Method and device for processing interaction of virtual scene, electronic device and storage medium

By enriching the application methods of attack props in virtual scenarios and utilizing target prop drops and virtual barriers, the problem of the limited application methods of virtual EMP grenades has been solved, improving human-computer interaction efficiency and interactive experience.

CN117654038BActive Publication Date: 2026-08-25TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202211011522.2
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-08-23
Publication Date
2026-08-25
Estimated Expiration
2042-08-23

AI Technical Summary

Technical Problem

The current application of virtual EMP grenades is fixed, resulting in poor human-computer interaction efficiency and making it unsuitable for most game scenarios.

Method used

In the virtual scene, when virtual objects use attack props to attack, the target props will fall or virtual barriers will be displayed according to different scenarios, enriching the application of attack props. These include throwable props and shooting props that use skill chips. Virtual bullets can be converted into energy particles through skill chips, and cooldown time and damage-related displays can be set.

Benefits of technology

It improves the efficiency of human-computer interaction and enhances the interactive experience of virtual scenes through the application of attack props with different effects.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application provides an interactive processing method and device of a virtual scene, an electronic device and a storage medium. The method comprises: displaying a first virtual object in a virtual scene; in response to a trigger operation on an attack prop, controlling the first virtual object to attack using the attack prop; in response to a second virtual object in the virtual scene being hit by the attack prop, displaying a target prop held by the second virtual object falling from the second virtual object, and controlling the second virtual object to switch from holding the target prop to holding a shooting prop; and in response to a virtual base in the virtual scene being hit by the attack prop, displaying a virtual barrier surrounding the virtual base, wherein the virtual barrier is used to shield at least one of the following: a virtual object in the virtual scene entering the virtual base, and storing a target prop in the virtual base. Through the application, the application mode of the attack prop can be enriched, thereby improving the efficiency of human-computer interaction.
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Description

Technical Field

[0001] This application relates to the field of computer human-computer interaction technology, and in particular to a method, apparatus, electronic device and storage medium for interactive processing of virtual scenes. Background Technology

[0002] Human-computer interaction technology based on graphics processing hardware in virtual scenes can realize diverse interactions between virtual objects controlled by users or artificial intelligence, according to actual application needs, and has broad practical value. For example, in virtual scenes such as games, it can simulate the realistic combat process between virtual objects.

[0003] Taking shooting games as an example, virtual electromagnetic pulse (EMP) grenades are featured in many modern shooting games and play an important role. For instance, throwing a virtual EMP grenade allows the energy particles released when the virtual EMP grenade explodes to destroy electronic defense equipment within a certain range of the enemy camp.

[0004] However, in the above-mentioned application of virtual EMP grenades, the application method of virtual EMP grenades is relatively fixed, mostly revolving around the offensive and defensive confrontation of modern electronic defense equipment in the game. It is often used as a means for the attacker to deal with the electronic defense equipment of the defender. Its scope of application is limited by the formation of the defender, and it can only be used as a follow-up application. It cannot adapt to most scenarios in the game, resulting in poor human-computer interaction efficiency. Summary of the Invention

[0005] This application provides a method, apparatus, electronic device, computer-readable storage medium, and computer program product for interactive processing in virtual scenes, which can enrich the application methods of attack tools and thus improve the efficiency of human-computer interaction.

[0006] The technical solution of this application embodiment is implemented as follows: This application provides an interactive processing method for a virtual scene, including: A first virtual object is displayed in a virtual scene, wherein the first virtual object holds an attack tool; In response to a triggering operation on the attack tool, the first virtual object is controlled to use the attack tool to launch an attack; In response to the second virtual object in the virtual scene being hit by the attack prop, the target prop held by the second virtual object is displayed to fall from the second virtual object, and the second virtual object is controlled to switch from holding the target prop to holding the shooting prop. The target prop is the target that the first team and the second team are fighting for in the game in the virtual scene. The target prop is used to determine the winning team in the game. The first virtual object belongs to the first team, and the second virtual object belongs to the second team. In response to a virtual base in the virtual scene being hit by the attack prop, a virtual barrier surrounding the virtual base is displayed, wherein the virtual barrier is used to prevent at least one of the following: a virtual object in the virtual scene entering the virtual base, or the target prop being stored in the virtual base.

[0007] In the above scheme, the skill chip has a cooldown time; before responding to a trigger operation for the skill chip, the method further includes: when the interval between the first moment and the second moment is less than the cooldown time, blocking the response to the trigger operation for the skill chip; when the interval between the first moment and the second moment is greater than or equal to the cooldown time, determining that a response to the trigger operation for the skill chip will be initiated; wherein, the first moment is the moment when the skill chip was last applied to the shooting item, and the second moment is the moment when the trigger operation was received.

[0008] In the above scheme, the number of target items dropped by the second virtual object is positively correlated with the degree of damage to the second virtual object when it is hit by the attack item; the display duration of the virtual barrier is positively correlated with the degree of damage to the virtual base when it is hit by the attack item.

[0009] This application provides an interactive processing device for a virtual scene, comprising: A display module is used to display a first virtual object in a virtual scene, wherein the first virtual object holds an attack prop; A control module is configured to control the first virtual object to use the attack tool to launch an attack in response to a trigger operation on the attack tool. The display module is also configured to, in response to the second virtual object in the virtual scene being hit by the attack prop, display that the target prop held by the second virtual object falls from the second virtual object; The control module is also used to control the second virtual object to switch from holding the target item to holding the shooting item, wherein the target item is the target that the first team and the second team fight for in the virtual scene game, the target item is used to determine the winning team in the game, the first virtual object belongs to the first team, and the second virtual object belongs to the second team; The display module is further configured to, in response to the virtual base in the virtual scene being hit by the attack prop, display a virtual barrier surrounding the virtual base, wherein the virtual barrier is configured to block at least one of the following: a virtual object in the virtual scene entering the virtual base, or the target prop being stored in the virtual base.

[0010] This application provides an interactive processing method for a virtual scene, including: A first virtual object is displayed in a virtual scene, wherein the first virtual object holds an attack tool; In response to a triggering operation on the attack tool, the first virtual object is controlled to use the attack tool to launch an attack; In response to the second virtual object in the virtual scene being hit by the attack prop, the target prop held by the second virtual object is displayed as falling from the second virtual object, and the target prop is controlled to switch from a first display mode to a second display mode, wherein the second display mode indicates that the target prop is in an unpickable state.

[0011] In the above scheme, the method further includes: in response to the virtual base in the virtual scene being hit by the attack prop, displaying a virtual barrier surrounding the virtual base, wherein the virtual barrier is used to block at least one of the following: a virtual object in the virtual scene entering the virtual base, or the target prop being stored in the virtual base.

[0012] In the above scheme, the attack props include throwable props, which are virtual flying props dropped from the virtual scene; before displaying the throwable props held by the first virtual object, the method further includes: displaying the virtual flying props in the virtual scene; in response to the virtual flying props being attacked, displaying the throwable props dropped from the virtual flying props; and in response to a pick-up trigger operation for the throwable props, controlling the first virtual object to pick up the throwable props.

[0013] In the above scheme, the attack prop includes a shooting prop that applies a skill chip. The original function of the shooting prop is to fire virtual bullets, and the skill chip is used to replace the virtual bullets with energy particles. Before responding to a trigger operation for the attack prop, the method further includes: controlling the first virtual object to acquire the skill chip; and in response to a trigger operation for the skill chip, applying the skill chip to the shooting prop held by the first virtual object.

[0014] In the above scheme, the skill chip has a cooldown time; before responding to a trigger operation for the skill chip, the method further includes: when the interval between the first moment and the second moment is less than the cooldown time, blocking the response to the trigger operation for the skill chip; when the interval between the first moment and the second moment is greater than or equal to the cooldown time, determining that a response to the trigger operation for the skill chip will be initiated; wherein, the first moment is the moment when the skill chip was last applied to the shooting item, and the second moment is the moment when the trigger operation was received.

[0015] In the above scheme, the number of items dropped when the virtual flying prop is attacked is related to the skill possessed by the first virtual object. Specifically, when the first virtual object has a skill that increases the number of items dropped, the number of items dropped when the virtual flying prop is attacked is increased compared to when the first virtual object does not have the skill that increases the number of items dropped.

[0016] In the above scheme, the method further includes: in response to a third virtual object in the virtual scene being hit by the attack prop and the third virtual object not holding the target prop, preventing the third virtual object from using the attack prop for a second set duration, wherein the second set duration is positively correlated with the degree of damage to the third virtual object when it is hit by the energy particle.

[0017] In the above scheme, the virtual scene contains multiple factions, including the first faction and the second faction, and each faction has at least one virtual base in the virtual scene. The virtual base hit by the attack item is the virtual base of any one of the multiple factions. The method further includes: in response to the number of target items stored in the virtual base of any faction reaching a quantity threshold, stopping the operation of the virtual scene and displaying a prompt message indicating that any faction has won.

[0018] In the above scheme, the target item is continuously generated in the virtual scene as the virtual scene progresses. Each virtual object in the virtual scene can only hold one target item at a time, and the target item stored in each virtual base is transported to the virtual base by the virtual objects included in the corresponding faction.

[0019] In the above scheme, when the virtual scene starts running, the multiple virtual bases corresponding to the multiple factions are distributed in different locations in the virtual scene, and the virtual objects included in each faction are born and resurrected in the virtual base corresponding to the faction; the method further includes: displaying at least one target location in the map control; in response to a migration trigger operation for the first virtual base, moving the first virtual base to the selected target location among the at least one target location, wherein the first virtual base is the virtual base of the first faction.

[0020] In the above scheme, the method further includes: in response to a movement trigger operation on the first virtual object, controlling the first virtual object to enter the virtual base of the second faction, and obtaining the target item stored in the virtual base of the second faction.

[0021] This application provides an interactive processing device for a virtual scene, comprising: A display module is used to display a first virtual object in a virtual scene, wherein the first virtual object holds an attack prop; A control module is configured to control the first virtual object to use the attack tool to launch an attack in response to a trigger operation on the attack tool. The display module is also configured to, in response to the second virtual object in the virtual scene being hit by the attack prop, display that the target prop held by the second virtual object falls from the second virtual object; The control module is also used to control the target item to switch from a first display mode to a second display mode, wherein the second display mode indicates that the target item is in an uncollectible state.

[0022] This application provides an electronic device, including: Memory, used to store executable instructions; The processor, when executing executable instructions stored in the memory, implements the interactive processing method for virtual scenes provided in the embodiments of this application.

[0023] This application provides a computer-readable storage medium storing computer-executable instructions, which, when executed by a processor, implement the interactive processing method for a virtual scene provided in this application.

[0024] This application provides a computer program product, including a computer program or computer executable instructions, which, when executed by a processor, implements the interactive processing method for virtual scenes provided in this application.

[0025] The embodiments of this application have the following beneficial effects: When a user controls the first virtual object to use an attack item to hit the second virtual object, the second virtual object can switch from holding a target item to holding a shooting item, and the target item held by the second virtual object will fall. When a user controls the first virtual object to use an attack item to hit a virtual base, a virtual barrier can be generated surrounding the virtual base, preventing the virtual base from entering and losing at least one of its ability to store target items. In other words, attack items will produce different effects for different usage scenarios, thus enriching the application of attack items and improving the efficiency of human-computer interaction. Attached Figure Description

[0026] Figure 1A This is a schematic diagram illustrating the application mode of the interactive processing method for virtual scenes provided in the embodiments of this application; Figure 1B This is a schematic diagram illustrating the application mode of the interactive processing method for virtual scenes provided in the embodiments of this application; Figure 2 This is a schematic diagram of the structure of the electronic device 500 provided in the embodiments of this application; Figure 3 This is a flowchart illustrating the interactive processing method for a virtual scene provided in an embodiment of this application; Figures 4A to 4C This is a schematic diagram illustrating an application scenario of the interactive processing method for virtual scenes provided in the embodiments of this application; Figure 5A and Figure 5B This is a flowchart illustrating the interactive processing method for a virtual scene provided in an embodiment of this application; Figure 6 This is a flowchart illustrating the interactive processing method for a virtual scene provided in an embodiment of this application; Figure 7A and Figure 7B This is a schematic diagram illustrating an application scenario of the interactive processing method for virtual scenes provided in the embodiments of this application; Figure 8 This is a flowchart illustrating the interactive processing method for virtual scenes provided in the embodiments of this application. Detailed Implementation

[0027] To make the objectives, technical solutions, and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limitations on this application. All other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0028] In the following description, references are made to “some embodiments,” which describe a subset of all possible embodiments. However, it is understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

[0029] It is understood that in the embodiments of this application, data related to user information (such as data of game characters controlled by the user) is involved. When the embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.

[0030] In the following description, the terms “first, second, ...” are used merely to distinguish similar objects and do not represent a specific ordering of objects. It is understood that “first, second, ...” may be interchanged in a specific order or sequence where permitted, so that the embodiments of this application described herein can be implemented in an order other than that illustrated or described herein.

[0031] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this application belongs. The terminology used herein is for the purpose of describing embodiments of this application only and is not intended to limit this application.

[0032] Before providing a further detailed description of the embodiments of this application, the nouns and terms involved in the embodiments of this application will be explained, and the nouns and terms involved in the embodiments of this application shall be interpreted as follows.

[0033] 1) Responding to: used to indicate the conditions or states on which the operation is performed depends. When the conditions or states on which it depends are met, one or more operations can be performed in real time or with a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations are performed.

[0034] 2) Virtual Scene: This refers to the scene displayed (or provided) by the application when it runs on the terminal device. The virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene; this application does not limit the dimension of the virtual scene. For example, a virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. Users can control virtual objects to move within this virtual scene.

[0035] 3) Virtual Objects: These are interactive images of people and objects within a virtual scene, or movable objects within the virtual scene. These movable objects can be virtual characters, virtual animals, anime characters, etc., such as people or animals displayed in a virtual scene. A virtual object can be a virtual avatar representing the user within the virtual scene. A virtual scene can include multiple virtual objects, each with its own shape and volume, occupying a portion of the space within the virtual scene.

[0036] 4) Target Items: Items that the various factions in the virtual scene compete for. When the number of target items stored in the virtual base of any faction (e.g., faction A) reaches a certain threshold (e.g., 10), the game ends and faction A wins the game.

[0037] 5) Virtual Base: A location or virtual building in a virtual scene used to store target items. Each faction has at least one corresponding virtual base in the virtual scene. In addition, the virtual objects included in each faction are born and resurrected in the virtual base of the corresponding faction.

[0038] 6) Attack items: These include throwable items and shooting items that utilize skill chips. Throwable items include virtual EMP grenades and virtual EMP grenades, which explode upon landing, releasing energy particles into the virtual scene. Shooting items can be virtual firearms, whose original function is to fire virtual bullets. After the skill chip is applied, the virtual bullets fired by the shooting items will be replaced with energy particles.

[0039] 7) Client: An application running on a terminal device that provides various services, such as a video playback client, a game client, etc.

[0040] 8) Scene data: This represents the characteristic data of the virtual scene, such as the area of ​​the construction area in the virtual scene, the current architectural style of the virtual scene, etc.; it can also include the location of the virtual building in the virtual scene, and the area occupied by the virtual building, etc.

[0041] This application provides a method, apparatus, electronic device, computer-readable storage medium, and computer program product for interactive processing of virtual scenes, which can enrich the application methods of attack tools and thus improve the efficiency of human-computer interaction. To facilitate a clearer understanding of the interactive processing method for virtual scenes provided in this application, exemplary implementation scenarios of the method are first described. The virtual scene in the interactive processing method provided in this application can be entirely output based on a terminal device, or based on a collaborative output between a terminal device and a server.

[0042] In some embodiments, a virtual scene can be an environment for virtual objects (such as game characters) to interact. For example, it can be a place where game characters can fight each other. By controlling the actions of the game characters, the two parties can interact in the virtual scene, thereby allowing users to relieve life stress during the game.

[0043] In one implementation scenario, see Figure 1A , Figure 1A This is a schematic diagram of the application mode of the interactive processing method for virtual scenes provided in the embodiments of this application. It is applicable to some application modes that can complete the relevant data calculation of virtual scene 100 by relying entirely on the graphics processing hardware computing power of terminal device 400, such as stand-alone / offline mode games, and complete the output of virtual scene through various types of terminal devices 400 such as smartphones, tablets and virtual reality / augmented reality devices.

[0044] As an example, types of graphics processing hardware include central processing units (CPUs) and graphics processing units (GPUs).

[0045] When visual perception of virtual scene 100 is formed, terminal device 400 calculates the data required for display through graphics computing hardware, and completes the loading, parsing and rendering of display data. The graphics output hardware outputs video frames that can form visual perception of virtual scene. For example, two-dimensional video frames are presented on the display screen of a smartphone, or video frames that achieve three-dimensional display effect are projected on the lenses of augmented reality / virtual reality glasses. In addition, in order to enrich the perception effect, terminal device 400 can also use different hardware to form one or more of auditory perception, tactile perception, motion perception and taste perception.

[0046] As an example, a client 410 (e.g., a standalone game application) runs on the terminal device 400. During the operation of the client 410, the output includes a virtual scene for role-playing. The virtual scene can be an environment for game characters to interact with, such as a plain, street, valley, etc., for game characters to fight. Taking the virtual scene 100 displayed in a first-person perspective as an example, a first virtual object 101 is displayed in the virtual scene 100. The first virtual object 101 can be a game character controlled by the user. That is, the first virtual object 101 is controlled by the real user and will move in the virtual scene 100 in response to the real user's operation on the controller (e.g., touch screen, voice switch, keyboard, mouse, and joystick). For example, when the real user moves the joystick to the right, the first virtual object 101 will move to the right in the virtual scene 100. It can also remain stationary, jump, and the first virtual object 101 can perform shooting operations.

[0047] For example, taking a throwable item as the attack tool, a first virtual object 101 (e.g., a game character A controlled by user 1) and a throwable item 102 (e.g., an EMP grenade) held by the first virtual object 101 are displayed in the virtual scene 100. When the throwable item 102 explodes upon landing, it releases energy particles into the virtual scene 100. In response, the client 410 displays the target item held by the second virtual object 103 (e.g., a game character B controlled by user 2) in the virtual scene 100 when it is hit by the energy particles. Item 104 (e.g., a ball) falls from the second virtual object 103; in response to the virtual base 105 in the virtual scene 100 being hit by energy particles, the client 410 displays a virtual barrier 106 surrounding the virtual base 105, wherein the virtual barrier 106 can be used to block at least one of the following: virtual objects in the virtual scene 100 entering the virtual base 105, or storing the target item 104 in the virtual base 105. Thus, the attack item has different effects for different usage scenarios, enriching the application of the attack item and thereby improving the efficiency of human-computer interaction.

[0048] In another implementation scenario, see Figure 1B , Figure 1B This is a schematic diagram of the application mode of the interactive processing method for virtual scenes provided in the embodiments of this application. It is applied to terminal device 400 and server 200, and is suitable for application modes that rely on the computing power of server 200 to complete the calculation of virtual scenes and output the virtual scenes on terminal device 400.

[0049] Taking the visual perception of virtual scene 100 as an example, server 200 calculates display data related to the virtual scene (such as scene data) and sends it to terminal device 400 via network 300. Terminal device 400 relies on graphics computing hardware to load, parse, and render the calculated display data, and relies on graphics output hardware to output the virtual scene to form visual perception. For example, two-dimensional video frames can be displayed on the screen of a smartphone, or video frames that achieve a three-dimensional display effect can be projected onto the lenses of augmented reality / virtual reality glasses. As for the perception of the form of the virtual scene, it can be understood that it can be achieved with the help of the corresponding hardware output of terminal device 400, such as using a microphone to form auditory perception, using a vibrator to form tactile perception, and so on.

[0050] As an example, a client 410 (e.g., a network-based game application) runs on a terminal device 400. It interacts with other users in a game by connecting to a server 200 (e.g., a game server). The terminal device 400 outputs a virtual scene 100 from the client 410. Taking the virtual scene 100 as an example, a first virtual object 101 is displayed in the virtual scene 100. The first virtual object 101 can be a game character controlled by the user. That is, the first virtual object 101 is controlled by the real user and will move in the virtual scene 100 in response to the real user's operation on the controller (e.g., touch screen, voice switch, keyboard, mouse, and joystick). For example, when the real user moves the joystick to the right, the first virtual object 101 will move to the right in the virtual scene 100. It can also remain stationary, jump, and be controlled to perform shooting operations.

[0051] For example, taking a shooting tool that uses a skill chip as an attack tool, a first virtual object 101 (e.g., a game character A controlled by user 1) and a shooting tool 107 (e.g., a virtual gun) that uses a skill chip and is held by the first virtual object 101 are displayed in the virtual scene 100. When the client 410 receives a trigger operation from user 1 for the firing control, it will control the first virtual object 101 to use the shooting tool 107 to release energy particles into the virtual scene 100 (that is, convert the virtual bullets fired by the shooting tool 107 into energy particles). When a second virtual object 103 (e.g., a game character B controlled by user 2) in virtual scene 100 is hit by an energy particle, client 410 displays that the target item 104 (e.g., a ball) held by the second virtual object 103 falls from the second virtual object 103. When a virtual base 105 in virtual scene 100 is hit by an energy particle, client 410 displays a virtual barrier 106 surrounding the virtual base 105. The virtual barrier 106 can be used to block at least one of the following: a virtual object in virtual scene 100 entering the virtual base 105, or storing the target item 104 in the virtual base 105. Thus, the attack item has different effects for different usage scenarios, enriching the application of the attack item and improving the efficiency of human-computer interaction.

[0052] It should be noted that skill chips can have a duration of effect. For example, after applying a skill chip to shooting item 107, the virtual bullets fired by shooting item 107 can be converted into energy particles for 30 seconds. After 30 seconds, shooting item 107 will revert to its original function. Of course, skill chips can also have a limited number of uses. For example, after applying a skill chip to shooting item 107, the virtual bullets fired for the next 10 times can be converted into energy particles. After 10 uses, shooting item 107 will revert to its original function.

[0053] In some embodiments, the terminal device 400 can also implement the interactive processing method of the virtual scene provided in this application embodiment by running a computer program. For example, the computer program can be a native program or software module in the operating system; it can be a native application (APP), that is, a program that needs to be installed in the operating system to run, such as a shooting game APP (i.e., the client 410 mentioned above); it can also be a mini-program, that is, a program that only needs to be downloaded to the browser environment to run; or it can be a game mini-program that can be embedded in any APP. In short, the above-mentioned computer program can be any form of application, module or plugin.

[0054] Taking a computer program as an example, in actual implementation, the terminal device 400 has an application that supports virtual scenes installed and running. This application can be any of the following: a first-person shooter (FPS) game, a third-person shooter game, a virtual reality application, a 3D map application, or a multiplayer shooting survival game. Users use the terminal device 400 to manipulate virtual objects located in the virtual scene, and these activities include, but are not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up items, shooting, attacking, throwing, and constructing virtual buildings—at least one of these. Illustratively, the virtual object can be a virtual character, such as a realistic or anime character.

[0055] In other embodiments, the embodiments of this application can also be implemented with the aid of cloud technology, which refers to a hosting technology that unifies a series of resources such as hardware, software, and networks within a wide area network or local area network to realize the computation, storage, processing, and sharing of data.

[0056] Cloud technology is a general term encompassing network technology, information technology, integration technology, management platform technology, and application technology based on the cloud computing business model. It can form resource pools, allowing for on-demand use with flexibility and convenience. Cloud computing technology will become a crucial support. The backend services of cloud computing systems require substantial computing and storage resources.

[0057] Example, Figure 1B The server 200 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. The terminal device 400 can be a smartphone, tablet, laptop, desktop computer, smart speaker, smartwatch, in-vehicle terminal, etc., but is not limited to these. The terminal device 400 and the server 200 can be directly or indirectly connected via wired or wireless communication, which is not limited in this embodiment.

[0058] The structure of the electronic device provided in the embodiments of this application will be further described below. Taking the electronic device as a terminal device as an example, see... Figure 2 , Figure 2 This is a schematic diagram of the structure of the electronic device 500 provided in the embodiments of this application. Figure 2The illustrated electronic device 500 includes at least one processor 510, a memory 550, at least one network interface 520, and a user interface 530. The various components in the electronic device 500 are coupled together via a bus system 540. It is understood that the bus system 540 is used to implement communication between these components. In addition to a data bus, the bus system 540 also includes a power bus, a control bus, and a status signal bus. However, for clarity, ... Figure 2 The general labeled all buses as Bus System 540.

[0059] The processor 510 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. The general-purpose processor can be a microprocessor or any conventional processor, etc.

[0060] User interface 530 includes one or more output devices 531 that enable the presentation of media content, including one or more speakers and / or one or more visual displays. User interface 530 also includes one or more input devices 532, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

[0061] The memory 550 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state storage, hard disk drives, optical disk drives, etc. The memory 550 may optionally include one or more storage devices physically located away from the processor 510.

[0062] The memory 550 may include volatile memory or non-volatile memory, or both. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random access memory (RAM). The memory 550 described in this application embodiment is intended to include any suitable type of memory.

[0063] In some embodiments, memory 550 is capable of storing data to support various operations, examples of which include programs, modules, and data structures or subsets or supersets thereof, as illustrated below.

[0064] Operating system 551 includes system programs for handling various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, driver layer, etc., for implementing various basic business functions and handling hardware-based tasks; The network communication module 552 is used to reach other computing devices via one or more (wired or wireless) network interfaces 520, exemplary network interfaces 520 including: Bluetooth, WiFi, and Universal Serial Bus (USB), etc. Presentation module 553 is configured to enable the presentation of information (e.g., a user interface for operating peripheral devices and displaying content and information) via one or more output devices 531 (e.g., a display screen, a speaker, etc.) associated with user interface 530. The input processing module 554 is used to detect and translate one or more user inputs or interactions from one or more input devices 532.

[0065] In some embodiments, the apparatus provided in this application can be implemented in software. Figure 2 An interactive processing device 555 for a virtual scene stored in memory 550 is shown. This device can be software in the form of programs and plugins, and includes the following software modules: a display module 5551, a control module 5552, an application module 5553, a masking module 5554, a determination module 5555, a stop module 5556, a movement module 5557, and an acquisition module 5558. These modules are logically connected and can therefore be arbitrarily combined or further separated according to the functions implemented. It should be noted that... Figure 2 For ease of explanation, all the above modules are shown at once, but this should not be interpreted as excluding the implementation of the interactive processing device 555 in the virtual scene, which may only include the display module 5551 and the control module 5552. The functions of each module will be described below.

[0066] The interactive processing method for virtual scenes provided in this application will be specifically described below with reference to exemplary applications and implementations of the terminal devices provided in the embodiments of this application.

[0067] See Figure 3 , Figure 3 This is a flowchart illustrating the interactive processing method for virtual scenes provided in the embodiments of this application, which will be combined with... Figure 3 The steps shown are explained.

[0068] It should be noted that, Figure 3 The method illustrated can be executed by various forms of computer programs running on the terminal device, and is not limited to a client. For example, it can also be the operating system, software module, script, and applet mentioned above. Therefore, the client-side examples used below should not be considered as limiting the embodiments of this application. Furthermore, for ease of description, no specific distinction will be made between the terminal device and the client running on the terminal device below.

[0069] In step 301, the first virtual object is displayed in the virtual scene.

[0070] Here, the first virtual object holds an attack item, which can be a throwable item or a shooting item that uses a skill chip.

[0071] In some embodiments, a client that supports virtual scenes is installed on the terminal device (for example, when the virtual scene is a game, the corresponding client can be a shooting game APP). When the user opens the client installed on the terminal device (for example, the user clicks the icon corresponding to the shooting game APP presented in the user interface of the terminal device), and the terminal device runs the client, a first virtual object (for example, virtual object A controlled by user 1) and an attack prop held by the first virtual object through a gripping part (for example, a hand) can be displayed in the virtual scene presented in the human-computer interaction interface of the client. These props can be shooting props with skill chips applied, such as virtual guns with skill chips applied; or throwable props, such as EMP grenades.

[0072] For example, taking the attack item as a throwable item, the above-mentioned display of the first virtual object and the throwable item held by the first virtual object in the virtual scene can be achieved in the following way: In response to the throwable item selection operation (for example, receiving the user's click operation on the control corresponding to the throwable item displayed in the virtual scene), the first virtual object and the throwable item held by the first virtual object through the grip part are displayed in the virtual scene (for example, when the first virtual object originally holds a shooting item, an animation of switching from shooting item to throwable item is played).

[0073] In other embodiments, the virtual scene in the client's human-computer interaction interface can be displayed from a first-person perspective (e.g., the user plays the role of a virtual object in the game from their own perspective); it can also be displayed from a third-person perspective (e.g., the user chases the virtual object in the game); or it can be displayed from a bird's-eye view. The different perspectives mentioned above can be switched arbitrarily.

[0074] As an example, the first virtual object can be an object controlled by the current user in the game. Of course, the virtual scene can also include other virtual objects, such as those controlled by other users or by a robot program. Virtual objects can be assigned to any of multiple factions, which can be hostile or cooperative. Factions in the virtual scene can include one or all of the above relationships.

[0075] Taking the display of a virtual scene from a first-person perspective as an example, displaying a virtual scene in a human-computer interaction interface can include: determining the field of view area of ​​the first virtual object based on its viewing position and field of view angle within the complete virtual scene, and presenting a portion of the virtual scene located within that field of view area. In other words, the displayed virtual scene can be a portion of the virtual scene relative to the panoramic virtual scene. Because the first-person perspective is the most impactful viewing angle for users, this allows for an immersive experience during operation.

[0076] Taking a bird's-eye view virtual scene as an example, displaying the virtual scene in the human-computer interaction interface can include: responding to zoom operations on the panoramic virtual scene, presenting a portion of the virtual scene corresponding to the zoom operation in the human-computer interaction interface; that is, the displayed virtual scene can be a portion of the panoramic virtual scene. This improves the user's operability during operation, thereby increasing the efficiency of human-computer interaction.

[0077] In some embodiments, taking the attack prop as a throwable prop as an example, where the throwable prop can be a virtual flying prop (e.g., a virtual drone) that has fallen from the virtual scene, the client can also perform the following processes before displaying the throwable prop held by the first virtual object: displaying the virtual flying prop in the virtual scene (the virtual flying prop can be in a stationary state or in a moving state); displaying the throwable prop that has fallen from the virtual flying prop in response to the virtual flying prop being attacked (e.g., being shot down or partially damaged); and controlling the first virtual object to pick up the throwable prop in response to a pick-up trigger operation for the throwable prop.

[0078] For example, using a virtual drone as a virtual flight prop, see [link / reference]. Figure 4A , Figure 4A This is a schematic diagram illustrating an application scenario of the virtual scene interaction processing method provided in the embodiments of this application, such as... Figure 4A As shown, a first virtual object 401 (e.g., virtual object A controlled by user 1) and a shooting prop 402 (e.g., a virtual firearm) held by the first virtual object 401 are displayed in the virtual scene 411. Additionally, a virtual drone 403 in motion is also displayed in the virtual scene 411. In response to the virtual drone 403 being shot down (e.g., user 1 controlling the first virtual object 401 to shoot down the virtual drone 403 using the shooting prop 402), the client displays a throwable prop 404 (e.g., a virtual EMP grenade) that has fallen from the virtual drone 403 in the virtual scene 411. Subsequently, in response to a pickup trigger operation for the throwable prop 404 (e.g., receiving a user's click on the "Q" key on the keyboard), the client controls the first virtual object 401 to pick up the throwable prop 404 that has fallen from the virtual drone 403.

[0079] In some embodiments, taking a shooting tool that applies a skill chip as an example, where the original function of the shooting tool is to fire virtual bullets, and the skill chip is used to replace the virtual bullets fired by the shooting tool with energy particles, the client can also perform the following processes before responding to the shooting trigger operation for the shooting tool: controlling the first virtual object to acquire the skill chip; and applying the skill chip to the shooting tool held by the first virtual object in response to the trigger operation for the skill chip.

[0080] In other embodiments, the skill chip may have a cooldown period (e.g., 60 seconds, meaning that after using the skill chip, you need to wait 60 seconds before you can use it again). Before responding to a trigger operation for the skill chip, the client may also perform the following processing: When the interval between the first and second moments is less than the cooldown period, block the response to the trigger operation for the skill chip (i.e., when the interval is less than the cooldown period, the skill chip is locked, and the client will refuse to respond to the trigger operation for the skill chip), and display a prompt message, where the prompt message indicates that the skill chip is currently in a cooldown state and cannot be used; when the interval between the first and second moments is greater than or equal to the cooldown period, determine that a trigger operation for the skill chip will be responded to (i.e., when the interval is greater than or equal to the cooldown period, the skill chip is unlocked, and the client will respond to the trigger operation for the skill chip by applying the skill chip to the shooting prop held by the first virtual object, thereby converting the virtual bullets fired by the shooting prop into energy particles); where the first moment is the last time the skill chip was applied to the shooting prop, and the second moment is the moment the trigger operation was received.

[0081] It should be noted that after the skill chip is applied, all subsequent virtual bullets fired by the shooting item can be replaced with energy particles (that is, after the skill chip is applied, the shooting item has the function of permanently firing energy particles). Of course, after firing a set number of times (e.g., once or more), the shooting item will revert to its original function (i.e., fire virtual bullets again). The skill chip can be used an unlimited number of times (e.g., the skill chip can be reused in a game), or it can be used in a limited number of times (e.g., it can only be used a maximum of 5 times in a game).

[0082] For example, if the skill chip is dropped by a virtual flying prop (such as a virtual drone) in a virtual scene, the above-mentioned control of the first virtual object to acquire the skill chip can be achieved in the following ways: display the virtual flying prop in the virtual scene; in response to the virtual flying prop being attacked (such as being shot down or partially damaged), display the skill chip dropped from the virtual flying prop; in response to a pick-up trigger operation for the skill chip, control the first virtual object to pick up the skill chip.

[0083] It should be noted that the number of items (including throwable items, skill chips, etc.) dropped when a virtual flying item is attacked is related to the skills possessed by the first virtual object. Specifically, when the first virtual object has a skill that increases the number of items dropped, the number of items dropped when the virtual flying item is attacked will be higher than when the first virtual object does not have a skill that increases the number of items dropped.

[0084] For example, taking virtual object A controlled by user 1 as the first virtual object, when virtual object A is upgraded, user 1 can choose a skill to increase the number of dropped items. In this way, when a virtual flying item is attacked by virtual object A, the number of dropped items is increased compared to other virtual objects that do not have the skill to increase the number of dropped items (such as virtual object B controlled by user 2). For example, when a virtual flying item is shot down by virtual object A, 2 items are dropped, while when a virtual flying item is shot down by virtual object B, only 1 item is dropped. In this way, the efficiency of human-computer interaction can be further improved.

[0085] In addition, it should be noted that skill chips can be dropped by virtual flying props, or they can be the default configuration in the weapon arsenal of the virtual scene. Of course, they can also be obtained through virtual resources (such as points, which are obtained by killing enemies). This application embodiment does not make specific limitations on this.

[0086] In step 302, in response to the triggering operation for the attack tool, the first virtual object is controlled to use the attack tool to launch an attack.

[0087] In some embodiments, when the attack item is a throwable item... Figure 3 The illustrated step 302 can be achieved through Figure 5A The implementation of steps 3021 and 3022 shown will be combined with Figure 5A The steps shown are explained.

[0088] In step 3021, in response to a throwable item trigger operation, the first virtual object is controlled to throw the throwable item in a first direction.

[0089] Here, the first direction is the direction selected by the throwing trigger operation.

[0090] In some embodiments, taking a virtual EMP grenade as an example of a throwable prop, a throwing control for the virtual EMP grenade is displayed in the virtual scene. When the client receives a user's click operation on the throwing control, it controls the first virtual object to throw the virtual EMP grenade in the first direction so that the virtual EMP grenade flies in the first direction.

[0091] In step 3022, in response to a collision between a throwable prop and an obstacle in the virtual scene, the throwable prop is controlled to release energy particles in the virtual scene in a radiating manner centered on the point of collision.

[0092] In some embodiments, following the above example, taking the throwable prop as a virtual EMP grenade, a detection parabola extending along a first direction can be generated starting from the virtual EMP grenade, and the virtual EMP grenade can be controlled to fly along the detection parabola; when the detection parabola collides with an obstacle in the virtual scene (which may be a virtual object, wall, ground, etc. in the virtual scene), the virtual EMP grenade is controlled to explode with the collision point (e.g., the landing point) of the detection parabola and the obstacle as the center, and releases energy particles in the virtual scene in a radiating manner.

[0093] In other embodiments, when the attack prop is a shooting prop that applies a skill chip, the client can implement step 302 above in the following way: in response to a shooting trigger operation for the shooting prop, control the first virtual object to use the shooting prop to release energy particles in a second direction in the virtual scene, wherein the second direction is the direction selected by the shooting trigger operation.

[0094] For example, taking a shooting prop as a virtual firearm, the virtual firearm uses a skill chip and displays a firing control for the virtual firearm in the virtual scene. When the client receives the user's click operation on the firing control, it controls the first virtual object to use the virtual firearm to fire in a second direction in the virtual scene, so that the virtual firearm releases energy particles in the second direction in the virtual scene.

[0095] In step 303, in response to the second virtual object in the virtual scene being hit by an attack prop, the target prop held by the second virtual object is displayed as falling from the second virtual object, and the second virtual object is controlled to switch from holding the target prop to holding the shooting prop.

[0096] Here, being hit by an attacking item can refer to being hit by energy particles released by the attacking item. The target item is the objective that the first and second factions compete for in the game. The target item is used to determine the winning faction in the game. The first virtual object belongs to the first faction, and the second virtual object belongs to the second faction.

[0097] It should be noted that, in the embodiments of this application, the second virtual object is a general term for virtual objects that are hit by the attack prop and hold the target prop. That is, virtual objects in the virtual scene that are hit by the energy particles released by the attack prop and hold the target prop are collectively referred to as the second virtual object, rather than referring to a specific virtual object in the virtual scene. For example, if virtual object B and virtual object C in the virtual scene both hold the target prop and are hit by the energy particles released by the attack prop, then virtual object B and virtual object C are both referred to as the second virtual object.

[0098] In some embodiments, when the second virtual object is hit by the first virtual object using an attack item, the target item held by the second virtual object will fall off the second virtual object, and the second virtual object will be automatically restored to the state of holding a shooting item (that is, after the target item held by the second virtual object falls off, it will automatically restore to the state of holding a shooting item, such as holding a gun).

[0099] In some embodiments, taking a throwable item as an example, since throwable items have an area effect (i.e., any virtual object within a certain range will be affected), when the second virtual object is in an area centered on the landing point of the throwable item (corresponding to the collision point mentioned above, such as the collision point between the throwable item and the ground) (e.g., a circular area with a radius of 30 meters centered on the landing point of the throwable item), it can be considered that the second virtual object was hit by the energy particles released when the throwable item exploded.

[0100] For example, taking a virtual EMP grenade as an attack tool, when the virtual EMP grenade lands, it releases energy particles in a circular area with a radius of 30 meters centered on the landing point. If the distance between the second virtual object in the virtual scene (e.g., virtual object B controlled by user 2) and the landing point of the virtual EMP grenade is less than 30 meters, then virtual object B can be considered to have been hit by the energy particles released when the virtual EMP grenade explodes.

[0101] In other embodiments, when a client responds to a second virtual object in a virtual scene being hit by energy particles, it can also perform the following process: prevent the second virtual object from picking up a target item for a first set duration, wherein the first set duration is positively correlated with the degree of damage to the second virtual object when it is hit by energy particles. Thus, the duration of preventing the second virtual object from picking up the target item is refined according to the degree of damage to the second virtual object when it is hit by energy particles, which can further improve the efficiency of human-computer interaction.

[0102] For example, when the attack item is a throwable item, the damage level of the second virtual object when hit by energy particles can be determined based on the distance between the landing point of the second virtual object and the throwable item (corresponding to the collision point mentioned above, such as the collision point between the throwable item and the ground). The damage level is negatively correlated with distance (because the density of energy particles is highest at the landing point when the throwable item explodes, and decreases with increasing distance from the landing point), meaning the closer the distance, the greater the damage, and the longer the initial set duration. For example, when... When the distance between the second virtual object and the landing point of the throwable prop is less than the first distance threshold (e.g., 10 meters), the first set duration can be 60 seconds; when the distance between the second virtual object and the landing point of the throwable prop is greater than the first distance threshold (e.g., 10 meters) and less than the second distance threshold (e.g., 20 meters), the first set duration can be 40 seconds; when the distance between the second virtual object and the landing point of the throwable prop is greater than the second distance threshold (e.g., 20 meters) and less than the third distance threshold (e.g., 30 meters), the first set duration can be 20 seconds.

[0103] For example, when the attack item is a shooting item using a skill chip, the damage level of the second virtual object when hit by energy particles can be determined based on the distance between the second virtual object and the shooting item. The damage level is negatively correlated with the distance; that is, the closer the distance, the greater the damage and the longer the first set duration. For instance, when the distance between the second virtual object and the shooting item held by the first virtual object is less than the fourth distance threshold (e.g., 5 meters), the first set duration can be 40 seconds; when the distance between the second virtual object and the shooting item held by the first virtual object is greater than the fourth distance threshold (e.g., 5 meters) and less than the fifth distance threshold (e.g., 15 meters), the first set duration can be 30 seconds; when the distance between the second virtual object and the shooting item held by the first virtual object is greater than the fifth distance threshold (e.g., 15 meters) and less than the sixth distance threshold (e.g., 30 meters), the first set duration can be 20 seconds.

[0104] For example, see Figure 4B , Figure 4B This is a schematic diagram illustrating an application scenario of the virtual scene interaction processing method provided in the embodiments of this application, such as... Figure 4BAs shown, a second virtual object 405 (e.g., virtual object B controlled by user 2) is displayed in the virtual scene 411. The second virtual object 405 holds a target item 406. In response to the second virtual object 405 being hit by energy particles, the client controls the second virtual object 405 to switch from holding the target item 406 to holding a shooting item 407 (i.e., switching from holding the target item to holding a gun), and prevents the second virtual object 405 from picking up the target item 406 within a first set time period (e.g., 60 seconds) (i.e., user 2 cannot control the second virtual object 405 to pick up the target item 406 within 60 seconds).

[0105] It should be noted that the number of target items dropped by the second virtual object can be positively correlated with the damage level when the second virtual object is hit by energy particles; that is, the greater the damage, the more target items will drop. For example, taking virtual object B controlled by user 2 as the second virtual object, assuming virtual object B holds a total of 7 target items, when virtual object B is hit by energy particles, the number of target items dropped by virtual object B can be determined according to the damage level. For example, taking the attack item as a virtual EMP grenade, when the distance between virtual object B and the landing point of the virtual EMP grenade is less than a first distance threshold (e.g., 10 meters), 4 target items will drop; when the distance between virtual object B and the landing point of the virtual EMP grenade is greater than the first distance threshold and less than a second distance threshold (e.g., 20 meters), 2 target items will drop. In this way, when the second virtual object is hit by energy particles, multiple target items can drop at once, thereby further improving the efficiency of human-computer interaction.

[0106] In other embodiments, the client may also perform the following processing: in response to a third virtual object in the virtual scene being hit by an attack item and the third virtual object not holding the target item, the client blocks the third virtual object from using the attack item for a second set duration, wherein the second set duration is positively correlated with the degree of damage to the third virtual object when it is hit by energy particles.

[0107] For example, taking virtual object D controlled by user 4 as the third virtual object, assuming that virtual object D is not currently holding a target item (e.g., virtual object D is holding a gun), when virtual object D is hit by energy particles, the client can prevent virtual object D from using attack items for a second set time period (i.e., virtual object D loses the ability to use attack items for a second set time period). The second set time period is positively correlated with the degree of damage to virtual object D when hit by energy particles. It should be noted that the determination of the degree of damage to virtual object D can be referred to the description above, and will not be repeated here in this embodiment.

[0108] In step 304, in response to the virtual base in the virtual scene being hit by an attack prop, a virtual barrier surrounding the virtual base is displayed.

[0109] Here, being hit by an attacking prop can refer to being hit by energy particles released by the attacking prop. The virtual barrier can be used to block at least one of the following: virtual objects in the virtual scene entering the virtual base, or storing target props in the virtual base.

[0110] In some embodiments, taking a throwable item as an example, since throwable items have an area effect (i.e., the virtual base will be affected as long as it is within a certain range), when the virtual base is in an area centered on the landing point of the throwable item (corresponding to the collision point mentioned above, such as the collision point between the throwable item and the ground) (e.g., a circular area with a radius of 30 meters centered on the landing point of the throwable item), it can be considered that the virtual base is hit by the energy particles released when the throwable item explodes.

[0111] In other embodiments, the display duration of the virtual barrier can be positively correlated with the degree of damage inflicted when the virtual base is hit by energy particles. For example, when the attack item is a throwable item, the degree of damage inflicted when the virtual base is hit by energy particles can be determined based on the distance between the virtual base and the landing point of the throwable item. The degree of damage is negatively correlated with distance; that is, the closer the distance, the greater the damage, and the longer the display duration of the virtual barrier. For instance, when the distance between the virtual base and the landing point of the throwable item is less than a first distance threshold (e.g., 10 meters), the display duration of the virtual barrier can be 60 seconds (i.e., prohibiting virtual objects from entering and storing at least one target item in the virtual base for 60 seconds after the virtual base is hit); when the distance between the virtual base and the landing point of the throwable item is greater than the first distance threshold and less than a second distance threshold (e.g., 20 meters), the display duration of the virtual barrier can be 40 seconds (i.e., prohibiting virtual objects from entering and storing at least one target item in the virtual base for 40 seconds after the virtual base is hit). (At least one target item can be stored); when the distance between the virtual base and the landing point of the throwable item is greater than the second distance threshold and less than the third distance threshold (e.g., 30 meters), the display duration of the virtual barrier can be 20 seconds (that is, within 20 seconds of the virtual base being hit, virtual objects are prohibited from entering and at least one target item can be stored in the virtual base). In this way, the display duration of the virtual barrier is further refined according to the degree of damage when the virtual base is hit by energy particles, making the application methods of attack items more diverse, thereby further improving the efficiency of human-computer interaction.

[0112] In some embodiments, taking the attack item as a throwable item as an example, the user can control the virtual object to throw the throwable item at the enemy's virtual base or at the user's own virtual base. That is, the virtual base hit by the energy particle in step 304 can be the virtual base of the first camp or the virtual base of the second camp, which will be explained below.

[0113] For example, when the virtual base hit by the attacking prop is the virtual base of the first faction, the client can implement step 304 above in the following way: in response to the virtual base of the first faction in the virtual scene being hit by the attacking prop, display a first virtual barrier surrounding the virtual base of the first faction, wherein the first virtual barrier is used to block virtual objects in the virtual scene other than the first faction from entering the virtual base of the first faction.

[0114] For example, taking a virtual EMP grenade as the throwable item, faction A as the first faction, and virtual object A controlled by user 1 as the first virtual object, virtual object A belongs to faction A. The client receives a click operation from user 1 on the throw control displayed in the human-computer interaction interface, controlling virtual object A to throw the virtual EMP grenade at the virtual base of faction A. Then, in response to the energy particles released when the virtual EMP grenade explodes, the client displays a virtual barrier surrounding the virtual base of faction A. The virtual barrier is used to prevent virtual objects other than those of faction A from entering the virtual base of faction A. In this way, it can prevent virtual objects of other factions from obtaining target items from the virtual base of faction A, enriching the application methods of attack items and further improving the efficiency of human-computer interaction.

[0115] For example, when the virtual base hit by the attacking prop is the virtual base of the second faction, the client can also implement step 304 above in the following way: in response to the virtual base of the second faction in the virtual scene being hit by the attacking prop, display a second virtual barrier surrounding the virtual base of the second faction, wherein the second virtual barrier is used to block at least one of the following: virtual objects included in the second faction in the virtual scene enter the virtual base of the second faction, or store target props in the virtual base of the second faction.

[0116] For example, taking a virtual EMP grenade as the throwable item, faction A as the first faction, faction B as the second faction, and virtual object A controlled by user 1 as the first virtual object, virtual object A belongs to faction A. The client receives a click operation from user 1 on the throw control displayed in the human-computer interaction interface, controlling virtual object A to throw the virtual EMP grenade at the virtual base of faction B. Subsequently, the client responds to the energy particles released when the virtual EMP grenade explodes and hits the virtual base of faction B, displaying a virtual barrier surrounding the virtual base of faction B. The virtual barrier can be used to block at least one of the following: virtual objects belonging to faction B in the virtual scene entering the virtual base of faction B, or storing target items in the virtual base of faction B. In this way, the mission progress of faction B can be delayed by throwing virtual EMP grenades at the virtual base of faction B, enriching the application of virtual EMP grenades. Compared with delaying the mission progress of faction B by killing virtual objects belonging to faction B, this improves the efficiency of human-computer interaction.

[0117] In other embodiments, when the virtual base hit by the attacked item is a virtual base of the second faction, and the virtual base of the second faction already stores at least one target item, the client may also perform one of the following processes when the virtual base of the second faction in the virtual scene is hit by the attacked item: continue to store at least one target item in the virtual base of the second faction; randomly assign at least one target item to at least one virtual object in the second faction; or re-scatter at least one target item in the virtual scene.

[0118] For example, taking the second faction as Faction B, and Faction B already storing 3 target items, when the client responds to Faction B's virtual base being hit by energy particles in the virtual scene, it can also perform one of the following actions: continue storing 3 target items in Faction B's virtual base (i.e., when Faction B's virtual base is hit by energy particles released by an attack item used by an enemy faction's virtual object, it will not affect the target items already stored in Faction B's virtual base); randomly assign the 3 target items to 3 virtual objects of Faction B (i.e., when Faction B's virtual base is hit by energy particles released by an attack item used by an enemy faction's virtual object, the target items will not be affected); randomly assign the 3 target items to 3 virtual objects of Faction B (i.e., when Faction B's virtual base is hit by energy particles released by an attack item used by an enemy faction's virtual object, the target items will not be affected). This will cause Faction B's virtual base to temporarily lose its ability to store target items, and the target items already stored in Faction B's virtual base will be randomly assigned to Faction B's virtual objects; the three target items will be scattered again in the virtual scene (that is, when Faction B's virtual base is hit by energy particles released by an attack item used by an enemy faction's virtual object, Faction B's virtual base will temporarily lose its ability to store target items, and the target items already stored in Faction B's virtual base will be scattered again in the virtual scene). In this way, compared to delaying Faction B's mission progress by killing Faction B's virtual objects, the efficiency of human-computer interaction is effectively improved.

[0119] The following example illustrates how at least one target item will reappear in the virtual scene.

[0120] For example, see Figure 4C , Figure 4C This is a schematic diagram illustrating an application scenario of the virtual scene interaction processing method provided in the embodiments of this application, such as... Figure 4C As shown, the virtual scene 411 displays a first virtual object 401 (e.g., virtual object A controlled by user 1) and a throwable item 404 (e.g., a virtual EMP grenade) held by the first virtual object 401. Additionally, the virtual scene 411 also displays a second faction's virtual base 408 (e.g., the virtual base of faction B). In response to the second faction's virtual base 408 being struck by energy particles released when the throwable item 404 explodes, the client displays a virtual barrier 409 surrounding the second faction's virtual base 408. Simultaneously, it can also display that target items 406 stored in the second faction's virtual base 408 fly out of the second faction's virtual base 408 and re-scatter in the virtual scene 411.

[0121] In other embodiments, the virtual scene may contain multiple factions, including a first faction and a second faction. Each faction has at least one virtual base in the virtual scene, and the virtual base hit by an attack item (such as energy particles released by the attack item) can be the virtual base of any of the multiple factions. After execution... Figure 3After step 304 shown, the following steps can also be performed: Figure 5B Step 305 shown will combine Figure 5B The steps shown are explained.

[0122] In step 305, in response to the number of target items stored in the virtual base of any faction reaching a certain threshold, the virtual scene stops running and a message indicating that any faction has won is displayed.

[0123] In some embodiments, the number of target items stored in a virtual base can be used as a factor for achieving victory. For example, suppose there are four factions in the virtual scene: faction A, faction B, faction C, and faction D. Each faction has at least one virtual base in the virtual scene. For example, suppose faction A has virtual base 1 located at the top of the virtual scene, faction B has virtual base 2 located at the bottom of the virtual scene, faction C has virtual base 3 located to the left of the virtual scene, and faction D has virtual base 4 located to the right of the virtual scene. When the number of target items stored in the virtual base of any of these four factions reaches a certain threshold (e.g., 10), for example, if the server detects that the number of target items stored in virtual base 2 has reached 10, it can send a notification to the client to stop running the virtual scene. The notification can also carry a message indicating that faction 2 has won, so that after receiving the notification from the server, the client stops running the virtual scene and displays the message indicating that faction 2 has won.

[0124] In some embodiments, target items can be continuously generated in the virtual scene as the virtual scene progresses. Each virtual object in the virtual scene can only hold one target item at a time, and the target items stored in each virtual base are transported to the virtual base by virtual objects in the corresponding faction.

[0125] For example, taking the target item as a virtual ball in the game, the virtual ball can be continuously generated in the virtual scene map as the game progresses. For example, virtual balls can be randomly generated in the map, and each virtual object in the virtual scene can only hold one virtual ball at a time. Only after the virtual object moves the virtual ball to its own camp's virtual base for storage can it continue to acquire other virtual balls in the virtual scene.

[0126] In some embodiments, in addition to controlling the virtual object to collect target items scattered in the virtual scene, the user can also control the virtual object to obtain target items from the virtual bases of other factions. In this case, the client can also perform the following processing: in response to a movement trigger operation on the first virtual object, control the first virtual object to enter the virtual base of the second faction and obtain the target items stored in the virtual base of the second faction.

[0127] For example, taking the first faction as faction A, the second faction as faction B, and the first virtual object as virtual object A controlled by user 1, the client responds to the movement operation triggered by user 1 for virtual object A, controls virtual object A to enter the virtual base of faction B, and obtains the target item stored in the virtual base of faction B. For example, when the virtual object A stays in the virtual base of faction B for a period of time that reaches a time threshold (e.g., 20 seconds), it can automatically obtain the target item stored in the virtual base of faction B.

[0128] In other embodiments, when the virtual scene first starts running, the multiple virtual bases corresponding to the multiple factions can be distributed in different locations in the virtual scene (for example, assuming there are 4 factions in the virtual scene, these 4 factions can be distributed in 4 different directions: up, down, left, and right). And the virtual objects included in each faction are born and resurrected in the virtual base corresponding to the faction. Then the client can also perform the following processing: display at least one target location in the map control; in response to the migration trigger operation for the first virtual base, move the first virtual base to the selected target location among the at least one target location, wherein the first virtual base is the virtual base of the first faction.

[0129] For example, taking the first faction as Faction A, when the virtual scene first starts running, Faction A's virtual base (i.e., the first virtual base) is located in the lower left corner of the virtual scene. As the virtual scene continues to run, at least one target location can be displayed in the map control, such as location 1 in the middle of the virtual scene, location 2 in the upper left corner of the virtual scene, and location 3 in the upper right corner of the virtual scene. When the client responds to the user's migration trigger operation on Faction A's virtual base, and assuming that the migration trigger operation selects location 2, Faction A's virtual base can be moved from the lower left corner to location 2 (i.e., the upper left corner of the virtual scene). In this way, it is convenient for Faction A's virtual objects to store target items into Faction A's virtual base, thereby further improving the efficiency of human-computer interaction.

[0130] The following will continue to combine Figure 6 The interactive processing method for virtual scenes provided in the embodiments of this application will be described.

[0131] For example, see Figure 6 , Figure 6 This is a flowchart illustrating the interactive processing method for virtual scenes provided in the embodiments of this application, which will be combined with... Figure 6 The steps shown are explained.

[0132] In step 401, the first virtual object is displayed in the virtual scene.

[0133] In step 402, in response to the triggering operation for the attack item, the first virtual object is controlled to use the attack item to launch an attack.

[0134] It should be noted that steps 401 to 402 and Figure 3 Steps 301 to 302 are the same, and will not be repeated here in the embodiments of this application.

[0135] In step 403, in response to the second virtual object in the virtual scene being hit by an attack prop, the target prop held by the second virtual object is displayed as falling from the second virtual object, and the target prop is controlled to switch from the first display mode to the second display mode.

[0136] Here, the second display mode indicates that the target item is in an uncollectible state.

[0137] In some embodiments, the target item held by the second virtual object can be displayed in a first display mode (e.g., a highlighted or glowing display mode). When the target item falls from the second virtual object, the display mode of the target item can be switched from the first display mode to a second display mode (e.g., a non-glowing display mode). For example, taking a virtual ball as the target item, when the second virtual object holds the virtual ball, the virtual ball glows. When the virtual ball falls from the second virtual object, the display mode switches to a non-glowing mode (i.e., the virtual ball changes from glowing to non-glowing) to indicate that the virtual ball is currently in an uncollectible state. At this time, neither the first nor the second virtual object can pick up the virtual ball that has fallen to the ground. For example, for a target item displayed in the second display mode, when the user controls the virtual object to pick up the target item, a prompt message will be displayed to inform the user that the target item is currently in an uncollectible state and cannot be picked up. This enriches the interaction methods based on target items in the virtual scene and enhances the user's gaming experience.

[0138] In other embodiments, after the client controls the target item to switch from the first display mode to the second display mode, it may also perform the following processing: display a countdown control on the target item, wherein the countdown control is used to count down the remaining time for the state switching of the target item, and control the target item to switch from the second display mode to the first display mode (e.g., from a non-flickering display mode to a flashing display mode, or from a glowing display mode to a non-glowing display mode) when the countdown ends, wherein the first display mode indicates that the target item is in a pick-upable state.

[0139] For example, taking a virtual ball as the target item, after the virtual ball falls from the second virtual object, it will switch from a glowing display mode to a non-glowing display mode (e.g., from glowing to non-glowing). At the same time, a countdown control can be displayed on the virtual ball. The countdown duration displayed in the countdown control can be any set duration (e.g., 30 seconds, i.e., the countdown control is displayed as: 30 seconds remaining, 29 seconds remaining, ..., 0 seconds remaining). When the countdown ends (i.e., the countdown control displays 0 seconds remaining), the virtual ball will switch from non-glowing back to glowing to indicate that the virtual ball is currently in a pickable state (i.e., after 30 seconds, the virtual ball will switch from an unpickable state back to a pickable state). At this time, virtual objects in the virtual scene can pick up the virtual ball.

[0140] Furthermore, it should be noted that when the second virtual object holds the target item, the user can only control the second virtual object to use the target item for melee attacks, and cannot switch to shooting items for ranged attacks. That is, only after the target item held by the second virtual object is dropped can the user control the second virtual object to use shooting items for ranged attacks. In other words, when the second virtual object holds the target item, it is in melee mode; after the target item is dropped, the second virtual object will revert to ranged attack mode (e.g., holding a gun, such as controlling the second virtual object to use virtual firearms for ranged attacks).

[0141] The interactive processing method for virtual scenes provided in this application embodiment can cause the target item held by the second virtual object to fall when the energy particles released by the attack prop hit the second virtual object; when the energy particles released by the attack prop hit the virtual base, a virtual barrier surrounding the virtual base can be generated, preventing the virtual base from entering and losing at least one of the ability to store the target item. In other words, the attack prop will produce different effects for different usage scenarios, thus enriching the application methods of the attack prop and improving the efficiency of human-computer interaction.

[0142] The following example illustrates an exemplary application of this application in a real-world application scenario, using a virtual EMP grenade (hereinafter referred to as EMP) as the attack tool.

[0143] Most EMP solutions provided by related technologies revolve around the offensive and defensive confrontation of modern information equipment, often serving as a means for attackers to counter the electronic defense equipment of defenders. Beyond this, there are few other application scenarios. In other words, the scope for EMP in these technologies is limited by the defensive team's deployment, limiting it to a reactive approach and making it unsuitable for most scenarios, resulting in poor efficiency in human-computer interaction.

[0144] In view of this, the embodiments of this application provide an interactive processing method for virtual scenes. In addition to the above application scenarios, EMP also adds the function of interacting with virtual objects and virtual bases, which multiplies its application scenarios. At the same time, it is also related to the interaction mechanism of the core mission objectives of the game, giving users more choices in tactical decisions, thereby improving the efficiency of human-computer interaction.

[0145] The following section will first explain the process of virtual scene operation.

[0146] In some embodiments, four factions (also known as teams) can exist in the virtual scene. Each faction's virtual base is fixed in one of the four directions at the start of the game (i.e., when the virtual scene first begins). Player-controlled virtual objects spawn and respawn in their virtual bases. Cores (e.g., virtual balls, corresponding to the aforementioned target items, are the objects of contention among the four factions in the virtual scene) can spawn on the map as the game progresses (i.e., virtual balls are continuously generated on the map as the game progresses; for example, virtual balls can spawn randomly on the map). Each virtual object can only carry one virtual ball at a time, and when a virtual object dies, the virtual ball it is carrying will drop to its original location. Players can control their virtual objects to carry virtual balls scattered throughout the virtual scene to their own faction's virtual base. The faction that first stores a set number (e.g., 10) of virtual balls wins.

[0147] The basic rules of virtual scenes are explained below.

[0148] In some embodiments, the maximum duration for which the virtual scene runs can be a set duration (e.g., 20 minutes or 35 minutes), and the number of clients accessing the virtual scene can be 4. 4=16 (meaning there are a total of 16 players in a game, and these 16 players are assigned to 4 different teams), and the objective for a team to win can be to reach a certain number threshold (e.g., 10 virtual balls) by storing a certain number of virtual balls in the virtual base.

[0149] The rules for virtual bases will be explained below.

[0150] In some embodiments, each faction's virtual base has a fixed location at the start of the game, for example, they can be distributed in four different directions on the virtual scene map. Virtual objects in each faction spawn and respawn in their corresponding faction's virtual base, and each virtual object needs to transport a virtual ball back to its own faction's virtual base for storage. Furthermore, as the virtual scene progresses, at least one fixed point (corresponding to the aforementioned target location) can be displayed in the map control, allowing virtual bases to be migrated to this location. Additionally, players can interact with the opposing faction's virtual base to obtain virtual balls. For example, a player can control a virtual object to enter the opposing faction's virtual base and press a designated button to interact with the virtual object. If the virtual object remains in the opposing faction's virtual base for a certain duration (e.g., 5 seconds), the player can obtain the virtual ball stored in the opposing faction's virtual base. When a virtual base is attacked by EMP, it will temporarily lose its functions, such as being unable to enter the attacked virtual base, being unable to store virtual spheres in the attacked virtual base, and being unable to steal the virtual spheres stored in the attacked virtual base.

[0151] For example, see Figure 7A , Figure 7A This is a schematic diagram illustrating an application scenario of the virtual scene interaction processing method provided in the embodiments of this application, such as... Figure 7A As shown, the virtual scene 700 displays a virtual base 701 of the first faction and a first virtual object 702 (e.g., virtual object A controlled by user 1) born in the virtual base 701 of the first faction.

[0152] The rules for props in the virtual scene will be explained below.

[0153] In some embodiments, such as Figure 4A As shown, moving virtual drones can be generated within the map of a virtual scene. When a virtual drone is shot down, it can randomly drop items, such as EMPs. Furthermore, the number of items each virtual object in the virtual scene can equip is limited; for example, each virtual object can equip a maximum of two different items simultaneously.

[0154] The following section will continue to explain the EMP rules and the tactical possibilities derived from EMP-based mechanisms.

[0155] In some embodiments, EMPs can be dropped from virtual drones. Furthermore, EMPs can interact with enemy characters, placement items, and virtual bases, disabling certain functions. For example, an EMP can be used to stop an enemy character carrying a core, causing the core to fall and temporarily become uncollectible; an EMP can be used to destroy enemy functional or defensive items; an EMP can be used on an enemy base to temporarily prevent them from entering and storing cores, thus interfering with the opposing faction's mission progress; and an EMP can be used on a friendly base when it is being attacked, thereby interrupting an enemy character's attempt to steal a core from the friendly base.

[0156] For example, see Figure 7B , Figure 7B This is a schematic diagram illustrating an application scenario of the virtual scene interaction processing method provided in the embodiments of this application, such as... Figure 7B As shown, in the virtual scene 700, there is a virtual base 701 of the first faction and a first virtual object 702 (e.g., virtual object A controlled by user 1). The first virtual object 702 belongs to the first faction. Then, the client responds to the first faction's virtual base 701 being hit by an EMP thrown by the first virtual object 702, and displays a virtual shield 703 surrounding the first faction's virtual base 701, thereby preventing virtual objects of other factions from entering the first faction's virtual base 701 to steal the core.

[0157] The following will combine Figure 8 The interactive processing method for virtual scenes provided in the embodiments of this application will be described.

[0158] For example, see Figure 8 , Figure 8 This is a flowchart illustrating the interactive processing method for virtual scenes provided in the embodiments of this application, which will be combined with... Figure 8 The steps shown are explained.

[0159] In step 801, the client randomly generates a virtual drone in the map of the virtual scene.

[0160] In some embodiments, after the game starts, the client can randomly generate a moving virtual drone on the map.

[0161] In step 802, the client responds to the virtual drone being shot down by displaying the EMP of the virtual drone falling.

[0162] In some embodiments, when a virtual drone is destroyed, 1-2 items will be randomly dropped, including EMP.

[0163] It should be noted that the number of items dropped when a virtual drone is destroyed can be related to the skills of the virtual object controlled by the player. For example, if the virtual object controlled by the player has a skill that increases the number of items dropped, the virtual drone will drop two items; if the virtual object controlled by the player does not have a skill that increases the number of items dropped, the virtual drone will drop only one item.

[0164] In step 803, the client responds to the pick-up trigger operation for the EMP by controlling the first virtual object to pick up the EMP.

[0165] In some embodiments, when the client receives a click operation from the player on the "Q" key or "E" key on the keyboard, it can control the first virtual object (i.e. the virtual object currently controlled by the player) to pick up the EMP and equip the EMP in the corresponding key's inventory.

[0166] In step 804, the client responds to the throw trigger operation for the EMP by controlling the first virtual object to throw the EMP.

[0167] In some embodiments, when the client receives a call from the player who clicked the button corresponding to the EMP they just picked up, it controls the first virtual object to launch the EMP along a parabola.

[0168] In step 805, the client detects in real time whether the EMP collides with obstacles in the virtual scene. When a collision occurs, step 806 is executed.

[0169] In some embodiments, as the EMP is thrown along a parabola, the client detects in real time whether the EMP's collision box comes into contact with other models in the virtual scene, i.e., performs collision detection.

[0170] In step 806, the client controls the EMP to explode and detects whether there is a virtual base and a second virtual object within the explosion range. If there is a virtual base, step 807 is executed; if there is a second virtual object, step 808 is executed.

[0171] In some embodiments, when the client detects a collision, it controls the EMP to explode around the point of collision, while simultaneously detecting whether a virtual base and a second virtual object (i.e., an enemy character, such as virtual object B controlled by user 2) exist within the explosion area.

[0172] It should be noted that the two detection processes mentioned above can be performed simultaneously without interfering with each other.

[0173] In step 807, the client displays a virtual shield surrounding the virtual base.

[0174] In some embodiments, when a client detects the presence of a virtual base in the explosion zone, it can display a virtual shield surrounding the virtual base, thereby temporarily rendering the virtual base inaccessible and losing its ability to store cores. If a virtual object from another faction is stealing cores, it can interrupt the theft.

[0175] In step 808, the client displays the core dropped by the second virtual object and disables the second virtual object's ability to use items.

[0176] In some embodiments, if the client detects an enemy character in the blast zone, it can temporarily disable their ability to use items. It can also detect if the character is carrying a core; if so, the core drops to its original position, restoring the character to a weapon-wielding state, and preventing them from picking up the core again for a certain period.

[0177] In other embodiments, the affected virtual base and enemy characters can resume normal functionality after the duration ends.

[0178] The interactive processing method for virtual scenes provided in this application expands the design ideas and application scenarios of EMP in shooting games provided by related technologies. At the same time, it combines the interaction with the core objective of the game, which can hinder the completion of the enemy's mission objective or protect one's own base by using anti-theft mechanisms. In this way, it enriches the player's tactical choices, creates more possibilities for the game, and improves the efficiency of human-computer interaction.

[0179] The following description continues to illustrate the exemplary structure of the virtual scene interaction processing device 555 provided in the embodiments of this application as a software module. In some embodiments, such as... Figure 2 As shown, the software modules in the interactive processing device 555 of the virtual scene stored in the memory 550 may include: a display module 5551 and a control module 5552.

[0180] Display module 5551 is used to display a first virtual object in a virtual scene, wherein the first virtual object holds an attack item; control module 5552 is used to control the first virtual object to use the attack item to attack in response to a trigger operation on the attack item; display module 5551 is also used to display the target item held by the second virtual object falling from the second virtual object in response to the second virtual object being hit by the attack item; control module 5552 is also used to control the second virtual object to switch from holding the target item to holding the shooting item, wherein the target item is the target that the first and second factions fight for in the virtual scene, and the target item is used to determine the winning faction in the game, the first virtual object belongs to the first faction, and the second virtual object belongs to the second faction; display module 5551 is also used to display a virtual barrier surrounding the virtual base in response to the virtual base being hit by the attack item, wherein the virtual barrier is used to block at least one of the following: virtual objects in the virtual scene entering the virtual base, or storing target items in the virtual base.

[0181] In some embodiments, the attack props include throwable props, which are virtual flying props dropped in the virtual scene; the display module 5551 is further configured to display the virtual flying props in the virtual scene before displaying the throwable props held by the first virtual object; and to display the throwable props dropped from the virtual flying props in response to an attack on the virtual flying props; the control module 5552 is further configured to control the first virtual object to pick up the throwable props in response to a pick-up trigger operation for the throwable props.

[0182] In some embodiments, the control module 5552 is further configured to, in response to a throwing trigger operation for a throwable prop, control a first virtual object to throw a throwable prop in a first direction, wherein the first direction is the direction selected by the throwing trigger operation; and to, in response to a collision between the throwable prop and an obstacle in the virtual scene, control the throwable prop to release energy particles in the virtual scene in a radial manner centered on the collision point.

[0183] In some embodiments, the attack props include shooting props with applied skill chips. The original function of the shooting props is to fire virtual bullets, and the skill chips are used to replace the virtual bullets with energy particles. The control module 5552 is also used to control the first virtual object to acquire the skill chips. The interactive processing device 555 of the virtual scene also includes an application module 5553, which is used to apply the skill chips to the shooting props held by the first virtual object in response to a trigger operation on the skill chips.

[0184] In some embodiments, the skill chip has a cooldown time; the interactive processing device 555 of the virtual scene further includes a shielding module 5554 and a determining module 5555, wherein the shielding module 5554 is used to shield the response to the trigger operation for the skill chip when the interval between the first moment and the second moment is less than the cooldown time; the determining module 5555 is used to determine that it will respond to the trigger operation for the skill chip when the interval between the first moment and the second moment is greater than or equal to the cooldown time; wherein the first moment is the moment when the skill chip was last applied to the shooting prop, and the second moment is the moment when the trigger operation was received.

[0185] In some embodiments, the skill chip is dropped by a virtual flying prop in a virtual scene; the display module 5551 is also used to display the virtual flying prop in the virtual scene; and to display the skill chip dropped from the virtual flying prop in response to an attack on the virtual flying prop; the control module 5552 is also used to control the first virtual object to pick up the skill chip in response to a pick-up trigger operation for the skill chip.

[0186] In some embodiments, the control module 5552 is further configured to, in response to a shooting trigger operation for a shooting prop, control a first virtual object to use the shooting prop to release energy particles in a second direction in the virtual scene, wherein the second direction is the direction selected by the shooting trigger operation.

[0187] In some embodiments, the number of items dropped when a virtual flying item is attacked is related to the skill possessed by the first virtual object, wherein when the first virtual object has a skill that increases the number of items dropped, the number of items dropped when the virtual flying item is attacked is increased compared to when the first virtual object does not have a skill that increases the number of items dropped.

[0188] In some embodiments, the shielding module 5554 is further configured to shield the second virtual object from picking up the target item within a first set time period, wherein the first set time period is positively correlated with the degree of damage to the second virtual object when it is hit by energy particles.

[0189] In some embodiments, the shielding module 5554 is further configured to, in response to a third virtual object in a virtual scene being hit by energy particles and the third virtual object not holding a target item, shield the third virtual object from using an attack item for a second set duration, wherein the second set duration is positively correlated with the degree of damage to the third virtual object when it is hit by energy particles.

[0190] In some embodiments, the virtual scene contains multiple factions, including a first faction and a second faction, and each faction has at least one virtual base in the virtual scene. The virtual base hit by the energy particles is the virtual base of any one of the multiple factions. The interactive processing device 555 of the virtual scene also includes a stop module 5556, which is used to stop running the virtual scene in response to the number of target items stored in the virtual base of any faction reaching a quantity threshold. The display module 5551 is also used to display a prompt message indicating that any faction has won.

[0191] In some embodiments, target items are continuously generated in the virtual scene as the virtual scene progresses. Each virtual object in the virtual scene can only hold one target item at a time, and the target items stored in each virtual base are moved to the virtual base by virtual objects included in the corresponding faction.

[0192] In some embodiments, when the virtual scene starts running, multiple virtual bases corresponding to multiple factions are distributed in different locations in the virtual scene, and the virtual objects included in each faction are born and resurrected in the virtual base corresponding to the faction; the display module 5551 is also used to display at least one target location in the map control; the interactive processing device 555 of the virtual scene also includes a moving module 5557, used to move the first virtual base to the selected target location among at least one target location in response to a migration trigger operation for the first virtual base, wherein the first virtual base is the virtual base of the first faction.

[0193] In some embodiments, the control module 5552 is further configured to control the first virtual object to enter the virtual base of the second faction in response to a movement trigger operation on the first virtual object; the virtual scene interaction processing device 555 further includes an acquisition module 5558, configured to acquire the target props stored in the virtual base of the second faction.

[0194] In some embodiments, when the virtual base hit by the attacking prop is a virtual base of the first faction, the display module 5551 is further configured to respond to the virtual base of the first faction in the virtual scene being hit by the attacking prop, and display a first virtual barrier surrounding the virtual base of the first faction, wherein the first virtual barrier is used to block virtual objects in the virtual scene other than the first faction from entering the virtual base of the first faction.

[0195] In some embodiments, when the virtual base hit by the attacking prop is a virtual base of the second faction, the display module 5551 is further configured to display a second virtual barrier surrounding the virtual base of the second faction in response to the virtual base of the second faction in the virtual scene being hit by the attacking prop, wherein the second virtual barrier is used to block at least one of the following: virtual objects included in the second faction in the virtual scene entering the virtual base of the second faction, or storing target props in the virtual base of the second faction.

[0196] In some embodiments, when at least one target item is already stored in the virtual base of the second faction, the determining module 5555 is further configured to, in response to the virtual base of the second faction in the virtual scene being hit by energy particles, perform one of the following processes: continue to store at least one target item in the virtual base of the second faction; randomly assign at least one target item to at least one virtual object in the second faction; or re-scatter at least one target item in the virtual scene.

[0197] In some embodiments, the number of target items dropped by the second virtual object is positively correlated with the degree of damage to the second virtual object when it is hit by energy particles; the display duration of the virtual barrier is positively correlated with the degree of damage to the virtual base when it is hit by energy particles.

[0198] In some embodiments, the display module 5551 is further configured to display a first virtual object in a virtual scene, wherein the first virtual object holds an attack prop; the control module 5552 is further configured to control the first virtual object to use the attack prop to attack in response to a triggering operation for the attack prop; the display module 5551 is further configured to display the target prop held by the second virtual object falling from the second virtual object in response to the second virtual object being hit by the attack prop in the virtual scene; the control module 5552 is further configured to control the target prop to switch from a first display mode to a second display mode, wherein the second display mode indicates that the target prop is in an unpickable state.

[0199] In other embodiments, the display module 5551 is further configured to display a countdown control on the target item, wherein the countdown control is configured to count down the remaining time for the state switching of the target item, and control the target item to switch from the second display mode to the first display mode when the countdown ends, wherein the first display mode indicates that the target item is in a pickable state.

[0200] In some embodiments, the control module 5552 is further configured to control the second virtual object to switch from holding a target item to holding a shooting item; wherein, when the second virtual object holds a target item, it can only use the target item for melee attacks and cannot use the shooting item for long-range shooting.

[0201] It should be noted that the description of the apparatus in this application embodiment is similar to the description of the method embodiment above, and has similar beneficial effects as the method embodiment, therefore, it will not be repeated. For any technical details not covered in the virtual scene interactive processing apparatus provided in this application embodiment, please refer to... Figure 3 , Figure 5A , Figure 5B ,or Figure 6 The meaning is understood in accordance with the description of any of the accompanying drawings.

[0202] This application provides a computer program product, which includes a computer program or computer-executable instructions stored in a computer-readable storage medium. The processor of an electronic device reads the computer-executable instructions from the computer-readable storage medium and executes the computer-executable instructions, causing the electronic device to perform the virtual scene interaction processing method described above in this application.

[0203] This application provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are executed by a processor, they cause the processor to execute the interactive processing method for a virtual scene provided in this application. For example, ... Figure 3 , Figure 5A , Figure 5B ,or Figure 6 The interactive processing method for the virtual scene is shown.

[0204] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; or it may be a variety of devices including one or any combination of the above-mentioned memories.

[0205] In some embodiments, executable instructions may take the form of a program, software, software module, script, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a standalone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.

[0206] As an example, executable instructions can be deployed to execute on a single electronic device, or on multiple electronic devices located in one location, or on multiple electronic devices distributed across multiple locations and interconnected via a communication network.

[0207] The above description is merely an embodiment of this application and is not intended to limit the scope of protection of this application. Any modifications, equivalent substitutions, and improvements made within the spirit and scope of this application are included within the scope of protection of this application.

Claims

1. A method for interactive processing of virtual scenes, characterized in that, The method includes: A first virtual object is displayed in a virtual scene, wherein the first virtual object holds an attack tool; In response to a triggering operation on the attack tool, the first virtual object is controlled to use the attack tool to launch an attack; In response to the second virtual object in the virtual scene being hit by the attack prop, the target prop held by the second virtual object is displayed to fall from the second virtual object, and the second virtual object is controlled to switch from holding the target prop to holding the shooting prop. The target prop is the target that the first team and the second team are fighting for in the game in the virtual scene. The target prop is used to determine the winning team in the game. The first virtual object belongs to the first team, and the second virtual object belongs to the second team. In response to a virtual base in the virtual scene being hit by the attack prop, a virtual barrier surrounding the virtual base is displayed, wherein the virtual barrier is used to prevent at least one of the following: a virtual object in the virtual scene entering the virtual base, or the target prop being stored in the virtual base.

2. The method according to claim 1, characterized in that, The attack props include throwable props, which are virtual flying props that fall from the virtual scene; Before displaying the throwable item held by the first virtual object, the method further includes: The virtual flight prop is displayed in the virtual scene; In response to the virtual flying prop being attacked, the throwable prop that has fallen from the virtual flying prop is displayed; In response to a pick-up trigger operation for the throwable item, the first virtual object is controlled to pick up the throwable item.

3. The method according to claim 2, characterized in that, The step of controlling the first virtual object to use the attack tool to launch an attack in response to a trigger operation on the attack tool includes: In response to a throwing trigger operation for the throwable item, the first virtual object is controlled to throw the throwable item in a first direction, wherein the first direction is the direction selected by the throwing trigger operation; In response to a collision between the throwable prop and an obstacle in the virtual scene, the throwable prop is controlled to release energy particles in the virtual scene in a radiating manner centered on the point of collision.

4. The method according to claim 1, characterized in that, The attack tools include shooting tools that utilize skill chips. The original function of the shooting tools is to fire virtual bullets, and the skill chips are used to replace the virtual bullets with energy particles. Prior to responding to a triggering action against the attack tool, the method further includes: Control the first virtual object to acquire the skill chip; In response to a trigger operation on the skill chip, the skill chip is applied to the shooting prop held by the first virtual object.

5. The method according to claim 4, characterized in that, The skill chip is dropped by a virtual flying prop in the virtual scene; The process of controlling the first virtual object to acquire the skill chip includes: The virtual flight prop is displayed in the virtual scene; In response to the virtual flying prop being attacked, the skill chip that fell from the virtual flying prop is displayed; In response to a pick-up trigger operation for the skill chip, the first virtual object is controlled to pick up the skill chip.

6. The method according to claim 4, characterized in that, The step of controlling the first virtual object to use the attack tool to launch an attack in response to a trigger operation on the attack tool includes: In response to a shooting trigger operation for the shooting prop, the first virtual object is controlled to release energy particles in a second direction in the virtual scene using the shooting prop, wherein the second direction is the direction selected by the shooting trigger operation.

7. The method according to claim 2, 5, or 6, characterized in that, The number of items dropped when the virtual flying prop is attacked is related to the skill possessed by the first virtual object. Specifically, when the first virtual object has a skill that increases the number of items dropped, the number of items dropped when the virtual flying prop is attacked is increased compared to when the first virtual object does not have the skill that increases the number of items dropped.

8. The method according to claim 1, characterized in that, When a second virtual object in the virtual scene is hit by the attack prop, the method further includes: The second virtual object is prevented from picking up the target item within a first set time period, wherein the first set time period is positively correlated with the degree of damage to the second virtual object when it is hit by the attack item.

9. The method according to claim 1, characterized in that, The method further includes: In response to a third virtual object in the virtual scene being hit by the attack item and the third virtual object not possessing the target item, the third virtual object is prevented from using the attack item for a second set duration, wherein the second set duration is positively correlated with the degree of damage to the third virtual object when it is hit by the attack item.

10. The method according to claim 1, characterized in that, The virtual scene contains multiple factions, including the first faction and the second faction, and each faction has at least one virtual base in the virtual scene. The virtual base hit by the attack prop is the virtual base of any one of the multiple factions. The method further includes: In response to the number of target items stored in the virtual base of any of the stated factions reaching a certain threshold, the virtual scene is stopped and a message indicating that any of the stated factions has won is displayed.

11. The method according to claim 10, characterized in that, The target item is continuously generated in the virtual scene as the virtual scene progresses. Each virtual object in the virtual scene can only hold one target item at a time, and the target items stored in each virtual base are transported to the virtual base by the virtual objects included in the corresponding faction.

12. The method according to claim 10, characterized in that, When the virtual scene starts running, the multiple virtual bases corresponding to the multiple factions are distributed in different locations in the virtual scene, and the virtual objects included in each faction are born and resurrected in the virtual base corresponding to the faction. The method further includes: Display at least one target location in the map control; In response to a migration trigger operation for a first virtual base, the first virtual base is moved to a selected target location among the at least one target locations, wherein the first virtual base is a virtual base of the first faction.

13. The method according to claim 1, characterized in that, The method further includes: In response to a movement-triggered operation on the first virtual object, the first virtual object is controlled to enter the virtual base of the second faction and acquire the target item stored in the virtual base of the second faction.

14. The method according to claim 1, characterized in that, When the virtual base hit by the attack item is a virtual base of the first faction, the virtual barrier surrounding the virtual base is displayed in response to the virtual base being hit by the attack item in the virtual scene, including: In response to the virtual base of the first faction in the virtual scene being hit by the attack prop, a first virtual barrier surrounding the virtual base of the first faction is displayed, wherein the first virtual barrier is used to prevent virtual objects other than the first faction in the virtual scene from entering the virtual base of the first faction.

15. The method according to claim 1, characterized in that, When the virtual base hit by the attack item is a virtual base of the second faction, the virtual barrier surrounding the virtual base displayed in response to the virtual base being hit by the attack item in the virtual scene includes: In response to the virtual base of the second faction in the virtual scene being hit by the attack prop, a second virtual barrier surrounding the virtual base of the second faction is displayed, wherein the second virtual barrier is used to block at least one of the following: virtual objects included in the second faction in the virtual scene entering the virtual base of the second faction, or storing the target prop in the virtual base of the second faction.

16. The method according to claim 15, characterized in that, When at least one of the target items is already stored in the virtual base of the second faction, the method further includes, in response to the virtual base of the second faction in the virtual scene being hit by the attack item: Perform one of the following processes: Continue to store at least one of the target items in the virtual base of the second faction; Randomly assign at least one of the target items to at least one virtual object in the second faction; Scatter at least one of the target items back into the virtual scene.

17. An interactive processing device for a virtual scene, characterized in that, The device includes: A display module is used to display a first virtual object in a virtual scene, wherein the first virtual object holds an attack prop; A control module is configured to control the first virtual object to use the attack tool to launch an attack in response to a trigger operation on the attack tool. The display module is also configured to, in response to the second virtual object in the virtual scene being hit by the attack prop, display that the target prop held by the second virtual object falls from the second virtual object; The control module is also used to control the second virtual object to switch from holding the target item to holding the shooting item, wherein the target item is the target that the first team and the second team fight for in the virtual scene, the target item is used to determine the winning team in the game, the first virtual object belongs to the first team, and the second virtual object belongs to the second team; The display module is further configured to, in response to the virtual base in the virtual scene being hit by the attack prop, display a virtual barrier surrounding the virtual base, wherein the virtual barrier is configured to block at least one of the following: a virtual object in the virtual scene entering the virtual base, or the target prop being stored in the virtual base.

18. An electronic device, characterized in that, The electronic device includes: Memory, used to store executable instructions; A processor, when executing executable instructions stored in the memory, implements the interactive processing method of the virtual scene according to any one of claims 1 to 16.

19. A computer-readable storage medium storing computer-executable instructions, characterized in that, When the computer-executable instructions are executed by the processor, they implement the interactive processing method of the virtual scene according to any one of claims 1 to 16.

20. A computer program product comprising a computer program or computer-executable instructions, characterized in that, When the computer program or computer-executable instructions are executed by the processor, the interactive processing method of the virtual scene as described in any one of claims 1 to 16 is implemented.