Virtual scene interaction method and device, equipment, storage medium and program product

By introducing multiple scene areas with virtual functions into the virtual scene interaction interface, and changing their interactive properties in response to the motion operations of the virtual object, the problem of insufficient interaction between the virtual object and the scene area is solved, a richer and more interesting interactive experience is achieved, and resource utilization is improved.

CN119587977APending Publication Date: 2025-03-11TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202311165213.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-09-08
Publication Date
2025-03-11

AI Technical Summary

Technical Problem

In the existing virtual scene interaction technology, the interaction between virtual objects and scene areas is weak, resulting in a single interaction method, insufficient fun, and a low utilization rate of graphics processing resources.

Method used

By displaying the target virtual object and at least two scene areas in the interactive interface of the virtual scene, each scene area has a virtual function for changing the interactive attributes of the target virtual object, responding to the motion operation of the target virtual object, controlling its movement between different scene areas, and changing its interactive attributes through the virtual functions of the corresponding scene areas.

Benefits of technology

It improves the interaction and fun of virtual objects and scene areas, enriches the interaction methods, meets the increasingly diverse interaction needs of users, and improves the user viscosity of the product and the utilization rate of graphics processing resources.

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Abstract

The invention provides a virtual scene interaction method and device, electronic equipment, a computer readable storage medium and a computer program product. The method comprises the steps that in an interaction interface of a virtual scene, a target virtual object and at least two scene areas are displayed, and the scene areas have a virtual function used for changing interaction attributes of the target virtual object; in response to the fact that the target virtual object is located in the first scene area, the interaction attribute of the target virtual object is changed through a first virtual function corresponding to the first scene area; in response to a motion operation for the target virtual object, controlling the target virtual object to move from the first scene area to a second scene area, and changing an interaction attribute of the target virtual object through a second virtual function corresponding to the second scene area; wherein the interaction attribute changed through the second virtual function is different from the interaction attribute changed through the first virtual function. Through the method and the device, the interactivity between the virtual object and the scene area can be improved.
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Description

Technical Field

[0001] The present application relates to human-computer interaction technology, and in particular to a virtual scene interaction method, device, equipment, storage medium and program product. 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 artificial intelligence according to actual application needs, and has various typical application scenarios. For example, in the virtual scene of games, it can simulate the real battle process between virtual characters.

[0003] In interactive applications of virtual scenes, related technologies mostly focus on the interaction between virtual objects, such as the target account (player) controlling the target virtual object to interact with other virtual objects in the virtual scene (virtual objects controlled by other accounts or non-user characters, etc.), while the sense of interaction between virtual objects and virtual scene areas is weak, resulting in a single interaction method, insufficient interactive fun, and low utilization of graphics processing resources. Summary of the invention

[0004] Embodiments of the present application provide a virtual scene interaction method, device, electronic device, computer-readable storage medium, and computer program product, which can improve the interactivity between virtual objects and scene areas.

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

[0006] The present application provides a virtual scene interaction method, including:

[0007] In an interactive interface of a virtual scene, a target virtual object and at least two scene areas are displayed, wherein each of the scene areas has a virtual function for changing an interactive attribute of the target virtual object;

[0008] In response to the target virtual object being located in a first scene area, changing an interactive attribute of the target virtual object through a first virtual function corresponding to the first scene area;

[0009] In response to a motion operation on the target virtual object, controlling the target virtual object to move from the first scene area to a second scene area, and changing an interactive attribute of the target virtual object through a second virtual function corresponding to the second scene area;

[0010] The interaction attribute changed by the second virtual function is different from the interaction attribute changed by the first virtual function.

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

[0012] A region display module, used to display a target virtual object and at least two scene regions in an interactive interface of a virtual scene, wherein each of the scene regions has a virtual function for changing an interactive attribute of the target virtual object;

[0013] A first changing module, configured to change the interactive attribute of the target virtual object through a first virtual function corresponding to the first scene area in response to the target virtual object being located in the first scene area;

[0014] A second changing module, configured to control the target virtual object to move from the first scene area to a second scene area in response to a motion operation on the target virtual object, and to change an interactive attribute of the target virtual object through a second virtual function corresponding to the second scene area;

[0015] The interaction attribute changed by the second virtual function is different from the interaction attribute changed by the first virtual function.

[0016] In the above scheme, the first changing module is also used to control the first scene area to release the corresponding first virtual function to the target virtual object, and under the action of the first virtual function, change the interactive attribute of the target virtual object from the original attribute value to the first attribute value; correspondingly, the second changing module is also used to control the second scene area to release the corresponding second virtual function to the target virtual object, and under the action of the second virtual function, change the interactive attribute of the target virtual object from the first attribute value to the second attribute value, and the second attribute value is different from the first attribute value.

[0017] In the above scheme, the first change module is also used to display the first function application amount of the first virtual function to the target virtual object, and when the first function application amount reaches the first target action amount, the interactive attribute of the target virtual object is changed from the original attribute value to the first attribute value; correspondingly, the second change module is also used to update and display the first function application amount, and when the updated first function application amount reaches the second target action amount, the interactive attribute of the target virtual object is changed from the first attribute value to the second attribute value.

[0018] In the above scheme, the first change module is also used to update and display the first function application amount of the first virtual function for the target virtual object, and as the first function application amount is updated from zero to the first target action amount, the interactive attribute of the target virtual object is synchronously changed from the original attribute value to the first attribute value; correspondingly, the second change module is also used to update and display the first function application amount, and as the first function application amount is updated from the first target action amount to the second target action amount, the interactive attribute of the target virtual object is synchronously changed from the first attribute value to the second attribute value.

[0019] In the above scheme, the method also includes: an attribute value determination module, which is used to obtain an influencing factor for affecting the change amount of the interactive attribute of the target virtual object; wherein the influencing factor includes at least one of the following: the change amount of the first function application amount, the residence time of the target virtual object in the first scene area, and the residence position of the target virtual object in the first scene area; determine the attribute change amount that is positively correlated with the influencing factor to determine the first attribute value in combination with the original attribute value.

[0020] In the above scheme, after the interactive attribute of the target virtual object is changed from the first attribute value to the second attribute value, the device also includes: a third changing module, which is used to display the second function application amount of the second virtual function for the target virtual object in response to the second target action amount being zero, as the target virtual object continues to stay in the second scene area; when the second function application amount reaches the third target action amount, change other interactive attributes of the target virtual object; or, synchronously change other interactive attributes of the target virtual object as the second function application amount changes.

[0021] In the above scheme, after the other interactive attributes of the target virtual object are synchronously changed, the device also includes: a fourth change module, which is used to control the target virtual object to move from the second scene area to the third scene area in response to the motion operation on the target virtual object, and change the other interactive attributes of the target virtual object through the third virtual function corresponding to the third scene area; wherein the other interactive attributes after being changed by the third virtual function are different from the other interactive attributes after being changed by the second virtual function.

[0022] In the above scheme, after the interactive attribute of the target virtual object is changed by the first virtual function corresponding to the first scene area, the device also includes: a prompt display module, which is used to display change prompt information corresponding to the interactive attribute of the target virtual object; wherein, the change prompt information is used to prompt the degree of change of the interactive attribute, so as to determine the triggering timing for the motion operation.

[0023] In the above scheme, the second change module is also used to control each of the second scene areas to be in a selectable state when there are multiple second scene areas, and display introduction information for each of the second scene areas; wherein the introduction information is used to introduce the fusion effect information of the gain effect of the corresponding second scene area and the first scene area on the target virtual object; in response to the area selection operation triggered based on the introduction information, the target virtual object is controlled to move from the first scene area to the selected second scene area.

[0024] In the above scheme, the second change module is also used to, when there are multiple second scene areas, display a target scene area among the multiple second scene areas using a first display style, and display other scene areas among the multiple second scene areas using a second display style; wherein the first display style is different from the second display style, and the first display style is used to indicate that the selection priority of the target scene area is higher than the selection priority of the other scene areas; in response to a selection operation on the target scene area, control the target virtual object to move from the first scene area to the target scene area.

[0025] In the above scheme, the second change module is also used to control the target virtual object to move from the first scene area to a target scene area among the multiple second scene areas when there are multiple second scene areas; wherein the selection priority of the target scene area is higher than the selection priority of other scene areas among the multiple second scene areas except the target scene area.

[0026] In the above scheme, the device also includes: a prediction module, which is used to determine the selection priority of each second scene area through the following processing: obtaining an influencing parameter for influencing the selection priority of the second scene area, wherein the influencing parameter includes at least one of the following: fusion effect information of the gain effect of the second scene area and the first scene area on the target virtual object, and the distance between the second scene area and the target virtual object; based on the influencing parameter, calling the priority prediction model to perform priority prediction to obtain the selection priority of the second scene area; wherein the priority prediction model is trained according to the scene area samples, the influencing parameters corresponding to the scene area samples, and the selection priority annotated by the scene area samples.

[0027] In the above scheme, the device also includes: an attribute recovery module, which is used to display a corresponding attribute recovery area in each of the scene areas in response to the interaction attribute value of the interactive object in the interactive interface reaching the target attribute value; wherein, the attribute recovery area is used to restore the changed interaction attribute of the target virtual object when the attribute recovery condition is met; in response to the attribute recovery condition being met, the changed interaction attribute of the target virtual object is restored.

[0028] In the above scheme, the attribute recovery module is used to display at least two scene areas using different display styles, wherein one scene area corresponds to one display style, and different display styles are used to indicate that different scene areas correspond to different virtual functions; in each of the scene areas, a target display style that is compatible with the display style of the scene area is used to display the corresponding attribute recovery area.

[0029] In the above scheme, the device also includes: a recovery prompt display module, which is used to display attribute recovery prompt information at the associated position of each attribute recovery area; wherein, the attribute recovery prompt information is used to prompt the sub-attribute recovery condition corresponding to the corresponding attribute recovery area; the sub-attribute recovery condition includes a target number of target interactive objects moving to the target attribute recovery area within a target time period, and the target interactive objects having a function application amount of the virtual function corresponding to the scene area where the target attribute recovery area is located.

[0030] In the above scheme, before restoring the changed interactive attribute of the target virtual object, the device further includes: a condition determination module for determining whether the attribute restoration condition is satisfied in response to the sub-attribute restoration condition corresponding to each of the attribute restoration areas being satisfied.

[0031] An embodiment of the present application provides an electronic device, including:

[0032] A memory for storing computer executable instructions or computer programs;

[0033] The processor is used to implement the virtual scene interaction method provided in the embodiment of the present application when executing the computer executable instructions or computer programs stored in the memory.

[0034] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions or a computer program for implementing the virtual scene interaction method provided in the embodiment of the present application when executed by a processor.

[0035] An embodiment of the present application provides a computer program product, including a computer program or computer executable instructions. When the computer program or computer executable instructions are executed by a processor, the virtual scene interaction method provided in the embodiment of the present application is implemented.

[0036] The embodiments of the present application have the following beneficial effects:

[0037] By applying the embodiments of the present application, at least two scene areas for interaction are displayed in the interactive interface of the virtual scene. Since each scene area has a virtual function for changing the interactive properties of the target virtual object, when the target virtual object is located in the first scene area, the interactive properties of the target virtual object can be changed by the first virtual function corresponding to the first scene area. When the target virtual object is controlled to move from the first scene area to the second scene area, the interactive properties of the target virtual object can be changed by the second virtual function corresponding to the second scene area. Since the interactive properties changed by the second virtual function are different from the interactive properties changed by the first virtual function, the enthusiasm of the target virtual object to move in different scene areas can be stimulated, thereby improving the interactivity and interactive interest between the virtual objects and the scene areas in the virtual scene, enriching the interactive methods, meeting the increasingly diversified needs of user interaction, and thereby improving the user stickiness of the product and the utilization rate of graphics processing resources. BRIEF DESCRIPTION OF THE DRAWINGS

[0038] Figure 1 1 is a schematic diagram of the architecture of the virtual scene interactive system 100 provided in an embodiment of the present application;

[0039] Figure 2 is a schematic diagram of the structure of an electronic device 500 provided in an embodiment of the present application;

[0040] Figure 3 It is a flowchart of a virtual scene interaction method provided in an embodiment of the present application;

[0041] Figure 4 is a display schematic diagram of a scene area provided in an embodiment of the present application;

[0042] Figure 5A-5B is a display schematic diagram of changing prompt information provided in an embodiment of the present application;

[0043] Figure 6 is a display schematic diagram of a scene area provided in an embodiment of the present application;

[0044] Figure 7 is a schematic diagram of interactive attribute changes provided in an embodiment of the present application;

[0045] Figure 8 is a schematic diagram of interactive attribute changes provided in an embodiment of the present application;

[0046] Fig. 9 is a display schematic diagram of a scene area provided in an embodiment of the present application;

[0047] Fig.10is a schematic diagram of displaying attribute recovery prompt information provided by an embodiment of the present application;

[0048] Fig.11 is a display schematic diagram of a scene area provided in an embodiment of the present application;

[0049] Fig.12 It is a display schematic diagram of the scene area provided in an embodiment of the present application. DETAILED DESCRIPTION

[0050] 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.

[0051] It is understandable that in the embodiments of the present application, when data related to user information (such as user trigger operations, motion operations, etc.) is 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 relevant data need to comply with relevant laws, regulations and standards of relevant countries and regions.

[0052] In the following description, reference is made to “some embodiments”, which describe a subset of all possible embodiments, but it will 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.

[0053] 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.

[0054] 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.

[0055] 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.

[0056] 1) Client: an application running in the terminal to provide various services, such as a video player client, a game client, etc.

[0057] 2) In response, it is 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 of execution of the multiple operations executed.

[0058] 3) A virtual scene is a virtual scene displayed (or provided) when an application is running on a terminal. The virtual scene can be a simulation of the real world, a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any 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.

[0059] 4) 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 the virtual scene that represents the 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).

[0060] 5) Scene area, which is a specific area in the virtual scene for virtual objects to move or interact. For example, when the virtual scene is a game, the scene area can be the area where non-player characters (NPC, Non-Player Character) with very strong interaction capabilities in the game copy are located (i.e., the Boss area). After the interaction progress of the target virtual object enters the Boss stage, the target virtual object or other virtual objects in the group where the target virtual object is located will be teleported to the area where the Boss is located, but virtual objects that are not in the same group as the target virtual object cannot enter the Boss area. In the area where the Boss is located, the target virtual object or other virtual objects in the group where the target virtual object is located can interact with the Boss. The area where the Boss is located may include multiple scene areas, and each scene area may be equipped with virtual functions for changing the interaction properties of the virtual objects therein, such as virtual functions for increasing or decreasing the health (or defense, attack power, magic power, etc.) of the virtual object.

[0061] The embodiments of the present application provide a method, device, electronic device, computer-readable storage medium and computer program product for interacting with a virtual scene, which can improve the interactivity between virtual objects and scene areas. The following describes an exemplary application of the electronic device provided by the embodiments of the present application. The electronic device provided by the embodiments of the present application can be implemented as various types of user terminals such as laptops, tablet computers, desktop computers, set-top boxes, mobile devices (e.g., mobile phones, portable music players, personal digital assistants, dedicated messaging devices, portable gaming devices), smart phones, smart speakers, smart watches, smart TVs, and vehicle-mounted terminals, and can also be implemented as servers. Below, an exemplary application when the device is implemented as a terminal will be described.

[0062] See also Figure 1 , Figure 1 It is a schematic diagram of the architecture of the interactive system 100 of the virtual scene provided in an embodiment of the present application. To support an exemplary application, the terminal (terminal 400-1 and terminal 400-2 are shown as examples) is connected to the server 200 via the network 300. The network 300 can be a wide area network or a local area network, or a combination of the two.

[0063] In some embodiments, the terminal can be a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, a car terminal, etc., but is not limited to this. The terminal is provided with a client with a live broadcast function, such as a video playback client, an instant messaging client, a game client, a live broadcast client, etc. The server 200 is a background server corresponding to the client, which can 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 delivery networks (Content Delivery Network, CDN), and big data and artificial intelligence platforms. The terminal and the server can be directly or indirectly connected by wired or wireless communication, which is not limited in the embodiments of the present application.

[0064] In actual applications, the terminal displays a target virtual object and at least two scene areas in an interactive interface of a virtual scene, wherein the scene area has a virtual function for changing the interactive properties of the target virtual object; in response to the target virtual object being located in the first scene area, a skill acquisition request corresponding to the first scene area is sent to server 200; based on the skill acquisition request, server 200 acquires the first virtual function corresponding to the first scene area, and returns the first virtual function corresponding to the first scene area to the terminal; the terminal changes the interactive properties of the target virtual object through the first virtual function corresponding to the first scene area; in response to a motion operation on the target virtual object, the target virtual object is controlled to move from the first scene area to the second scene area, and a skill acquisition request corresponding to the second scene area is sent to server 200; based on the skill acquisition request, server 200 acquires the second virtual function corresponding to the second scene area, and returns the second virtual function corresponding to the second scene area to the terminal; the terminal changes the interactive properties of the target virtual object through the second virtual function corresponding to the second scene area, wherein the interactive properties changed by the second virtual function are different from the interactive properties changed by the first virtual function.

[0065] See also Figure 2 , Figure 2 is a schematic diagram of the structure of an electronic device 500 provided in an embodiment of the present application, taking the electronic device 500 as Figure 1 For example, the terminal in 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 .

[0066] 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.

[0067] The memory 550 includes a volatile memory or a non-volatile memory, and may also include both volatile and non-volatile memories. Among them, 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 embodiment of the present application is intended to include any suitable type of memory. The memory 550 optionally includes one or more storage devices that are physically far away from the processor 510.

[0068] 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.

[0069] The operating system 551 includes system programs for processing various basic system services and performing hardware-related tasks, such as a framework layer, a core library layer, a driver layer, etc., for implementing various basic businesses and processing hardware-based tasks; a network communication module 552 is used to reach other electronic 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), etc.

[0070] In some embodiments, the interactive device of the virtual scene provided in the embodiments of the present application can be implemented in software. The interactive device of the virtual scene provided in the embodiments of the present application can be provided as various software embodiments, including various forms including applications, software, software modules, scripts or codes. Figure 2 An interactive device 555 of a virtual scene stored in a memory 550 is shown, which may be software in the form of a program or plug-in, and includes a series of modules, including an area display module 5551, a first change module 5552, and a second change module 5553. These modules are logical, and therefore may be arbitrarily combined or further split according to the functions implemented. The functions of each module will be described below.

[0071] In other embodiments, the device provided in the embodiments of the present application can be implemented in hardware. As an example, the device provided in the embodiments of the present application can be a processor in the form of a hardware decoding processor, which is programmed to execute the virtual scene interaction method provided in the embodiments of the present application. For example, the processor in the form of a hardware decoding processor can adopt one or more application specific integrated circuits (Application Specific Integrated Circuit, ASIC), digital signal processors (Digital Signal Processor, DSP), programmable logic devices (Programmable Logic Device, PLD), complex programmable logic devices (Complex Programmable Logic Device, CPLD), field programmable gate arrays (Field-Programmable Gate Array, FPGA) or other electronic components.

[0072] In some embodiments, the terminal or server can implement the interactive method of the virtual scene provided by 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 application (APPlication, APP), that is, a program that needs to be installed in the operating system to run, such as instant messaging APP, live broadcast 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 the 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.

[0073] As mentioned above, the virtual scene interaction method provided in the embodiment of the present application can be implemented by various types of electronic devices, for example, Figure 1 The terminal and the server 200 in the embodiment can be executed by either one of them separately, or by Figure 1 The terminal and server 200 in the embodiment cooperate to execute. Figure 1 The example of the terminal in the embodiment of the present application executing the virtual scene interaction method provided by the embodiment of the present application is described. Figure 3 , Figure 3 is a flowchart of the interactive 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.

[0074] Step 101: The terminal displays a target virtual object and at least two scene areas in an interactive interface of a virtual scene, wherein each scene area has a virtual function for changing an interactive attribute of the target virtual object.

[0075] In actual applications, a client that supports virtual scenes is installed on the terminal (for example, when the virtual scene is a game, the corresponding client can be a shooting game APP). When the user opens the client installed on the terminal and the terminal runs the client, an interactive interface for the target virtual object controlled by the target account (that is, the account corresponding to the current terminal) to interact in the virtual scene (such as the target virtual object moving in the virtual scene or interacting with other virtual objects) can be displayed in the client.

[0076] In order to increase the difficulty and fun of interaction, when the interaction progress in the virtual scene reaches the target stage, the target virtual object can enter the area where the NPC with very strong interaction ability is located to interact with the NPC. For example, in the virtual scene application of the game, the NPC with very strong interaction ability is commonly known as the Boss, and the target stage is commonly known as the Boss stage. That is, after the interaction progress of the target virtual object enters the Boss stage, the target virtual object or other virtual objects in the group where the target virtual object is located will be teleported to the area where the Boss is located, but virtual objects that are not in the same group as the target virtual object cannot enter the Boss area. In the area where the Boss is located, the target virtual object or other virtual objects in the group where the target virtual object is located can interact with the Boss. In order to promote the interactivity between virtual objects and scene areas, the area where the Boss is located can be divided into multiple scene areas with virtual functions (i.e., special functions) for changing the interaction properties of virtual objects. At this time, the target virtual object in the area where the Boss is located and multiple scene areas corresponding to the area where the Boss is located can be displayed in the interaction interface.

[0077] In actual applications, the virtual functions of different scene areas may be the same or different. When a scene area is used to release a virtual function that reduces the interactive properties of a target virtual object (i.e., the first virtual function brings a negative gain effect to the target virtual object), the more reductions brought to the target virtual object in the scene area, the more virtual rewards the target virtual object will obtain when the interaction is successful (such as defeating the Boss). When a scene area is used to release a virtual function that adds to the interactive properties of a target virtual object (i.e., the first virtual function brings a positive gain effect to the target virtual object), the more additions brought to the target virtual object in the scene area, the more the interactive ability of the target virtual object is improved, which enables better interaction with the Boss and increases the probability of successful interaction. Therefore, the above situations can stimulate the target virtual object's enthusiasm for interaction in the scene area.

[0078] To facilitate distinction, different display styles can be used to display each scene area, see Figure 4 , Figure 4 This is a display diagram of the scene area provided in an embodiment of the present application. Taking the area where the Boss is located as an example, which is divided into two scene areas, namely the first scene area and the second scene area, different display styles (such as different display colors, different display brightness, different display fonts, etc.) can be used to display the first scene area 401 and the second scene area 402. This makes it easy for players to quickly identify different scene areas.

[0079] Step 102: In response to the target virtual object being located in the first scene area, changing the interactive attribute of the target virtual object through a first virtual function corresponding to the first scene area.

[0080] Here, when the target virtual object is located in the first scene area, the interactive attributes of the target virtual object can be changed through the first virtual function corresponding to the first scene area, wherein the interactive attributes include at least one of the following: health, vitality, intelligence, physical strength, endurance, magic power, attack momentum, and defense power.

[0081] In actual applications, when the first virtual function can add to the interactive attributes of the target virtual object (that is, the first virtual function brings a positive gain effect to the target virtual object, optimizes the interactive attributes of the target virtual object, or increases the attribute value of the interactive attributes, such as taking the changed interactive attribute as blood volume as an example, the first virtual function increases the blood value of the target virtual object from 100 to 150), the interactive attributes changed by the first virtual function are better than the interactive attributes before the change; when the first virtual function can subtract from the interactive attributes of the target virtual object (that is, the first virtual function brings a negative gain effect to the target virtual object, weakens the interactive attributes of the target virtual object, or reduces the attribute value of the interactive attributes, still taking the changed interactive attribute as blood volume as an example, the first virtual function reduces the blood value of the target virtual object from 100 to 50), the interactive attributes changed by the first virtual function are worse than the interactive attributes before the change.

[0082] It can be understood that if the target virtual object is in the first scene area (assuming that the first scene area brings a negative gain effect to the target virtual object), when the target virtual object defeats other virtual objects (such as a Boss) (i.e., the interaction is successful) on the basis of being threatened by the first virtual scene, the virtual reward obtained is better than the virtual reward obtained by the target virtual object when defeating the same other virtual object without being threatened by the first scene area. For example, the target virtual object obtains 100 virtual props as a reward when defeating the Boss when not threatened by the first scene area, and obtains 200 virtual props as a reward when defeating the Boss when threatened by the first scene area.

[0083] In some embodiments, after the terminal changes the interactive properties of the target virtual object through the first virtual function corresponding to the first scene area, it can also display change prompt information of the interactive properties of the corresponding target virtual object; wherein the change prompt information is used to prompt the degree of change of the interactive properties, which is used to determine the triggering timing for the motion operation.

[0084] Here, after the interactive attribute of the target virtual object is changed through the first virtual function, change prompt information for prompting the degree of change of the interactive attribute (i.e., the change trend and the change amount) can also be synchronously displayed, or when the attribute value of the changed interactive attribute reaches a certain attribute value, the change prompt information is displayed. The player can decide whether to leave the first scene area based on the change prompt information to get rid of the influence of the first virtual function on the target virtual object. When deciding to leave the first scene area, the movement operation for the target virtual object can be triggered to control the target virtual object to move from the first scene area to other scene areas (such as the second scene area).

[0085] For example, see Figure 5A-5B , Figure 5A-5B is a schematic diagram of displaying change prompt information provided by an embodiment of the present application, Figure 5A In the example, when the first virtual function is used to reduce the health of the target virtual object, as the health of the target virtual object decreases, a change prompt message of the health is synchronously displayed, or when the reduced health (i.e., the remaining health) reaches the target health, a change prompt message 501 of the health is displayed, such as "Your health has been reduced to 10, please leave this area as soon as possible and go to area x to replenish your health", and the player can trigger a movement operation for the target virtual object based on the change prompt message to control the target virtual object to move from the first scene area to other scene areas (such as area x); Figure 5BIn the example, when the first virtual function is used to increase the health of the target virtual object, when the increased health reaches the target health, the health will no longer increase, and if it continues to stay in the first scene area, the health will decrease. At this time, a change prompt message 502 may be displayed, such as "Your health has reached the highest level in this area. Please leave this area as soon as possible and go to area x to continue to increase your health. Otherwise, your health will decrease in this area." Based on the change prompt message, the player can trigger a motion operation for the target virtual object to control the target virtual object to move from the first scene area to other scene areas (such as area x); in this way, giving the player a reminder can ensure the accuracy of the trigger timing corresponding to the player's motion operation.

[0086] Step 103: In response to a motion operation on a target virtual object, control the target virtual object to move from a first scene area to a second scene area, and change the interactive properties of the target virtual object through a second virtual function corresponding to the second scene area; wherein the interactive properties changed by the second virtual function are different from the interactive properties changed by the first virtual function.

[0087] In actual applications, when a player triggers a motion operation for a target virtual object (the indicated motion direction is from the first scene area to the second scene area), the terminal responds to the motion operation and can control the target virtual object to move from the first scene area to the second scene area along the motion direction indicated by the motion operation, and change the interactive properties of the target virtual object in the second scene area through the second virtual function corresponding to the second scene area, so that the interactive properties changed by the second virtual function are different from the interactive properties changed by the first virtual function, so as to promote the player's enthusiasm for moving from the first scene area to the second scene area.

[0088] In some embodiments, the terminal may control the target virtual object to move from the first scene area to the second scene area in the following manner: when there are multiple second scene areas, control each second scene area to be selectable, and display introduction information for each second scene area; in response to an area selection operation triggered based on the introduction information, control the target virtual object to move from the first scene area to the selected second scene area.

[0089] Here, in actual application, when the second scene area consists of multiple (two or more) areas, the terminal may first control the multiple second scene areas to be in a selectable state in response to the motion instruction (such as controlling the multiple second scene areas in the interactive interface to be in a selectable state, see Figure 6 , Figure 6It is a display schematic diagram of the scene area provided in an embodiment of the present application. Taking the existence of two second scene areas as an example, these two second scene areas are in a selectable state (such as the corners are respectively associated with selectable options 601 and 602), and the introduction information corresponding to each second scene area is displayed (such as 603 and 604), so that the player can select a suitable second scene area as the target area for movement.

[0090] The introduction information is used to introduce the fusion effect information of the gain effect of the corresponding second scene area and the first scene area on the target virtual object. For example, if the target virtual object obtains the negative gain effect brought by the first virtual function in the first scene area (that is, the first scene area causes damage to the target virtual object, such as reduced blood volume), then the introduction information corresponding to each second scene area can be used to introduce whether the second scene area can obtain a positive gain effect on the basis of the negative gain effect brought by the first scene area (that is, the second scene area can repair the damage suffered by the target virtual object in the first scene area, such as increasing blood volume); for another example, if the target virtual object obtains the positive gain effect brought by the first virtual function in the first scene area If the first scene area brings benefits to the target virtual object, such as increased health, the introduction information corresponding to each second scene area can be used to introduce whether the second scene area can achieve a multiplication of the positive gain on the basis of the positive gain brought by the first scene area (that is, the target virtual object obtains additional benefits on the basis of the benefits brought by the first scene area, such as continued increase in health). The player can select a second scene area suitable for the movement of the target virtual object based on the introduction information corresponding to each second scene area, so as to guide the target virtual object to move to the selected second scene area, so as to change the interactive attributes of the target virtual object through the second virtual function corresponding to the selected second scene area to achieve the improvement of the corresponding interactive attributes.

[0091] Through the above method, the player can select the second virtual area where he wants to move according to actual needs to switch areas, thereby improving the freedom and applicability of interaction between different scene areas.

[0092] In some embodiments, the terminal may also control the target virtual object to move from the first scene area to the second scene area in the following manner: when there are multiple second scene areas, the target scene area among the multiple second scene areas is displayed in a first display style, and the other scene areas among the multiple second scene areas are displayed in a second display style; wherein the first display style is different from the second display style, and the first display style is used to indicate that the selection priority of the target scene area is higher than the selection priority of other scene areas; in response to a selection operation on the target scene area, the target virtual object is controlled to move from the first scene area to the target scene area.

[0093] Here, when the number of second scene areas is at least two, the selection priorities corresponding to different second scene areas may be different. According to the selection priorities corresponding to the second scene areas, each second scene area may be displayed in a corresponding display manner, such as displaying each second scene area in a different display style according to different selection priorities, that is, for second scene areas with different selection priorities, each second scene area may be displayed in a different display manner (such as different display colors, different display brightness, different display fonts, etc.), or the second scene area with the highest selection priority may be highlighted, such as displaying the second scene area with the highest selection priority in a first display style, and displaying other scene areas in a second display style. For example, there are three second scene areas to choose from, namely, second scene area 1, second scene area 2, and second scene area 3, and the selection priorities corresponding to these three second scene areas decrease in sequence. A display style with successively decreasing highlights may be used to display second scene area 1, second scene area 2, and second scene area 3, so that the user can select the desired second scene area as the target area for movement. For example, the user can quickly control the target virtual object to move from the first scene area to the second scene area 1 with the highest selection priority, which is conducive to improving the pertinence and switching efficiency of the player's movement switching in different scene areas.

[0094] In some embodiments, the terminal may also control the target virtual object to move from the first scene area to the second scene area in the following manner: when there are multiple second scene areas, control the target virtual object to move from the first scene area to the target scene area among the multiple second scene areas; wherein the selection priority of the target scene area is higher than the selection priority of other scene areas among the multiple second scene areas except the target scene area.

[0095] In actual applications, when there are multiple (two or more) second scene areas, different second scene areas have different corresponding selection priorities. Generally, the higher the selection priority, the greater the positive gain effect that the corresponding second scene area brings to the interactive attributes of the target virtual object. The terminal can intelligently filter out the target scene area with a higher deformation priority from multiple second scene areas for area switching. For example, there are three second scene areas, namely, second scene area 1, second scene area 2, and second scene area 3. The selection priorities corresponding to these three second scene areas decrease in sequence. The terminal can intelligently filter out the second scene area 1 with the highest selection priority for area switching, such as controlling the target virtual object to move from the first scene area to the second scene area 1; in this way, the terminal can intelligently select the required second scene area as the target area for movement, thereby improving the pertinence and switching efficiency of the player's movement switching in different scene areas.

[0096] In some embodiments, the terminal can determine the selection priority of each second scene area by the following processing: obtaining influencing parameters for influencing the selection priority of the second scene area; based on the influencing parameters, calling the priority prediction model to perform priority prediction to obtain the selection priority of the second scene area.

[0097] Among them, the influencing parameters may include fusion effect information of the gain effect of the second scene area and the first scene area on the target virtual object. For example, assuming that the target virtual object obtains a negative gain effect brought by the first virtual function in the first scene area (that is, the first scene area causes damage to the target virtual object, such as reduced blood volume), when the second scene area 1 can obtain a positive gain effect on the basis of the negative gain effect brought by the first scene area (that is, repair the damage suffered by the target virtual object in the first scene area, such as increasing blood volume), the fusion effect information between the first scene area and the second scene area 1 is used to indicate that the fusion effect is a positive gain effect; when the second scene area 2 can obtain a negative gain effect on the basis of the negative gain effect brought by the first scene area ( That is, continue to cause damage to the target virtual object, such as the blood volume continues to decrease), the fusion effect information between the first scene area and the second scene area 2 is used to indicate that the fusion effect is a negative gain effect. Generally speaking, players will choose areas that are beneficial to them to interact, so the selection priority of the first scene area 1 is lower than the selection priority of the second scene area; in addition, the influencing parameters may also include the distance between the second scene area and the target virtual object. For example, the shorter the distance, the greater the selection priority of the corresponding second scene area; after obtaining the influencing parameters for influencing the selection priority of the second scene area, the influencing parameters are input into the trained priority prediction model for selection priority prediction, and the selection priority of the second scene area is obtained, which can make the prediction more accurate.

[0098] Before applying the priority prediction model, it is necessary to train the initial priority prediction model, and then put the trained priority prediction model into application to realize the combination of influencing parameters and predict the selection priority of the second scene area through artificial intelligence technology. The priority prediction model is trained based on scene area samples, influencing parameters corresponding to the scene area samples, and selection priorities annotated by the scene area samples. For example, based on the scene area samples, the distance between the scene area samples and the target virtual object, and the selection priority annotated by the scene area samples, the initial priority prediction model is called for prediction processing to obtain the predicted selection priority. After determining the value of the loss function of the priority prediction model through the predicted selection priority and the annotated selection priority, it can be determined whether the value of the loss function exceeds the preset threshold. When the value of the loss function exceeds the preset threshold, the error signal of the priority prediction model is determined based on the loss function, and the error signal is back-propagated in the priority prediction model, and the model parameters of each layer are updated during the propagation process.

[0099] Among them, the embodiments of the present application do not limit the model structure of the priority prediction model. For example, the priority prediction model can be a neural network model such as a convolutional neural network, a deep neural network, etc.; it is also not limited to the form of the loss function, for example, it can be a cross entropy loss function, an L2 loss function, etc.

[0100] Here, back propagation is explained. The training sample data is input into the input layer of the neural network model, passes through the hidden layer, and finally reaches the output layer and outputs the result. This is the forward propagation process of the neural network model. Since there is an error between the output result of the neural network model and the actual result, the error between the output result and the actual value is calculated, and the error is backpropagated from the output layer to the hidden layer until it propagates to the input layer. In the process of back propagation, the value of the model parameter is adjusted according to the error, that is, the loss function is constructed according to the error between the output result and the actual value, and the partial derivatives of the loss function with respect to the model parameters are calculated layer by layer to generate the gradient of the loss function with respect to the model parameters of each layer. Since the direction of the gradient indicates the direction of error expansion, the gradient of the model parameters is inverted and summed with the original parameters of each layer model. The summed result is used as the updated model parameters of each layer, thereby reducing the error caused by the model parameters, and the above process is continuously iterated until convergence.

[0101] In some embodiments, the terminal may change the interactive properties of the target virtual object through the first virtual function corresponding to the first scene area in the following manner: control the first scene area to release the corresponding first virtual function to the target virtual object, and under the action of the first virtual function, change the interactive properties of the target virtual object from the original property value to the first property value; correspondingly, the terminal may change the interactive properties of the target virtual object through the second virtual function corresponding to the second scene area in the following manner: control the second scene area to release the corresponding second virtual function to the target virtual object, and under the action of the second virtual function, change the interactive properties of the target virtual object from the first property value to the second property value, wherein the second property value is different from the first property value.

[0102] Here, when the target virtual object is located in the first scene area, the first scene area can release the corresponding first virtual function and apply the first virtual function to the target virtual object, so as to change the interactive attribute of the target virtual object under the action of the first virtual function, such as changing the attribute value of the interactive attribute from the initial attribute value to the first attribute value; when the target virtual object is controlled to move from the first scene area to the second scene area, the second scene area can also release the corresponding second virtual function and apply the second virtual function to the target virtual object, so as to change the interactive attribute of the target virtual object under the action of the second virtual function, such as changing the attribute value of the interactive attribute from the first attribute value after the change in the first scene area to the second attribute value. It can be understood that the release of the first virtual function by the first scene area and the release of the second virtual function by the second scene area can be continuous or periodic.

[0103] In actual applications, the first virtual function corresponding to the first scene area can bring a positive gain effect (adding the interactive attributes of the target virtual object) or a negative gain effect (subtracting the interactive attributes of the target virtual object) to the target virtual object. Therefore, the first attribute value may be greater than the initial attribute value (i.e., corresponding to a positive gain effect) or less than the initial attribute value (i.e., a negative gain effect of the object). In order to promote the movement of the target virtual object from the first scene area to the second scene area, under normal circumstances, the second virtual object corresponding to the second scene area needs to bring a positive gain effect to the target virtual object. Therefore, the second attribute value may be greater than the first attribute value.

[0104] It should be noted that, in actual applications, the second attribute value may be lower than the first attribute value, that is, the second virtual object corresponding to the second scene area may also bring a negative gain effect to the target virtual object. In this case, if the target virtual object obtains a successful interaction (such as defeating the Boss) under the negative gain effect, the virtual reward is better than the virtual reward obtained when the interaction is successful without the negative gain effect (such as receiving a positive gain effect or without any interference). Therefore, in this case, it can also stimulate the player's enthusiasm for interacting with the scene area.

[0105] In some embodiments, the terminal may change the interaction attribute of the target virtual object from the original attribute value to the first attribute value in the following manner: displaying the first function application amount of the first virtual function for the target virtual object, and when the first function application amount reaches the first target action amount, changing the interaction attribute of the target virtual object from the original attribute value to the first attribute value; correspondingly, the interaction attribute of the target virtual object may be changed from the first attribute value to the second attribute value in the following manner: updating and displaying the first function application amount, and when the updated first function application amount reaches the second target action amount, changing the interaction attribute of the target virtual object from the first attribute value to the second attribute value.

[0106] In actual applications, during the process of releasing the first virtual function in the first scene area, that is, during the process of applying the first virtual function to or acting on the target virtual object, the first function application amount of the target virtual object (that is, the function application amount of the first virtual function on the target virtual object) can be displayed in real time, and when the first function application amount reaches the first target action amount (which can be set according to actual needs), the interactive attribute of the target virtual object is changed, such as changing the interactive attribute of the target virtual object from the original attribute value to the first attribute value; correspondingly, after controlling the target virtual object to move from the first scene area to the second scene area, under the action of the second virtual function, the first function application amount of the target virtual object is updated and displayed, and when the updated first function application amount reaches the second target action amount (which can be set according to actual needs), the interactive attribute of the target virtual object is changed, such as changing the interactive attribute of the target virtual object from the first attribute value to the second attribute value.

[0107] See also Figure 7 , Figure 7 : This is a schematic diagram of the change of interactive attributes provided by an embodiment of the present application. Taking the interactive attribute of the target virtual object as health, the first virtual function brings a negative gain effect (i.e., reduces the health) to the target virtual object, and the second virtual function brings a positive gain effect (i.e., increases the health) to the target virtual object as an example, in the process of releasing the first virtual function in the first scene area, the first function application amount (such as represented by the number of buff layers) of the first virtual function acting on the target virtual object is displayed in real time. As the first virtual function is released, the first function application amount (i.e., the number of buff layers) starts to increase from 0. When the first function application amount reaches the first target action amount (such as the number of buff layers reaches 10 layers), the health of the target virtual object is controlled to decrease from 100 (i.e., the initial attribute value) to 50. (i.e., the first attribute value); if at this time, the target virtual object is controlled to move from the first scene area to the second scene area, under the action of the second virtual function, the application amount of the first function is updated and displayed (i.e., the number of Buff layers decreases from 10 layers), when the application amount of the first function reaches the second target action amount (such as the number of Buff layers becomes 0, that is, the application amount of the second virtual function to the target virtual object offsets the application amount of the first virtual function to the target virtual object), the health of the target virtual object is controlled to increase from 50 (i.e., the first attribute value) to 80 (i.e., the second attribute value, which can also be other values ​​higher than 50); in this way, the release amount of virtual functions and the changes in interactive attributes in different scene areas are presented, which gives players an intuitive feeling and improves the user experience.

[0108] In some embodiments, the terminal can change the interaction attribute of the target virtual object from the original attribute value to the first attribute value in the following manner: updating and displaying the first function application amount of the first virtual function for the target virtual object, and as the first function application amount is updated from zero to the first target action amount, the interaction attribute of the target virtual object is synchronously changed from the original attribute value to the first attribute value; correspondingly, the interaction attribute of the target virtual object can be changed from the first attribute value to the second attribute value in the following manner: updating and displaying the first function application amount, and as the first function application amount is updated from the first target action amount to the second target action amount, the interaction attribute of the target virtual object is synchronously changed from the first attribute value to the second attribute value.

[0109] In actual applications, during the process of releasing the first virtual function in the first scene area, that is, during the process of the first virtual function being applied to or acting on the target virtual object, the first function application amount (that is, the function application amount of the first virtual function on the target virtual object) possessed by the target virtual object can be displayed in real time, and as the first function application amount changes, the interactive attribute of the target virtual object is changed synchronously, such as in the process of the first function application amount gradually increasing from 0 to the first target action amount (which can be set according to actual needs), the interactive attribute of the target virtual object is changed synchronously from the original attribute value to the first attribute value; accordingly, after controlling the target virtual object to move from the first scene area to the second scene area, under the action of the second virtual function, the first function application amount possessed by the target virtual object is updated and displayed, and as the first function application amount changes, the interactive attribute of the target virtual object is changed synchronously, such as in the process of the first function application amount changing from the first target action amount to the second target action amount (which can be set according to actual needs), the interactive attribute of the target virtual object is changed synchronously, such as changing the interactive attribute of the target virtual object from the first attribute value to the second attribute value.

[0110] See also Figure 8 , Figure 81 is a schematic diagram of the change of interactive attributes provided by an embodiment of the present application. Taking the interactive attribute of the target virtual object as blood volume, the first virtual function bringing a positive gain effect to the target virtual object (i.e., increasing blood volume), and the second virtual function bringing a positive gain effect to the target virtual object (i.e., continuing to increase blood volume) as an example, in the process of releasing the first virtual function in the first scene area, the first function application amount (such as represented by the number of buff layers) of the first virtual function acting on the target virtual object is displayed in real time. With the release of the first virtual function, the first function application amount (i.e., the number of buff layers) starts to increase from 0, and in the process of the first function application amount increasing to the first target action amount (such as the number of buff layers changing from 0 to 10 layers), the blood volume of the target virtual object is synchronously controlled to increase from 100 (i.e., the initial attribute value) to 150 (i.e., the first attribute value). When the first function application amount reaches the first target action amount, it will no longer bring a positive gain effect to the target virtual object. If the target virtual object continues to stay in the first scene area, the interactive attribute of the target virtual object will no longer change (such as the blood volume will no longer increase) or even reduce the attribute value of the interactive attribute (such as reducing blood volume); therefore, it is necessary to control the target virtual object. The virtual object moves from the first scene area to the second scene area. Under the action of the second virtual function, the application amount of the first function is updated and displayed (such as the number of Buff layers continues to increase from 10 layers). At this time, the application amount of the first function is superimposed with the function application amount of the second virtual function for the target virtual object. When the application amount of the first function reaches the second target amount from the first target amount (such as the number of Buff layers changes from 10 layers to 15 layers), the health of the target virtual object is synchronously controlled to increase from 150 (i.e., the first attribute value) to 180 (i.e., the second attribute value, which can also be other values ​​higher than 150); when the application amount of the first function reaches the second target amount, it will no longer bring a positive gain effect to the target virtual object. If the target virtual object continues to stay in the second scene area, the interactive attribute of the target virtual object will no longer change (such as the health will no longer increase) or even reduce the attribute value of the interactive attribute (such as reducing the health), so the target virtual object can still be controlled to move to other scene areas that can bring positive gain effects; in this way, the release amount of virtual functions in different scene areas and the changes in interactive attributes are presented in real time, giving players an intuitive feeling and improving user experience.

[0111] In some embodiments, the terminal can determine the first attribute value to be updated in the following manner: obtain an influencing factor for affecting the change in the interactive attribute of the target virtual object; wherein the influencing factor includes at least one of the following: the change in the first function application amount, the length of time the target virtual object stays in the first scene area; determine the attribute change amount that is positively correlated with the influencing factor, so as to determine the first attribute value in combination with the original attribute value.

[0112] Here, when determining the first attribute value to be updated of the interactive attribute of the target virtual object, it is necessary to first determine the attribute change amount of the interactive attribute, such as determining the attribute change amount of the interactive attribute based on the change amount of the first function application amount or the retention time of the target virtual object in the first scene area. Generally, the greater the change amount of the first function application amount, the greater the corresponding change amount of the interactive attribute; the longer the target virtual object stays in the first scene area, the greater the corresponding change amount of the interactive attribute; in addition, when the function application amount of the first virtual function corresponding to different positions in the first scene area for the target virtual object (i.e., the first function application amount) is different, the attribute change amount of the interactive attribute of the target virtual object can be determined according to the retention position of the target virtual object in the first scene area, such as the greater the change amount of the first function application amount corresponding to the retention position, the greater the corresponding attribute change amount. After determining the attribute change amount, the first attribute value can be obtained by combining the initial attribute value and the change amount. For example, when the attribute value of the interactive attribute increases, the sum of the initial attribute value and the attribute change amount is the first attribute value. If the attribute value of the interactive attribute decreases, the difference between the initial attribute value and the attribute change amount is the first attribute value. Similarly, the second attribute value can also be determined by the above method, which will not be repeated here.

[0113] In some embodiments, after the terminal changes the interactive attribute of the target virtual object from a first attribute value to a second attribute value, in response to the second target action amount being zero, as the target virtual object continues to stay in the second scene area, the second function application amount of the target virtual object is displayed; wherein the second function application amount is used to characterize the function application amount of the second virtual function to the target virtual object; when the second function application amount reaches a third target action amount, other interactive attributes of the target virtual object are changed; or, as the second function application amount changes, other interactive attributes of the target virtual object are changed synchronously.

[0114] In actual applications, when the second target action amount is zero, that is, the function application amount of the second virtual function on the target virtual object offsets the function application amount of the first virtual function on the target virtual object, if the target virtual object continues to stay in the second scene area, the function application amount of the second virtual function (that is, the second function application amount) possessed by the target virtual object will be displayed, such as the number of buff layers that is different from the first function application amount, and when the second function application amount reaches the third target action amount (which can be set according to actual needs), the other interactive attributes of the target virtual object are changed; or, as the second function application amount changes, the other interactive attributes of the target virtual object are changed synchronously, such as when the second function application amount changes from zero to the third target action amount (which can be set according to actual needs), the other interactive attributes of the target virtual object are changed synchronously.

[0115] It should be noted that the change of the above-mentioned other interactive attributes can be an increase or a decrease in the attribute value, and the type of other interactive attributes changed corresponding to the application amount of the second function can be the same as or different from the type of interactive attributes changed corresponding to the first skill effect. For example, the type of interactive attribute changed corresponding to the first skill effect is blood volume, and the type of other interactive attributes changed corresponding to the application amount of the second function can be blood volume, or at least one of vitality, intelligence, physical strength, endurance, magic power, attack breath, and defense.

[0116] In some embodiments, after the terminal synchronously changes other interactive properties of the target virtual object, in response to a motion operation on the target virtual object, the terminal controls the target virtual object to move from the second scene area to the third scene area, and changes other interactive properties of the target virtual object through a third virtual function corresponding to the third scene area; wherein the other interactive properties changed by the third virtual function are superior to the other interactive properties changed by the second virtual function.

[0117] Here, in actual application, after other interactive attributes of the target virtual object are changed, if the attribute values ​​of other interactive attributes reach certain attribute values, for example, the positive gain effect obtained by the target virtual object in the second scene area reaches the best (such as the blood volume rises to 200 and no longer increases), if it continues to stay in the second scene area, the second virtual function will bring a negative gain effect to the target virtual object (such as the blood volume will start to decrease from 200), or, the negative gain effect obtained by the target virtual object in the second scene area reaches the worst, if it continues to stay in the second scene area, the target virtual object will die (such as the blood volume will be 0), the target virtual object can continue to be controlled to move to other scene areas (such as the third scene area, which may be the same as or different from the first scene area) to change the other interactive attributes of the target virtual object in other scene areas through the corresponding third virtual function to obtain a positive gain effect.

[0118] Through the above method, after moving to other scene areas, the interactive properties of the target virtual object can be changed through the corresponding virtual functions, so that the changed interactive properties are improved, so the enthusiasm of the target virtual object to move in different scene areas can be stimulated, and the interactivity and interactive interest between the virtual object and the scene area in the virtual scene are improved, the interaction methods are enriched, and the increasingly diversified needs of user interaction are met, thereby improving the user stickiness of the product and the utilization rate of graphics processing resources.

[0119] In some embodiments, in response to the interactive attribute value of the interactive object in the interactive interface reaching the target attribute value, the terminal displays a corresponding attribute recovery area in each scene area; wherein the attribute recovery area is used to restore the changed interactive attribute of the target virtual object when the attribute recovery condition is met; in response to the attribute recovery condition being met, the changed interactive attribute of the target virtual object is restored.

[0120] The interactive object may be any virtual object that is interactive in the interactive interface, such as a target virtual object, or other virtual objects different from the target virtual object. For example, taking the virtual scene as a game, other virtual objects may be NPCs or Bosses. When the interactive attribute value of the interactive object reaches the target attribute value, such as when the health of the Boss reaches 80%, a corresponding attribute recovery area is displayed in each scene area. The attribute recovery area is provided with corresponding attribute recovery conditions. When the attribute recovery conditions are met, the changed interactive attribute of the target virtual object may be restored. Of course, if there are other virtual objects whose interactive attributes have changed in the interactive interface, the changed interactive attributes of the other virtual objects may also be restored, that is, the changed interactive attributes are restored to the original default state. For example, if the target virtual object is threatened by the first virtual function in the first scene area (such as under the action of the first virtual function, the health of the target virtual object is reduced from 100 to 50), then restoring the changed interactive attribute of the target virtual object means removing the threat of the first virtual function suffered by the target virtual object (that is, restoring the health of the target virtual object from 50 to 100).

[0121] In some embodiments, the terminal can display at least two scene areas in the following manner: display at least two scene areas using different display styles, wherein one scene area corresponds to one display style, and different display styles are used to indicate that different scene areas correspond to different virtual functions; correspondingly, the terminal can display the corresponding attribute recovery area in each scene area in the following manner: in each scene area, display the corresponding attribute recovery area using a target display style that matches the display style of the scene area.

[0122] In practical applications, in order to facilitate distinction and improve the readability of displayed content, different scene areas in the display interaction interface may be displayed in different display styles, so as to indicate that different scene areas correspond to different virtual functions through different display styles; when displaying the corresponding attribute recovery area in each scene area, the target display style adapted to the display style of the scene area may be used to display the corresponding attribute recovery area, for example, see Fig. 9 , Fig. 9It is a display schematic diagram of the scene area provided in an embodiment of the present application. The interactive interface includes two scene areas, namely a first scene area 901 and a second scene area 902. The first scene area 901 is displayed in red, and the second scene area 902 is displayed in green. For the convenience of area, the attribute recovery area 903 in the first scene area 901 can be displayed in green, and the attribute recovery area 904 in the second scene area 902 can be displayed in red.

[0123] In some embodiments, the terminal may also display attribute recovery prompt information at the associated position of each attribute recovery area; wherein the attribute recovery prompt information is used to prompt the sub-attribute recovery conditions corresponding to the corresponding attribute recovery area; the sub-attribute recovery conditions include a target number of target interactive objects moving to the target attribute recovery area within a target time period, and the target interactive objects having a function application amount of the virtual function corresponding to the scene area where the target attribute recovery area is located.

[0124] In actual applications, the terminal can display attribute recovery prompt information while displaying the corresponding attribute recovery area in each scene area to prompt the sub-attribute recovery conditions corresponding to the corresponding attribute recovery area. The sub-attribute recovery conditions corresponding to different attribute recovery areas may be the same or different. The sub-attribute recovery conditions include a target number of target interactive objects moving to a target attribute recovery area within a target time period, wherein the target attribute recovery area is the attribute recovery area corresponding to the source scene area of ​​the function application amount possessed by the target interactive object (i.e., the scene area corresponding to the virtual function corresponding to the function application amount).

[0125] For example, see Fig.10 , Fig.10 It is a display schematic diagram of the attribute recovery prompt information provided in an embodiment of the present application. Taking the first scene area as an example, the attribute recovery prompt information 1001 displayed in the attribute recovery area of ​​the first scene area can be expressed as: "At least 5 players carry the function application amount corresponding to the first virtual function to the attribute recovery area corresponding to the first scene area within 7 seconds to remove the threat." The attribute recovery prompt information prompts the sub-attribute recovery condition corresponding to the attribute recovery area in the first scene area. If the function application amount of the target virtual object comes from the first virtual function corresponding to the first scene area, the terminal can control the target virtual object to move to the attribute recovery area corresponding to the first scene area. When at least 4 other players who meet the requirements move to the attribute recovery area corresponding to the first scene area, it can be determined that the sub-attribute recovery condition corresponding to the attribute recovery area in the first scene area is met.

[0126] In some embodiments, before restoring the changed interactive attribute of the target virtual object, the terminal determines that the attribute restoration condition is satisfied in response to the sub-attribute restoration condition corresponding to each attribute restoration area being satisfied.

[0127] In actual applications, when the sub-attribute recovery conditions corresponding to the attribute recovery areas in all scene areas are met, it can be considered that the attribute recovery conditions in the interaction interface are met. At this time, the interactive attributes of all virtual objects whose interactive attributes have changed in the interaction interface can be restored, that is, the changed interactive attributes are restored to the original default state. For example, there are two scene areas in the interaction interface, namely the first scene area and the second scene area. When the sub-attribute recovery conditions corresponding to the attribute recovery areas in the first scene area and the second scene area are met, it can be considered that the attribute recovery conditions of the interaction interface are met, and the interactive attributes of all interactive objects affected by the first scene area and the second scene area (including interactive objects with the function application amount corresponding to the first scene area and interactive objects with the function application amount corresponding to the second scene area) can be restored. For example, if the target virtual object is threatened by the first virtual function in the first scene area (for example, under the action of the first virtual function, the health of the target virtual object is reduced from 100 to 50), then restoring the changed interactive attributes of the target virtual object means removing the threat of the first virtual function suffered by the target virtual object (that is, restoring the health of the target virtual object from 50 to 100).

[0128] In some embodiments, only the interactive properties of the interactive objects in the scene areas that meet the sub-property recovery conditions may be restored. Taking the two scene areas in the interactive interface, namely the first scene area and the second scene area as an example, if the sub-property recovery conditions corresponding to the property recovery area in the first scene area are met, and the sub-property recovery conditions corresponding to the property recovery area in the second scene area are not met, only the interactive properties of the interactive objects affected by the first scene area (i.e., the interactive objects with the function applied amount corresponding to the first scene area) are restored, and the interactive properties of the interactive objects affected by the second scene area (i.e., the interactive objects with the function applied amount corresponding to the second scene area) are not restored.

[0129] Below, the exemplary application of the embodiment of the present application in an actual application scenario will be described. Take the virtual scene as a game, and implement the interactive method of the virtual scene provided by the embodiment of the present application in a game copy (independent of the complete level in the game) as an example for description. In practical applications, the player (i.e., the above-mentioned target virtual object) mainly interacts with monsters in ordinary game copies, lacks interaction with the scene area in the game copy, resulting in a relatively single interactive form and low interest. For this reason, the embodiment of the present application provides a special mechanism to improve the scene area in the game copy so that the scene area in the game copy has certain virtual functions, which can cause certain effects on the players in the scene area during the interaction between the player and the monster, such as changing the interactive attributes of the player, such as changing at least one or more of the interactive attributes such as blood volume, vitality, intelligence, physical strength, endurance, magic power, attack breath, and defense power, and then take changing blood volume as an example for description.

[0130] In actual application, after the player enters the Boss stage, the player will be teleported to the Boss's area, which can be divided into multiple different scene areas, such as Fig. 9 In the game, the area where the Boss is located is divided into two scene areas, the first scene area (left area) and the second scene area (right area). Different display styles (or special effects) can be used to display the left area and the right area. For example, a red special effect style is used to display the left area, and a blue special effect style is used to display the right area, so that players can clearly see the difference between different scene areas.

[0131] When the player walks into the first scene area (i.e., the left area), the first scene area may periodically (e.g., every two seconds) release the corresponding first virtual function (hereinafter referred to as the white Buff), and apply the first virtual function to the player. Taking the first virtual function bringing a negative gain effect to the player as an example, when the white Buff is stacked to the first target number of layers (e.g., 10 layers, i.e., the above-mentioned first function application amount reaches the first target action amount), the player will suffer a lot of damage, i.e., the left area brings a negative gain effect to the player, such as reducing the player's blood volume (e.g., reducing the blood volume value from 100 to 50). The player can view the current number of superimposed layers of the white Buff (i.e., the above-mentioned first function application amount) in the upper right corner of the interface.

[0132] After the player's health is reduced due to the buff in the left area, the player can move to the right area (i.e., the second scene area) to offset the negative gain effect brought by the left area through the second virtual function corresponding to the second scene area, such as gradually reducing the number of white buff layers suffered by the player until there is no white buff (i.e., it is completely offset). For example, see Fig.11 , Fig.11It is a display schematic diagram of the scene area provided in an embodiment of the present application. The player obtains 4 layers of white Buff in the left area. When the player moves to the right area, the number of white Buff layers gradually decreases until the number of white Buff layers becomes 0 (i.e., it becomes a state without white Buff). At the same time, the player's interaction attributes can be changed to offset the negative gain effect brought to the player by the left area, such as increasing the player's health from 50 to 100; if the player continues to stay in the right area, the player will suffer from the influence of the second virtual function corresponding to the right area (hereinafter represented by black Buff), such as applying the second virtual function (i.e., black Buff) to the player and turning it into a black Buff state, and the number of black Buff layers is gradually superimposed. When the black Buff is superimposed to the second target number of layers (such as 8 layers, i.e., the amount of the second function applied reaches the second target action amount), the player will suffer a lot of damage, i.e., the right area brings a negative gain effect to the player, such as changing the player's interaction attributes.

[0133] It should be noted that the types of interactive properties changed in the left area and the right area can be the same or different. For example, if the left area reduces the player's health, the right area can also reduce the player's health (such as reducing the health value from 100 to 60). The right area can also reduce the player's mana value (such as reducing the magic value from 80 to 30), and so on. Players can view the current number of superposition layers of the black Buff (that is, the amount of the second function applied mentioned above) in the upper right corner of the interface.

[0134] When the attribute value of the target interactive attribute of the Boss reaches the target attribute value (such as the health reaches 80%), the corresponding attribute recovery area is displayed in each scene area (used to restore the changed interactive attribute of the target virtual object when the attribute recovery conditions are met), such as summoning attribute recovery areas (such as represented by apertures) in the left area and the right area. In order to facilitate distinction and improve the readability of the displayed content, when displaying the apertures corresponding to each scene area, the target display style adapted to the display style of the corresponding scene area can be used to display the corresponding apertures. For example, Fig. 9 In the figure, the entire area where the Boss is located is divided into a left area 901 and a right area 901. The left area 901 is displayed in red, and the right area 902 is displayed in green. For the convenience of area identification, the aperture 903 summoned by the left area 901 can be displayed in green, and the aperture 904 summoned by the right area 902 can be displayed in red.

[0135] In addition, attribute recovery prompt information can be displayed at the associated position of each aperture to prompt the attribute recovery conditions corresponding to the corresponding aperture, for example, see Fig.12 , Fig.12It is a display schematic diagram of the scene area provided in an embodiment of the present application. Taking the left area as an example, the attribute recovery conditions are displayed above the aperture summoned in the left area, such as carrying the corresponding Buff to the designated area to remove the threat, the required target number of people (such as at least 5 people) and a countdown prompt (such as 7 seconds); when the countdown ends, the server judges the players in each aperture area. For example, at the end of the countdown, if the number of players carrying white Buffs in the aperture corresponding to the left area is greater than or equal to 5 people, it can be considered that the attribute recovery conditions of the left area are met; when the attribute recovery conditions corresponding to each scene area are met, it can be considered that the attribute recovery conditions of the area where the Boss is located (that is, the entire field) are met. At this time, a prompt announcement of successful recovery can be displayed, and the threat to all players in the field is removed (that is, the changed interactive attributes of all players in the field are restored); when at the end of the countdown, if the attribute recovery conditions corresponding to at least one scene area are not met, it can be considered that the attribute recovery conditions of the area where the Boss is located (that is, the entire field) are not met, and all players in the field will be harmed.

[0136] Through the above method, the scene area in the game copy is improved so that the scene area in the game copy has certain virtual functions. Since different scene areas correspond to different virtual functions, players need to move and evade in different scene areas to obtain more positive gain effects as much as possible or minimize the impact of negative gain effects, which increases the difficulty of operation, improves the interactivity between players and scenes, and enhances the fun of playing the game copy.

[0137] So far, the interactive method of the virtual scene provided by the embodiment of the present application has been described in combination with the exemplary application and implementation of the electronic device provided by the embodiment of the present application. The following will continue to describe the interaction scheme of the virtual scene implemented by the cooperation of each module in the interactive device 555 for the virtual scene provided by the embodiment of the present application.

[0138] An area display module 5551 is used to display a target virtual object and at least two scene areas in an interactive interface of a virtual scene, wherein each of the scene areas has a virtual function for changing the interactive properties of the target virtual object; a first change module 5552 is used to change the interactive properties of the target virtual object through a first virtual function corresponding to the first scene area in response to the target virtual object being located in a first scene area; a second change module 5553 is used to control the target virtual object to move from the first scene area to the second scene area in response to a motion operation on the target virtual object, and change the interactive properties of the target virtual object through a second virtual function corresponding to the second scene area; wherein the interactive properties changed by the second virtual function are different from the interactive properties changed by the first virtual function.

[0139] In some embodiments, the first changing module is further used to control the first scene area to release the corresponding first virtual function to the target virtual object, and under the action of the first virtual function, change the interactive attribute of the target virtual object from the original attribute value to the first attribute value; correspondingly, the second changing module is further used to control the second scene area to release the corresponding second virtual function to the target virtual object, and under the action of the second virtual function, change the interactive attribute of the target virtual object from the first attribute value to the second attribute value, and the second attribute value is different from the first attribute value.

[0140] In some embodiments, the first change module is also used to display the first function application amount of the first virtual function to the target virtual object, and when the first function application amount reaches the first target action amount, the interactive attribute of the target virtual object is changed from the original attribute value to the first attribute value; correspondingly, the second change module is also used to update and display the first function application amount, and when the updated first function application amount reaches the second target action amount, the interactive attribute of the target virtual object is changed from the first attribute value to the second attribute value.

[0141] In some embodiments, the first change module is also used to update and display the first function application amount of the first virtual function for the target virtual object, and as the first function application amount is updated from zero to the first target action amount, the interactive attribute of the target virtual object is synchronously changed from the original attribute value to the first attribute value; correspondingly, the second change module is also used to update and display the first function application amount, and as the first function application amount is updated from the first target action amount to the second target action amount, the interactive attribute of the target virtual object is synchronously changed from the first attribute value to the second attribute value.

[0142] In some embodiments, the method also includes: an attribute value determination module, used to obtain an influencing factor for affecting the change amount of the interactive attribute of the target virtual object; wherein the influencing factor includes at least one of the following: the change amount of the first function application amount, the residence time of the target virtual object in the first scene area, and the residence position of the target virtual object in the first scene area; determine the attribute change amount that is positively correlated with the influencing factor to determine the first attribute value in combination with the original attribute value.

[0143] In some embodiments, after changing the interactive attribute of the target virtual object from the first attribute value to the second attribute value, the device also includes: a third change module, for displaying the second function application amount possessed by the target virtual object in response to the second target action amount being zero, as the target virtual object continues to stay in the second scene area; wherein the second function application amount is used to characterize the function application amount of the second virtual function to the target virtual object; when the second function application amount reaches the third target action amount, changing other interactive attributes of the target virtual object; or, synchronously changing other interactive attributes of the target virtual object as the first function application amount changes.

[0144] In some embodiments, after the synchronous change of other interactive attributes of the target virtual object, the device also includes: a fourth change module, which is used to control the target virtual object to move from the second scene area to the third scene area in response to the motion operation on the target virtual object, and change the other interactive attributes of the target virtual object through the third virtual function corresponding to the third scene area; wherein the other interactive attributes changed by the third virtual function are superior to the other interactive attributes changed by the second virtual function.

[0145] In some embodiments, after the interactive attribute of the target virtual object is changed by the first virtual function corresponding to the first scene area, the device also includes: a prompt display module, used to display change prompt information corresponding to the interactive attribute of the target virtual object; wherein the change prompt information is used to prompt the degree of change of the interactive attribute, for determining the triggering timing for the motion operation.

[0146] In some embodiments, the second change module is also used to control each of the second scene areas to be in a selectable state and display introduction information for each of the second scene areas when there are multiple second scene areas; wherein the introduction information is used to introduce the fusion effect information of the gain effect of the corresponding second scene area and the first scene area on the target virtual object; in response to the area selection operation triggered based on the introduction information, the target virtual object is controlled to move from the first scene area to the selected second scene area.

[0147] In some embodiments, the second change module is also used to, when there are multiple second scene areas, display a target scene area among the multiple second scene areas using a first display style, and display other scene areas among the multiple second scene areas using a second display style; wherein the first display style is different from the second display style, and the first display style is used to indicate that the selection priority of the target scene area is higher than the selection priority of the other scene areas; in response to a selection operation on the target scene area, control the target virtual object to move from the first scene area to the target scene area.

[0148] In some embodiments, the second change module is also used to control the target virtual object to move from the first scene area to a target scene area among the multiple second scene areas when there are multiple second scene areas; wherein the selection priority of the target scene area is higher than the selection priority of other scene areas among the multiple second scene areas except the target scene area.

[0149] In some embodiments, the device also includes: a prediction module, used to determine the selection priority of each second scene area through the following processing: obtaining an influencing parameter for influencing the selection priority of the second scene area, wherein the influencing parameter includes at least one of the following: fusion effect information of the gain effect of the second scene area and the first scene area on the target virtual object, and the distance between the second scene area and the target virtual object; based on the influencing parameter, calling a priority prediction model to perform priority prediction to obtain the selection priority of the second scene area; wherein the priority prediction model is trained according to the scene area samples, the influencing parameters corresponding to the scene area samples, and the selection priority annotated by the scene area samples.

[0150] In some embodiments, the device also includes: an attribute recovery module, which is used to display a corresponding attribute recovery area in each of the scene areas in response to the interaction attribute value of the interactive object in the interactive interface reaching the target attribute value; wherein, the attribute recovery area is used to restore the changed interaction attribute of the target virtual object when the attribute recovery condition is met; in response to the attribute recovery condition being met, the changed interaction attribute of the target virtual object is restored.

[0151] In some embodiments, the attribute recovery module is used to display at least two scene areas using different display styles, wherein one scene area corresponds to one display style, and different display styles are used to indicate that different scene areas correspond to different virtual functions; in each of the scene areas, a target display style that is compatible with the display style of the scene area is used to display the corresponding attribute recovery area.

[0152] In some embodiments, the device also includes: a recovery prompt display module, which is used to display attribute recovery prompt information at the associated position of each attribute recovery area; wherein the attribute recovery prompt information is used to prompt the sub-attribute recovery condition corresponding to the corresponding attribute recovery area; the sub-attribute recovery condition includes a target number of target interactive objects moving to the target attribute recovery area within a target time period, and the target interactive objects have a function application amount of the virtual function corresponding to the scene area where the target attribute recovery area is located.

[0153] In some embodiments, before restoring the changed interactive attribute of the target virtual object, the device further includes: a condition determination module for determining whether the attribute restoration condition is satisfied in response to the sub-attribute restoration condition corresponding to each of the attribute restoration areas being satisfied.

[0154] 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 electronic device reads the computer executable instruction from the computer-readable storage medium, and the processor executes the computer executable instruction, so that the electronic device executes the above-mentioned virtual scene interaction method of the embodiment of the present application.

[0155] The present application embodiment provides a computer-readable storage medium storing computer executable instructions, wherein the computer executable instructions or computer programs are stored. When the computer executable instructions or computer programs are executed by a processor, the processor will be caused to execute the virtual scene interaction method provided by the present application embodiment, for example, Figure 3 The interactive method of the virtual scene is shown.

[0156] 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.

[0157] In some embodiments, computer 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.

[0158] As an example, computer-executable instructions may, but need not, correspond to a file in a file system, may be stored as part of a file storing other programs or data, such as in one or more scripts in a HyperText Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple coordinated files (e.g., files storing one or more modules, subroutines, or code portions).

[0159] As an example, computer 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.

[0160] 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 virtual scene interaction method, characterized in that: The method comprises: In an interactive interface of a virtual scene, a target virtual object and at least two scene areas are displayed, wherein each of the scene areas has a virtual function for changing an interactive attribute of the target virtual object; In response to the target virtual object being located in a first scene area, changing an interactive attribute of the target virtual object through a first virtual function corresponding to the first scene area; In response to a motion operation on the target virtual object, controlling the target virtual object to move from the first scene area to a second scene area, and changing an interactive attribute of the target virtual object through a second virtual function corresponding to the second scene area; The interaction attribute changed by the second virtual function is different from the interaction attribute changed by the first virtual function.

2. The method according to claim 1, characterized in that The changing the interactive attribute of the target virtual object by using the first virtual function corresponding to the first scene area includes: Controlling the first scene area to release the corresponding first virtual function to the target virtual object, and under the action of the first virtual function, changing the interactive attribute of the target virtual object from an original attribute value to a first attribute value; The changing the interactive attribute of the target virtual object by using the second virtual function corresponding to the second scene area includes: The second scene area is controlled to release the corresponding second virtual function to the target virtual object, and under the action of the second virtual function, the interactive attribute of the target virtual object is changed from the first attribute value to a second attribute value, and the second attribute value is different from the first attribute value.

3. The method according to claim 2, characterized in that The step of changing the interactive attribute of the target virtual object from an original attribute value to a first attribute value includes: Displaying a first function application amount of the first virtual function to the target virtual object, and when the first function application amount reaches a first target action amount, changing the interactive attribute of the target virtual object from an original attribute value to a first attribute value; The step of changing the interactive attribute of the target virtual object from the first attribute value to the second attribute value includes: The first function application amount is updated and displayed, and when the updated first function application amount reaches a second target action amount, the interactive attribute of the target virtual object is changed from the first attribute value to a second attribute value.

4. The method according to claim 2, characterized in that The step of changing the interactive attribute of the target virtual object from an original attribute value to a first attribute value includes: updating and displaying a first function application amount of the first virtual function on the target virtual object, and as the first function application amount is updated from zero to a first target action amount, synchronously changing the interactive attribute of the target virtual object from an original attribute value to a first attribute value; The step of changing the interactive attribute of the target virtual object from the first attribute value to the second attribute value includes: The first function application amount is updated and displayed, and as the first function application amount is updated from the first target action amount to the second target action amount, the interactive attribute of the target virtual object is synchronously changed from the first attribute value to the second attribute value.

5. The method according to claim 4, characterized in that The method further comprises: Acquire an influencing factor for influencing a change in an interactive attribute of the target virtual object; The influencing factor includes at least one of the following: the change in the amount of application of the first function, the retention time of the target virtual object in the first scene area; An attribute change amount positively correlated with the influencing factor is determined to determine the first attribute value in combination with the original attribute value.

6. The method according to claim 3 or 4, characterized in that After changing the interactive attribute of the target virtual object from the first attribute value to the second attribute value, the method further includes: In response to the second target action amount being zero, as the target virtual object continues to stay in the second scene area, displaying a second function application amount of the second virtual function on the target virtual object; When the second function application amount reaches the third target action amount, changing other interactive attributes of the target virtual object; or, As the application amount of the second function changes, other interactive properties of the target virtual object are changed synchronously.

7. The method according to claim 6, characterized in that After synchronously changing other interactive attributes of the target virtual object, the method further includes: In response to a motion operation on the target virtual object, controlling the target virtual object to move from the second scene area to a third scene area, and changing other interactive attributes of the target virtual object through a third virtual function corresponding to the third scene area; Among them, the other interaction attributes changed by the third virtual function are different from the other interaction attributes changed by the second virtual function.

8. The method according to claim 1, characterized in that After changing the interactive attribute of the target virtual object by using the first virtual function corresponding to the first scene area, the method further includes: Displaying prompt information corresponding to the change of the interactive attribute of the target virtual object; The change prompt information is used to prompt the change degree of the interactive attribute, so as to determine the triggering timing for the motion operation.

9. The method according to claim 1, characterized in that Before controlling the target virtual object to move from the first scene area to the second scene area, the method includes: When there are multiple second scene areas, controlling each of the second scene areas to be selectable, and displaying introduction information for each of the second scene areas; The introduction information is used to introduce the fusion effect information of the gain effect of the corresponding second scene area and the first scene area on the target virtual object; In response to the area selection operation triggered based on the introduction information, the target virtual object is controlled to move from the first scene area to the selected second scene area.

10. The method according to claim 1, characterized in that The controlling the target virtual object to move from the first scene area to the second scene area includes: When there are multiple second scene areas, a target scene area among the multiple second scene areas is displayed in a first display style, and other scene areas among the multiple second scene areas are displayed in a second display style; The first display style is different from the second display style, and the first display style is used to indicate that the selection priority of the target scene area is higher than the selection priority of the other scene areas; In response to a selection operation on the target scene area, the target virtual object is controlled to move from the first scene area to the target scene area.

11. The method according to claim 1, characterized in that The controlling the target virtual object to move from the first scene area to the second scene area includes: When there are multiple second scene areas, controlling the target virtual object to move from the first scene area to a target scene area among the multiple second scene areas; The selection priority of the target scene area is higher than the selection priority of other scene areas among the multiple second scene areas except the target scene area.

12. The method according to claim 11, characterized in that The method further comprises: The selection priority of each of the second scene areas is determined by the following process: Acquire an influencing parameter for influencing the selection priority of the second scene area, wherein the influencing parameter includes at least one of the following: fusion effect information of the gain effect of the second scene area and the first scene area on the target virtual object, and a distance between the second scene area and the target virtual object; Based on the influencing parameters, a priority prediction model is called to perform priority prediction to obtain a selection priority of the second scene area; wherein the priority prediction model is trained based on scene area samples, the influencing parameters corresponding to the scene area samples, and the selection priorities annotated by the scene area samples.

13. The method according to claim 1, characterized in that The method further comprises: In response to the interactive attribute value of the interactive object in the interactive interface reaching the target attribute value, displaying a corresponding attribute restoration area in each of the scene areas; Wherein, the attribute restoration area is used to restore the changed interactive attribute of the target virtual object when the attribute restoration condition is met; In response to the attribute restoration condition being satisfied, the changed interactive attribute of the target virtual object is restored.

14. The method according to claim 13, characterized in that The display of at least two scene areas includes: At least two scene areas are displayed using different display styles, wherein one scene area corresponds to one display style, and different display styles are used to indicate that different scene areas correspond to different virtual functions; The displaying of the corresponding attribute restoration area in each of the scene areas includes: In each of the scene areas, a target display style that matches the display style of the scene area is used to display a corresponding attribute restoration area.

15. The method of claim 13, further comprising: Displaying attribute restoration prompt information at the associated position of each attribute restoration area; The attribute restoration prompt information is used to prompt the sub-attribute restoration condition corresponding to the corresponding attribute restoration area; The sub-attribute restoration condition includes a target number of target interactive objects moving to a target attribute restoration area within a target time period, and the target interactive objects having a function application amount of a virtual function corresponding to a scene area where the target attribute restoration area is located.

16. The method according to claim 15, characterized in that Before restoring the changed interactive attribute of the target virtual object, the method further includes: In response to the sub-attribute restoration conditions corresponding to each of the attribute restoration areas being satisfied, it is determined that the attribute restoration condition is satisfied.

17. An interactive device for a virtual scene, characterized in that: The device comprises: A region display module, used to display a target virtual object and at least two scene regions in an interactive interface of a virtual scene, wherein each of the scene regions has a virtual function for changing an interactive attribute of the target virtual object; A first changing module, configured to change the interactive attribute of the target virtual object through a first virtual function corresponding to the first scene area in response to the target virtual object being located in the first scene area; A second changing module, configured to control the target virtual object to move from the first scene area to a second scene area in response to a motion operation on the target virtual object, and to change an interactive attribute of the target virtual object through a second virtual function corresponding to the second scene area; The interaction attribute changed by the second virtual function is different from the interaction attribute changed by the first virtual function.

18. An electronic device, characterized in that: include: A memory for storing computer executable instructions or computer programs; A processor is used to implement the virtual scene interaction method described in any one of claims 1 to 16 when executing the computer executable instructions or computer programs stored in the memory.

19. A computer-readable storage medium, characterized in that: Computer executable instructions or computer programs are stored, and when the computer executable instructions or computer programs are executed by a processor, the virtual scene interaction method described in any one of claims 1 to 16 is implemented.

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