 1340 in adjusting the left and right swing state so that the second virtual object 1340 can restore balance as much as possible. The player controls the spherical object 1310 by moving the finger within the effective range of the mobile joystick 1330. For example, the spherical object 1310 moves to the left, and the player moves to the right within the effective range of the mobile joystick 1330, that is, the player performs an operation opposite to the movement direction of the spherical object 1310 to control the spherical object 1310 to be located in the balance frame 1320.

[0211] Among them, the effective range of the mobile joystick 1330 can be either the area occupied by the mobile joystick 1330 in the mobile control screen, or a preset range outside the area occupied by the mobile joystick 1330 in the mobile control screen. Optionally, factors such as the moving direction and moving distance of the spherical object 1310 have an impact on factors such as the moving direction and moving distance that the mobile joystick 1330 needs to generate. For example: the moving direction of the spherical object 1310 is an irregular curve obliquely upward, and the moving distance is 1 cm; accordingly, if it is necessary to keep the second virtual object 1340 in the balance frame 1320, it should be moved as far as possible in the opposite direction to the moving direction of the spherical object 1310, and the distance is similar to 1 cm, so as to achieve better balance control operation of the spherical object 1310. The above is only an illustrative example, and the embodiments of the present application are not limited to this.

[0212] (2) Receiving a motion control operation on the current terminal as a second control operation.

[0213] The motion control operation is used to control the movement of the spherical object based on the motion sensor of the current terminal.

[0214] Optionally, the terminal displaying the mobile control screen is a terminal equipped with a mobile sensor. The terminal can realize movement within a spatial range under the control of the player, simulate the movement of the spherical object in the mobile control screen, and control the motion operation as a second control operation to control the second virtual object to maintain balance in the virtual scene. Schematically, the mobile control screen is the corresponding balance control screen of the x game, which is used to control the second virtual object in the x game to maintain balance in the game. The x game is a game that can be run on a mobile terminal. After the mobile control screen is displayed, the player can adjust the position of the spherical object 1310 in the mobile control screen by controlling the tilt degree of the mobile terminal, so that the spherical object 1310 is located in the balance frame 1320 as much as possible. For example: when the spherical object 1310 is in a state of moving to the upper right in the mobile control screen, the player controls the mobile terminal to tilt to the lower left, giving the spherical object 1310 an opposite force, assisting the spherical object 1310 to return to its original position, at least keeping the spherical object 1310 in the balance frame 1320.

[0215] In an optional embodiment, factors such as the range of the mobile control screen occupied by the balance box in the mobile control screen and the sensitivity of the spherical object can be changed according to the difficulty of the game. For example, when the difficulty of the second virtual object to maintain balance is higher, the sensitivity of the movement of the spherical object in the mobile control screen is higher, that is, the more difficult it is to control the spherical object in the mobile control screen, the more difficult it is to control the second virtual object. Alternatively, when the difficulty of the second virtual object to maintain balance is higher, the range of the mobile control screen occupied by the balance box in the mobile control screen is smaller, that is, the safe range in which the spherical object can move is smaller, the probability of the spherical object being located in the balance box is smaller, and accordingly, it is more difficult to control the second virtual object to maintain balance.

[0216] It is worth noting that the above are merely illustrative examples and are not limited to the embodiments of the present application.

[0217] In summary, when performing a target interactive event, the second virtual object performs an interactive action based on the first control operation, and adjusts the interactive action according to the staged prompts provided by the first virtual object, and finally determines the staged execution result of the second virtual object. Through the above method, when the second virtual object performs a target interactive event, it needs to determine the staged execution result based on the adjustment result of the interactive action and the action state of the second virtual object, which effectively improves the fun of the game.

[0218] In the method provided in the application embodiment, different balance control screens are analyzed respectively, and the differences in the second control operations under different balance control screens are introduced. For example: when the balance control screen is a control distribution screen, the second control operation is a sequential click operation on the balance control; when the balance control screen is a pointer control screen, the second control operation is a control operation on the pointer; when the balance control screen is a mobile control screen, the second control operation is a mobile control operation on a spherical object. Optionally, the difficulty of the second control operation is related to the difficulty of the second virtual object entering a balanced state. The higher the difficulty of the second virtual object entering a balanced state, the higher the difficulty of the second control operation. Through the above method, the entertainment during the game can be effectively improved, and the authenticity of the game can be improved by increasing the influencing factors of the game victory and the excitement points of competition, and the fun of the game can be improved.

[0219] In an optional embodiment, the above-mentioned interaction method between virtual objects is applied to a wooden man game, where the first virtual object is a wooden man and the second virtual object is a virtual character controlled by a player. Fig.14 As shown, the above-mentioned interaction method between virtual objects can also be implemented as the following steps 1410 to 1480.

[0220] Step 1410, play a prompt sound, and the player is allowed to move within the prompt sound.

[0221] Indicatively, after the game starts, a prompt sound is played in the virtual scene, and the prompt sound includes music, beeps, white noise, etc. Optionally, the player sets the prompt sound to a whistle before entering the game. During the prompt sound, the player can move, including walking, running, crawling, etc. For example: in the wooden man game, when the wooden man does not turn around, the prompt sound is played in the virtual scene, and the virtual character controlled by the player runs to the designated area (such as: the area where the wooden man is located) during the prompt sound.

[0222] Step 1420, determine whether all players have reached the end point.

[0223] During the playback of the prompt sound, the player controls the virtual character to move to the designated area. Schematically, the terminal or server determines the position state of the virtual character (second virtual object) controlled by the player and determines whether all the virtual characters have reached the designated area. When all the virtual characters have reached the designated area, the game ends; when not all the virtual characters have reached the designated area, the game continues.

[0224] Step 1430, the wooden man turns his head after the prompt tone is played.

[0225] Indicatively, the time interval between playing and stopping the prompt sound is random. For example, a whistle sound is played as a prompt sound at the beginning of the game, and the prompt sound stops playing after 5 seconds; or, a song is played at the beginning of the game, and the song stops playing at the climax, etc., that is, the playing speed of the prompt sound is random.

[0226] Optionally, the prompt sound is used to remind the player to control the movement state of the virtual character. When the prompt sound stops, the wooden man starts to "turn his head", and the area of ​​the wooden man's corresponding observation range changes accordingly.

[0227] Step 1440, determine whether there is any player movement.

[0228] Indicatively, when the wooden man turns his head, his field of vision will change at a certain angle. As time goes by, the coverage area of ​​the field of vision changes in real time. Players within the wooden man's field of vision should be in a balanced state, that is, players within the wooden man's field of vision should not move. Optionally, movement is used to indicate that the virtual object is in a forward state such as walking, running, or crawling. A virtual character that moves within the wooden man's field of vision is considered to have failed the game challenge, that is, the player controlling the virtual character is eliminated.

[0229] Step 1450, determine the player's balance difficulty coefficient.

[0230] Optionally, when the player controls the virtual character to stop moving, the difficulty of balancing the virtual character varies according to the different postures of the virtual character. Schematically, the movement of the virtual character in the game is close to a 3D skeleton animation that is played in a loop. By binding the time point of the animation and the change rule of the balance difficulty coefficient, the balance difficulty and the effect of the animation frame can be matched to obtain Fig. 9 The balance difficulty coefficient diagram is shown, wherein the balance difficulty coefficients of the first posture 910 to the fifth posture 950 increase progressively, and the control difficulty of the player on the virtual character in the first posture 910 is less than the control difficulty when the virtual character is in the second posture 920.

[0231] Schematically, the posture of the static virtual character is compared with Fig. 9 The postures shown are compared to determine the balance difficulty coefficient of each static virtual character that is closest to the posture, thereby determining the balance difficulty coefficient of each static player in the virtual scene.

[0232] Step 1460, assign the balancing phase operation mode.

[0233] Optionally, different virtual characters are assigned different difficulty control balance operation modes according to the balance difficulty coefficient. Schematically, different types of balance screens are displayed, for example, a control distribution screen is displayed for a lower balance difficulty coefficient, and a movement control screen is displayed for a higher balance difficulty coefficient.

[0234] Alternatively, the same type of balance screen is displayed, but balance control display elements of different difficulties are displayed on the balance screen according to the balance difficulty coefficient. For example, the balance screens displayed to different players are all control distribution screens, but the higher the balance difficulty coefficient, the faster the balance control appears and disappears, and the lower the balance difficulty coefficient, the slower the balance control appears and disappears, etc.

[0235] Step 1470, determine whether any player operation has failed.

[0236] Optionally, after the wooden man has turned around, the virtual character within his field of vision should be in a stationary state. In order to ensure the balance in the stationary state, the player completes the balance control task (the task of the object with the balance difficulty coefficient) within a specified time according to the operation method of controlling the balance to maintain the balance state of the virtual character. Schematically, the specified time includes a definite time and an indefinite time. The definite time is used to indicate that the balance control task is completed within a preset time interval, such as: the balance state of the virtual character can be maintained by completing the balance control task within 5 seconds. The indefinite time is used to indicate that the balance control task is completed within a random time interval, such as: A virtual character can maintain the balance state of the virtual character by completing the balance control task within 7 seconds, and B virtual character can maintain the balance state of the virtual character by completing the balance control task within 15 seconds.

[0237] Indicatively, a player who completes the balance control task within the specified time achieves the purpose of maintaining the balance state of the virtual character; a player who fails to complete the balance control task within the specified time cannot maintain the balance state of the virtual character, and the player corresponding to the virtual character who fails to maintain the balance state is eliminated.

[0238] Step 1480, the wooden man turns his head.

[0239] Indicatively, after the wooden man turns his head once, if the number of virtual characters on the game field is 0, that is, there is no virtual character that can be used to play the game on the game field, the game ends.

[0240] Optionally, if there are still virtual characters that can play the game on the game field, after each virtual character completes the balance control task (reaches the preset balance stage time), the wooden man "turns" to the initial state, and when the prompt sound is played again, the player controls the virtual character to move to the designated area. Steps 1410 to 1480 are repeated until all players on the field pass the game or are eliminated from the game, and the game ends.

[0241] In summary, when performing a target interactive event, the second virtual object performs an interactive action based on the first control operation, and adjusts the interactive action according to the staged prompts provided by the first virtual object, and finally determines the staged execution result of the second virtual object. Through the above method, when the second virtual object performs a target interactive event, it not only needs to perform an interactive action in the virtual scene based on the first control operation, but also needs to adjust the interactive action according to the observation line of sight of the first virtual object, and display the execution of the interactive action based on the adjustment result of the interactive action and the action state of the second virtual object, so as to determine the staged execution result of the second virtual object, avoiding the game result being judged only by the single influencing factor of the first virtual object's perspective turning action during the game, increasing the influencing factors of the game victory and defeat and the excitement of competition, and effectively improving the fun of the game.

[0242] Fig.15 is a structural block diagram of an operation control device provided by an exemplary embodiment of the present application, such as Fig.15 As shown, the device includes the following parts:

[0243] An object display module 1510 is used to display a first virtual object and a second virtual object in a virtual scene, wherein the first virtual object is used to provide a staged prompt in a target interactive event, and the second virtual object is a virtual object participating in the target interactive event;

[0244] An operation receiving module 1520 is used to receive a first control operation on the second virtual object in the first stage of the target interaction event, where the first control operation is used to control the second virtual object to perform an interaction action corresponding to the target interaction event;

[0245] An action display module 1530 is used to display a perspective turning action of the first virtual object in the second stage of the target interaction event, where the perspective turning action is used to adjust the observation sight range of the first virtual object;

[0246] The result display module 1540 is used to display the execution result of the phased event of the second virtual object in the second stage based on the real-time observation line of sight of the first virtual object and the execution status of the interactive action of the second virtual object in the second stage.

[0247] like Fig.16 As shown, in an optional embodiment, the result display module 1540 is also used to determine the execution status of the interactive action of the second virtual object in response to the second virtual object being within the real-time observation line of sight of the first virtual object in the second stage; based on the execution status of the interactive action, display the execution results of the phased event of the second virtual object in the second stage.

[0248] In an optional embodiment, the device is further used to receive a second control operation on the second virtual object in the second stage, and the second control operation is used to control the second virtual object to pause the interactive action and maintain balance.

[0249] In an optional embodiment, the device further comprises:

[0250] A screen display module 1550 is used to display a balance control screen in the second stage, wherein the balance control screen includes a balance control display element;

[0251] The control receiving module 1560 is used to receive the second control operation on the balance control screen, where the second control operation is used to control the element display result corresponding to the balance control display element, and the element display result corresponds to the balance status of the second virtual object.

[0252] In an optional embodiment, the device is also used to display the interim failure result of the second virtual object in the second stage in response to the second virtual object continuing to perform the interactive action within the real-time observation line of sight of the first virtual object; and to display the interim success result of the second virtual object in the second stage in response to the second virtual object pausing the execution of the interactive action within the real-time observation line of sight of the first virtual object.

[0253] In an optional embodiment, the screen display module 1550 is also used to receive a pause control operation in the second stage, and the pause control operation is used to control the second virtual object to pause the execution of the interactive action; in response to the second virtual object not receiving the pause control operation within the real-time observation line of sight of the first virtual object, determining the staged failure result of the second virtual object in the second stage; in response to the second virtual object receiving the pause control operation within the real-time observation line of sight of the first virtual object, displaying the balance control screen based on the pause control operation.

[0254] In an optional embodiment, the device is also used to determine the balance control display element in the balance control screen based on the executed stage of the interactive action when the second virtual object pauses the execution of the interactive action, wherein there is a corresponding relationship between the balance control display element and the executed stage.

[0255] In an optional embodiment, the screen display module 1550 is further used to display a control distribution screen, wherein the control distribution screen includes at least one balance control distributed in sequence as the balance control display element;

[0256] The control receiving module 1560 is further configured to receive a sequential click operation on the at least one balance control as the second control operation.

[0257] In an optional embodiment, the screen display module 1550 is further used to display a pointer control screen, wherein the pointer control screen includes a pointer in a moving state and a progress bar corresponding to the moving state as the balance control display element, and the progress bar includes a balance area corresponding to the balance state;

[0258] The control receiving module 1560 is further configured to receive a control operation on the pointer as the second control operation.

[0259] In an optional embodiment, the screen display module 1550 is further used to display a movement control screen, wherein the movement control screen includes a spherical object in a moving state and a balance frame corresponding to the balance state as the balance control display elements;

[0260] The control receiving module 1560 is further configured to receive a movement control operation on the spherical object as the second control operation.

[0261] In an optional embodiment, the control receiving module 1560 is also used to receive a movement operation on a moving joystick as the second control operation; or, to receive a motion control operation on the current terminal as the second control operation, and the motion control operation is used to control the movement of the spherical object based on a motion sensor of the current terminal.

[0262] It should be noted that the interactive device between virtual objects provided in the above embodiment is only illustrated by the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the interactive device between virtual objects provided in the above embodiment and the interactive method embodiment between virtual objects belong to the same concept. The specific implementation process is detailed in the method embodiment, which will not be repeated here.

[0263] Fig.17The block diagram of the structure of an electronic device 1700 provided by an exemplary embodiment of the present application is shown. The electronic device 1700 may be a portable mobile terminal, such as a smart phone, a vehicle-mounted terminal, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 player (Moving Picture Experts Group Audio Layer IV), a laptop computer or a desktop computer. The electronic device 1700 may also be called a user device, a portable terminal, a laptop terminal, a desktop terminal or other names.

[0264] Typically, the electronic device 1700 includes a processor 1701 and a memory 1702 .

[0265] The processor 1701 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1701 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). The processor 1701 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1701 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1701 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.

[0266] The memory 1702 may include one or more computer-readable storage media, which may be non-transitory. The memory 1702 may also include a high-speed random access memory, and a 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 1702 is used to store at least one instruction, which is used to be executed by the processor 1701 to implement the interactive method between virtual objects provided in the method embodiment of the present application.

[0267] In some embodiments, the electronic device 1700 further includes one or more sensors, including but not limited to: a proximity sensor, a gyroscope sensor, and a pressure sensor.

[0268] The proximity sensor, also called a distance sensor, is usually disposed on the front panel of the electronic device 1700. The proximity sensor is used to collect the distance between the user and the front of the electronic device 1700.

[0269] The gyroscope sensor can detect the body direction and rotation angle of the electronic device 1700, and the gyroscope sensor can cooperate with the acceleration sensor to collect the user's 3D actions on the electronic device 1700. The processor 1701 can implement the following functions based on the data collected by the gyroscope sensor: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.

[0270] The pressure sensor can be set on the side frame of the electronic device 1700 and / or the lower layer of the display screen. When the pressure sensor is set on the side frame of the electronic device 1700, it can detect the user's holding signal of the electronic device 1700, and the processor 1701 performs left and right hand recognition or quick operation according to the holding signal collected by the pressure sensor. When the pressure sensor is set on the lower layer of the display screen, the processor 1701 controls the operability controls on the UI interface according to the user's pressure operation on the display screen. The operability controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.

[0271] In some embodiments, the electronic device 1700 further includes other components, which can be understood by those skilled in the art. Fig.17 The structure shown in the figure does not constitute a limitation on the electronic device 1700, and may include more or less components than those shown in the figure, or combine certain components, or adopt a different component arrangement.

[0272] The embodiment of the present application also provides a computer device, which can be implemented as follows: Figure 2The computer device includes a processor and a memory, wherein at least one instruction, at least one program, code set or instruction set is stored in the memory, and the at least one instruction, at least one program, code set or instruction set is loaded and executed by the processor to implement the interactive method between virtual objects provided by the above-mentioned method embodiments.

[0273] An embodiment of the present application also provides a computer-readable storage medium, on which is stored at least one instruction, at least one program, code set or instruction set, and the at least one instruction, at least one program, code set or instruction set is loaded and executed by a processor to implement the interaction method between virtual objects provided in the above-mentioned method embodiments.

[0274] The embodiments of the present application also provide a computer program product or a computer program, which includes a computer instruction stored in a computer-readable storage medium. The processor of the computer device reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the computer device executes the interactive method between virtual objects described in any of the above embodiments.

[0275] Optionally, the computer readable storage medium may include: a read-only memory (ROM), a random access memory (RAM), a solid state drive (SSD), or an optical disk. Among them, the random access memory may include a resistance random access memory (ReRAM) and a dynamic random access memory (DRAM). The serial numbers of the above embodiments of the present application are only for description and do not represent the advantages and disadvantages of the embodiments.

[0276] A person skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware or by instructing related hardware through a program, and the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a disk or an optical disk, etc.

[0277] The above description is only an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.

Claims

1. A method for interaction between virtual objects, characterized in that: The method comprises: Displaying a first virtual object and a second virtual object in a virtual scene, wherein the first virtual object is used to provide a phased prompt in a target interactive event, and the second virtual object is a virtual object participating in the target interactive event; In a first stage of the target interaction event, receiving a first control operation on the second virtual object, wherein the first control operation is used to control the second virtual object to perform an interaction action corresponding to the target interaction event; In the second stage of the target interaction event, a perspective turning action of the first virtual object is displayed, where the perspective turning action is used to adjust the observation sight range of the first virtual object; In the second stage, a balance control screen is displayed, wherein the balance control screen includes a balance control display element, and the balance control display element corresponds to an executed stage, wherein the executed stage is a stage determined when the second virtual object pauses the execution of the interactive action; receiving a second control operation on the balance control screen, where the second control operation is used to control an element display result corresponding to the balance control display element, where the element display result corresponds to a balance condition of the second virtual object; Based on the real-time observation sight line of the first virtual object and the interactive action execution status of the second virtual object in the second stage, the execution result of the phased event of the second virtual object in the second stage is displayed.

2. The method according to claim 1, characterized in that The displaying of the execution result of the phased event of the second virtual object in the second phase based on the real-time observation sight range of the first virtual object and the interactive action execution status of the second virtual object in the second phase includes: In response to the second virtual object being within the real-time observation line of sight of the first virtual object in the second stage, determining an execution status of an interactive action of the second virtual object; Based on the execution status of the interactive action, the execution result of the phased event of the second virtual object in the second phase is displayed.

3. The method according to claim 2, characterized in that The displaying, based on the execution status of the interactive action, the execution result of the phased event of the second virtual object in the second phase includes: In response to the second virtual object continuing to perform the interactive action within the real-time observation line of sight of the first virtual object, displaying a staged failure result of the second virtual object in the second stage; In response to the second virtual object pausing the interactive action within the real-time observation line of sight of the first virtual object, a phased success result of the second virtual object in the second phase is displayed.

4. The method according to claim 3, characterized in that In the second stage, displaying a balance control screen includes: receiving a pause control operation in the second stage, wherein the pause control operation is used to control the second virtual object to pause executing the interactive action; In response to the second virtual object not receiving the pause control operation within the real-time observation line of sight of the first virtual object, determining a staged failure result of the second virtual object in the second stage; In response to the second virtual object receiving the pause control operation within the real-time observation line of sight of the first virtual object, the balance control screen is displayed based on the pause control operation.

5. The method according to claim 1, characterized in that The display balance control screen includes: Displaying a control distribution screen, wherein the control distribution screen includes at least one balance control distributed in sequence as the balance control display element; The receiving the second control operation on the balance control screen includes: A sequential click operation on the at least one balance control is received as the second control operation.

6. The method according to claim 1, characterized in that The display balance control screen includes: displaying a pointer control screen, wherein the pointer control screen includes a pointer in a moving state and a progress bar corresponding to the moving state as the balance control display element, and the progress bar includes a balance area corresponding to the balance situation; The receiving the second control operation on the balance control screen includes: A control operation on the pointer is received as the second control operation.

7. The method according to claim 1, characterized in that The display balance control screen includes: Displaying a movement control picture, wherein the movement control picture includes a spherical object in a moving state and a balance frame corresponding to the balance state as the balance control display elements; The receiving the second control operation on the balance control screen includes: A movement control operation on the spherical object is received as the second control operation.

8. The method according to claim 7, characterized in that The receiving a movement control operation on the spherical object as the second control operation includes: receiving a movement operation on the moving joystick as the second control operation; or, A motion control operation on the current terminal is received as the second control operation, where the motion control operation is used to control the movement of the spherical object based on a motion sensor of the current terminal.

9. A device for interaction between virtual objects, characterized in that: The device comprises: An object display module, used to display a first virtual object and a second virtual object in a virtual scene, wherein the first virtual object is used to provide a staged prompt in a target interactive event, and the second virtual object is a virtual object participating in the target interactive event; An operation receiving module, configured to receive a first control operation on the second virtual object in a first stage of the target interaction event, wherein the first control operation is used to control the second virtual object to perform an interaction action corresponding to the target interaction event; An action display module, used for displaying a perspective turning action of the first virtual object in the second stage of the target interaction event, wherein the perspective turning action is used for adjusting the observation sight range of the first virtual object; The result display module is used to display a balance control screen in the second stage, wherein the balance control screen includes a balance control display element, and there is a corresponding relationship between the balance control display element and the executed stage, and the executed stage is a stage determined when the second virtual object suspends the execution of the interactive action; receive a second control operation on the balance control screen, and the second control operation is used to control the element display result corresponding to the balance control display element, and the element display result corresponds to the balance status of the second virtual object; based on the real-time observation line of sight of the first virtual object in the second stage and the execution status of the interactive action of the second virtual object, display the execution result of the stage event of the second virtual object in the second stage.

10. A computer device, characterized in that: The computer device includes a processor and a memory, wherein the memory stores at least one program, and the at least one program is loaded and executed by the processor to implement the method for interaction between virtual objects as described in any one of claims 1 to 8.

11. A computer-readable storage medium, characterized in that: The storage medium stores at least one program, and the at least one program is loaded and executed by the processor to implement the method for interaction between virtual objects as described in any one of claims 1 to 8.

12. A computer program product, characterized in that It comprises computer instructions, which, when executed by a processor, implement the method for interaction between virtual objects as described in any one of claims 1 to 8.