Virtual scene interaction processing method and device, electronic equipment and storage medium

By setting moving target points in the virtual scene and controlling the drop of virtual resources from the target points, the problem of single dropping of virtual resources in the existing technology is solved, and the game experience and randomness are improved.

CN119524415APending Publication Date: 2025-02-28TENCENT DIGITAL TIANJIN
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Patent Information

Application Number
CN202311087239.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-08-28
Publication Date
2025-02-28

AI Technical Summary

Technical Problem

In the prior art, the virtual resources are dropped in a relatively single way, and the lack of continuous and mobile drops, resulting in poor game experience for players.

Method used

By setting a moving target point in the virtual scene and controlling the drop of virtual resources from the target point during the movement of the target point, the diversity and dynamicity of virtual resource drops are increased.

Benefits of technology

It enriches the way virtual resources are dropped in virtual scenes, improves the player's gaming experience, increases randomness and novelty, and hints at the next combat area through the movement of the target point, helping players make decisions.

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Abstract

The invention provides an interactive processing method and device of a virtual scene, electronic equipment and a storage medium. The method comprises the steps that a virtual scene is displayed, and the virtual scene comprises a target point capable of moving; the target point is controlled to move in the virtual scene, and in the moving process of the target point, virtual resources are controlled to fall from the target point, the virtual resources are targets robbed by different camps in a game of the virtual scene, and the virtual resources are used for determining a winning camp in the game; and in response to the movement of the target point to the destination, transforming the terrain within the influence range of the target point. According to the method and the device, the falling modes of the virtual resources in the virtual scene can be enriched, so that the game experience of players is improved.
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Description

Technical Field

[0001] The present application relates to the field of computer human-computer interaction technology, and in particular to a method, device, electronic device and storage medium for interactive processing of a virtual scene. Background Art

[0002] Display technology based on graphics processing hardware has expanded the channels for perceiving the environment and obtaining information, especially the display technology of virtual scenes. It can realize diversified interactions between virtual objects controlled by users (or players) or artificial intelligence according to actual application needs, and has various typical application scenarios. For example, in virtual scenes such as games, it can simulate the real battle process between virtual objects.

[0003] Taking shooting games as an example, the solutions provided by related technologies generally only have discrete ways of dropping virtual resources or at fixed locations, such as airdrops, but lack continuous and mobile ways of dropping virtual resources. In other words, the ways of dropping virtual resources in related technologies are relatively simple, resulting in a poor gaming experience for players. Summary of the invention

[0004] The embodiments of the present application provide a method, device, electronic device, computer-readable storage medium and computer program product for interactive processing of a virtual scene, which can enrich the dropping mode of virtual resources in the virtual scene, thereby enhancing the game experience of players.

[0005] The technical solution of the embodiment of the present application is implemented as follows:

[0006] The present application provides a method for interactive processing of a virtual scene, including:

[0007] Displaying a virtual scene, wherein the virtual scene includes a movable target point;

[0008] controlling the target point to move in the virtual scene, and

[0009] During the movement of the target point, controlling virtual resources to drop from the target point, wherein the virtual resources are targets to be snatched by different camps in the game of the virtual scene, and the virtual resources are used to determine the winning camp in the game;

[0010] In response to the target point moving to the destination, the terrain within the influence range of the target point is transformed.

[0011] The embodiment of the present application provides an interactive processing device for a virtual scene, comprising:

[0012] A display module, used for displaying a virtual scene, wherein the virtual scene includes a movable target point;

[0013] A control module, used to control the target point to move in the virtual scene, and to control virtual resources to drop from the target point during the movement of the target point, wherein the virtual resources are targets to be snatched by different camps in a game in the virtual scene, and the virtual resources are used to determine the winning camp in the game;

[0014] The transformation module is used to transform the terrain within the influence range of the target point in response to the target point moving to the destination.

[0015] An embodiment of the present application provides an electronic device, including:

[0016] A memory for storing executable instructions;

[0017] The processor is used to implement the interactive processing method of the virtual scene provided in the embodiment of the present application when executing the executable instructions stored in the memory.

[0018] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions for implementing the interactive processing method of a virtual scene provided in the embodiment of the present application when executed by a processor.

[0019] An embodiment of the present application provides a computer program product, including a computer program or computer executable instructions, which are used to implement the interactive processing method of the virtual scene provided in the embodiment of the present application when executed by a processor.

[0020] The embodiments of the present application have the following beneficial effects:

[0021] By setting a movable target point in the virtual scene, and controlling the movement of the target point, the virtual resources are controlled to fall from the target point. In this way, the player can grab the virtual resources by following the target point, that is, the player can fight in different areas of the virtual scene, which brings randomness and novelty. At the same time, after the target point moves to the destination, it will trigger terrain changes, and the players will fight around this place. In other words, the moving target point can also effectively hint at the next combat area, which serves the purpose of gathering players and helping decision-making. BRIEF DESCRIPTION OF THE DRAWINGS

[0022] Figure 1 1 is a schematic diagram of the architecture of a virtual scene interactive processing system 100 provided in an embodiment of the present application;

[0023] Figure 2 is a schematic diagram of the structure of an electronic device 500 provided in an embodiment of the present application;

[0024] Figure 3 It is a flowchart of an interactive processing method of a virtual scene provided in an embodiment of the present application;

[0025] Figure 4A and Figure 4B It is a flowchart of an interactive processing method of a virtual scene provided in an embodiment of the present application;

[0026] Figure 5 It is a schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application;

[0027] FIG. 6A to FIG. 6E It is a schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application;

[0028] Figure 7 It is a flowchart of an interactive processing method of a virtual scene provided in an embodiment of the present application;

[0029] Figure 8 It is a schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application;

[0030] Fig. 9 It is a schematic diagram of the principle of the interactive processing method of the virtual scene provided in the embodiment of the present application. DETAILED DESCRIPTION

[0031] In order to make the purpose, technical solutions and advantages of the present application clearer, the present application will be further described in detail below in conjunction with the accompanying drawings. The described embodiments should not be regarded as limiting the present application. All other embodiments obtained by ordinary technicians in the field without making creative work are within the scope of protection of this application.

[0032] In the following description, reference is made to “some embodiments”, which describe a subset of all possible embodiments, but it can be understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

[0033] It is understandable that in the embodiments of the present application, when user information and other related data (such as data of a game character controlled by a user) are involved, when the embodiments of the present application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of the relevant data must comply with relevant laws, regulations and standards of relevant countries and regions.

[0034] In the following description, the terms "first\second\..." are merely used to distinguish similar objects and do not represent a specific ordering of the objects. It can be understood that "first\second\..." can be interchanged with a specific order or sequence where permitted, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.

[0035] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as those commonly understood by those skilled in the art to which this application belongs. The terms used herein are only for the purpose of describing the embodiments of this application and are not intended to limit this application.

[0036] Before further describing the embodiments of the present application in detail, the nouns and terms involved in the embodiments of the present application are explained. The nouns and terms involved in the embodiments of the present application are subject to the following interpretations.

[0037] 1) In response to: used to indicate the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more operations executed may be in real time or have a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations executed may be executed.

[0038] 2) Virtual scene: It is the scene displayed (or provided) when the application is running on the terminal device. The scene can be a simulation environment of the real world, a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. The embodiment of the present application does not limit the dimension of the virtual scene. For example, the virtual scene may include the sky, land, ocean, etc. The land may include environmental elements such as deserts and cities, and users can control virtual objects to move in the virtual scene.

[0039] 3) Virtual objects: images of various people and objects that can interact in a virtual scene, or movable objects in a virtual scene. The movable objects can be virtual characters, virtual animals, cartoon characters, etc., such as characters and animals displayed in a virtual scene. A virtual object can be a virtual image in a virtual scene that represents a user. A virtual scene can include multiple virtual objects. Each virtual object has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene. A virtual object can also be a game character controlled by a user (or player).

[0040] 4) Scene data: characteristic data representing a virtual scene, such as the area of ​​the construction area in the virtual scene, the current architectural style of the virtual scene, etc.; it may also include the location of the virtual building in the virtual scene, and the area occupied by the virtual building, etc.

[0041] 5) Virtual resources: referred to as resources for short, refer to various virtual items that can be collected and used by players in a virtual scene (such as a game). For example, players can control virtual objects to collect virtual resources dropped in a virtual scene (such as spherical interactive props) and store them in the virtual base of their own camp. When the number of virtual resources stored in the virtual base of a certain camp is greater than the number threshold (such as 10), it can be considered that the camp has won the game.

[0042] 6) Single game: refers to the entire process from the time the player clicks on the start match in the game lobby to enter the official scene to the end of this game.

[0043] 7) Moving target point: refers to a target point that can be moved in a virtual scene (such as a game). The moving target point can have different art packages, for example, it can be a huge virtual purple storm.

[0044] 8) Path: refers to the moving path of the moving target point, which can be set in advance by the game designer or randomly generated according to the algorithm.

[0045] 9) Level: refers to the environment set up and arranged by the level designer in the game, in which players fight or move.

[0046] 10) Terrain: It is the general term for the shapes, landforms and buildings in a virtual scene (such as a game), including roads, ups and downs, water, plants, buildings, etc.

[0047] 11) Map: refers to the three-dimensional (3D, 3Dimensions) environment within the entire virtual scene (such as a game).

[0048] 12) Cloud gaming: Also known as gaming on demand, it means deploying a game program on a server and running an instance of the game program (referred to as a game instance). The game instance sends the game data output during the running process to the browser page of the user terminal. The page calls the media component of the browser to decode the game data and renders the real-time game screen during the game according to the decoding result. When the page detects the operation performed by the user on the game screen, it will report it to the game instance running on the server. When the game data generated by the game instance in response to the operation is received, the decoding and rendering process will be repeated, so that the game screen changes according to the user's operation are presented on the page.

[0049] In other words, cloud gaming is an online gaming technology based on cloud computing technology. Cloud gaming technology enables thin clients with relatively limited graphics processing and data computing capabilities to run high-quality games. In a cloud gaming scenario, the game is not played on the user terminal (such as the player's game terminal), but on the cloud server, which renders the game scene into an audio and video stream and transmits it to the user terminal over the network. In this way, the user terminal does not need to have powerful graphics computing and data processing capabilities, but only needs to have basic streaming media playback capabilities and the ability to obtain player input commands and send them to the cloud server.

[0050] The embodiments of the present application provide a method, device, electronic device, computer-readable storage medium and computer program product for interactive processing of a virtual scene, which can enrich the way virtual resources are dropped in the virtual scene, thereby enhancing the game experience of the player. The electronic device provided by the embodiment of the present application is described below. The electronic device provided by the embodiment of the present application can be implemented as a terminal device (corresponding to a stand-alone / offline version of a game application), or it can be implemented in collaboration with a terminal device and a server (corresponding to an online / networked version of a game application). The following is an example of an interactive processing method for a virtual scene provided by an embodiment of the present application being implemented in collaboration with a terminal device and a server.

[0051] Before introducing the architecture of the interactive processing system of the virtual scene provided by the embodiment of the present application, the game mode involved in the embodiment of the present application is first introduced. The scheme for the collaborative implementation of the terminal device and the server mainly involves two game modes, namely the local game mode and the cloud game mode, wherein the local game mode refers to the terminal device and the server jointly running the game processing logic, the operation instructions input by the player in the terminal device, part of which is processed by the terminal device running the game logic, and the other part is processed by the server running the game logic, and the game logic processing run by the server is often more complicated and requires more computing power; the cloud game mode refers to the game logic processing run entirely by the server (such as a cloud server), and the cloud server renders the game scene data into an audio and video stream, which is then transmitted to the terminal device for display via the network. In other words, the terminal device only needs to have basic streaming media playback capabilities and the ability to obtain the player's operation instructions and send them to the server.

[0052] For example, see Figure 1 , Figure 1 1 is a schematic diagram of the architecture of the interactive processing system 100 of the virtual scene provided in the embodiment of the present application, which is used to realize the application of supporting the drop mode of virtual resources in the virtual scene to enhance the game experience of the players, such as Figure 1As shown, the interactive processing system 100 of the virtual scene includes: a server 200, a network 300 and a terminal device 400, wherein the server 200 can be a background server (such as a game background server) of a client 410 running on the terminal device 400, the network 300 can be a local area network or a wide area network, or a combination of the two, the terminal device 400 is a terminal device associated with a player, and a client 410 runs on the terminal device 400. The client 410 can be various types of clients, such as a shooting game client, an open world game client, a competitive game client, a multiplayer online role-playing game client, a browser, etc.

[0053] In some embodiments, a virtual scene may be displayed in the human-computer interaction interface of the client 410, wherein the virtual scene may include a movable target point (e.g., a virtual storm, a virtual cloud, etc.). Taking the target point as a virtual storm as an example, the client 410 may control the virtual storm to move along a set path in the virtual scene, and control virtual resources (e.g., a spherical interactive prop in a shooting game) to fall from the eye of the virtual storm during the movement of the virtual storm. The virtual resources may be the target that different camps (or teams, squads, etc.) are competing for in the game of the virtual scene, that is, the virtual resources may be used to determine the target. The winning camp in the game match is determined. For example, when the number of spherical interactive props owned by a camp is greater than a quantity threshold (e.g., 10), the camp can be regarded as the winning camp in the game match; subsequently, when the client 410 detects that the virtual storm moves to the end of the path, that is, when the virtual storm reaches the destination, multiple waves of virtual pulses can be released in sequence with the current position of the virtual storm as the center, and the terrain within the influence range of the virtual storm can be transformed by multiple waves of virtual pulses. In this way, on the one hand, players can grab virtual resources by chasing the virtual storm, so that they can fight in different areas of the virtual scene, which brings randomness and novelty. At the same time, after the terrain changes by releasing multiple waves of virtual pulses, players can fight around this place, which improves the player's gaming experience.

[0054] In other embodiments, the embodiments of the present application can also be implemented with the aid of cloud technology. Cloud technology refers to a hosting technology that unifies a series of resources such as hardware, software, and networks within a wide area network or a local area network to achieve data calculation, storage, processing, and sharing.

[0055] Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, and application technology based on the cloud computing business model. It can form a resource pool that can be used on demand and is flexible and convenient. Cloud computing technology will become an important support. The background services of the technical network system require a large amount of computing and storage resources.

[0056] For example, Figure 1 The server 200 in the example may be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content distribution networks (CDNs), and big data and artificial intelligence platforms. The terminal device 400 may be a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, a vehicle-mounted terminal, a virtual reality device, an augmented reality device, etc., but is not limited thereto. The terminal device 400 and the server 200 may be directly or indirectly connected via wired or wireless communication, which is not limited in the embodiments of the present application.

[0057] In some embodiments, the terminal device or server can also implement the interactive processing method of the virtual scene provided in the embodiment of the present application by running various computer executable instructions or computer programs. For example, computer executable instructions can be commands, machine instructions or software instructions at the microprogram level. The computer program can be a native program or software module in the operating system; it can be a local (Native) application (APPlication, APP), that is, a program that needs to be installed in the operating system to run, such as a shooting game APP; it can also be a small program that can be embedded in any APP, that is, a program that can be run only by downloading it to a browser environment. In short, the above-mentioned computer executable instructions can be instructions in any form, and the above-mentioned computer program can be an application, module or plug-in in any form.

[0058] The structure of the electronic device provided in the embodiment of the present application is further described below. Taking the electronic device as a terminal device as an example, see Figure 2 , Figure 2 is a schematic diagram of the structure of an electronic device 500 provided in an embodiment of the present application, Figure 2 The electronic device 500 shown includes: at least one processor 510, a memory 550, at least one network interface 520 and a user interface 530. The various components in the electronic device 500 are coupled together via a bus system 540. It is understood that the bus system 540 is used to achieve connection and communication between these components. In addition to the data bus, the bus system 540 also includes a power bus, a control bus and a status signal bus. However, for the sake of clarity, the bus system 540 is not described in detail. Figure 2 Various buses are labeled as bus system 540 .

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

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

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

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

[0063] In some embodiments, the memory 550 can store data to support various operations, examples of which include programs, modules, and data structures, or a subset or superset thereof, as exemplarily described below.

[0064] Operating system 551, including system programs for processing various basic system services and performing hardware-related tasks, such as framework layer, core library layer, driver layer, etc., for implementing various basic services and processing hardware-based tasks;

[0065] A network communication module 552, for reaching other computing devices via one or more (wired or wireless) network interfaces 520, exemplary network interfaces 520 include: Bluetooth, Wireless Compatibility Certification (WiFi), and Universal Serial Bus (USB);

[0066] a presentation module 553 for enabling presentation of information via one or more output devices 531 (e.g., display screen, speaker, etc.) associated with the user interface 530 (e.g., a user interface for operating peripherals and displaying content and information);

[0067] The input processing module 554 is used to detect one or more user inputs or interactions from one of the one or more input devices 532 and translate the detected inputs or interactions.

[0068] In some embodiments, the device provided in the embodiments of the present application can be implemented in software. Figure 2 The interactive processing device 555 of the virtual scene stored in the memory 550 is shown, which can be software in the form of programs and plug-ins, including the following software modules: display module 5551, control module 5552, transformation module 5553, split module 5554, merge module 5555, setting module 5556 and determination module 5557. These modules are logical, so they can be arbitrarily combined or further divided according to the functions implemented. It should be pointed out that in Figure 2 For the sake of convenience, all the above modules are shown at once, but it should not be regarded as that the interactive processing device 555 of the virtual scene excludes the implementation that can only include the display module 5551, the control module 5552 and the transformation module 5553. The functions of each module will be explained below.

[0069] The interactive processing method of the virtual scene provided in the embodiment of the present application will be specifically described below in combination with the exemplary application and implementation of the terminal device provided in the embodiment of the present application.

[0070] For example, see Figure 3 , Figure 3 is a flowchart of the interactive processing method of the virtual scene provided in the embodiment of the present application, which will be combined with Figure 3 The steps shown are explained.

[0071] It should be noted that Figure 3 The method shown can be executed by various forms of computer programs running on the terminal device, and is not limited to the client. For example, it can also be the operating system, software module, script, and applet mentioned above. Therefore, the example of the client in the following should not be regarded as a limitation on the embodiments of the present application. In addition, for the convenience of expression, the terminal device and the client running on the terminal device are not specifically distinguished in the following.

[0072] In step 101, a virtual scene is displayed.

[0073] Here, the virtual scene may include a target point that can be moved, wherein the type of the target point may include virtual weather objects, such as virtual storms, virtual clouds, etc.; of course, the type of the target point may also include virtual vehicles in the virtual scene, such as virtual airplanes, virtual animals, etc. The embodiment of the present application does not specifically limit the type of the target point.

[0074] For example, taking the target point as a virtual storm, the virtual storm can appear from any position of the virtual scene, for example, a position can be randomly selected in the virtual scene as the position where the virtual storm appears; of course, the virtual storm can also appear at a set position in the virtual scene, for example, a virtual storm can appear at a position pre-set by a game planner in the virtual scene.

[0075] In some embodiments, taking a shooting game APP as an example, the shooting game APP can be installed on a terminal device associated with the user. When a click operation on the icon of the shooting game APP is received from the user, a virtual scene can be displayed on the screen of the terminal device, wherein the virtual scene can include a movable virtual storm and a first virtual object (such as game character A) controlled by the user.

[0076] In other embodiments, the virtual scene may be displayed from a first-person perspective in the human-computer interaction interface of the client (for example, the user plays the first virtual object in the virtual scene from his own perspective); the virtual scene may be displayed from a third-person perspective (for example, the user chases the first virtual object in the virtual scene to play the game); or the virtual scene may be displayed from a bird's-eye view; wherein the above-mentioned different perspectives may be switched arbitrarily.

[0077] As an example, the first virtual object may be an object controlled by the current user in the game. Of course, the virtual scene may also include other virtual objects, such as virtual objects that may be controlled by other users or by a robot program. The first virtual object may be divided into any one of a plurality of camps (also referred to as teams or teams), and the camps may be in a hostile relationship or a cooperative relationship. The camps in the virtual scene may include one or all of the above relationships.

[0078] Taking the first-person perspective display of a virtual scene as an example, the virtual scene displayed in the human-computer interaction interface may include: determining the field of view area of ​​the first virtual object according to the viewing position and field of view angle of the first virtual object in the complete virtual scene, and presenting a portion of the virtual scene in the field of view area in the complete virtual scene, that is, the displayed virtual scene may be a portion of the virtual scene relative to the panoramic virtual scene. Because the first-person perspective is the most impactful viewing perspective for users, it can achieve immersive perception of users during the operation process.

[0079] Taking the display of a virtual scene from a bird's eye view as an example, the virtual scene displayed in the human-computer interaction interface may include: in response to a zoom operation on a panoramic virtual scene, a portion of the virtual scene corresponding to the zoom operation is presented in the human-computer interaction interface, that is, the displayed virtual scene may be a portion of the virtual scene relative to the panoramic virtual scene. In this way, the operability of the user during the operation can be improved, thereby improving the efficiency of human-computer interaction.

[0080] In step 102, the target point is controlled to move in the virtual scene.

[0081] Here, the target point (such as a virtual storm) can move in the virtual scene according to a set path, for example, the virtual storm can move in the virtual scene according to a path pre-configured by the game planner. Of course, the target point can also move randomly in the virtual scene, that is, the moving trajectory of the target point is not fixed, which can further bring randomness and novelty to the players.

[0082] In some embodiments, taking the target point as a virtual storm as an example, after the virtual storm is displayed in the virtual scene, the virtual storm can be controlled to move along a set path in the virtual scene, wherein the moving speed of the virtual storm in the virtual scene can be uniform or variable. For example, the moving speed of the virtual storm in different areas of the virtual scene can be different, or the moving speed of the virtual storm is getting faster and faster, that is, the closer to the end point of the path, the faster the moving speed of the virtual storm. The embodiments of the present application do not make specific limitations on this.

[0083] It should be noted that before controlling the target point to move along the set path in the virtual scene, a countdown control can also be displayed to count down the remaining time for the target point to move. After the countdown displayed in the countdown control ends, the target point is controlled to move along the set path in the virtual scene. In addition, it should be noted that the above path can be visible, that is, the path can be displayed in the virtual scene, so that the player can understand the direction of the target point and make layout in advance; of course, the path can also be invisible, and the embodiments of the present application do not specifically limit this.

[0084] In some embodiments, taking the case where the target point moves in the virtual scene along a set path as an example, before executing the above step 102, the following processing may also be performed: in response to a starting point setting operation, the first position selected in the virtual scene is used as the starting point of the path; in response to an end point setting operation, the second position selected in the virtual scene is used as the end point of the path; in response to a shape setting operation, the set shape is used as the shape of the path; in response to a type setting operation, the set type is used as the type of virtual resources dropped from the target point during the target point's movement along the path; in response to a frequency setting operation, the set frequency is used as the frequency of virtual resources dropped from the target point during the target point's movement along the path.

[0085] For example, taking the target point as a virtual storm, before controlling the virtual storm to move along the set path in the virtual scene, the game planner can also pre-set the moving path of the virtual storm, such as setting the starting point, end point, shape, etc. of the path. For example, after setting the starting point and end point of the path, the game planner can provide a variety of candidate path shapes for the game planner to choose from, such as using the path shape selected by the game planner as the path shape of the current path; of course, the game planner can also customize the path shape, such as using the shape drawn by the game planner as the path shape of the current path. At the same time, the game planner can also set the type of virtual resources that will be generated on the path, as well as the time frequency of generating virtual resources.

[0086] In other embodiments, the virtual scene may also include multiple different types of areas (for example, a grassland area, a lake area, a desert area, etc.). Figure 3 Before step 102 shown, you can also perform Figure 4A Steps 105 and 106 shown will be combined Figure 4A The steps shown are explained.

[0087] In step 105, an interest parameter of each region is determined.

[0088] Here, the interest parameter can be used to characterize the attractiveness of the area.

[0089] In some embodiments, step 105 can be implemented in the following manner: for each region, perform the following processing: determine a first score corresponding to the terrain of the region (for example, the flatter the terrain of the region, the higher the corresponding score); determine a second score corresponding to the area of ​​the region (for example, the larger the area of ​​the region, the higher the corresponding score); determine a third score corresponding to the number of virtual bases included in the region (for example, the more virtual bases included in the region, the higher the corresponding score); perform weighted summation of the first score, the second score, and the third score, and use the obtained weighted summation result as the interest parameter of the region.

[0090] For example, taking area 1 (e.g., a grass area) among multiple different types of areas, the first score corresponding to the terrain of area 1 (e.g., assuming it is 80 points) can be calculated first, and then the second score corresponding to the area of ​​area 1 (e.g., assuming it is 90 points) can be calculated. Subsequently, the third score corresponding to the number of virtual bases included in area 1 (e.g., assuming it is 70 points) can be calculated. Finally, the first score, the second score, and the third score can be weightedly summed. For example, assuming that the weights corresponding to the first score, the second score, and the third score are 0.7, 0.2, and 0.1, respectively, the weighted sum result (i.e., 80*0.7+90*0.2+70*0.1=81 points) can be used as the interest parameter of area 1.

[0091] In step 106, multiple regions of different types are connected in sequence according to the order of interest parameters from large to small, and the obtained connection lines are used as the set path.

[0092] In some embodiments, taking the multiple different types of areas as 4 different types of areas as an example, assuming that they are area 1 (e.g., grassland area), area 2 (e.g., desert area), area 3 (e.g., lake area) and area 4 (e.g., town area), and assuming that the interest parameter of area 1 is 81 points, the interest parameter of area 2 is 90 points, the interest parameter of area 3 is 70 points, and the interest parameter of area 4 is 85 points, then the 4 different types of areas can be connected in order from large to small in terms of interest parameters, and the obtained connection line is used as the set path, that is, the subsequent movement path of the target point. For example, taking the target point as a virtual storm, the virtual storm is first generated in area 2, and then the virtual storm can be controlled to move from area 2 to area 4, and from area 4 to area 1, and finally from area 1 to area 3. In this way, paths with different difficulties and different experiences can be automatically generated, which improves the player's gaming experience.

[0093] In some embodiments, the interactive processing method of the virtual scene provided in the embodiments of the present application can also be implemented in combination with artificial intelligence technology. For example, based on the characteristic data corresponding to each area (for example, the area, terrain, number of virtual objects included, number of virtual bases, etc. of the area), a machine learning model can be called to perform predictive processing to obtain the interest parameters corresponding to each area. Subsequently, multiple different types of areas in the virtual scene can be connected in sequence according to the order of the interest parameters from large to small, and the obtained connection lines can be used as the set path. In this way, path shapes with different difficulties and different experiences can be automatically generated, further improving the player's gaming experience.

[0094] It should be noted that the above-mentioned machine learning model can be a neural network model (such as a convolutional neural network, a deep convolutional neural network, or a fully connected neural network), a decision tree model, a gradient boosting tree, a multilayer perceptron, and a support vector machine, etc. The embodiments of the present application do not specifically limit the type of machine learning model.

[0095] In other embodiments, the type of target point may include a virtual weather object (such as a virtual storm, virtual clouds, etc.), and the above step 102 may be implemented in the following manner: split the virtual weather object into multiple sub-virtual weather objects, and control each sub-virtual weather object to move along a set path in the virtual scene, wherein different sub-virtual weather objects correspond to different paths.

[0096] For example, take the target point as a virtual storm, see Figure 5 , Figure 5 is a schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application, such as Figure 5 As shown, a large virtual storm 502 is displayed in a virtual scene 501. After a set duration (e.g., 5 seconds), the large virtual storm 502 can be split into two small virtual storms, namely, a small virtual storm 503 and a small virtual storm 504. The two small virtual storms can then be controlled to move in the virtual scene 501 along their respective corresponding paths. During the movement of each small virtual storm, virtual resources (e.g., spherical interactive props) may drop from the eye of the small virtual storm for players to snatch.

[0097] In step 103, during the movement of the target point, the virtual resource is controlled to fall from the target point.

[0098] Here, the virtual resources may be targets that different camps compete for in a game in a virtual scene, and the virtual resources may be used to determine the winning camp in the game.

[0099] In some embodiments, the winning camp in the game can be determined in the following ways: in response to the number of virtual resources stored in the virtual base of any camp being greater than a quantity threshold, any camp is determined as the winning camp in the game; or, in response to the virtual base of any camp having virtual resources stored therein, any camp is determined as the winning camp in the game.

[0100] For example, suppose there are four camps in a game in a virtual scene, namely, Camp 1, Camp 2, Camp 3 and Camp 4, where each camp has a corresponding virtual base. For example, the four virtual bases corresponding to these four camps are located at the four corners of the virtual scene. After entering the game, the player will be randomly assigned to a camp and control his own game character to compete with the game characters controlled by players in other camps for virtual resources dropped from the virtual storm (for example, a spherical interactive prop). The player can control the game character to pick up the virtual resources and transport the virtual resources to the virtual base of his own camp for storage. When the number of virtual resources stored in the virtual base of a camp (for example, Camp 1) is greater than 10, the game ends and Camp 1 is regarded as the winning camp in the game.

[0101] It should be noted that when the number of virtual resources in the virtual scene is 1, that is, the virtual resource is unique, the camp corresponding to the only virtual base that stores the virtual resource can also be determined as the winning camp in the game. The embodiment of the present application does not make specific limitations on this.

[0102] In some embodiments, step 103 can be implemented in the following manner: during the movement of the target point, the distance that the target point has moved is recorded; in response to the distance that the target point has moved being greater than a distance threshold (e.g., 100 meters), the virtual resource is controlled to drop from the target point, and the recorded distance that the target point has moved is cleared to zero, and the step of recording the distance that the target point has moved is executed.

[0103] For example, taking the target point as a virtual storm, during the movement of the virtual storm, the distance that the virtual storm has moved can be recorded. When it is detected that the distance that the virtual storm has moved is greater than a distance threshold (e.g., 100 meters), the virtual resources can be controlled to drop from the eye of the virtual storm, and the recorded distance that the virtual storm has moved is cleared to zero, and the step of recording the distance that the virtual storm has moved is entered. That is, every time the virtual storm moves 100 meters, the virtual resources will be dropped from the eye of the virtual storm once.

[0104] It should be noted that the number and type of virtual resources dropped from the eye of the virtual storm each time may be the same or different. For example, the number and type of virtual resources dropped each time are random, or the number of virtual resources dropped is increasing. The embodiments of the present application do not make specific limitations on this.

[0105] In other embodiments, the above-mentioned step 103 can also be implemented in the following manner: dividing the path to obtain multiple path segments; in the process of the target point moving, in response to the target point moving to the target position of each path segment, controlling the virtual resource to drop from the target point, wherein the target position includes one of the following: starting point, midpoint, end point.

[0106] For example, taking the target point as a virtual storm, after setting the path, the game planner can divide the path, for example, the path can be evenly divided into 3 path segments, and then when it is detected that the virtual storm moves to the midpoint of each path segment, the virtual resources can be controlled to fall from the eye of the virtual storm, wherein the number and type of virtual resources dropped each time can be the same or different, and the embodiments of the present application do not specifically limit this.

[0107] In other embodiments, the above step 103 can also be implemented in the following way: during the movement of the target point, virtual resources are controlled to drop from the target point at set intervals (for example, 30 seconds), wherein the quantity and type of virtual resources dropped each time are random.

[0108] For example, taking the target point as a virtual storm, during the movement of the virtual storm, the virtual resources can be controlled to drop from the eye of the storm of the virtual storm once every 30 seconds. For example, assuming that during the movement of the virtual storm, the virtual resources are controlled to drop from the eye of the storm of the virtual storm for the first time at the 10th second, then after 30 seconds (i.e., the 40th second), the virtual resources can be controlled to drop from the eye of the storm of the virtual storm for the second time, and so on, until the virtual storm moves to the end of the path. Wherein, the number and type of virtual resources dropped each time can be random, that is, the number and type of virtual resources dropped each time may all be different. Of course, the number and type of virtual resources dropped each time can also be pre-set by game planners, and the embodiments of the present application do not specifically limit this.

[0109] In some embodiments, the above step 103 can also be implemented in the following manner: during the movement of the target point, in response to the target point being attacked, controlling virtual resources to drop from the target point, wherein the number of virtual resources dropped from the target point is positively correlated with the number of times the target point is attacked.

[0110] For example, taking the target point as a virtual storm, during the movement of the virtual storm, the player can control the virtual object to shoot at the virtual storm. When it is detected that the virtual storm is attacked, the virtual resources can be controlled to drop from the eye of the virtual storm, wherein the number of virtual resources dropped from the eye of the virtual storm is positively correlated with the number of times the virtual storm is attacked. For example, the more times the player controls the virtual object to shoot at the virtual storm, the greater the number of virtual resources dropped from the eye of the virtual storm. In this way, the player can be motivated to control the virtual object to shoot at the virtual storm, thereby improving the player's gaming experience.

[0111] In other embodiments, the virtual scene may also include multiple different types of areas (for example, including grassland areas, lake areas, desert areas, etc.), and the above-mentioned step 103 may also be implemented in the following manner: during the movement of the target point, in response to the target point moving from one area to another in the virtual scene, the virtual resources are controlled to drop from the target point, wherein the types of virtual resources dropped in different areas are different.

[0112] For example, taking the target point as a virtual storm, assuming that there are 4 different types of areas in the virtual scene, namely area 1 to area 4, during the movement of the virtual storm, when it is detected that the virtual storm moves from one area in the virtual scene to another area, for example, when it is detected that the virtual storm moves from area 1 (such as a grass area) to area 2 (such as a lake area) in the virtual scene, the virtual resources can be controlled to drop from the eye of the storm of the virtual storm, wherein the types of virtual resources dropped in different areas may be different. For example, when it is detected that the virtual storm moves from area 1 to area 2 of the virtual scene, virtual resource A may be dropped, and when it is detected that the virtual storm moves from area 2 to area 3 of the virtual scene, virtual resource B may be dropped, wherein virtual resource A and virtual resource B are two different types of virtual resources, and virtual resource A may be related to area 2, and virtual resource B may be related to area 3, so that the player's gaming experience can be further enhanced.

[0113] In some embodiments, the above-mentioned path may include at least one set dropping location, and the type of target point may include a virtual weather object (such as a virtual storm), and the above-mentioned step 103 may also be implemented in the following manner: during the movement of the virtual weather object, in response to the virtual weather object moving to each dropping location, the virtual resources are controlled to drop from the virtual weather object, wherein the quantity and type of virtual resources dropped at different dropping locations are different.

[0114] For example, taking the target point as a virtual storm, after setting the path, the game planner can also set at least one drop position on the path (for example, assuming that there are 3 drop positions, namely drop position 1 to drop position 3). In this way, in the subsequent process of the virtual storm moving along the set path, whenever the virtual storm is detected to move to a drop position, the virtual resources can be controlled to drop from the eye of the virtual storm, wherein the number and type of virtual resources dropped at different drop positions may be different. For example, after setting the drop position, the game planner can also set the number and type of virtual resources dropped for each drop position, such as dropping 10 virtual resources A at drop position 1, 5 virtual resources B at drop position 2, and 20 virtual resources C at drop position 3.

[0115] It should be noted that the number and type of virtual resources dropped at different drop locations may also be the same, that is, the game planner only needs to set it for one drop location, and the parameters of other drop locations can reuse the parameters of the drop location. The embodiments of the present application do not specifically limit this.

[0116] In some embodiments, in the case of splitting a virtual weather object into multiple sub-virtual weather objects, the above step 103 can also be implemented in the following manner: for each sub-virtual weather object, during the movement of the sub-virtual weather object, control the virtual resources to drop from the sub-virtual weather object.

[0117] For example, taking the virtual weather object as a large virtual storm, after splitting the large virtual storm into multiple small virtual storms, each small virtual storm can be controlled to move in the virtual scene along its corresponding path, and for each small virtual storm, during the movement of the small virtual storm, virtual resources can be controlled to fall from the eye of the small virtual storm. For example, virtual resources can be controlled to fall from the eye of the small virtual storm once every 30 seconds; or, virtual resources can be controlled to fall from the eye of the small virtual storm once every 100 meters. The embodiments of the present application do not make specific limitations on this.

[0118] It should be noted that the endpoints of the paths corresponding to different small virtual storms may be different. For example, after each small virtual storm moves to the endpoint along its corresponding path, the terrain within the influence range of the small virtual storm may be changed. Of course, the endpoints of the paths corresponding to different small virtual storms may also be the same, and then multiple small virtual storms will eventually move to the same position in the virtual scene, which is not specifically limited in the embodiments of the present application.

[0119] In other embodiments, continuing with the above example, the end points of multiple paths corresponding to multiple sub-virtual weather objects can be the same, and the following processing can also be performed: in response to multiple sub-virtual weather objects moving to the end point, the multiple sub-virtual weather objects are merged into a virtual weather object.

[0120] For example, taking the virtual weather object as a virtual storm, the end points of multiple paths corresponding to multiple small virtual storms can be the same, that is, the multiple small virtual storms will eventually move to the same position in the virtual scene. When it is detected that multiple small virtual storms have all moved to the end point, the multiple small virtual storms can be merged into a large virtual storm.

[0121] It should be noted that the time when multiple small virtual storms arrive at the destination can be the same, that is, multiple small virtual storms can arrive at the destination at the same time; of course, the time when multiple small virtual storms arrive at the destination can also be different, that is, multiple small virtual storms arrive at the destination one after another, and the embodiments of the present application do not make specific limitations on this.

[0122] In some other embodiments, the virtual scene may further include a first virtual object. Figure 3 After step 103 shown, you can also perform Figure 4B Step 107 shown combines Figure 4B The steps shown are explained.

[0123] In step 107 , in response to a pickup trigger operation for a virtual resource, the first virtual object is controlled to be in a state of holding the virtual resource.

[0124] Here, when the first virtual object is in a state of holding a virtual resource, the state parameters of the first virtual object (eg, including moving speed, jumping height, etc.) will be improved.

[0125] In some embodiments, taking the first virtual object as a game character A controlled by user 1 as an example, when a pickup trigger operation of user 1 for a virtual resource (e.g., a spherical interactive prop) is received, for example, when a click operation of user 1 for a pickup button is received, the game character A can be controlled to pick up the virtual resource, and after the game character A picks up the virtual resource, the game character A can be controlled to switch from holding a virtual shooting prop to holding a virtual resource, that is, when the game character A carries a virtual resource, it will lose the ability to shoot with a gun and become a state of holding a virtual resource. In addition, when the game character A holds a virtual resource, the movement speed and jumping height of the game character A will be slightly improved. At the same time, the functions of the left and right mouse buttons will be replaced, for example, the function of the left mouse button will be replaced by strengthening melee attacks, and the function of the right mouse button will be replaced by throwing virtual resources.

[0126] In some other embodiments, in connection with the above, the following processing may also be performed: in response to a throwing trigger operation for a virtual resource, controlling the first virtual object to throw the virtual resource in a target direction, wherein the target direction is the direction selected by the throwing trigger operation; in response to the virtual resource hitting a second virtual object in the virtual scene, controlling the second virtual object to be in a state of holding the virtual resource.

[0127] For example, taking the first virtual object as a game character A controlled by user 1 and the second virtual object as a game character B controlled by user 2, user 1 can also control game character A to throw virtual resources (such as spherical interactive props) by clicking the right mouse button. For example, when the spherical interactive prop thrown by game character A hits game character B in the virtual scene, game character B can be controlled to switch from a gun holding state to a ball holding state. That is to say, user 1 can control game character A to throw the spherical interactive prop. After throwing the spherical interactive prop, game character A will switch back to the gun holding state, and when the spherical interactive prop hits game character B, game character B can be switched from the gun holding state to the ball holding state, thereby losing the ability to shoot.

[0128] In step 104, in response to the target point moving to a destination, the terrain within the influence range of the target point is transformed.

[0129] Here, when the target point moves in the virtual scene according to a set path, the destination may be the end point of the path. When the target point moves randomly in the virtual scene, the destination may be the corresponding position when the cumulative moving distance of the target point is greater than the distance threshold, for example, the position where the moving distance of the target point reaches 100 meters may be the destination.

[0130] In some embodiments, the type of target point may include a virtual weather object (e.g., a virtual storm), and the above-mentioned transformation of the terrain within the influence range of the target point may be achieved in the following manner: releasing multiple waves of virtual pulses centered on the current position of the virtual weather object, wherein the virtual pulses can diffuse to the edge of the influence range of the virtual weather object; and transforming the terrain within the influence range of the virtual weather object through multiple waves of virtual pulses.

[0131] For example, a multi-wave virtual pulse may include three waves of virtual pulses released sequentially, and the above-mentioned transformation of the terrain within the influence range of the virtual weather object through multi-wave virtual pulses may be achieved in the following manner: when releasing the first wave of virtual pulses, the virtual models outside the terrain within the influence range of the virtual weather object (for example, including virtual buildings, virtual plants, etc.) are deleted; when releasing the second wave of virtual pulses, the original terrain within the influence range of the virtual weather object is deleted, and new terrain is added; when releasing the third wave of virtual pulses, new virtual models (for example, new virtual plants, new virtual buildings, etc.) are added to the new terrain. That is to say, after changing the terrain by releasing multiple waves of virtual pulses, players can engage in combat games around this area.

[0132] In some embodiments, the type of target point may include a virtual weather object (e.g., a virtual storm). In response to the target point moving to the end of the path, the following processing may also be performed: the virtual weather object may be canceled from being displayed in the virtual scene; after the terrain within the influence range of the target point is transformed, the following processing may also be performed: in response to reaching a set duration (e.g., 20 seconds), the virtual weather object may be displayed again in the virtual scene, and the virtual weather object may be controlled to move in the virtual scene along the new path.

[0133] For example, taking the target point as a virtual storm, when it is detected that the virtual storm has moved to the end point of the path (i.e., the destination), the virtual storm can be cancelled in the virtual scene, for example, the virtual storm can be controlled to gradually disappear from the virtual scene in a fading manner. Subsequently, 20 seconds after the terrain within the influence range of the virtual storm is transformed, the virtual storm can be controlled to reappear in the virtual scene, and the virtual storm can be controlled to move in the virtual scene along a new path. During the movement of the virtual storm, the above steps 103 and 104 are repeated, and the player can start a new round of snatching process for virtual resources.

[0134] The interactive processing method of the virtual scene provided in the embodiment of the present application sets a movable target point in the virtual scene, and controls the virtual resources to fall from the target point while controlling the target point to move along the set path. In this way, the player can grab the virtual resources by following the target point, that is, the player can fight in different areas of the virtual scene, which brings randomness and novelty. At the same time, after the target point moves to the end of the path, the terrain changes, and the players will fight around this place. In other words, the moving target point can also effectively suggest the next combat area, so as to gather players and help decision-making.

[0135] The following is an explanation of an exemplary application of an embodiment of the present application in a practical application scenario.

[0136] In the games provided by the related technology, there are generally only discrete ways of dropping virtual resources at fixed locations, such as airdrops, etc. In other words, the related technology lacks a continuous and mobile way of dropping virtual resources, resulting in a relatively single gaming experience.

[0137] In view of this, the embodiment of the present application provides an interactive processing method for a virtual scene. When the game is in progress, a huge virtual storm (or other types of moving target points) will appear, and the virtual storm will be controlled to move in the map according to a random or manually set path. During the movement of the virtual storm, virtual resources can be ejected from the eye of the storm. Players can see the falling of virtual resources and compete for the target drop position. Finally, after the moving virtual storm reaches the destination, it can trigger terrain changes.

[0138] The interactive processing method of the virtual scene provided in the embodiment of the present application is described in detail below.

[0139] For example, see Fig. 6A , Fig. 6A is a schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application, such as Fig. 6A As shown, when the virtual storm 602 moves along the path in the map 601, it will drop virtual resources 603 according to specific rules for players to snatch.

[0140] For example, take the virtual resource as a spherical interactive prop as an example, see Figure 6B , Figure 6B is a schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application, such as Figure 6B As shown, when the game is in progress, a huge virtual storm 604 will appear, and the player will move forward along an artificially set path in the map. During the movement, a spherical interactive prop 605 will be ejected from the eye of the huge virtual storm 604. Players can see the falling of the spherical interactive prop 605 and compete for the target drop location.

[0141] For example, see Figure 6C , Figure 6C is a schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application, such as Figure 6C As shown, after the virtual storm 602 moves for a certain period of time in the map 601, it reaches the end point and produces a terrain change. For example, the terrain of the area 606 within the preset range of the storm can be transformed, and players will engage in combat games around this area.

[0142] For example, see Fig.6D , Fig.6D is a schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application, such as Fig.6DAs shown, the huge virtual storm 604 stops moving after moving to the end of the path, and multiple waves of virtual pulses appear, which transform the terrain of the area within the preset range of the storm. For example, when the terrain transformation occurs, three waves of virtual pulses will appear at the origin of the changing area and spread outward to the boundary of the terrain change. For example, the first wave of virtual pulses 607 will delete all props and modeling (such as virtual buildings, virtual plants, etc.) in the area except the terrain. The second wave of virtual pulses 608 will delete the original terrain in the area and add new terrain or ground layer. After the third wave of virtual pulses 609, new props and modeling will be added to the new terrain.

[0143] For example, see Fig. 6E , Fig. 6E is a schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application, such as Fig. 6E As shown, after the terrain changes for a period of time, the virtual storm 602 appears again and starts to move along a new path in the map 601, repeating the process. Fig. 6A The process of dropping virtual resources can be Fig. 6A Different, that is, the rules for dropping virtual resources can be varied.

[0144] Next, continue to combine Figure 7 This section describes the path configuration process.

[0145] For example, see Figure 7 , Figure 7 is a flowchart of the interactive processing method of the virtual scene provided in the embodiment of the present application, which will be combined with Figure 7 The steps shown are explained.

[0146] In step 201, setup begins.

[0147] In step 202, the duration of the new path is set.

[0148] In step 203, the type of the target point moving on the path is configured.

[0149] In some embodiments, the type of target point moving on the path can be configured as a virtual storm.

[0150] In step 204, the resource type and generation frequency to be generated on the path are set.

[0151] In step 205, the starting point, end point, and shape of the path are set.

[0152] In some embodiments, the shape of the path can also be automatically generated by a selection algorithm. That is to say, in addition to relying on manual placement + simple random rules, the configuration of the path shape can also be based on a more sophisticated algorithm to calculate the attractiveness of each area in the map and model and sort, thereby automatically generating path shapes with different difficulties and different experiences.

[0153] In step 206 , it is determined whether a next path is to be configured. If yes, the process goes back to step 202 ; if no, the process goes to step 207 .

[0154] In step 207, the set path ID and rules are stored.

[0155] In step 208, the first connected path is selected and configured into the game.

[0156] In step 209, the players experience different paths in the game and compete for dropped virtual resources.

[0157] In some embodiments, the game may include 4 teams, each of which may include N virtual objects (e.g., 5 virtual objects), and the number of spherical interactive props of the team determines the winner of the game. After the game starts, a virtual storm in the air will be generated according to a preset cycle and a preset starting point and end point. In the process of the virtual storm moving from the starting point to the end point, spherical interactive props will fall from the eye of the storm for the 4 teams to compete for.

[0158] In other embodiments, when it is detected that the virtual object touches the spherical interactive prop, it will automatically pick it up. When the virtual object carries the spherical interactive prop, it will lose the ability to shoot with a gun and change to a ball-holding state. In the ball-holding state, the movement speed and jumping height of the virtual object are slightly improved, and the functions of the left and right mouse buttons will be replaced. For example, the function of the left mouse button will be replaced by strengthening melee attacks, and the function of the right mouse button will be replaced by throwing a spherical interactive prop. After throwing the spherical interactive prop, the virtual object will be switched back to a gun-holding state. The player can control the virtual object to throw the spherical interactive prop at the enemy (i.e., the virtual object controlled by other players of different teams), causing the enemy to lose the ability to shoot.

[0159] In some embodiments, see Figure 8 , Figure 8 is a schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application, such as Figure 8 As shown, the player can control the virtual object 801 to carry the spherical interactive props to the team base 802 for storage. When the number of spherical interactive props stored in real time in the virtual base of a team reaches a set number (for example, 10), the team wins.

[0160] In other embodiments, after the virtual storm moves to the end position, the terrain transformation is performed on the area within the preset range of the storm. Fig. 9 As shown, when the terrain changes, three waves of virtual pulses will appear at the origin of the change area and spread outward to the boundary of the terrain change. Among them, the first wave of virtual pulses will delete all props and modeling (such as virtual buildings, virtual plants, etc.) in the area except the terrain; the second wave of virtual pulses will delete the original terrain in the area and add new terrain or ground layer; after the third wave of virtual pulses, the new props and modeling will be added to the new terrain.

[0161] In summary, the interactive processing method of the virtual scene provided by the embodiment of the present application has the following beneficial effects: multiple different paths are generated in a single game, and various virtual resources are dropped in them, which creates rich randomness and fun. While chasing the target point, the player deepens his understanding of the map, feels the design intentions of different levels, and emerges different combat modes. At the same time, as the target point moves, the player can continuously predict the end point of this stage based on its path, providing the player with the opportunity to make strategic deployment in advance.

[0162] The following is a description of an exemplary structure of a virtual scene interactive processing device 555 provided in an embodiment of the present application implemented as a software module. In some embodiments, Figure 2 As shown, the software modules stored in the virtual scene interaction processing device 555 of the memory 550 may include: a display module 5551 , a control module 5552 and a transformation module 5553 .

[0163] Display module 5551 is used to display a virtual scene, wherein the virtual scene includes a movable target point; control module 5552 is used to control the movement of the target point in the virtual scene, and to control virtual resources to drop from the target point during the movement of the target point, wherein the virtual resources are the targets snatched by different camps in the game of the virtual scene, and the virtual resources are used to determine the winning camp in the game; transformation module 5553 is used to transform the terrain within the influence range of the target point in response to the target point moving to the destination.

[0164] In some embodiments, the control module 5552 is also used to record the distance that the target point has moved during the movement of the target point; in response to the distance that the target point has moved being greater than a distance threshold, control the virtual resource to drop from the target point, and clear the recorded distance that the target point has moved to zero, and proceed to execute the step of recording the distance that the target point has moved.

[0165] In some embodiments, the control module 5552 is also used to control the virtual resources to drop from the target point at set intervals during the movement of the target point, wherein the quantity and type of the virtual resources dropped each time are random.

[0166] In some embodiments, the control module 5552 is also used to control virtual resources to drop from the target point in response to the target point being attacked during the movement of the target point, wherein the number of virtual resources dropped from the target point is positively correlated with the number of times the target point is attacked.

[0167] In some embodiments, the virtual scene also includes multiple different types of areas; the control module 5552 is also used to control the virtual resources to drop from the target point in response to the target point moving from one area to another in the virtual scene during the movement of the target point, wherein the types of virtual resources dropped in different areas are different.

[0168] In some embodiments, the target point moves in the virtual scene along a preset path, wherein the path includes at least one set dropping location, and the type of the target point includes a virtual weather object; the control module 5552 is also used to control the virtual resources to drop from the virtual weather object in response to the virtual weather object moving to each dropping location during the movement of the virtual weather object, wherein the quantity and type of virtual resources dropped at different dropping locations are different.

[0169] In some embodiments, the interactive processing device 555 of the virtual scene also includes a splitting module 5554, which is used to split the target point into multiple sub-target points; the control module 5552 is also used to control each sub-target point to move along a set path in the virtual scene, wherein different sub-virtual weather objects correspond to different paths; the control module 5552 is also used to control virtual resources to drop from each sub-target point during the movement of the sub-target point.

[0170] In some embodiments, the end points of multiple paths corresponding to multiple sub-target points are the same; the interactive processing device 555 of the virtual scene also includes a merging module 5555, which is used to merge multiple sub-target points into a target point in response to multiple sub-target points moving to the end point.

[0171] In some embodiments, the interactive processing device 555 of the virtual scene also includes a setting module, which is used to control the control module 5552 to perform the following processing before controlling the target point to move along the set path in the virtual scene: in response to the starting point setting operation, the first position selected in the virtual scene is used as the starting point of the path; in response to the end point setting operation, the second position selected in the virtual scene is used as the end point of the path; in response to the shape setting operation, the set shape is used as the shape of the path; in response to the type setting operation, the set type is used as the type of virtual resources dropped from the target point during the movement of the target point along the path; in response to the frequency setting operation, the set frequency is used as the frequency of virtual resources dropped from the target point during the movement of the target point along the path.

[0172] In some embodiments, the virtual scene also includes multiple different types of areas; the setting module 5556 is also used to control the control module 5552 to perform the following processing before controlling the target point to move along the set path in the virtual scene: determine the interest parameters of each area; connect multiple different types of areas in sequence according to the order of the interest parameters from large to small, and use the obtained connection as the set path.

[0173] In some embodiments, module 5556 is set to perform the following processing for each region: determine a first score corresponding to the terrain of the region; determine a second score corresponding to the area of ​​the region; determine a third score corresponding to the number of virtual bases included in the region; perform weighted summation of the first score, the second score, and the third score, and use the weighted sum result as the interest parameter of the region.

[0174] In some embodiments, the type of target point includes a virtual weather object; the transformation module 5553 is also used to release multiple waves of virtual pulses centered on the current position of the virtual weather object, wherein the virtual pulses can spread to the edge of the influence range of the virtual weather object; and transform the terrain within the influence range of the virtual weather object through multiple waves of virtual pulses.

[0175] In some embodiments, the multi-wave virtual pulse includes three waves of virtual pulses released sequentially; the transformation module 5553 is also used to perform the following processing: when releasing the first wave of virtual pulses, the virtual models other than the terrain within the influence range of the virtual weather object are deleted; when releasing the second wave of virtual pulses, the original terrain within the influence range of the virtual weather object is deleted, and new terrain is added; when releasing the third wave of virtual pulses, a new virtual model is added to the new terrain.

[0176] In some embodiments, the type of target point includes a virtual weather object; the display module 5551 is also used to cancel the display of the virtual weather object in the virtual scene in response to the target point moving to the end of the path; and the transformation module 5553 is used to display the virtual weather object in the virtual scene again in response to reaching a set time length after transforming the terrain within the influence range of the target point; the control module 5552 is also used to control the virtual weather object to move in the virtual scene along the new path.

[0177] In some embodiments, the virtual scene also includes a first virtual object; the control module 5552 is also used to control the first virtual object to be in a state of holding the virtual resource in response to a pick-up trigger operation for the virtual resource, wherein when the first virtual object is in the state of holding the virtual resource, the state parameter of the first virtual object will be improved.

[0178] In some embodiments, the control module 5552 is also used to control the first virtual object to throw the virtual resource in a target direction in response to a throwing trigger operation for the virtual resource, wherein the target direction is the direction selected by the throwing trigger operation; and to control the second virtual object to be in a state of holding the virtual resource in response to the virtual resource hitting the second virtual object in the virtual scene.

[0179] In some embodiments, the interactive processing device 555 of the virtual scene also includes a determination module 5557, which is used to perform one of the following processes: in response to the number of virtual resources stored in the virtual base of any camp being greater than a quantity threshold, any camp is determined as the winning camp in the game; in response to the virtual base of any camp storing virtual resources, any camp is determined as the winning camp in the game.

[0180] It should be noted that the description of the device in the embodiment of the present application is similar to the description of the method embodiment described above, and has similar beneficial effects as the method embodiment, so it will not be repeated. Figure 3 , Figure 4A ,or Figure 4B The present invention should be understood by referring to the description of any one of the accompanying drawings.

[0181] The embodiment of the present application provides a computer program product, which includes a computer program or a computer executable instruction, and the computer program or the computer executable instruction is stored in a computer-readable storage medium. The processor of the computer device reads the computer executable instruction from the computer-readable storage medium, and the processor executes the computer executable instruction, so that the computer device executes the interactive processing method of the virtual scene described in the embodiment of the present application.

[0182] The present application embodiment provides a computer-readable storage medium storing computer-executable instructions, wherein the computer-executable instructions are stored. When the computer-executable instructions are executed by a processor, the processor will execute the interactive processing method of the virtual scene provided by the present application embodiment, for example, Figure 3 , Figure 4A ,or Figure 4B The interactive processing method of the virtual scene is shown.

[0183] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface storage, optical disk, or CD-ROM; or it may be various devices including one or any combination of the above memories.

[0184] In some embodiments, executable instructions may be in the form of a program, software, software module, script or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine or other unit suitable for use in a computing environment.

[0185] As an example, the executable instructions may be deployed to be executed on one electronic device, or on multiple electronic devices located at one site, or on multiple electronic devices distributed at multiple sites and interconnected by a communication network.

[0186] The above is only an embodiment of the present application and is not intended to limit the protection scope of the present application. Any modifications, equivalent substitutions and improvements made within the spirit and scope of the present application are included in the protection scope of the present application.

Claims

1. A method for interactive processing of a virtual scene, characterized in that: The method comprises: Displaying a virtual scene, wherein the virtual scene includes a movable target point; controlling the target point to move in the virtual scene, and During the movement of the target point, controlling virtual resources to drop from the target point, wherein the virtual resources are targets to be snatched by different camps in the game of the virtual scene, and the virtual resources are used to determine the winning camp in the game; In response to the target point moving to the destination, the terrain within the influence range of the target point is transformed.

2. The method according to claim 1, characterized in that: In the process of the target point moving, controlling the virtual resource to drop from the target point includes: During the movement of the target point, recording the distance the target point has moved; In response to the distance that the target point has moved being greater than a distance threshold, controlling the virtual resource to drop from the target point, and clearing the recorded distance that the target point has moved to zero; and The step of recording the distance the target point has moved is then executed.

3. The method according to claim 1, characterized in that In the process of the target point moving, controlling the virtual resource to drop from the target point includes: During the movement of the target point, virtual resources are controlled to drop from the target point at set intervals, wherein the quantity and type of the virtual resources dropped each time are random.

4. The method according to claim 1, characterized in that: In the process of the target point moving, controlling the virtual resource to drop from the target point includes: During the movement of the target point, in response to the target point being attacked, virtual resources are controlled to drop from the target point, wherein the amount of the virtual resources dropped from the target point is positively correlated with the number of times the target point is attacked.

5. The method according to claim 1, characterized in that The virtual scene also includes a plurality of different types of areas; In the process of the target point moving, controlling the virtual resource to drop from the target point includes: During the movement of the target point, in response to the target point moving from one area to another area in the virtual scene, virtual resources are controlled to drop from the target point, wherein the types of the virtual resources dropped in different areas are different.

6. The method according to claim 1, characterized in that The target point moves in the virtual scene according to a set path, wherein the path includes at least one set drop position, and the type of the target point includes a virtual weather object; In the process of the target point moving, controlling the virtual resource to drop from the target point includes: During the movement of the virtual weather object, in response to the virtual weather object moving to each of the drop locations, virtual resources are controlled to drop from the virtual weather object, wherein the quantities and types of the virtual resources dropped at different drop locations are different.

7. The method according to claim 1, characterized in that The controlling the target point to move in the virtual scene comprises: Splitting the target point into a plurality of sub-target points, and controlling each of the sub-target points to move along a set path in the virtual scene, wherein different sub-target points correspond to different paths; In the process of the target point moving, controlling the virtual resource to drop from the target point includes: For each of the sub-target points, during the movement of the sub-target point, the virtual resources are controlled to fall from the sub-target point.

8. The method according to claim 7, characterized in that The end points of the multiple paths corresponding to the multiple sub-target points one by one are the same; The method further comprises: In response to the plurality of sub-target points all moving to the end point, the plurality of sub-target points are merged into the target point.

9. The method according to any one of claims 1 to 8, characterized in that: The target point moves in the virtual scene according to a set path; Before controlling the target point to move along the set path in the virtual scene, the method further includes: In response to the starting point setting operation, taking the first position selected in the virtual scene as the starting point of the path; In response to the endpoint setting operation, taking the second position selected in the virtual scene as the endpoint of the path; In response to a shape setting operation, taking the set shape as the shape of the path; In response to the type setting operation, the set type is used as the type of virtual resources dropped from the target point during the process of the target point moving along the path; In response to the frequency setting operation, the set frequency is used as the frequency at which the virtual resource is dropped from the target point during the movement of the target point along the path.

10. The method according to claim 1, characterized in that The target point moves in the virtual scene according to a set path, and the virtual scene also includes a plurality of different types of areas; Before controlling the target point to move along the set path in the virtual scene, the method further includes: determining a parameter of interest for each of said regions; The plurality of regions of different types are connected in sequence according to the order of the interest parameters from large to small, and the obtained connection lines are used as the set path.

11. The method according to claim 10, characterized in that The determining of the interest parameter of each of the regions comprises: For each of the regions, the following processing is performed: determining a first score corresponding to the topography of the area; determining a second score corresponding to the area of ​​the region; determining a third score corresponding to the number of virtual bases included in the area; A weighted sum is performed on the first score, the second score, and the third score, and the obtained weighted sum result is used as the interest parameter of the region.

12. The method according to any one of claims 1 to 8, characterized in that: The type of the target point includes a virtual weather object; The transforming of the terrain within the influence range of the target point includes: Taking the current position of the virtual weather object as the center, releasing multiple waves of virtual pulses, wherein the virtual pulses can spread to the edge of the influence range of the virtual weather object; The terrain within the influence range of the virtual weather object is transformed by the multi-wave virtual pulse.

13. The method according to claim 12, characterized in that The multi-wave virtual pulse includes three waves of virtual pulses released sequentially; The step of transforming the terrain within the influence range of the virtual weather object by using the multi-wave virtual pulses includes: When releasing the first wave of virtual pulses, deleting virtual models other than terrain within the influence range of the virtual weather object; When releasing the second wave of virtual pulses, the original terrain within the influence range of the virtual weather object is deleted, and new terrain is added; When the third wave of virtual pulses is released, a new virtual model is added to the new terrain.

14. The method according to any one of claims 1 to 8, characterized in that: The target point moves in the virtual scene according to a set path, the destination includes an end point of the path, and the type of the target point includes a virtual weather object; In response to the target point moving to the end point of the path, the method further includes: canceling display of the virtual weather object in the virtual scene; After transforming the terrain within the influence range of the target point, the method further includes: In response to reaching the set duration, the virtual weather object is displayed again in the virtual scene, and the virtual weather object is controlled to move in the virtual scene along a new path.

15. The method according to any one of claims 1 to 8, characterized in that: The virtual scene also includes a first virtual object; The method further comprises: In response to a pickup trigger operation for the virtual resource, the first virtual object is controlled to be in a state of holding the virtual resource, wherein when the first virtual object is in the state of holding the virtual resource, a state parameter of the first virtual object is improved.

16. The method according to claim 15, characterized in that The method further comprises: In response to a throwing trigger operation for the virtual resource, controlling the first virtual object to throw the virtual resource in a target direction, wherein the target direction is a direction selected by the throwing trigger operation; In response to the virtual resource hitting the second virtual object in the virtual scene, the second virtual object is controlled to be in a state of holding the virtual resource.

17. The method according to any one of claims 1 to 16, characterized in that: The method further comprises: In response to the number of the virtual resources stored in the virtual base of any camp being greater than a numerical threshold, determining the any camp as a winning camp in the game; or, In response to the virtual resources being stored in the virtual base of any camp, the any camp is determined as a winning camp in the game.

18. An interactive processing device for a virtual scene, characterized in that: The device comprises: A display module, used for displaying a virtual scene, wherein the virtual scene includes a movable target point; A control module, used to control the target point to move in the virtual scene, and to control virtual resources to drop from the target point during the movement of the target point, wherein the virtual resources are targets to be snatched by different camps in a game in the virtual scene, and the virtual resources are used to determine the winning camp in the game; The transformation module is used to transform the terrain within the influence range of the target point in response to the target point moving to the destination.

19. An electronic device, characterized in that: include: A memory for storing executable instructions; A processor is used to implement the interactive processing method of the virtual scene described in any one of claims 1 to 17 when executing the executable instructions stored in the memory.

20. A computer-readable storage medium storing computer-executable instructions, characterized in that: When the computer executable instructions are executed by a processor, the interactive processing method of the virtual scene described in any one of claims 1 to 17 is implemented.

21. A computer program product comprising a computer program or computer executable instructions, characterized in that: When the computer program or computer executable instructions are executed by a processor, the interactive processing method of the virtual scene described in any one of claims 1 to 17 is implemented.