Virtual world-based interaction method, apparatus, device, and computer-readable storage medium

CN118846520BActive Publication Date: 2026-10-23TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202411141193.2
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-08-19
Publication Date
2026-10-23
Estimated Expiration
2044-08-19

AI Technical Summary

Benefits of technology

[0042]本申请实施例提供的技术方案当主控虚拟角色进入回合制战斗状态时,第一宠物角色和第二宠物角色也进入回合制战斗状态,且第一宠物角色和第二宠物角色是以第一宠物角色和第二宠物角色在未进入回合制战斗状态之前所执行的种群互动行为所对应的战斗模式进入回合制战斗状态的,使得第一宠物角色和第二宠物角色在未进入回合制战斗状态之前的关系延续到回合制战斗状态中,第一宠物角色和第二宠物角色在进入回合制战斗状态之前和进入回合制战斗状态之后的关系保持一致,降低了进入回合制战斗状态之前和进入回合制战斗状态之后的割裂感,进而使得游戏体验更加完整,提高玩家的沉浸感。

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Abstract

The application discloses a virtual world-based interaction method and device, equipment and computer readable storage medium, and belongs to the technical field of computers. The method comprises the following steps: displaying a first pet role and a second pet role in a virtual world, wherein the first pet role and the second pet role belong to the same population or different populations; displaying the first pet role and the second pet role performing a population interaction behavior; in response to a battle triggering event, controlling a master virtual role to switch from a virtual world exploration state to a round-based battle state, and controlling the first pet role and the second pet role to enter the round-based battle state in a battle mode corresponding to the population interaction behavior. The method improves the flexibility and interest of virtual world-based interaction, thereby improving the virtual world-based interaction rate and the user retention rate of the game.
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Description

Technical Field

[0001] This application relates to the field of computer technology, and in particular to an interactive method, apparatus, device, and computer-readable storage medium based on a virtual world. Background Technology

[0002] With the continuous development of computer technology, various types of games have emerged, including games based on virtual world interaction. People's demands for the flexibility and fun of virtual world-based interaction are also increasing. Therefore, there is a need to provide a virtual world-based interaction method to improve the flexibility and fun of interaction, thereby increasing the interaction rate and user retention rate of the game. Summary of the Invention

[0003] This application provides an interactive method, apparatus, device, and computer-readable storage medium based on a virtual world, which can be used to improve the flexibility and fun of interaction, increase the interaction rate, and improve user retention rate in games. The technical solution is as follows:

[0004] On one hand, embodiments of this application provide an interaction method based on a virtual world, the method comprising:

[0005] Displays a first pet character and a second pet character in a virtual world, where the first pet character and the second pet character belong to the same or different species;

[0006] The first pet character and the second pet character are shown performing population interaction behaviors;

[0007] In response to a battle-triggered event, the main virtual character is controlled to switch from virtual world exploration mode to turn-based battle mode, and the first pet character and the second pet character are controlled to enter the turn-based battle mode according to the battle mode corresponding to the species interaction behavior.

[0008] On the other hand, embodiments of this application provide an interactive device based on a virtual world, the device comprising:

[0009] The display module is used to display a first pet character and a second pet character in the virtual world, wherein the first pet character and the second pet character belong to the same species or different species.

[0010] The display module is also used to display the first pet character and the second pet character performing population interaction behaviors;

[0011] The control module is used to respond to a battle trigger event, control the main virtual character to switch from virtual world exploration state to turn-based battle state, and control the first pet character and the second pet character to enter the turn-based battle state in the battle mode corresponding to the species interaction behavior.

[0012] In one possible implementation, the population interaction behavior includes intraspecific interaction behavior;

[0013] The display module is used to display the intra-species interaction behavior performed by the first pet character and the second pet character, based on the fact that the first pet character and the second pet character belong to the same species.

[0014] In one possible implementation, the control module is configured to, in response to a battle triggering event, control the main virtual character to switch from virtual world exploration state to turn-based battle state when the species interaction behavior of the first pet character and the second pet character is intra-species interaction behavior or inter-species intimate interaction behavior, and control the first pet character and the second pet character to enter the turn-based battle state in a first battle mode, wherein the first battle mode is used to indicate that if the main virtual character attacks the first pet character or the second pet character, the first pet character and the second pet character attack the main virtual character.

[0015] In one possible implementation, the population interaction behavior includes interspecific interaction behavior;

[0016] The display module is used to display the interspecies interaction behavior performed by the first pet character and the second pet character, based on the fact that the first pet character and the second pet character belong to different species.

[0017] In one possible implementation, the interspecific interaction behaviors include intimate interspecific interaction behaviors and hostile interspecific interaction behaviors;

[0018] The display module is configured to display the first pet character and the second pet character performing the interspecies intimate interaction behavior based on the first pet character and the second pet character belonging to different species and having an intimate relationship between their respective species; and to display the first pet character and the second pet character performing the interspecies hostile interaction behavior based on the first pet character and the second pet character belonging to different species and having an adversarial relationship between their respective species.

[0019] In one possible implementation, the control module is configured to, in response to a battle trigger event, control the main virtual character to switch from virtual world exploration state to turn-based battle state when the first pet character and the second pet character belong to different groups and the relationship between the populations of the first pet character and the second pet character is hostile, and control the first pet character and the second pet character to enter the turn-based battle state in a second battle mode. The second battle mode is configured to indicate that when the main virtual character attacks the target pet character, the target pet character attacks the main virtual character, and the target pet character is either the first pet character or the second pet character.

[0020] In one possible implementation, the device further includes:

[0021] The determination module is used to determine a third pet character in response to the first pet character entering the turn-based combat state. The third pet character belongs to the same species as the first pet character, or the third pet character belongs to a different species than the first pet character, and the relationship between the species of the third pet character and the species of the first pet character is a close relationship.

[0022] The control module is also used to control the third pet character to enter the turn-based combat state, and the third pet character is used to assist the first pet character.

[0023] In one possible implementation, the determining module is configured to, in response to the first pet character entering the turn-based combat state, determine a target area based on the current location information of the first pet character; determine a first candidate pet character located within the target area; and determine the third pet character among the first candidate pet characters.

[0024] In one possible implementation, the determining module is configured to: determine a second candidate pet character from the first candidate pet character, wherein the second candidate pet character belongs to the same species as the first pet character, or the second candidate pet character belongs to a different species than the first pet character, and the species of the second candidate pet character and the species of the first pet character are in a close relationship; determine the distance between each second candidate pet character and the first pet character; sort the second candidate pet characters according to the target order based on the distance between each second candidate pet character and the first pet character to obtain a sorted list; and determine the second candidate pet character in the sorted list that is located before the target position as the third pet character.

[0025] In one possible implementation, the display module is further configured to display the third pet character in a first direction of the first pet character, wherein the third pet character and the first pet character are at a first distance in the vertical direction.

[0026] In one possible implementation, the device further includes:

[0027] The trigger module is used to trigger the battle trigger event in response to the summoning of the player's pet character corresponding to the main virtual character.

[0028] In one possible implementation, the display module is further configured to display the pet character at a first position in response to the summoning of the pet character corresponding to the main virtual character. The first position is located in a second direction from the main virtual character, and the distance between the pet character and the main virtual character is a second distance.

[0029] In one possible implementation, the display module is further configured to display a summoning control, which is used to trigger a summoning function;

[0030] The device further includes:

[0031] The summoning module is used to summon the player's pet character when the summoning function is triggered.

[0032] In one possible implementation, the device further includes:

[0033] The summoning module is used to summon the user's pet character based on the operation of controlling the main virtual character to move towards the target pet character, and the distance between the main virtual character and the target pet character is less than a distance threshold. The target pet character is either the first pet character or the second pet character.

[0034] In one possible implementation, the display module is further configured to display an attribute bar corresponding to the pet character in response to the summoning of the pet character corresponding to the main virtual character. The attribute bar of the pet character is used to indicate the remaining attribute values ​​and the attribute thresholds of the pet character.

[0035] In one possible implementation, the display module is further configured to, in response to the first pet character and the second pet character entering a turn-based combat state, display the attribute bar corresponding to the first pet character and the attribute bar corresponding to the second pet character, wherein the attribute bar corresponding to the first pet character is used to indicate the remaining attribute value and the attribute threshold of the first pet character, and the attribute bar corresponding to the second pet character is used to indicate the remaining attribute value and the attribute threshold of the second pet character.

[0036] In one possible implementation, the attribute bar corresponding to the first pet character indicates that the remaining attribute value of the first pet character is the remaining attribute value before the first pet character enters the turn-based combat state; the attribute bar corresponding to the second pet character indicates that the remaining attribute value of the second pet character is the remaining attribute value before the second pet character enters the turn-based combat state.

[0037] In one possible implementation, the display module is further configured to, when the target pet character enters a turn-based combat state, display a target identifier based on the fact that the remaining attribute value of the target pet character before entering the turn-based state is lower than the attribute threshold of the target pet character, the target identifier being used to indicate that the target pet character is injured, the target pet character being either the first pet character or the second pet character.

[0038] On the other hand, embodiments of this application provide a computer device, the computer device including a processor and a memory, the memory storing at least one piece of program code, the at least one piece of program code being loaded and executed by the processor, so that the computer device implements any of the above-described virtual world-based interaction methods.

[0039] On the other hand, a computer-readable storage medium is also provided, wherein at least one piece of program code is stored in the computer-readable storage medium, the at least one piece of program code being loaded and executed by a processor to enable a computer to implement any of the above-described virtual world-based interaction methods.

[0040] On the other hand, a computer program or computer program product is also provided, wherein the computer program or computer program product stores at least one computer instruction, which is loaded and executed by a processor to enable the computer to implement any of the above-mentioned virtual world-based interaction methods.

[0041] The technical solution provided in this application has at least the following beneficial effects:

[0042] The technical solution provided in this application provides that when the main virtual character enters a turn-based combat state, the first pet character and the second pet character also enter a turn-based combat state. The first pet character and the second pet character enter the turn-based combat state according to the combat mode corresponding to the species interaction behavior performed by the first pet character and the second pet character before entering the turn-based combat state. This ensures that the relationship between the first pet character and the second pet character before entering the turn-based combat state continues into the turn-based combat state. The relationship between the first pet character and the second pet character before entering the turn-based combat state and after entering the turn-based combat state remains consistent, reducing the sense of disconnect between before entering the turn-based combat state and after entering the turn-based combat state, thereby making the game experience more complete and improving the player's immersion.

[0043] Furthermore, once the main virtual character, the first pet character, and the second pet character enter turn-based combat mode, the main virtual character can engage in turn-based combat not only with the first pet character but also with the second pet character. This reduces the limitations of the main virtual character's interaction in the virtual world, making the interaction more flexible and diverse, thereby increasing the game's fun factor and improving the game's interaction rate and user retention rate.

[0044] In addition, the method provided by the embodiments of this application can enable the game to continuously generate a variety of population interaction behaviors and combat modes, thereby increasing the diversity of the game and further improving user retention. Attached Figure Description

[0045] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0046] Figure 1 This is a schematic diagram of a computer system provided in an embodiment of this application;

[0047] Figure 2 This is a flowchart of an interaction method based on a virtual world provided in an embodiment of this application;

[0048] Figure 3 This is a schematic diagram of a game interaction interface provided in an embodiment of this application;

[0049] Figure 4 This is a schematic diagram illustrating the daily group interaction behavior of a first pet character and a second pet character, as provided in an embodiment of this application.

[0050] Figure 5 This is a schematic diagram illustrating the stress-protection interaction behavior performed by a first pet character and a second pet character, as provided in an embodiment of this application.

[0051] Figure 6 This is a schematic diagram illustrating a first pet character and a second pet character performing intimate interaction behavior, provided in an embodiment of this application.

[0052] Figure 7 This is a schematic diagram illustrating an interactive fighting behavior between a first pet character and a second pet character, as provided in an embodiment of this application.

[0053] Figure 8 This is a schematic diagram showing another game interaction interface provided in an embodiment of this application;

[0054] Figure 9 This is a schematic diagram showing a third pet character and a reference pet character provided in an embodiment of this application;

[0055] Figure 10 This is a display diagram illustrating a method for substituting a pet character according to an embodiment of this application;

[0056] Figure 11 This is a display diagram showing another method of pet role substitution provided in the embodiments of this application;

[0057] Figure 12 This is a flowchart of an interaction method based on a virtual world provided in an embodiment of this application;

[0058] Figure 13 This is a schematic diagram of the structure of an interactive device based on a virtual world, provided in an embodiment of this application;

[0059] Figure 14 This is a schematic diagram of the structure of a terminal device provided in an embodiment of this application;

[0060] Figure 15 This is a schematic diagram of the structure of a server provided in an embodiment of this application. Detailed Implementation

[0061] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.

[0062] It should be noted that the terms "first," "second," etc., used in this application are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such terms can be used interchangeably where appropriate so that the embodiments of this application described herein can be implemented in orders other than those illustrated or described herein. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this application as detailed in the appended claims.

[0063] First, the abbreviations and key terms involved in the embodiments of this application are defined.

[0064] Virtual world: refers to the environment provided (or displayed) by an application when it runs on a terminal device. This virtual world is an environment created for virtual objects to perform activities. A virtual world can be a two-dimensional virtual environment, a 2.5-dimensional virtual environment, or a three-dimensional virtual environment, etc. A virtual world can be a simulation of the real world, a semi-simulation of the real world, or a purely fictional environment. For example, the virtual world involved in this application embodiment is a three-dimensional virtual environment.

[0065] Virtual characters: These are movable objects in a virtual world, such as virtual people, virtual animals, and anime characters. Players can control virtual characters through peripheral devices or by clicking on a touchscreen. Each virtual character has its own shape and volume in the virtual world, occupying a portion of the virtual world's space. For example, when the virtual world is a three-dimensional virtual environment, the virtual character is a three-dimensional model created based on animation skeletal technology.

[0066] Figure 1 This is a schematic diagram of a computer system provided in an embodiment of this application, such as... Figure 1 As shown, the computer system includes a terminal device 101 and a server 102. The terminal device 101 has an interactive client installed and running. The virtual world-based interaction method provided in this embodiment can be executed by the terminal device 101, or by both the terminal device 101 and the server 102; this embodiment does not limit the execution of this method.

[0067] Server 102 provides background services for the interactive client installed on terminal device 101. In one possible implementation, server 102 undertakes the main computational work, and terminal device 101 undertakes the secondary computational work. Alternatively, server 102 undertakes the secondary computational work, and terminal device 101 undertakes the main computational work. Or, terminal device 101 and server 102 collaborate on computation using a distributed computing architecture.

[0068] For example, the interactive client can be a game client or other types of clients, and this application embodiment does not limit this. When the interactive client is a game client, the game client can be a third-person shooter (TPS) game, a first-person shooter (FPS) game, a multiplayer online battle arena (MOBA) game, a multiplayer shooting survival game, a massively multiplayer online role-playing game (MMO), an action role-playing game (ARPG), a virtual reality (VR) client, an augmented reality (AR) client, a 3D map program, a map simulation program, a social client, an interactive entertainment client, etc.

[0069] The interactive client can refer to a client that needs to be downloaded and installed independently, or it can refer to an embedded program that depends on a host program to run. An embedded program is an application developed based on a programming language and that depends on a host program to run. Embedded programs do not require downloading and installation; they only need to be dynamically loaded into the host program to run. Embedded programs include, but are not limited to, applets. This application embodiment does not limit the type of client. Users can find the embedded program they need by searching, scanning, etc., and run it by clicking on it. After use, closing it will not occupy the terminal device's memory, which is very convenient. In addition, the client in this application embodiment can be a frame-synchronized client, that is, the virtual world-based interaction method provided in this application embodiment can be applied to a frame-synchronized client.

[0070] Optionally, the terminal device 101 can be any electronic device product capable of human-computer interaction with the user through one or more methods such as a keyboard, touchpad, remote control, voice interaction, or handwriting device. For example, the terminal device 101 can be a smartphone, tablet computer, laptop computer, desktop computer, smart speaker, smartwatch, PC (Personal Computer), mobile phone, PDA (Personal Digital Assistant), wearable device, PPC (Pocket PC), smart car system, smart TV, etc.

[0071] Terminal device 101 can refer to one of a plurality of terminal devices. This embodiment uses terminal device 101 as an example. Those skilled in the art will know that the number of terminal devices 101 can be more or less. For example, there may be only one terminal device 101, or there may be dozens or hundreds of terminal devices 101, or more. This application embodiment does not limit the number or type of terminal devices 101.

[0072] Server 102 can be a single server, a server cluster consisting of multiple servers, or any of the following: a cloud computing platform or a virtualization center. This embodiment of the application does not limit this. Server 102 communicates directly or indirectly with terminal device 101 via wired or wireless communication. Server 102 has data receiving, data processing, and data sending functions. Of course, server 102 may also have other functions, which are not limited in this embodiment of the application.

[0073] In an exemplary embodiment of this application, the terminal device 101 displays a game interaction interface 103, which displays a main virtual character 104, a first pet character 105, and a second pet character 106 in a virtual world. The first pet character 105 and the second pet character 106 belong to the same or different species. When the first pet character 105 and the second pet character 106 receive a group event, the first pet character 105 and the second pet character 106 are shown performing species interaction behavior. When the main virtual character 104 wants to engage in turn-based combat, the main virtual character 104 summons the corresponding pet character. When the pet character is summoned, a battle trigger event is triggered, controlling the main virtual character 104 to switch from the virtual world exploration state to the turn-based combat state, and controlling the first pet character 105 and the second pet character 106 to enter the turn-based combat state in the combat mode corresponding to the species interaction behavior. At this time, the main virtual character 104, the first pet character 105, and the second pet character 106 engage in turn-based combat.

[0074] Those skilled in the art should understand that the terminal device 101 and server 102 described above are merely illustrative examples. Other existing or future terminal devices or servers that are applicable to this application should also be included within the scope of protection of this application, and are hereby incorporated by reference.

[0075] This application provides an interaction method based on a virtual world, which can be applied to the above-mentioned... Figure 1 The implementation environment shown is as follows: Figure 2 The flowchart shown in this embodiment of the application illustrates an interaction method based on a virtual world. This method can be implemented by... Figure 1 The terminal device 101 in the middle executes. For example... Figure 2 As shown, the method includes the following steps 201 to 203.

[0076] In step 201, a first pet character and a second pet character in the virtual world are displayed. The first pet character and the second pet character belong to the same species or different species.

[0077] In an exemplary embodiment of this application, the display interface of the terminal device displays relevant information about the interactive client. The relevant information about the client may be the client's name, the client's icon, or other information that can uniquely identify the client. This embodiment of the application does not limit this.

[0078] When the game object wants to run the client, it selects the relevant client information. The terminal device receives the trigger operation for this client information and displays the first and second pet characters in the virtual world. Optionally, the first and second pet characters are non-player characters (NPCs) in the game. The first and second pet characters may belong to the same or different species.

[0079] In one possible implementation, if the first pet character and the second pet character are of the same type, the first pet character and the second pet character belong to the same species; if the first pet character and the second pet character are of different types, the first pet character and the second pet character belong to different species.

[0080] For example, if both the first and second pet characters are of the same type (cat), then they belong to the same species. Conversely, if both the first and second pet characters are of different types (cat and dog), then they belong to different species.

[0081] Optionally, in response to a triggered operation related to client information, a game interface is displayed, showing the first pet character and the second pet character in the virtual world.

[0082] In this embodiment, the game object can select the client's relevant information by clicking on the client's relevant information or by selecting the client's relevant information through voice control. This application does not limit the method of selecting the client's relevant information.

[0083] like Figure 3 This is a schematic diagram illustrating a game interface provided in an embodiment of this application. Figure 3 The game interface shown displays a first pet character 301 and a second pet character 302 in the virtual world. The first pet character 301 and the second pet character 302 belong to the same species.

[0084] Optionally, the game interface may also display a main virtual character, which is a virtual character controlled by the game object. This main virtual character possesses its own pet character, which refers to the pet character already acquired by the main virtual character. For example... Figure 3 In this context, 303 is the main virtual character.

[0085] It should be noted that the game's interactive interface can also display other information; see details below. Figure 3 The game interface shown in this embodiment will not be described in detail here.

[0086] In addition, the main virtual character in the virtual world is in the virtual world exploration state. In the virtual world exploration state, the main virtual character can freely explore, move and interact with the virtual world, and receive real-time feedback based on the interaction behavior.

[0087] In step 202, the first pet character and the second pet character are shown performing population interaction behaviors.

[0088] Among them, population interaction behavior is determined based on the relationship between the population of the first pet character and the population of the second pet character.

[0089] In one possible implementation, when the first pet character and the second pet character receive a group event, the first pet character and the second pet character perform population interaction behaviors. Population interaction behaviors include intraspecific interaction behaviors and interspecific interaction behaviors, wherein interspecific interaction behaviors include interspecific intimate interaction behaviors and interspecific hostile interaction behaviors; that is, population interaction behaviors include intraspecific interaction behaviors, interspecific intimate interaction behaviors, and interspecific hostile interaction behaviors. The group event is used to instruct the first pet character to perform intraspecific interaction behaviors when encountering a pet character from the same group, to perform intermediate intimate interaction behaviors when encountering a pet character from a different group but whose group relationship is intimate, and to perform interspecific hostile interaction behaviors when encountering a pet character from a different group but whose group relationship is hostile. The second pet character follows the same logic, and will not be elaborated further here. When the virtual world also includes other pet characters, the other pet characters in the virtual world also follow the same logic, and will not be elaborated further here.

[0090] Optionally, in this step, population interaction behavior includes intraspecific interaction behavior. Based on the premise that the first pet character and the second pet character belong to the same population, the first pet character and the second pet character are shown performing intraspecific interaction behavior. Intraspecific interaction behavior includes, but is not limited to, routine group interaction behavior and stress-resistance protection interaction behavior (higher-ranking pet characters protecting lower-ranking pet characters). For example... Figure 4 This is a schematic diagram illustrating a first pet character and a second pet character performing daily group interaction behavior, as provided in an embodiment of this application. The first pet character 401 and the second pet character 402 are moving together. Figure 5 This is a schematic diagram of a first pet character and a second pet character performing stress protection interaction behavior according to an embodiment of this application, wherein the first pet character 501 is protecting the second pet character 502.

[0091] Population interaction behaviors include interspecies interaction behaviors. Based on the fact that the first pet character and the second pet character belong to different populations, it is shown that the first pet character and the second pet character perform interspecies interaction behaviors. Interspecies interaction behaviors are different from intraspecies interaction behaviors.

[0092] Furthermore, pet characters from different groups will have close or hostile relationships based on their ecology and habits. Therefore, interspecies interaction behaviors include close and hostile interactions. When pet characters from different groups that are close to each other meet, they will engage in close interactions; when pet characters from different groups that are hostile to each other meet, they will engage in hostile interactions.

[0093] Based on the fact that the first pet character and the second pet character belong to different species, and the relationship between the first pet character's species and the second pet character's species is a close relationship, it is shown that the first pet character and the second pet character perform interspecies intimate interaction behaviors. These interspecies intimate interaction behaviors include, but are not limited to, intimate interaction behaviors and companionship interaction behaviors. For example... Figure 6 This is a schematic diagram showing a first pet character and a second pet character performing intimate interaction behavior according to an embodiment of this application, wherein the first pet character 601 and the second pet character 602 are interacting intimately.

[0094] Since the first pet character and the second pet character belong to different species, and the relationship between the first pet character's species and the second pet character's species is hostile, the interaction between the first pet character and the second pet character is shown to be hostile. This hostile interaction includes, but is not limited to, fighting and chasing. Figure 7 This is a schematic diagram showing a first pet character and a second pet character engaging in interactive fighting, as provided in an embodiment of this application. The first pet character 701 and the second pet character 702 are fighting each other.

[0095] In this step, by displaying the first pet character and the second pet character performing population interaction behaviors, the game object is made aware of the relationship between the first pet character and the second pet character, so that the game object can determine whether to attack the first pet character or the second pet character. In other words, the game object decides whether to control the main virtual character to enter a turn-based combat state and whether to launch an attack, thereby giving the game object greater control over the game.

[0096] It should be noted that the pet characters in the game can receive group events in any of the following ways.

[0097] 1. Pet characters receive group events under specific weather conditions.

[0098] The specific weather can be any kind of weather, and this application embodiment does not limit it. For example, the specific weather is rainstorm weather.

[0099] 2. Pet characters receive group events at specific times.

[0100] The specific time can be any time, and this application embodiment does not limit it. For example, the specific time is 20:00 every day.

[0101] 3. The pet character receives a group event after the target interval.

[0102] The target interval is set based on experience or adjusted according to the implementation environment; this embodiment does not limit this. For example, the target interval is 4 hours, meaning the pet character receives group events every 4 hours.

[0103] IV. The pet character receives the group event after the target event.

[0104] The target event can be any event, and this application embodiment does not limit it. For example, the target event is the appearance of a new species of pet characters in the game.

[0105] 5. Pet characters have a random probability of receiving group events at the current time.

[0106] The random probability is set based on experience or adjusted according to the implementation environment, and this application embodiment does not limit this. For example, the random probability is 80%, that is, the pet character has an 80% probability of receiving the group event in the current event.

[0107] The random probability of pet characters at each time can be the same or different, and this application embodiment does not limit this.

[0108] It should also be noted that when neither the first pet character nor the second pet character receives a group event, neither the first pet character nor the second pet character will perform group interaction behavior.

[0109] The virtual world-based interaction method provided in this application includes behavior groups. A behavior group is a way to implement pet characters in a game. By configuring various pet characters to perform specific behaviors under certain conditions, the resulting set of conditions and behaviors constitutes a behavior group. A behavior group includes three parts: group configuration, group events, and group behavior overriding.

[0110] The group configuration is the underlying configuration for behavior groups. It pre-configures the species to which each pet character belongs and their role within that species. The group configuration also specifies the interactive behavior each pet character should perform upon receiving a group event. When a pet character receives a group event, it executes the group behavior overridden, meaning it performs the interactive behavior it is supposed to perform.

[0111] For example, if the group configuration specifies that a cat-type pet character, after receiving a group event, will engage in a fight with a dog-type pet character upon encountering them, then a cat-type pet character, after receiving a group event, will engage in a fight with a dog-type pet character in the virtual world.

[0112] Group events are the driving rules for behavior groups. They are configured in the individual behavior tree of a pet character and are triggered in specific contexts, such as random probability, daily intervals, stress responses, and weather conditions at specific times. When a group event is triggered, the pet character receives it and performs the interactive behavior that the pet character should perform.

[0113] Group behavior overriding is the final manifestation of behavior groups. Each pet character in the game possesses individual behavioral behaviors, driven by a state machine and individual behavior groups. However, when a pet character receives a group event, it will execute the interaction behavior it is supposed to perform, and its individual behavior group will be overridden. Depending on the pet character's role in the population, it will perform different types of behaviors.

[0114] In step 203, in response to the battle trigger event, the main virtual character is controlled to switch from the virtual world exploration state to the turn-based battle state, and the first pet character and the second pet character are controlled to enter the turn-based battle state in the battle mode corresponding to the group interaction behavior.

[0115] In one possible implementation, when the species interaction behavior of the first pet character and the second pet character is an intra-species interaction behavior or an inter-species intimate interaction behavior, in response to a battle triggering event, the main virtual character is controlled to switch from the virtual world exploration state to a turn-based battle state, and the first pet character and the second pet character are controlled to enter the turn-based battle state in a first battle mode. The first battle mode is used to indicate that if the main virtual character attacks the first pet character or the second pet character, the first pet character and the second pet character will attack the main virtual character.

[0116] The first battle mode is used to instruct that when the main virtual character attacks the first pet character or the second pet character, the first pet character and the second pet character will attack the main virtual character. That is, in this possible implementation, after the main virtual character, the first pet character, and the second pet character enter a turn-based battle state, when the main virtual character attacks the first pet character, both the first and second pet characters attack the main virtual character; when the main virtual character attacks the second pet character, both the first and second pet characters attack the main virtual character. The turn-based battle between the main virtual character and the first and second pet characters is a one-to-many turn-based battle. The main virtual character needs to eliminate the first and second pet characters to achieve victory in the turn-based battle.

[0117] In another possible implementation, if the species interaction behavior of the first pet character and the second pet character is an interspecies intimate interaction behavior, in response to a battle trigger event, the main virtual character is controlled to enter a turn-based battle state from the virtual world exploration state, and the first pet character and the second pet character are controlled to enter a turn-based battle state in a second battle mode.

[0118] The second battle mode indicates that when the main virtual character attacks a target pet character, the target pet character attacks the main virtual character. The target pet character can be either the first pet character or the second pet character. In other words, in this possible implementation, after the main virtual character, the first pet character, and the second pet character enter a turn-based battle, when the main virtual character attacks the first pet character, the first pet character attacks the main virtual character, and the second pet character does not attack the main virtual character; when the main virtual character attacks the second pet character, the second pet character attacks the main virtual character, and the first pet character does not attack the main virtual character. The turn-based battle between the main virtual character and the first / second pet characters is a one-on-one turn-based battle. The main virtual character must defeat both the first and second pet characters to achieve victory in the turn-based battle.

[0119] In one possible implementation, a battle trigger event is initiated in response to the summoning of the player's pet character corresponding to the main virtual character. The methods for summoning the player's pet character corresponding to the main virtual character include, but are not limited to, the following two.

[0120] Method 1: Display the summoning control. The summoning control is used to trigger the summoning function; when the summoning function is triggered, summon your own pet character.

[0121] Optionally, a summoning control is displayed in the game's interactive interface, such as... Figure 3 304 in the diagram refers to a summon control. The summon function is triggered in response to a selection operation on the summon control. The selection operation on the summon control can be a click operation on the summon control; however, other operations are also possible, and this embodiment does not limit the specific actions taken in this application.

[0122] In this first method, the player's pet character can be summoned with a single click by triggering the summoning control, making the summoning method simple and thus improving the efficiency of game interaction.

[0123] Method 2: Based on the operation of controlling the main virtual character to move towards the target pet character, and the distance between the main virtual character and the target pet character is less than the distance threshold, the player's own pet character is summoned, and the target pet character is either the first pet character or the second pet character.

[0124] The distance threshold is set based on experience or adjusted according to the implementation environment; this embodiment does not limit this. For example, the distance threshold is 1 meter.

[0125] In one possible implementation, the game interface also displays movement controls, which are used to control the movement of the main virtual character, such as... Figure 3 305 in the diagram represents a motion control. In response to an upward swipe on the motion control, the main virtual character moves forward; in response to a downward swipe on the motion control, the main virtual character moves backward; in response to a left swipe on the motion control, the main virtual character moves to the left; and in response to a right swipe on the motion control, the main virtual character moves to the right. In response to swipes in other directions on the motion control, the main virtual character moves in those other directions; however, this embodiment does not limit the movement of these other directions.

[0126] In this second method, the summoning of the player's pet character is diversified and made more flexible by summoning the player's pet character during the movement of the main virtual character.

[0127] It should be noted that any of the above methods can be used to summon your own pet character, and this application embodiment does not limit this.

[0128] In one possible implementation, in response to the summoning of the player's pet character corresponding to the main virtual character, the player's pet character is displayed at a first position. This first position is located in a second direction from the main virtual character, and the distance between the remaining main virtual characters is a second distance. The second direction is a horizontal direction, which includes left and right. This embodiment does not limit the second direction to either left or right. The second distance is set based on experience or adjusted according to the implementation environment; this embodiment also does not limit this. For example, the second distance is 10 centimeters.

[0129] In this implementation, by displaying the player's pet character in the first position, the game object can confirm that the player's pet character has been summoned and that the player's virtual character has switched from virtual world exploration mode to turn-based combat mode, so that the game object can confirm the game progress.

[0130] In one possible implementation, in response to the summoning of the player's pet character corresponding to the main virtual character, the pet character's attribute bar is displayed. This attribute bar indicates the pet character's remaining attribute values ​​and attribute thresholds. In this implementation, displaying the pet character's attribute bar allows the game object to confirm the remaining attribute values ​​of the pet character, thus providing the game object with some understanding of the pet character's combat strength.

[0131] Optionally, the attribute bar corresponding to the player's pet character includes a remaining attribute bar and an attribute threshold bar. The remaining attribute bar indicates the remaining attribute values ​​of the player's pet character, and the attribute threshold bar indicates the attribute threshold values ​​of the player's pet character.

[0132] For example, the attribute threshold of the player's pet character is the maximum attribute value of the player's pet character. The attribute threshold of the player's pet character is set based on experience or adjusted according to the implementation environment, and this application embodiment does not limit this. For example, the attribute threshold of the player's pet character is 100. The remaining attribute value of the player's pet character indicated by the attribute bar is the remaining attribute value of the player's pet character before the player's pet character was summoned. For example, if the remaining attribute value of the player's pet character before the player's pet character was summoned is 80, then the remaining attribute value of the player's pet character indicated by the attribute bar is 80.

[0133] In response to the first and second pet characters entering turn-based combat, attribute bars corresponding to the first and second pet characters can be displayed. The attribute bar for the first pet character indicates its remaining attribute values ​​and attribute thresholds; the attribute bar for the second pet character indicates its remaining attribute values ​​and attribute thresholds. This implementation allows the game player to confirm the remaining attribute values ​​of the first and second pet characters by displaying their respective attribute bars, thus providing the game player with some understanding of their combat strength.

[0134] Optionally, the attribute bar corresponding to the first pet character includes a remaining attribute bar and an attribute threshold bar. The remaining attribute bar indicates the remaining attribute values ​​of the first pet character, and the attribute threshold bar indicates the attribute threshold values ​​of the first pet character.

[0135] For example, the attribute threshold of the first pet character is the maximum attribute value of the first pet character. The attribute threshold of the first pet character is set based on experience or adjusted according to the implementation environment, and this application embodiment does not limit this. For example, the attribute threshold of the first pet character is 100. The attribute bar corresponding to the first pet character indicates that the remaining attribute value of the first pet character is the remaining attribute value before the first pet character enters the turn-based combat state. For example, if the remaining attribute value of the first pet character before entering the turn-based combat state is 70, then the remaining attribute value of the first pet character indicated by the attribute bar is 70. That is, when the first pet character has been injured in a battle with other pet characters before entering the turn-based combat state, the first pet character remains injured after entering the turn-based combat state.

[0136] Similarly, the attribute bar for the second pet character includes a remaining attribute bar and an attribute threshold bar. The remaining attribute bar indicates the remaining attribute values ​​of the second pet character, and the attribute threshold bar indicates the attribute threshold values.

[0137] For example, the attribute threshold of the second pet character is the maximum attribute value of the second pet character. The attribute threshold of the second pet character is set based on experience or adjusted according to the implementation environment, and this application embodiment does not limit this. For example, the attribute threshold of the second pet character is 100. The remaining attribute value of the second pet character indicated by the attribute bar is the remaining attribute value of the second pet character before entering the turn-based combat state. For example, if the remaining attribute value of the second pet character before entering the turn-based combat state is 70, then the remaining attribute value of the second pet character indicated by the attribute bar is 70. That is, when the second pet character has been injured in a battle with other pet characters before entering the turn-based combat state, the second pet character remains injured after entering the turn-based combat state.

[0138] In one possible implementation, when the target pet character enters a turn-based combat state, a target identifier is displayed based on the target pet character's remaining attribute values ​​before entering the turn-based state being lower than the target pet character's attribute threshold. The target pet character is either the first pet character or the second pet character. This allows the game object to confirm that the target pet character was injured before entering the turn-based combat.

[0139] Optionally, a target identifier is displayed near the target pet character. The vicinity of the target pet character can be above, below, in front of, or behind the target pet character; this embodiment does not limit this. The target identifier can be any identifier, and this embodiment also does not limit this.

[0140] like Figure 8 This is a schematic diagram of another game interaction interface provided in this application embodiment. It displays a main virtual character 801, the main virtual character 801's own pet character 802, a first pet character 803, a second pet character 804, an attribute bar 805 corresponding to the own pet character 802, an attribute bar 806 corresponding to the first pet character 803, and an attribute bar 807 corresponding to the second pet character 804. Since the first pet character 803 was injured before entering the turn-based combat state, the first pet character 803 displays a target marker 808.

[0141] Taking the attribute bar 806 corresponding to the first pet character 803 as an example, it includes the remaining attribute bar 809 of the first pet character and the attribute threshold bar 810 of the first pet character.

[0142] Once the main virtual character, the first pet character, and the second pet character enter a turn-based combat state, the commands are resolved sequentially based on the order of the commands from the main virtual character, the first pet character, and the second pet character. For example, if the main virtual character issues an attack command to the first pet character first, the main virtual character will attack the first pet character first.

[0143] In one possible implementation, in response to the first pet character entering turn-based combat, a third pet character can also be summoned to enter turn-based combat. The third pet character belongs to the same species as the first pet character, or they belong to different species, and the relationship between their species is a close one. Once the third pet character enters turn-based combat, it can assist the first pet character; that is, in turn-based combat, whoever attacks the first pet character, the third pet character will attack that same person. This can increase the first pet character's combat power, helping it achieve victory in the turn-based battle.

[0144] The process of calling a third pet character into turn-based combat includes: in response to the first pet character entering turn-based combat, identifying the third pet character; controlling the third pet character to enter turn-based combat, with the third pet character assisting the first pet character.

[0145] This application does not limit the method for determining the third pet character. Optionally, the process of determining the third pet character includes: in response to the first pet character entering a turn-based combat state, determining a target area based on the current location information of the first pet character; determining a first candidate pet character located within the target area; and determining a third pet character from among the first candidate pet characters. In this implementation, the third pet character is determined from among the pet characters that are relatively close to the first pet character, which allows the third pet character to quickly reach the first pet character and provide rapid support.

[0146] The process of determining the target area based on the current location information of the first pet character includes: using the location indicated by the current location information of the first pet character as the center, and determining the target area based on the target length. Optionally, the target area is determined using the location indicated by the current location information of the first pet character as the center and the target length as the radius. The target length is set based on experience or adjusted according to the implementation environment; this embodiment does not limit the target length. For example, the target length is 10 meters.

[0147] The process of determining the third pet character from the first candidate pet characters includes: determining the second candidate pet character from the first candidate pet characters, wherein the second candidate pet character belongs to the same species as the first pet character, or the species of the second candidate pet character and the species of the first pet character are closely related; and determining the third pet character from the second candidate pet characters.

[0148] This application does not limit the method for determining the third pet role from the second candidate pet roles. Optionally, this application provides the following two implementation methods for determining the third pet role from the second candidate pet roles.

[0149] Method 1: Determine the second candidate pet character as the third pet character.

[0150] In the first implementation method, all second-candidate pet characters in the target area are treated as third-candidate pet characters. This allows all second-candidate pet characters in the target area to support the first-candidate pet character, increasing the probability of the first-candidate pet character winning the turn-based battle.

[0151] Method 2: Determine the distance between each second candidate pet character and the first pet character; based on the distance between each second candidate pet character and the first pet character, sort each second candidate pet character according to the target order to obtain a sorted list; determine the second candidate pet character in the sorted list that is before the target position as the third pet character.

[0152] The target order can be either from smallest to largest or from largest to smallest; this embodiment does not limit this. The target position is set based on experience or adjusted according to the implementation environment; this embodiment does not limit this either. For example, the target position is the third position. That is, the first two second candidate pet characters in the sorting list are used as the third pet character.

[0153] For example, there are eight second candidate pet characters, namely second candidate pet character 1 to second candidate pet character 8. The second candidate pet characters are sorted in ascending order of their distance from the first pet character, resulting in the following sorted list: second candidate pet character 1, second candidate pet character 8, second candidate pet character 2, second candidate pet character 7, second candidate pet character 3, second candidate pet character 6, second candidate pet character 4, and second candidate pet character 5. The second candidate pet character preceding the third position in the sorted list is designated as the third pet character; that is, the first two second candidate pet characters in the sorted list are designated as the third pet character. Therefore, the determined third pet characters are: second candidate pet character 1 and second candidate pet character 8.

[0154] In one possible implementation, after the third pet character is determined, the third pet character can be displayed. The process of displaying the third pet character is as follows: the third pet character is displayed in the first direction of the first pet character, and the vertical distance between the third pet character and the first pet character is the first distance.

[0155] In this embodiment, the first direction of the first pet character is either in front of or behind the first pet character. This embodiment uses the example of the first direction of the first pet character being behind the first pet character. The first distance is set based on experience, or adjusted according to the implementation environment; this embodiment does not limit this. For example, the first distance is 5 centimeters. That is, the vertical distance between the display position of the third pet character and the display position of the first pet character is 5 centimeters.

[0156] After summoning the third pet character, display the third pet character behind the first pet character using the above display method. This will prevent the first pet character from accidentally harming the third pet character when attacking other objects, and will also make the arrangement between the first and third pet characters more aesthetically pleasing and improve the overall display effect.

[0157] It should be noted that, in response to the second pet character entering a turn-based combat state, a reference pet character can also be determined; the reference pet character is controlled to enter a turn-based combat state, and the reference pet character assists the second pet character. Specifically, the reference pet character and the second pet character belong to the same species, or they belong to different species, and the relationship between the species of the reference pet character and the species of the second pet character is a close relationship. After determining the reference pet character, it is displayed in the first direction of the second pet character, and the vertical distance between the reference pet character and the second pet character is the first distance. The method for determining the reference pet character is similar to that for determining the third pet character, and will not be described again in this embodiment.

[0158] For example, when the first pet character and the second pet character enter a turn-based battle, two third pet characters and two reference pet characters are determined. The two third pet characters are displayed behind the first pet character, and the two reference pet characters are displayed behind the second pet character. Figure 9 This is a schematic diagram illustrating a third pet character and a reference pet character according to an embodiment of this application. The diagram shows a first pet character 901, a second pet character 902, third pet characters 903-904, and reference pet characters 905-906. The third pet characters 903-904 are located behind the first pet character 901, and the vertical distance between them is a first distance. The reference pet characters 905-906 are located behind the second pet character 902, and the vertical distance between them is also a first distance.

[0159] In one possible implementation, when the first pet character and the second pet character enter a turn-based combat state, the main virtual character can attack either the first pet character or the second pet character through its own pet character. However, it cannot attack the third pet character located behind the first pet character, nor can it attack the reference pet character located behind the second pet character.

[0160] When the first and second pet characters enter a turn-based battle in the first battle mode, during the turn-based battle, when the main virtual character attacks the target pet character through their own pet character, both the first and second pet characters attack their own pet character. Optionally, the first and second pet characters can attack their own pet character simultaneously, or the first pet character can attack their own pet character first, followed by the second pet character, or the second pet character can attack the unruly pet character first, followed by the first pet character. In other words, each turn of the turn-based battle includes one action of the main pet character attacking the target pet character, and two actions of the target pet characters attacking the main pet character.

[0161] Optionally, based on the first pet character attacking the player's own pet character, an animation of the third pet character performing a first interactive action is displayed; based on the main virtual character attacking the first pet character through its own pet character, an animation of the third pet character performing a second interactive action is displayed. The second interactive action differs from the first. For example, the first interactive action is a joyful cheering action, while the second interactive action is a sorrowful action. By controlling the pet characters located in the back row to perform interactive actions, the game player is informed of the current battle situation, thereby increasing the game player's control over the game.

[0162] Similarly, when the second pet character attacks the player's own pet character, an animation of the reference pet character performing the first interactive action is displayed; when the main virtual character attacks the second pet character through the player's own pet character, an animation of the reference pet character performing the second interactive action is displayed.

[0163] In one possible implementation, when the first pet character and the second pet character enter a turn-based battle state in a first battle mode, based on the first pet character attacking the player's own pet character, an animation of the reference pet character performing a first interactive action can be displayed; based on the main virtual character attacking the first pet character through the player's own pet character, an animation of the reference pet character performing a second interactive action can be displayed. Based on the second pet character attacking the player's own pet character, an animation of the third pet character performing a first interactive action can be displayed; based on the main virtual character attacking the second pet character through the player's own pet character, an animation of the third pet character performing a second interactive action can be displayed.

[0164] In another possible implementation, the third pet character can also apply a skill to the first pet character to increase the first pet character's attack power or extend its health. The reference pet character can also apply a skill to the second pet character to increase its attack power or extend its health. This application does not limit the manner in which the third pet character applies a skill to the first pet character or the reference pet character applies a skill to the second pet character.

[0165] When the first pet character and the second pet character enter a turn-based battle in the first battle mode, if the first pet character's attribute value is lower than the target value, the fourth pet character (either the third pet character or the reference pet character) will be displayed in the first pet character's position. The fourth pet character can be any one of the third pet character and the reference pet character, or it can be the pet character closest to the first pet character, or the pet character furthest from the first pet character, or the pet character with the highest remaining attribute value, or the pet character with the lowest remaining attribute value.

[0166] The target value is set based on experience or adjusted according to the implementation environment, and this application embodiment does not limit this. For example, the target value is 1.

[0167] The fourth pet character is displayed after the first pet character, and the attribute bar corresponding to the fourth pet character is displayed in the position of the attribute bar corresponding to the first pet character. The attribute bar corresponding to the fourth pet character is used to indicate the remaining attribute value and the attribute threshold of the fourth pet character.

[0168] like Figure 10 This is a display diagram illustrating a method for substituting a pet character, as provided in an embodiment of this application. Figure 10In (1) shown, the attribute value of the first pet character 1001 is lower than the target value, at which point it is displayed. Figure 10 In (2), the fourth pet character 1002 in the third pet character and the reference pet character is displayed at the position of the first pet character 1001, and the attribute bar 1003 corresponding to the fourth pet character 1002 is displayed.

[0169] When the first and second pet characters enter a turn-based battle in the first battle mode, if the second pet character's attribute value is lower than the target value, the third pet character and the fifth pet character from the reference pet characters will be displayed in the second pet character's position. The method for determining the fifth pet character is similar to that for determining the fourth pet character, and will not be repeated here.

[0170] When the first and second pet characters enter a turn-based battle in the second battle mode, if the first pet character's attribute value is lower than the target value, the sixth pet character from the third pet characters will be displayed in the first pet character's position. The sixth pet character can be any of the third pet characters, or it can be the third pet character closest to the first pet character, or the third pet character furthest from the first pet character, or the third pet character with the highest remaining attribute value, or the third pet character with the lowest remaining attribute value.

[0171] The sixth pet character is displayed after the first pet character. The attribute bar corresponding to the sixth pet character is displayed in the position where the attribute bar corresponding to the first pet character is displayed. The attribute bar corresponding to the sixth pet character is used to indicate the remaining attribute value and the attribute threshold of the sixth pet character.

[0172] like Figure 11 This is a display diagram showing another method of pet role substitution provided in the embodiments of this application. Figure 11 In (1) shown, the attribute value of the first pet character 1101 is lower than the target value, at which point it is displayed. Figure 11 In (2), the sixth pet character 1102 in the third pet character is displayed at the position of the first pet character 1101, and the attribute bar 1103 corresponding to the sixth pet character 1102 is displayed.

[0173] When the first pet character and the second pet character enter a turn-based battle state in the second battle mode, if the attribute value of the second pet character is lower than the target value, the seventh pet character will be displayed in the position of the second pet character. The method for determining the seventh pet character is similar to the method for determining the sixth pet character described above, and will not be repeated here in this embodiment.

[0174] In one possible implementation, when the first and second pet characters enter turn-based combat in a second battle mode, the main virtual character can either observe the battle from the sidelines or choose to intervene. If the main virtual character does not attack either of them through its own pet character, the first and second pet characters will continue to attack each other, ignoring the main virtual character's own pet character. If the main virtual character attacks the first pet character through its own pet character, the first pet character will switch to attacking the main virtual character's own pet character, but will switch back to attacking the second pet character in the following turn. However, if the main virtual character continuously attacks the first pet character through its own pet character, the first pet character will switch back to continuously attacking its own pet character.

[0175] It should be noted that regardless of which battle mode the first and second pet characters enter the turn-based battle, the main virtual character can only win the turn-based battle after the main virtual character's own pet character defeats all pet characters that have entered the turn-based battle.

[0176] When the main virtual character enters turn-based combat, the first and second pet characters also enter turn-based combat. Furthermore, the first and second pet characters enter turn-based combat using the combat mode corresponding to their previous group interaction behaviors. This ensures that the relationship between the first and second pet characters before and after entering turn-based combat remains consistent, reducing the sense of disconnect between the two states and making the game experience more complete and enhancing player immersion.

[0177] Furthermore, once the main virtual character, the first pet character, and the second pet character enter turn-based combat mode, the main virtual character can engage in turn-based combat not only with the first pet character but also with the second pet character. This reduces the limitations of the main virtual character's interaction in the virtual world, making the interaction more flexible and diverse, thereby increasing the game's fun factor and improving the game's interaction rate and user retention rate.

[0178] Furthermore, the method provided in this application embodiment can enable the game to continuously generate a variety of population interaction behaviors and combat modes, thereby increasing the diversity of the game and further improving user retention.

[0179] Figure 12 The diagram shown is a flowchart of an interaction method based on a virtual world provided in an embodiment of this application. Figure 12 As shown, the process includes the following steps 1201 to 1205.

[0180] 1201. The first and second pet characters are in their daily state.

[0181] In their normal state, pet characters do not interact with other pet characters. Each pet character's behavior in its normal state may be the same or different; this embodiment does not limit this.

[0182] 1202. Has a group event been received?

[0183] If a group event is received, proceed to step 1203; if no group event is received, proceed to step 1201.

[0184] 1203. The first pet character and the second pet character perform population interaction behaviors.

[0185] This process has been described in step 202 above, and will not be repeated here.

[0186] 1204. Should the first pet character and the second pet character enter turn-based combat?

[0187] If the first pet character and the second pet character are in turn-based combat, proceed to step 1205; if the first pet character and the second pet character are not in turn-based combat, proceed to step 1203.

[0188] 1205. Begin turn-based combat.

[0189] Figure 13The diagram shown is a structural schematic of an interactive device based on a virtual world provided in an embodiment of this application. Figure 13 As shown, the device includes:

[0190] Display module 1301 is used to display the first pet character and the second pet character in the virtual world. The first pet character and the second pet character belong to the same species or different species.

[0191] Display module 1301 is also used to display the first pet character and the second pet character performing population interaction behaviors;

[0192] The control module 1302 is used to respond to a battle trigger event, control the main virtual character to switch from the virtual world exploration state to the turn-based battle state, and control the first pet character and the second pet character to enter the turn-based battle state according to the battle mode corresponding to the group interaction behavior.

[0193] In one possible implementation, population interaction behavior includes intraspecific interaction behavior;

[0194] Display module 1301 is used to display intra-species interaction behaviors performed by the first pet character and the second pet character based on the fact that the first pet character and the second pet character belong to the same species.

[0195] In one possible implementation, the control module 1302 is used to, in response to a battle triggering event, control the main virtual character to switch from virtual world exploration state to turn-based battle state when the species interaction behavior of the first pet character and the second pet character is intra-species interaction behavior or inter-species intimate interaction behavior, and control the first pet character and the second pet character to enter the turn-based battle state in a first battle mode. The first battle mode is used to indicate that if the main virtual character attacks the first pet character or the second pet character, the first pet character and the second pet character will attack the main virtual character.

[0196] In one possible implementation, population interaction behavior includes interspecific interaction behavior;

[0197] Display module 1301 is used to display the interspecies interaction behavior performed by the first pet character and the second pet character based on the fact that the first pet character and the second pet character belong to different species.

[0198] In one possible implementation, interspecific interaction behaviors include both intimate and hostile interactions.

[0199] Display module 1301 is used to display the first pet character and the second pet character performing intimate interaction behavior based on the first pet character and the second pet character belonging to different species and the relationship between the first pet character's species and the second pet character's species being intimate; and to display the first pet character and the second pet character performing hostile interaction behavior based on the first pet character and the second pet character belonging to different species and the relationship between the first pet character's species and the second pet character's species being hostile.

[0200] In one possible implementation, the control module 1302 is used to, in response to a battle trigger event, control the main virtual character to switch from virtual world exploration state to turn-based battle state when the first pet character and the second pet character belong to different groups and the relationship between the population of the first pet character and the population of the second pet character is hostile, and control the first pet character and the second pet character to enter the turn-based battle state in a second battle mode. The second battle mode is used to indicate that when the main virtual character attacks the target pet character, the target pet character attacks the main virtual character. The target pet character is either the first pet character or the second pet character.

[0201] In one possible implementation, the device further includes:

[0202] The determination module is used to determine the third pet character in response to the first pet character entering the turn-based battle state. The third pet character belongs to the same species as the first pet character, or the third pet character belongs to a different species than the first pet character, and the relationship between the species of the third pet character and the species of the first pet character is a close relationship.

[0203] The control module 1302 is also used to control the third pet character to enter a turn-based combat state, and the third pet character is used to assist the first pet character.

[0204] In one possible implementation, a determination module is used to determine a target area based on the current location information of the first pet character in response to the first pet character entering a turn-based combat state; determine a first candidate pet character located within the target area; and determine a third pet character from among the first candidate pet characters.

[0205] In one possible implementation, a determining module is used to determine second candidate pet characters from the first candidate pet characters, wherein the second candidate pet characters belong to the same species as the first pet characters, or the second candidate pet characters belong to different species, and the relationship between the species of the second candidate pet characters and the species of the first pet characters is a close relationship; determine the distance between each second candidate pet character and the first pet character; sort each second candidate pet character according to the target order based on the distance between each second candidate pet character and the first pet character to obtain a sorted list; and determine the second candidate pet character in the sorted list that is before the target position as the third pet character.

[0206] In one possible implementation, the display module 1301 is also used to display a third pet character in a first direction of the first pet character, wherein the distance between the third pet character and the first pet character in the vertical direction is a first distance.

[0207] In one possible implementation, the device further includes:

[0208] The trigger module is used to respond to the summoning of the player's pet character corresponding to the main virtual character, triggering a battle event.

[0209] In one possible implementation, the display module 1301 is further configured to display the pet character at a first position in response to the summoning of the pet character corresponding to the main virtual character. The first position is located in a second direction from the main virtual character, and the distance between the pet character and the main virtual character is a second distance.

[0210] In one possible implementation, the display module 1301 is also used to display a summoning control, which is used to trigger the summoning function;

[0211] The device also includes:

[0212] The Summoning module is used to summon your own pet character when the Summoning function is triggered.

[0213] In one possible implementation, the device further includes:

[0214] The Summoning Module is used to summon your own pet character when the distance between the main virtual character and the target pet character is less than a distance threshold, based on the operation of moving the main virtual character towards the target pet character. The target pet character can be either the first pet character or the second pet character.

[0215] In one possible implementation, the display module 1301 is further configured to display the attribute bar corresponding to the pet character in response to the summoning of the pet character corresponding to the main virtual character. The attribute bar of the pet character is used to indicate the remaining attribute values ​​and attribute thresholds of the pet character.

[0216] In one possible implementation, the display module 1301 is further configured to, in response to the first pet character and the second pet character entering a turn-based combat state, display the attribute bar corresponding to the first pet character and the attribute bar corresponding to the second pet character. The attribute bar corresponding to the first pet character is used to indicate the remaining attribute value and the attribute threshold of the first pet character, and the attribute bar corresponding to the second pet character is used to indicate the remaining attribute value and the attribute threshold of the second pet character.

[0217] In one possible implementation, the attribute bar corresponding to the first pet character indicates that the remaining attribute value of the first pet character is the remaining attribute value before the first pet character enters the turn-based combat state; the attribute bar corresponding to the second pet character indicates that the remaining attribute value of the second pet character is the remaining attribute value before the second pet character enters the turn-based combat state.

[0218] In one possible implementation, the display module 1301 is further configured to display a target identifier when the target pet character enters a turn-based combat state, based on the fact that the remaining attribute value of the target pet character before entering the turn-based state is lower than the attribute threshold of the target pet character. The target identifier is used to indicate that the target pet character is injured, and the target pet character is either the first pet character or the second pet character.

[0219] When the main virtual character enters turn-based combat mode, the first pet character and the second pet character also enter turn-based combat mode. The first pet character and the second pet character enter turn-based combat mode according to the combat mode corresponding to the species interaction behavior performed by the first pet character and the second pet character before entering turn-based combat mode. This ensures that the relationship between the first pet character and the second pet character before entering turn-based combat mode continues into turn-based combat mode. The relationship between the first pet character and the second pet character before entering turn-based combat mode remains consistent with that after entering turn-based combat mode, reducing the sense of disconnect between the two states and making the game experience more complete and improving the player's immersion.

[0220] Furthermore, once the main virtual character, the first pet character, and the second pet character enter turn-based combat mode, the main virtual character can engage in turn-based combat not only with the first pet character but also with the second pet character. This reduces the limitations of the main virtual character's interaction in the virtual world, making the interaction more flexible and diverse, thereby increasing the game's fun factor and improving the game's interaction rate and user retention rate.

[0221] In addition, it can enable the game to continuously generate a variety of species interaction behaviors and combat modes, thereby increasing the diversity of the game and further improving user retention.

[0222] It should be understood that the above-described apparatus is only illustrated by the division of the functional modules described above when implementing its functions. In practical applications, the functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments belong to the same concept, and their specific implementation process can be found in the method embodiments, which will not be repeated here.

[0223] Figure 14 This illustration shows a structural block diagram of a terminal device 1400 provided in an exemplary embodiment of this application. The terminal device 1400 can be any electronic device product capable of human-computer interaction with a user through one or more methods such as a keyboard, touchpad, remote control, voice interaction, or handwriting device. Examples include PCs (Personal Computers), mobile phones, smartphones, PDAs (Personal Digital Assistants), wearable devices, PPCs (Pocket PCs), tablet computers, smart car systems, smart TVs, smart speakers, and smartwatches.

[0224] Typically, terminal device 1400 includes a processor 1401 and a memory 1402.

[0225] Processor 1401 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1401 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1401 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1401 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content required to be displayed on the screen. In some embodiments, processor 1401 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.

[0226] The memory 1402 may include one or more computer-readable storage media, which may be non-transitory. The memory 1402 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1402 are used to store at least one instruction, which is executed by the processor 1401 to implement the virtual world-based interactive method provided in the method embodiments of this application.

[0227] In some embodiments, the terminal device 1400 may also optionally include a peripheral device interface 1403 and at least one peripheral device. The processor 1401, memory 1402, and peripheral device interface 1403 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 1403 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of the following: a radio frequency circuit 1404, a display screen 1405, a camera assembly 1406, an audio circuit 1407, and a power supply 1408.

[0228] Peripheral device interface 1403 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 1401 and memory 1402. In some embodiments, processor 1401, memory 1402 and peripheral device interface 1403 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 1401, memory 1402 and peripheral device interface 1403 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.

[0229] The radio frequency (RF) circuit 1404 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1404 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 1404 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals back into electrical signals. Optionally, the RF circuit 1404 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The RF circuit 1404 can communicate with other terminal devices through at least one wireless communication protocol. This wireless communication protocol includes, but is not limited to: the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 1404 may also include circuitry related to NFC (Near Field Communication), which is not limited in this application.

[0230] Display screen 1405 is used to display a UI (User Interface). This UI may include graphics, text, icons, videos, and any combination thereof. When display screen 1405 is a touch display screen, it also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to processor 1401 for processing. In this case, display screen 1405 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one display screen 1405, disposed on the front panel of terminal device 1400; in other embodiments, there may be at least two display screens, disposed on different surfaces of terminal device 1400 or in a folded design; in still other embodiments, display screen 1405 may be a flexible display screen, disposed on a curved or folded surface of terminal device 1400. Furthermore, display screen 1405 may also be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. The display screen 1405 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).

[0231] The camera assembly 1406 is used to acquire images or videos. Optionally, the camera assembly 1406 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is located on the front panel of the terminal device 1400, and the rear-facing camera is located on the back of the terminal device 1400. In some embodiments, there are at least two rear-facing cameras, which are any one of a main camera, a depth-sensing camera, a wide-angle camera, and a telephoto camera, to achieve background blurring by fusion of the main camera and the depth-sensing camera, panoramic shooting by fusion of the main camera and the wide-angle camera, VR (Virtual Reality) shooting, or other fusion shooting functions. In some embodiments, the camera assembly 1406 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cool light flash, which can be used for light compensation at different color temperatures.

[0232] The audio circuit 1407 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, converting the sound waves into electrical signals that are input to the processor 1401 for processing, or input to the radio frequency circuit 1404 to achieve voice communication. For stereo sound acquisition or noise reduction purposes, there may be multiple microphones, each located at a different part of the terminal device 1400. The microphone may also be an array microphone or an omnidirectional microphone. The speaker is used to convert electrical signals from the processor 1401 or the radio frequency circuit 1404 into sound waves. The speaker may be a conventional diaphragm speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can convert electrical signals not only into audible sound waves but also into inaudible sound waves for purposes such as distance measurement. In some embodiments, the audio circuit 1407 may also include a headphone jack.

[0233] Power supply 1408 is used to power the various components in terminal device 1400. Power supply 1408 can be AC ​​power, DC power, a disposable battery, or a rechargeable battery. When power supply 1408 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired line, and a wireless rechargeable battery is a battery that is charged via a wireless coil. The rechargeable battery can also be used to support fast charging technology.

[0234] In some embodiments, the terminal device 1400 further includes one or more sensors 1409. The one or more sensors 1409 include, but are not limited to: an accelerometer 1410, a gyroscope 1411, a pressure sensor 1412, an optical sensor 1413, and a proximity sensor 1414.

[0235] Accelerometer 1410 can detect the magnitude of acceleration along the three coordinate axes of a coordinate system established by terminal device 1400. For example, accelerometer 1410 can be used to detect the components of gravitational acceleration along the three coordinate axes. Processor 1401 can control display screen 1405 to display the user interface in either a landscape or portrait view based on the gravitational acceleration signal acquired by accelerometer 1410. Accelerometer 1410 can also be used for games or for acquiring user motion data.

[0236] The gyroscope sensor 1411 can detect the orientation and rotation angle of the terminal device 1400. The gyroscope sensor 1411 can work in conjunction with the accelerometer sensor 1410 to acquire the user's 3D movements on the terminal device 1400. Based on the data acquired by the gyroscope sensor 1411, the processor 1401 can perform the following functions: motion sensing (e.g., changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.

[0237] The pressure sensor 1412 can be disposed on the side bezel of the terminal device 1400 and / or on the lower layer of the display screen 1405. When the pressure sensor 1412 is disposed on the side bezel of the terminal device 1400, it can detect the user's grip signal on the terminal device 1400, and the processor 1401 can perform left / right hand recognition or quick operation based on the grip signal collected by the pressure sensor 1412. When the pressure sensor 1412 is disposed on the lower layer of the display screen 1405, the processor 1401 can control the operable controls on the UI interface based on the user's pressure operation on the display screen 1405. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.

[0238] Optical sensor 1413 is used to collect ambient light intensity. In one embodiment, processor 1401 can control the display brightness of display screen 1405 based on the ambient light intensity collected by optical sensor 1413. Specifically, when the ambient light intensity is high, the display brightness of display screen 1405 is increased; when the ambient light intensity is low, the display brightness of display screen 1405 is decreased. In another embodiment, processor 1401 can also dynamically adjust the shooting parameters of camera assembly 1406 based on the ambient light intensity collected by optical sensor 1413.

[0239] The proximity sensor 1414, also known as a distance sensor, is typically located on the front panel of the terminal device 1400. The proximity sensor 1414 is used to detect the distance between the user and the front of the terminal device 1400. In one embodiment, when the proximity sensor 1414 detects that the distance between the user and the front of the terminal device 1400 is gradually decreasing, the processor 1401 controls the display screen 1405 to switch from a screen-on state to a screen-off state; when the proximity sensor 1414 detects that the distance between the user and the front of the terminal device 1400 is gradually increasing, the processor 1401 controls the display screen 1405 to switch from a screen-off state to a screen-on state.

[0240] Those skilled in the art will understand that Figure 14 The structure shown does not constitute a limitation on the terminal device 1400, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.

[0241] Figure 15This is a schematic diagram of the server structure provided in the embodiments of this application. The server 1500 can vary considerably due to different configurations or performance. It may include one or more Central Processing Units (CPUs) 1501 and one or more memories 1502. The one or more memories 1502 store at least one line of program code, which is loaded and executed by the one or more processors 1501 to implement the virtual world-based interactive methods provided in the various method embodiments described above. Of course, the server 1500 may also have wired or wireless network interfaces, a keyboard, and input / output interfaces for input and output. The server 1500 may also include other components for implementing device functions, which will not be elaborated here.

[0242] In an exemplary embodiment, a computer-readable storage medium is also provided, which stores at least one piece of program code that is loaded and executed by a processor to enable a computer to implement any of the above-described virtual world-based interaction methods.

[0243] Optionally, the aforementioned computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc read-only memory (CD-ROM), magnetic tape, floppy disk, and optical data storage device, etc.

[0244] In an exemplary embodiment, a computer program or computer program product is also provided, which stores at least one computer instruction, which is loaded and executed by a processor to enable the computer to implement any of the above-described virtual world-based interaction methods.

[0245] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, data stored, data displayed, etc.) and signals involved in this application are all authorized by the user or fully authorized by all parties, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.

[0246] It should be understood that "multiple" as used in this article refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects have an "or" relationship.

[0247] The sequence numbers of the embodiments in this application are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.

[0248] The above description is merely an exemplary embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the principles of this application should be included within the protection scope of this application.

Claims

1. An interaction method based on a virtual world, characterized in that, The method includes: Displays a first pet character and a second pet character in a virtual world, where the first pet character and the second pet character belong to the same or different species; This displays the first pet character and the second pet character performing population interaction behaviors. The population interaction behaviors are determined based on the relationship between the populations of the first pet character and the second pet character. The population interaction behaviors include intraspecific interaction behaviors and interspecific interaction behaviors. Intraspecific interaction behaviors refer to the behaviors performed when the first pet character and the second pet character belong to the same population. Interspecific interaction behaviors refer to the behaviors performed when the first pet character and the second pet character belong to different populations. In response to a battle-triggered event, the main virtual character is controlled to switch from virtual world exploration state to turn-based battle state, and the first pet character and the second pet character are controlled to enter the turn-based battle state in the battle mode corresponding to the species interaction behavior. The relationship between the first pet character and the second pet character remains consistent before and after entering the turn-based battle state.

2. The method according to claim 1, characterized in that, The display of the first pet character and the second pet character performing population interaction behaviors includes: Based on the fact that the first pet character and the second pet character belong to the same species, the first pet character and the second pet character are shown performing the intra-species interaction behavior.

3. The method according to claim 1, characterized in that, The process of responding to a battle-triggered event by controlling the main virtual character to switch from virtual world exploration mode to turn-based combat mode, and controlling the first pet character and the second pet character to enter the turn-based combat mode according to the combat mode corresponding to the species interaction behavior, includes: When the species interaction behavior of the first pet character and the second pet character is intra-species interaction behavior or inter-species intimate interaction behavior, in response to the battle triggering event, the main virtual character is controlled to switch from virtual world exploration state to turn-based battle state, and the first pet character and the second pet character are controlled to enter the turn-based battle state in the first battle mode.

4. The method according to claim 1, characterized in that, The display of the first pet character and the second pet character performing population interaction behaviors includes: Based on the fact that the first pet character and the second pet character belong to different species, the first pet character and the second pet character are shown performing the interspecies interaction behavior.

5. The method according to claim 4, characterized in that, The interspecific interaction behaviors include intimate interspecific interaction behaviors and hostile interspecific interaction behaviors; The step of displaying the interspecies interaction behavior of the first pet character and the second pet character based on the fact that they belong to different species includes: Based on the fact that the first pet character and the second pet character belong to different species, and the relationship between the species of the first pet character and the species of the second pet character is an intimate relationship, the first pet character and the second pet character are shown to be performing the interspecies intimate interaction behavior; Based on the fact that the first pet character and the second pet character belong to different species, and that the relationship between the species of the first pet character and the species of the second pet character is hostile, the first pet character and the second pet character are shown to be performing the interspecies hostile interaction behavior.

6. The method according to claim 1, characterized in that, The process of responding to a battle-triggered event by controlling the main virtual character to switch from virtual world exploration mode to turn-based combat mode, and controlling the first pet character and the second pet character to enter the turn-based combat mode according to the combat mode corresponding to the species interaction behavior, includes: When the first pet character and the second pet character belong to different groups, and the relationship between the species of the first pet character and the species of the second pet character is hostile, in response to a battle trigger event, the main virtual character is controlled to switch from virtual world exploration state to turn-based battle state, and the first pet character and the second pet character are controlled to enter the turn-based battle state in a second battle mode.

7. The method according to any one of claims 1 to 6, characterized in that, The method further includes: In response to the first pet character entering the turn-based combat state, a third pet character is determined. The third pet character belongs to the same species as the first pet character, or the third pet character belongs to a different species than the first pet character, and the relationship between the species of the third pet character and the species of the first pet character is a close relationship. The third pet character is controlled to enter the turn-based combat state, and the third pet character is used to assist the first pet character.

8. The method according to claim 7, characterized in that, The step of determining a third pet character in response to the first pet character entering the turn-based combat state includes: In response to the first pet character entering the turn-based combat state, the target area is determined based on the current location information of the first pet character; Determine the first candidate pet character located within the target area; The third pet role is determined from the first candidate pet roles.

9. The method according to claim 8, characterized in that, The step of determining the third pet role from the first candidate pet roles includes: A second candidate pet character is determined from the first candidate pet character. The second candidate pet character belongs to the same species as the first pet character, or the second candidate pet character belongs to a different species than the first pet character, and the relationship between the species of the second candidate pet character and the species of the first pet character is a close relationship. Determine the distance between each second candidate pet character and the first pet character; Based on the distance between each second candidate pet character and the first pet character, the second candidate pet characters are sorted according to the target order to obtain a sorted list; The second candidate pet character in the sorted list that is preceding the target position is determined as the third pet character.

10. The method according to claim 7, characterized in that, After determining the third pet character, the method further includes: The third pet character is displayed in a first direction from the first pet character, and the vertical distance between the third pet character and the first pet character is a first distance.

11. The method according to any one of claims 1 to 6, characterized in that, The method further includes: The battle trigger event is triggered in response to the summoning of the player's pet character corresponding to the main virtual character.

12. The method according to claim 11, characterized in that, The method further includes: In response to the summoning of the player pet character corresponding to the main virtual character, the player pet character is displayed at a first position, which is located in a second direction from the main virtual character and at a second distance from the main virtual character.

13. The method according to claim 11, characterized in that, The method further includes: Display a summon control, which is used to trigger the summon function; When the summoning function is triggered, the player's pet character is summoned.

14. The method according to claim 11, characterized in that, The method further includes: Based on the operation of controlling the main virtual character to move towards the target pet character, and the distance between the main virtual character and the target pet character is less than a distance threshold, the player summons the player's own pet character, where the target pet character is either the first pet character or the second pet character.

15. The method according to claim 11, characterized in that, The method further includes: In response to the summoning of the player pet character corresponding to the main virtual character, the attribute bar corresponding to the player pet character is displayed. The attribute bar corresponding to the player pet character is used to indicate the remaining attribute values ​​and the attribute thresholds of the player pet character.

16. The method according to any one of claims 1 to 6, characterized in that, The method further includes: In response to the first pet character and the second pet character entering a turn-based battle state, the attribute bars corresponding to the first pet character and the second pet character are displayed. The attribute bar corresponding to the first pet character is used to indicate the remaining attribute value and the attribute threshold of the first pet character. The attribute bar corresponding to the second pet character is used to indicate the remaining attribute value and the attribute threshold of the second pet character.

17. The method according to claim 16, characterized in that, The attribute bar corresponding to the first pet character indicates that the remaining attribute value of the first pet character is the remaining attribute value before the first pet character enters the turn-based combat state; The attribute bar for the second pet character indicates that the remaining attribute value of the second pet character is the remaining attribute value before the second pet character enters the turn-based combat state.

18. The method according to any one of claims 1 to 6, characterized in that, The method further includes: When the target pet character enters a turn-based combat state, a target identifier is displayed based on the fact that the remaining attribute value of the target pet character before entering the turn-based combat state is lower than the attribute threshold of the target pet character. The target identifier is used to indicate that the target pet character is injured. The target pet character is either the first pet character or the second pet character.

19. An interactive device based on a virtual world, characterized in that, The device includes: The display module is used to display a first pet character and a second pet character in the virtual world, wherein the first pet character and the second pet character belong to the same species or different species. The display module is further configured to display the population interaction behaviors performed by the first pet character and the second pet character. The population interaction behaviors are determined based on the relationship between the populations of the first pet character and the second pet character. The population interaction behaviors include intraspecific interaction behaviors and interspecific interaction behaviors. Intraspecific interaction behaviors refer to the behaviors performed when the first pet character and the second pet character belong to the same population, and interspecific interaction behaviors refer to the behaviors performed when the first pet character and the second pet character belong to different populations. The control module is used to respond to a battle trigger event, control the main virtual character to switch from virtual world exploration state to turn-based battle state, and control the first pet character and the second pet character to enter the turn-based battle state in the battle mode corresponding to the species interaction behavior. The relationship between the first pet character and the second pet character remains consistent before and after entering the turn-based battle state.

20. The apparatus according to claim 19, characterized in that, The display module is used to display the intra-species interaction behavior performed by the first pet character and the second pet character, based on the fact that the first pet character and the second pet character belong to the same species.

21. The apparatus according to claim 19, characterized in that, The control module is used to, in response to a battle trigger event, control the main virtual character to switch from virtual world exploration state to turn-based battle state when the species interaction behavior of the first pet character and the second pet character is intra-species interaction behavior or inter-species intimate interaction behavior, and control the first pet character and the second pet character to enter the turn-based battle state in a first battle mode.

22. The apparatus according to claim 19, characterized in that, The display module is used to display the interspecies interaction behavior performed by the first pet character and the second pet character, based on the fact that the first pet character and the second pet character belong to different species.

23. The apparatus according to claim 22, characterized in that, The interspecific interaction behaviors include intimate interspecific interaction behaviors and hostile interspecific interaction behaviors; The display module is used to display the interspecies intimate interaction behavior performed by the first pet character and the second pet character, based on the fact that the first pet character and the second pet character belong to different species and that the relationship between the species of the first pet character and the species of the second pet character is an intimate relationship. Based on the fact that the first pet character and the second pet character belong to different species, and that the relationship between the species of the first pet character and the species of the second pet character is hostile, the first pet character and the second pet character are shown to be performing the interspecies hostile interaction behavior.

24. The apparatus according to claim 19, characterized in that, The control module is used to, in response to a battle trigger event, control the main virtual character to switch from virtual world exploration state to turn-based battle state, and control the first pet character and the second pet character to enter the turn-based battle state in a second battle mode when the first pet character and the second pet character belong to different groups and the relationship between the species of the first pet character and the species of the second pet character is hostile.

25. The apparatus according to any one of claims 19 to 24, characterized in that, The device also includes a determining module; The determining module is used to determine a third pet character in response to the first pet character entering the turn-based combat state. The third pet character belongs to the same species as the first pet character, or the third pet character belongs to a different species than the first pet character, and the relationship between the species of the third pet character and the species of the first pet character is a close relationship. The control module is also used to control the third pet character to enter the turn-based combat state, and the third pet character is used to assist the first pet character.

26. The apparatus according to claim 25, characterized in that, The determining module is used to determine the target area based on the current location information of the first pet character in response to the first pet character entering the turn-based combat state. Identify a first candidate pet character located within the target area; then identify the third pet character from the first candidate pet characters.

27. The apparatus according to claim 26, characterized in that, The determining module is used to determine a second candidate pet character from the first candidate pet character, wherein the second candidate pet character belongs to the same species as the first pet character, or the second candidate pet character belongs to a different species than the first pet character, and the species of the second candidate pet character and the species of the first pet character are in a close relationship; and to determine the distance between each second candidate pet character and the first pet character. Based on the distance between each second candidate pet character and the first pet character, the second candidate pet characters are sorted according to the target order to obtain a sorted list; the second candidate pet character located before the target position in the sorted list is determined as the third pet character.

28. The apparatus according to claim 25, characterized in that, The display module is also used to display the third pet character in a first direction of the first pet character, wherein the third pet character and the first pet character are at a first distance in the vertical direction.

29. The apparatus according to any one of claims 19 to 24, characterized in that, The device also includes a triggering module; The triggering module is used to trigger the battle trigger event in response to the summoning of the player's pet character corresponding to the main virtual character.

30. The apparatus according to claim 29, characterized in that, The display module is also used to respond to the summoning of the pet character corresponding to the main virtual character, and to display the pet character at a first position, wherein the first position is located in a second direction from the main virtual character and the distance between the pet character and the main virtual character is a second distance.

31. The apparatus according to claim 29, characterized in that, The device also includes a summoning module; The display module is also used to display a summoning control, which is used to trigger the summoning function; The summoning module is used to summon the player's pet character when the summoning function is triggered.

32. The apparatus according to claim 29, characterized in that, The device also includes a summoning module; The summoning module is used to summon the user's pet character based on the operation of controlling the main virtual character to move towards the target pet character, and the distance between the main virtual character and the target pet character is less than a distance threshold. The target pet character is either the first pet character or the second pet character.

33. The apparatus according to claim 29, characterized in that, The display module is also used to respond to the summoning of the pet character corresponding to the main virtual character by displaying the attribute bar corresponding to the pet character. The attribute bar corresponding to the pet character is used to indicate the remaining attribute values ​​and the attribute thresholds of the pet character.

34. The apparatus according to any one of claims 19 to 24, characterized in that, The display module is further configured to, in response to the first pet character and the second pet character entering a turn-based combat state, display the attribute bar corresponding to the first pet character and the attribute bar corresponding to the second pet character. The attribute bar corresponding to the first pet character is used to indicate the remaining attribute value and the attribute threshold of the first pet character, and the attribute bar corresponding to the second pet character is used to indicate the remaining attribute value and the attribute threshold of the second pet character.

35. The apparatus according to claim 34, characterized in that, The attribute bar corresponding to the first pet character indicates that the remaining attribute value of the first pet character is the remaining attribute value before the first pet character enters the turn-based combat state; The attribute bar for the second pet character indicates that the remaining attribute value of the second pet character is the remaining attribute value before the second pet character enters the turn-based combat state.

36. The apparatus according to any one of claims 19 to 24, characterized in that, The display module is further configured to, when the target pet character enters a turn-based combat state, display a target identifier based on the fact that the remaining attribute value of the target pet character before entering the turn-based combat state is lower than the attribute threshold of the target pet character. The target identifier is used to indicate that the target pet character is injured, and the target pet character is either the first pet character or the second pet character.

37. A computer device, characterized in that, The computer device includes a processor and a memory, the memory storing at least one piece of program code, the at least one piece of program code being loaded and executed by the processor to enable the computer device to implement the virtual world-based interactive method as described in any one of claims 1 to 18.

38. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores at least one piece of program code, which is loaded and executed by a processor to enable the computer to implement the virtual world-based interactive method as described in any one of claims 1 to 18.

39. A computer program product, characterized in that, The computer program product stores at least one computer instruction, which is loaded and executed by a processor to enable the computer to implement the virtual world-based interactive method as described in any one of claims 1 to 18.

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