Virtual world interaction method and device, equipment, storage medium and program product
By introducing target scene interaction mode and interaction capabilities into the virtual world, the problem of single interaction mode in the existing technology is solved, diversified interaction between virtual characters and virtual interaction objects is realized, and the flexibility of interaction is improved.
Patent Information
- Application Number
- CN202411667674.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-11-20
- Publication Date
- 2025-03-18
AI Technical Summary
In the prior art, the interaction mode in the virtual world is single, and it is impossible to achieve diversified interaction between virtual characters and virtual interaction objects, and the interaction flexibility is low.
By introducing target scene interaction modes into the virtual world, users are allowed to select interaction modes and trigger specific interaction capabilities, and diversified interactions between virtual characters and virtual physical interaction objects and virtual perceptual interaction objects are achieved.
It improves the diversity and flexibility of interaction methods, allowing users to interact more richly with virtual interactive objects through different interactive capabilities.
Smart Images

Figure CN119633376A_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present application relate to the field of artificial intelligence, and relate to but are not limited to a virtual world interaction method, device, equipment, storage medium and program product. Background Art
[0002] In an open world game, the end user controls the virtual character to move around in the virtual world and complete game tasks. There are also multiple virtual interactive objects in the virtual world, and the virtual character controlled by the user can play games and interact with the virtual interactive objects.
[0003] For the virtual characters and virtual interactive objects controlled by the user, each has at least one object capability, and the virtual characters controlled by the user can interact with the virtual interactive objects. In the related art, the interaction between the virtual characters controlled by the user and the virtual interactive objects is usually a game, directly capturing the virtual interactive object itself, etc. As for other further interaction methods, there are no relevant implementation means in the related art. For example, if the terminal user wants to interact with the virtual physical interactive objects and virtual perception interactive objects of the virtual interactive objects in the virtual world, other ways need to be sought to achieve it or it cannot be achieved.
[0004] Obviously, the implementation methods in related technologies are relatively simple, unable to expand more interaction methods during the interaction process, and the flexibility during interaction is low. Summary of the invention
[0005] The embodiments of the present application provide a virtual world interaction method, apparatus, device, storage medium and program product, which can at least be applied to the field of games. By triggering operations in the virtual world, the target interaction capability is achieved for at least one of the virtual physical interaction objects and the virtual perception interaction objects of the target virtual interaction object, thereby enabling the first virtual character to interact more with the virtual interaction objects in the virtual world, improving the diversity of implementation methods, and being able to expand more interaction methods during the interaction process, thereby improving the flexibility of interaction.
[0006] The technical solution of the embodiment of the present application is implemented as follows:
[0007] An embodiment of the present application provides a virtual world interaction method, the method comprising: displaying a virtual interaction object in a virtual world of a first virtual character; in response to a selection operation for a target scene interaction mode, displaying the virtual world in the target scene interaction mode; wherein, in the target scene interaction mode, the first virtual character has at least one interaction capability, the interaction capability refers to the ability of the first virtual character to interact with the virtual interaction object, the virtual interaction object including a virtual physical interaction object and a virtual perception interaction object; in response to a selection operation for a target virtual interaction object in the virtual world, and a triggering operation for a target interaction capability among the at least one interaction capability, displaying an execution result of executing the target interaction capability on at least one of the virtual physical interaction object and the virtual perception interaction object of the target virtual interaction object.
[0008] An embodiment of the present application provides a virtual world interaction device, the device comprising: a first display module, used to display virtual interaction objects in a virtual world of a first virtual character; a second display module, used to display the virtual world in the target scene interaction mode in response to a selection operation for a target scene interaction mode; wherein, in the target scene interaction mode, the first virtual character has at least one interaction capability, the interaction capability refers to the ability of the first virtual character to interact with the virtual interaction object, and the virtual interaction object includes a virtual physical interaction object and a virtual perception interaction object; a third display module, used to display the execution result of executing the target interaction capability on at least one of the virtual physical interaction object and the virtual perception interaction object of the target virtual interaction object in response to a selection operation for a target virtual interaction object in the virtual world and a trigger operation for a target interaction capability among the at least one interaction capability.
[0009] In the above scheme, the ability of the first virtual character to interact with the virtual physical interactive object includes at least one of the following: capturing the virtual interactive object, capturing the subsidiary objects of the virtual interactive object, and placing the virtual interactive object in the virtual world; the ability of the first virtual character to interact with the virtual perceptual object includes at least one of the following: capturing the object capability of the virtual interactive object, communicating with the virtual interactive object, and querying the attribute parameters of the virtual interactive object.
[0010] In the above scheme, the third display module is also used to: in response to the target virtual interactive object being located in the interaction range of the first virtual character and the triggering operation of the target interactive capability, display the execution result of executing the target interactive capability on at least one of the virtual physical interactive object and the virtual perceived interactive object of the target virtual interactive object.
[0011] In the above scheme, the target interaction capability at least includes the capability of photographing objects; the third display module is also used to: in response to a selection operation on a target virtual interaction object in the virtual world and a trigger operation on the capability of photographing objects, display the execution result of the capability of photographing objects on at least one of the virtual physical interaction object and the virtual perception interaction object of the target virtual interaction object.
[0012] In the above scheme, the execution result includes: the target virtual interactive object moves from a first position to a second position, or the target subsidiary object of the target virtual interactive object moves from the first position to the second position; wherein, the first position is the position of the target virtual interactive object before the trigger operation is performed; the second position includes: the position of the first virtual character, the position in a preset area with the position of the first virtual character as the center of the area, or the item space of the first virtual character; the target subsidiary object includes any one of the following: a subsidiary object selected from the subsidiary object space of the target virtual interactive object in response to a subsidiary object selection operation; a subsidiary object randomly selected from the subsidiary object space.
[0013] In the above scheme, the target interaction capability at least includes the placement capability; the third display module is also used to: in response to a selection operation on a target virtual interaction object in the virtual world and a trigger operation on the placement capability, display the execution result of executing the placement capability on the virtual physical interaction object of the target virtual interaction object.
[0014] In the above scheme, the execution result includes: the target virtual interactive object moves from the third position to the fourth position, the target virtual interactive object is displayed at the fourth position, or the object ability of the target virtual interactive object is displayed at the fourth position; wherein the third position includes any one of the following: the position of the first virtual character and the item space of the first virtual character; the fourth position includes any one of the following: the target position selected in response to the position selection operation, the position within the field of view of the first virtual character, the position in the first preset area with the position of the first virtual character as the center of the area, the position of the current opponent of the first virtual character, the position within the field of view of the target virtual interactive object, the position in the second preset area with the position of the target virtual interactive object as the center of the area, and the position of the current opponent of the target virtual interactive object; the opponent object is a virtual object that plays against the first virtual character or the target virtual interactive object at the current moment.
[0015] In the above scheme, the third display module is also used to: in response to the life value of the target virtual interactive object being greater than a first preset life value threshold, display the successful execution result of executing the placement capability on the virtual physical interactive object of the target virtual interactive object; in response to the life value of the target virtual interactive object being less than or equal to the first preset life value threshold, display the failed execution result of executing the placement capability on the virtual physical interactive object of the target virtual interactive object.
[0016] In the above scheme, the third display module is also used to: in response to a selection operation on a target virtual interactive object in the virtual world, a selection operation on a target prop of the first virtual character, and a trigger operation on the placement capability, display a successful execution result of executing the placement capability on the virtual physical interactive object of the target virtual interactive object when the life value of the target virtual interactive object is greater than a second preset life value threshold; the second preset life value threshold is less than the first preset life value threshold.
[0017] In the above scheme, the device also includes: a release module, which is used to respond to the release operation on the target virtual interactive object, display the object release effect of releasing the target virtual interactive object and the interaction effect between the target virtual interactive object and the opponent object, and delete the target virtual interactive object.
[0018] In the above scheme, the target interaction capability at least includes perspective capability; the third display module is also used to: in response to a selection operation on a target virtual interaction object in the virtual world and a trigger operation on the perspective capability, display the execution result of the perspective capability on the virtual perceived interaction object of the target virtual interaction object.
[0019] In the above scheme, the execution result includes: displaying the communication text between the first virtual character and the target virtual interactive object, displaying the attribute parameters of the target virtual interactive object, displaying the thought text of the target virtual interactive object, or switching the target virtual interactive object in invisible state to non-invisible state display.
[0020] In the above scheme, the third display module is also used to: in response to a selection operation on a target virtual interactive object in the virtual world and a trigger operation on the target interactive capability, display an interaction progress bar of the first virtual character at a first progress display position in the virtual world, and the interaction progress bar grows at a first growth rate; wherein the first growth rate is positively correlated with the level of the first virtual character and negatively correlated with the level of the target virtual interactive object; in response to the interaction progress bar being in a full state, display the execution result of executing the target interactive capability on at least one of the virtual physical interactive object and the virtual perception interactive object of the target virtual interactive object.
[0021] In the above scheme, the third display module is also used to: display a discovery progress bar of the target virtual interactive object at a second progress display position in the virtual world; in response to the first virtual character being within the field of view of the target virtual interactive object, the discovery progress bar is in a full state; in response to the first virtual character being outside the field of view of the target virtual interactive object, the discovery progress bar is in an unfilled state, and the discovery progress bar grows at a second growth rate; wherein the second growth rate is negatively correlated with the level of the first virtual character, and positively correlated with the level of the target virtual interactive object.
[0022] In the above scheme, the third display module is also used to: in response to the discovery progress bar being in an unfilled state and the interaction progress bar being in a full state, display the execution result of executing the target interaction capability on at least one of the virtual physical interaction object and the virtual perception interaction object of the target virtual interaction object.
[0023] In the above scheme, the third display module is also used to: in response to the discovery that the progress bar is in a full state, and the target virtual interactive object performs a prohibited interactive behavior or performs a game behavior, display that the interactive progress bar is in a cleared state.
[0024] In the above scheme, the third display module is also used to: in response to the first virtual interactive object in the virtual world executing the target interactive capability on the first virtual character in a witnessed state, interrupt the growth process of the interaction progress bar, or grow the discovery progress bar to a full state.
[0025] In the above scheme, the third display module is also used for: in response to the target interaction capability being executed and the target virtual interaction object finding that the target interaction capability is executed on the target virtual interaction object, displaying the feedback result of the target virtual interaction object.
[0026] In the above solution, the first display module is further used to transparently display the virtual object located between the camera position of the virtual world and the first virtual character.
[0027] In the above scheme, the device also includes: an interaction button display module, which is used to display at least one interaction button in the virtual world of the first virtual character; each interaction button corresponds to at least one of the interaction capabilities; the second display module is also used to: in response to a first trigger operation on a first interaction button among the at least one interaction button, display the virtual world in the target scene interaction mode; the third display module is also used to: in response to a selection operation on a target virtual interaction object in the virtual world and a second trigger operation on the first interaction button, display the execution result of executing the target interaction capability on at least one of the virtual physical interaction object and the virtual perception interaction object of the target virtual interaction object; the target interaction capability is the interaction capability corresponding to the first interaction button.
[0028] In the above scheme, the device also includes: a crosshair icon display module, used to display a crosshair icon in the virtual world; the selection operation includes an adjustment operation of adjusting the exact icon position; the third display module is also used to: in response to the adjustment operation of adjusting the crosshair icon to overlap with the target virtual interactive object, and a second trigger operation for the first interactive button, display the execution result of executing the target interaction capability on at least one of the virtual physical interactive object and the virtual perceptual interactive object of the target virtual interactive object.
[0029] In the above scheme, the interactive button display module is also used to: in response to the first virtual character being in the first interactive state, display the display icon corresponding to each interactive button and the button display effect corresponding to each interactive button at a preset position in the virtual world of the first virtual character; wherein, when the first virtual character performs a preset first type of interactive action, the first virtual character is in the first interactive state; in response to the first virtual character switching from the first interactive state to the second interactive state, the at least one interactive button disappears from the virtual world and a button disappearance effect is displayed; wherein, when the first virtual character performs a preset second type of interactive action, the first virtual character is in the second interactive state.
[0030] An embodiment of the present application provides an electronic device, comprising: a memory for storing computer-executable instructions or computer programs; and a processor for implementing the above-mentioned virtual world interaction method when executing the computer-executable instructions or computer programs stored in the memory.
[0031] An embodiment of the present application provides a computer program product, which includes computer executable instructions or a computer program. When the computer executable instructions or the computer program are executed by a processor, the above-mentioned virtual world interaction method is implemented.
[0032] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions or a computer program. When the computer-executable instructions or the computer program are executed by a processor, the above-mentioned virtual world interaction method is implemented.
[0033] The embodiments of the present application have the following beneficial effects:
[0034] When the terminal user displays the virtual interactive object in the virtual world of the first virtual character through the electronic device, the virtual world in the target scene interaction mode can be displayed by selecting the target scene interaction mode, and in the target scene interaction mode, the target interaction capability can be executed on at least one of the virtual physical interaction object and the virtual perception interaction object of the target virtual interaction object through the selection operation of the target virtual interaction object in the virtual world and the triggering operation of the target interaction capability in at least one interaction capability. In this way, the target interaction capability can be executed on at least one of the virtual physical interaction object and the virtual perception interaction object of the target virtual interaction object through the triggering operation in the virtual world, so that the first virtual character can perform more types of interactions with the virtual interaction object in the virtual world, improve the diversity of interaction methods, and can expand more interaction methods based on these interaction methods during the interaction process, and improve the flexibility of interaction. BRIEF DESCRIPTION OF THE DRAWINGS
[0035] Figure 1 This is an optional architecture diagram of a virtual world interaction system provided in an embodiment of the present application;
[0036] Figure 2 is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application;
[0037] Figure 3 This is an optional flowchart of the virtual world interaction method provided in the embodiment of the present application;
[0038] Figure 4 is another optional flowchart of the virtual world interaction method provided in the embodiment of the present application;
[0039] Figure 5 This is another optional flowchart of the virtual world interaction method provided in the embodiment of the present application;
[0040] Figure 6is a schematic diagram of an implementation flow of displaying at least one interactive button in a virtual world of a first virtual character provided by an embodiment of the present application;
[0041] Figure 7 is a schematic diagram of the interaction flow of the virtual world interaction method provided in an embodiment of the present application;
[0042] Figure 8 It is an interface diagram showing an interactive progress bar and a discovery progress bar provided in an embodiment of the present application;
[0043] Fig. 9 This is an interface diagram provided by an embodiment of the present application when other virtual characters witness the interactive behavior of the player;
[0044] Fig.10 is a flow chart of the witness rule provided in the embodiment of the present application;
[0045] Fig.11 This is an interface diagram for executing the photography capability of NPC provided in an embodiment of the present application;
[0046] Fig.12 This is an interface diagram for performing perspective capability on NPC provided by an embodiment of the present application;
[0047] Fig.13 This is an interface diagram for executing the placement capability of NPC provided in an embodiment of the present application;
[0048] Fig.14 is an interface diagram of a selected item provided in an embodiment of the present application;
[0049] Fig.15 This is a diagram of a discovery feedback interface for a violent personality provided in an embodiment of the present application;
[0050] Fig.16 This is a discovery feedback interface diagram of a cautious / lawful persona provided in an embodiment of the present application;
[0051] Fig.17 It is a schematic diagram of the discovery feedback of the chaotic person setting provided in the embodiment of the present application;
[0052] Fig.18 This is a schematic interface diagram of the effect of photographing a monster provided in an embodiment of the present application;
[0053] Fig.19 This is an interface diagram for using the perspective ability on a monster provided by an embodiment of the present application;
[0054] Fig. 20 This is an interface diagram for capturing monsters provided in an embodiment of the present application;
[0055] Fig.21 This is a prompt interface diagram after the blog is successfully captured provided in the embodiment of the present application;
[0056] Fig. 22 This is an interface diagram for releasing monsters to fight provided by an embodiment of the present application;
[0057] Fig.23 This is an interface diagram of using bombs placed in a scene provided by an embodiment of the present application;
[0058] Fig.24 It is an interface diagram for creating an object at another location through the object placement capability provided in an embodiment of the present application;
[0059] Fig.25 This is an interface diagram for remotely picking up collected objects during collection and acquisition provided in an embodiment of the present application;
[0060] Fig.26 This is an interface diagram for remotely opening a treasure chest provided in an embodiment of the present application;
[0061] Fig. 27 This is a general capability interface diagram of the perspective capability provided in the embodiment of the present application;
[0062] Fig.28 This is an interface diagram for placing spirit-infused explosive bombs provided in an embodiment of the present application;
[0063] Fig.29 This is an interface diagram of explosion after placement provided by an embodiment of the present application;
[0064] Fig.30 This is an interface diagram for placing an ice trap provided in an embodiment of the present application;
[0065] Fig.31 This is an interface diagram for placing a sound box provided in an embodiment of the present application;
[0066] Fig.32 This is an interface diagram for placing dirty things provided in an embodiment of the present application;
[0067] Fig.33 It is an interface diagram of applying a highlighted material effect to a target after entering a target scene interaction mode provided by an embodiment of the present application;
[0068] Fig.34 It is a technical side configuration selection interface provided in an embodiment of the present application when performing target selection;
[0069] Fig.35 is a schematic diagram of the transparency processing provided by an embodiment of the present application;
[0070] Fig.36 This is a rendering of the transparent display provided by the embodiment of the present application;
[0071] Fig.37 It is a configuration interface diagram provided in an embodiment of the present application indicating whether it can be interactively selected;
[0072] Fig.38 is a configuration interface diagram of a storage component provided in an embodiment of the present application;
[0073] Fig.39 is a configuration interface diagram of the photographing component provided in an embodiment of the present application;
[0074] Fig.40 This is a configuration interface diagram of a perspective component provided in an embodiment of the present application;
[0075] Fig.41 This is a gameplay customization configuration table interface for executing perspective capabilities on NPCs provided in an embodiment of the present application;
[0076] Fig.42 It is a scene description configuration interface diagram of a player being discovered provided by an embodiment of the present application;
[0077] Fig.43 This is a diagram of the corresponding experience registration configuration interface provided in the embodiment of the present application;
[0078] Fig.44 This is a diagram of the NPC behavior configuration interface resulting from the configuration experience provided in the embodiment of the present application;
[0079] Fig.45 This is a diagram of the NPC emotion configuration interface provided in an embodiment of the present application;
[0080] Fig.46 This is a diagram of a player threat value configuration interface provided by an embodiment of the present application;
[0081] Fig.47 It is a schematic diagram of the overall implementation process of the virtual world interaction method provided in the embodiment of the present application. DETAILED DESCRIPTION
[0082] 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.
[0083] In the following description, reference is made to "some embodiments", which describe a subset of all possible embodiments, but it is understood that "some embodiments" may be the same subset or different subsets of all possible embodiments, and may be combined with each other without conflict. Unless otherwise defined, all technical and scientific terms used in the embodiments of the present application have the same meaning as those commonly understood by those skilled in the art of the technical field of the embodiments of the present application. The terms used in the embodiments of the present application are only for the purpose of describing the embodiments of the present application and are not intended to limit the present application.
[0084] In the embodiments of the present application, the term "module" or "unit" refers to a computer program or a part of a computer program with a predetermined function, and works together with other related parts to achieve a predetermined goal, and can be implemented in whole or in part by using software, hardware (such as processing circuits or memories) or a combination thereof. Similarly, a processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be part of an overall module or unit that includes the function of the module or unit.
[0085] In the related art, if the terminal user wants to interact with the virtual physical interaction objects and virtual perception interaction objects of the virtual interaction objects in the virtual world, it is necessary to find other ways to achieve it or it cannot be achieved.
[0086] Based on at least one of the above problems existing in the methods in the related art, the embodiments of the present application provide a virtual world interaction method, when the terminal user displays a virtual interaction object in the virtual world of the first virtual character through an electronic device, the virtual world in the target scene interaction mode can be displayed by selecting the target scene interaction mode, and in the target scene interaction mode, by selecting the target virtual interaction object in the virtual world, and triggering the target interaction capability in at least one interaction capability, it is possible to execute the target interaction capability on at least one of the virtual physical interaction object and the virtual perception interaction object of the target virtual interaction object. In this way, by triggering the operation in the virtual world, it is possible to execute the target interaction capability on at least one of the virtual physical interaction object and the virtual perception interaction object of the target virtual interaction object, thereby realizing more types of interactions between the first virtual character and the virtual interaction object in the virtual world, improving the diversity of interaction methods, and being able to expand more interaction methods based on these interaction methods during the interaction process, improving the flexibility of interaction.
[0087] Here, firstly, an exemplary application of the virtual world interactive device of the embodiment of the present application is described, and the virtual world interactive device is an electronic device for implementing the virtual world interactive method. In one implementation, the virtual world interactive device (i.e., electronic device) provided in the embodiment of the present application can be implemented as a terminal or a server. In one implementation, the virtual world interactive device provided in the embodiment of the present application can be implemented as a laptop, a tablet computer, a desktop computer, a mobile phone, a portable music player, a personal digital assistant, a dedicated messaging device, a portable game device, an intelligent robot, an intelligent home appliance, and an intelligent vehicle-mounted device, and any terminal with game data processing and game application operation; in another implementation, the virtual world interactive device provided in the embodiment of the present application can also be implemented as a server, wherein the server 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 distribution networks (CDN, Content Delivery Network), and big data and artificial intelligence platforms. The terminal and the server may be connected directly or indirectly via wired or wireless communication, which is not limited in the embodiments of the present application. Below, an exemplary application when the virtual world interaction device is implemented as a terminal will be described.
[0088] See also Figure 1 , Figure 1 It is an optional architectural diagram of a virtual world interaction system provided in an embodiment of the present application. In order to support a game application and enable a terminal user to control a first virtual character to interact with a virtual physical interaction object and a virtual perception interaction object of a virtual interaction object in a virtual world by running the game application, thereby enabling the first virtual character to interact more with the virtual interaction object in the virtual world, the virtual world interaction system 10 in the embodiment of the present application includes at least a terminal 100, a network 200 and a server 300. A game application is installed on the terminal 100. The server 300 is a background server of the game application, which is used to provide game data during the game operation, for example, image rendering data of the game interface.
[0089] The following is an example of installing a game application on a terminal. In the embodiment of the present application, the terminal 100 can constitute the virtual world interaction device of the embodiment of the present application, that is, the virtual world interaction method of the embodiment of the present application is implemented through the terminal 100. The terminal 100 is connected to the server 300 through the network 200. The network 200 can be a wide area network or a local area network, or a combination of the two. The server 300 is used to provide game data during the game operation.
[0090] See also Figure 1 During the process of running the game application on the terminal 100, the virtual world of the first virtual character is displayed on the client of the game application, wherein the relevant display data of the virtual world of the first virtual character (such as image rendering data used for rendering the virtual world of the first virtual character in the game data, character configuration data of the first virtual character, etc.) is sent to the terminal 100 by the server 300 through the network 200. After receiving these relevant display data, the terminal 100 can render the game interface based on these relevant display data, thereby obtaining the display interface of the virtual world of the first virtual character, and displaying the virtual world of the first virtual character on the terminal 100.
[0091] During the running of the game application, when the terminal user wants to control the first virtual character to interact with the virtual physical interaction objects and the virtual perception interaction objects of the virtual interaction objects in the virtual world, the virtual interaction objects can be displayed in the virtual world of the first virtual character; then, the terminal 100 displays the virtual world in the target scene interaction mode in response to the selection operation for the target scene interaction mode; wherein, in the target scene interaction mode, the first virtual character has at least one interaction capability, and the interaction capability refers to the ability of the first virtual character to interact with the virtual interaction objects, and the virtual interaction objects include virtual physical interaction objects and virtual perception interaction objects; finally, the terminal 100 displays the execution result of executing the target interaction capability on at least one of the virtual physical interaction objects and the virtual perception interaction objects of the target virtual interaction object in response to the selection operation for the target virtual interaction object in the virtual world and the triggering operation for the target interaction capability among the at least one interaction capability.
[0092] Figure 2 is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application, Figure 2 The electronic device shown may be a virtual world interactive device, which includes: at least one processor 310, a memory 350, at least one network interface 320, and a user interface 330. The various components in the virtual world interactive device are coupled together via a bus system 340. It is understood that the bus system 340 is used to achieve connection and communication between these components. In addition to the data bus, the bus system 340 also includes a power bus, a control bus, and a status signal bus. However, for the sake of clarity, the bus system 340 is not described in detail. Figure 2 Various buses are labeled as bus system 340 .
[0093] The processor 310 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.
[0094] The user interface 330 includes one or more output devices 331 that enable presentation of media content, and one or more input devices 332 .
[0095] The memory 350 may be removable, non-removable or a combination thereof. Exemplary hardware devices include solid-state memory, hard disk drive, optical disk drive, etc. The memory 350 may optionally include one or more storage devices physically away from the processor 310. The memory 350 includes a volatile memory or a non-volatile memory, and may also include both volatile and non-volatile memory. The non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 350 described in the embodiment of the present application is intended to include any suitable type of memory. In some embodiments, the memory 350 can store data to support various operations, and examples of these data include programs, modules, and data structures or subsets or supersets thereof, as exemplarily described below.
[0096] An operating system 351 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 352 is used to reach other computing devices via one or more (wired or wireless) network interfaces 320. Exemplary network interfaces 320 include: Bluetooth, wireless compatibility certification (WiFi), and Universal Serial Bus (USB), etc.; an input processing module 353 is used to detect one or more user inputs or interactions from one of the one or more input devices 332 and translate the detected inputs or interactions.
[0097] In some embodiments, the device provided in the embodiments of the present application can be implemented in software. Figure 2A virtual world interaction device 354 stored in the memory 350 is shown. The virtual world interaction device 354 may be a virtual world interaction device in an electronic device, which may be software in the form of a program or a plug-in, and includes the following software modules: a first display module 3541, a second display module 3542, and a third display module 3543. These modules are logical, and thus may be arbitrarily combined or further split according to the functions implemented. The functions of each module will be described below.
[0098] In some 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 world 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 (ASICs), DSPs, programmable logic devices (PLDs), complex programmable logic devices (CPLDs), field-programmable gate arrays (FPGAs), or other electronic components.
[0099] The virtual world interaction method provided in each embodiment of the present application can be executed by an electronic device, wherein the electronic device can be a server or a terminal, that is, the virtual world interaction method of each embodiment of the present application can be executed by a server, or by a terminal, or by interaction between a server and a terminal.
[0100] Figure 3 This is an optional flow chart of the virtual world interaction method provided in the embodiment of the present application. Figure 3 The steps shown are explained as Figure 3 As shown, the virtual world interaction method is described by taking the execution subject of the terminal as an example, and the method includes the following steps S101 to S103:
[0101] Step S101: displaying a virtual interactive object in a virtual world of a first virtual character.
[0102] In an embodiment of the present application, during the running of the game application, the terminal can display a virtual world in the game scene on the current interface, where the virtual world is the game world, and also display virtual interactive objects in the virtual world of the first virtual character.
[0103] Here, the first virtual character may refer to a player character in a game, and a player character (PC, PlayerCharacter) in a game refers to a role played by a player in the game. The player plays the game, experiences the game story and completes the game task by controlling the role.
[0104] In an embodiment of the present application, the first virtual character can be a custom character, that is, the player is allowed to customize the appearance, gender, category, and skills of the character to meet the personalized needs of the player. The first virtual character may also have a level system, and the character can gain experience points by completing tasks, games, or explorations, and then upgrade to improve attributes and abilities. The first virtual character may also have various skills and equipment, which can be trained, purchased, or acquired during the game to enhance the combat effectiveness of the first virtual character. The first virtual character can interact with other characters (non-player characters, NPCs) in the virtual world, such as dialogue, transactions, cooperation, or hostility.
[0105] Step S102: in response to a selection operation for a target scene interaction mode, displaying a virtual world in the target scene interaction mode.
[0106] Here, the terminal user (i.e., the player) can perform a selection operation for the target scene interaction mode on the client of the game application, thereby selecting the target scene interaction mode from multiple scene interaction models. The multiple scene interaction models may include a photography scene interaction mode, a perspective scene interaction mode, and a placement scene interaction mode. When the terminal user selects any one of these scene interaction modes, the selected scene interaction mode is the target scene interaction mode.
[0107] In the target scene interaction mode, the first virtual character has at least one interaction ability. The interaction ability refers to the ability of the first virtual character to interact with the virtual interaction object. The interaction ability can also be understood as a skill that provides communication and interaction capabilities. The interaction process in the game requires at least three elements: subject, means and receptor. That is, the subject interacts with the receptor through some means, thereby producing specific effects on the receptor and itself.
[0108] A virtual interactive object is a virtual object in the virtual world that can interact with the first virtual character, and the virtual interactive object has at least one object capability. For example, a virtual interactive object can be a monster, a non-player character (NPC), or a scene interactive object in the game. In the game, a monster refers to a character controlled by the game AI, and an NPC is a type of character in the game, which refers to a game character that is not manipulated by a real player. It can usually be divided into plot NPCs, combat NPCs, and service NPCs, etc. Sometimes there are NPCs with multiple functions. NPCs are generally controlled by the computer's artificial intelligence and are characters with their own behavior patterns. A virtual interactive object can be a hostile entity encountered by the first virtual character in the virtual world, or it can have multiple forms and functions. Scene interactive objects refer to objects in the game that have no life characteristics and can be interacted with by players to produce specific effects, such as treasure chests, collection objects, and dropped objects.
[0109] In the embodiment of the present application, the virtual interactive object may have the following characteristics: different types and forms, the virtual interactive object may be a creature of various forms, from traditional animals to completely fictitious alien creatures, all of which can be used as the physical form of the virtual interactive object in the virtual world, the virtual interactive object may be based on real creatures, virtual creatures or purely designed by the creativity of the game designer, and the embodiment of the present application does not limit the physical form of the virtual interactive object. The virtual interactive object may also have different behavior modes, such as passive (not actively attacking the player), neutral (only counterattack when attacked) or active (actively looking for and attacking the player), and the virtual interactive object may follow a specific patrol path or have a random movement mode. The virtual interactive object may also have attribute parameters such as life value, attack power, defense power, or may have special abilities, such as casting magic, venom attack or controlling other creatures. The virtual interactive object may also be configured with a combat mechanism, and the combat mechanism of the virtual interactive object may be relatively simple, or it may be a complex behavior tree or state machine. The virtual interactive object may also have a specific attack mode or skill, which requires the player to learn and adapt. Virtual interactive objects can also have weaknesses and resistances. For example, they can have weaknesses (such as fire, ice, electricity) or resistance to certain types of attacks. Players understand these weaknesses to defeat monsters more effectively. Virtual interactive objects can also be key characters in the story of the virtual world, with their own unique background stories and motivations. For example, virtual interactive objects can be selected nobles, victims transformed into monsters, or creatures controlled by a certain force, etc. Therefore, under these background stories and motivations, the skills of virtual interactive objects will also change. When defeated, virtual interactive objects can also enable the player character to gain experience points, gold coins or items. These items can be equipment, consumables, materials or quest items. Virtual interactive objects can appear alone or in groups in nests or specific areas. Virtual interactive objects can also be large monsters (such as Boss) that require players to use special strategies and teamwork to defeat them. Virtual interactive objects can also adapt to specific environments, such as underground, water or forests, and have advantages in these environments. The appearance and behavior of virtual interactive objects will be affected by the environment they are in. Virtual interactive objects can also be dynamically generated, meaning their number and variety can vary based on the needs of the game and environmental conditions.
[0110] The object capability of a virtual interactive object refers to the various capabilities possessed by the virtual interactive object, which are the special skills or characteristics displayed by the virtual interactive object in the game match or interaction. These capabilities are designed to provide challenges for players and increase the depth and diversity of the game. The object capability can be a unique or exclusive capability of the virtual interactive object, or it can be a capability shared or possessed by multiple or multiple virtual interactive objects. The object capability of a virtual interactive object can be a skill of the virtual interactive object. For example, the object capabilities of the virtual interactive object may include at least one of the following: physical attack (including various melee and ranged physical attacks, such as swinging, biting, throwing objects or launching energy bullets), elemental attack (using elements such as fire, ice, electricity, wind, etc. to cause additional damage or status effects), poison attack (releasing venom through contact, ranged projectiles or environmental traps to cause continuous damage), summoning ability (summoning other monsters, friendly forces or illusions to assist in combat), control skills (using skills such as immobilization, sleep, fear, silence, etc. to control the player's actions), invisibility and stealth (temporarily invisible or stealthy, making it difficult for players to discover or lock monsters), recovery ability (self-recovery of health during the game), resistance and immunity (resistance to or complete immunity to certain types of damage), change of form (changing form during combat will change its capabilities, defense or attack methods), environmental adaptability (in The abilities of the monsters include enhanced abilities in specific environments, such as underwater or on specific terrains), group behavior (acting as a group, coordinating attacks or performing complex tactical actions), passive abilities (providing continuous buffs, such as increasing attack power, defense, or movement speed), displacement skills (allowing monsters to instantly move to different locations, evade, or quickly approach players), explosive attacks (using explosives or self-explosion to cause large-scale damage), perception abilities (having special perception abilities, such as night vision, farsightedness, or the ability to detect the player's hidden state), traps and ambushes (setting traps or ambushes, using the environment or disguise to gain advantages), shields and armor (having shields or armor that provide additional protection, requiring attacks on specific parts to cause effective damage), special attack modes (having unique attack modes, such as taking turns, charging attacks, or chain attacks), etc. These object abilities can be used alone or in combination to create a variety of combat scenarios and strategies.
[0111] In addition to the various object capabilities listed above, the object capabilities of the virtual interactive object may also refer to the skills of the virtual interactive object (ie, the skills of the monster). For example, the skills of a virtual interactive object may include at least one of the following: attack skills (used to attack opponents, such as swordsmanship, long-range shooting, etc.), physical attacks (such as sword strikes, punches, arrows, etc.), defense skills (used to reduce or resist damage from opponents), protective shields (such as magic shields, energy shields, etc.), healing skills (used to restore the character's health or eliminate negative states), auxiliary skills (provide additional help or enhance the character's abilities), deceleration skills (slow down the opponent's movement speed), gain effects (such as increasing attack power, defense power, speed, etc.), escape skills (used to quickly leave battle or avoid danger), dodge skills (increase the character's chance of dodging attacks), teleportation skills (instantly move to another location), exploration skills (help the character explore the environment in the game), teleportation skills (quickly traverse the map), perception skills (detect hidden objects or traps around), interaction skills (interact with the environment or objects in the game), unlocking skills (opening locked doors or containers), gathering skills (collecting resources or items), and special skills (skills with special effects, such as changing the weather, controlling time, etc.).
[0112] For a virtual interactive object, the object capability of the virtual interactive object can be unlocked by upgrading, learning, pre-configuration or completing a task. The virtual interactive object can have multiple object capabilities, and the object capability to be acquired by the first virtual character can be determined from the multiple object capabilities, and the object capability to be acquired can be transferred to the first virtual character.
[0113] In the embodiment of the present application, the virtual interaction object includes a virtual physical interaction object and a virtual perception interaction object. Among them, the virtual physical interaction object is an interaction object that the player can perceive and exists in the virtual world. For example, it can be an interaction object that the player can see through the virtual world of the game displayed by the terminal and exists in the virtual world. For example, the virtual physical interaction object can be an NPC itself or a scene object itself displayed in the virtual world.
[0114] The virtual perception interaction object is a perception module of the virtual interaction object, which may include a perception module of an NPC and a perception module of a monster.
[0115] The perception module of a virtual interactive object is a key component of an AI system. The perception module of a virtual interactive object is responsible for simulating the perception and response of the virtual interactive object to events occurring in the virtual world. This perception module enables the virtual interactive object to "understand" its surrounding environment by simulating sensory input and make decisions and actions based on this information. The key elements and functions of the perception module of a virtual interactive object include at least one of the following: sensory simulation (the perception module of a virtual interactive object usually includes simulation of human senses such as vision, hearing, and smell. For example, an NPC may be able to "see" the position of the player or "hear" the sound of a nearby battle), environmental monitoring (the virtual interactive object monitors the situation in its area, including the position of the player and other virtual interactive objects, the state of objects, environmental changes, etc.), state evaluation (the perception module evaluates the information collected from various senses to determine the current state of the virtual interactive object, such as whether it is in combat, whether it is threatened, whether there are resources available, etc.), event detection (the virtual interactive object can detect specific events, such as the player's attack, the discovery of resources, the distress signal of a companion, etc., and respond accordingly), and memory and learning (the perception module enables the virtual interactive object to remember certain events or situations, and even learn the player's behavior patterns based on experience). Specific perception module functions may include at least one of the following: field of view (FOV) (used to simulate the field of view of the virtual interactive object, usually defined in terms of angle and distance. The virtual interactive object can only "see" the player or other objects within its field of view), hearing radius (defining the distance at which the virtual interactive object can "hear" the sound, which can be based on the size of the sound, the environment, and the influence of obstacles), odor detection (the virtual interactive object can sense the player's position or the existence of resources through smell), tactile feedback (when the virtual interactive object comes into physical contact with other objects or players, tactile feedback will allow the virtual interactive object to respond accordingly), perceptual filtering (the virtual interactive object may not respond to all input information, but filter information based on its current task or status), and perceptual distortion (the perception of the virtual interactive object may be affected by alcohol, drugs, or other factors, resulting in its perceptual distortion).
[0116] In the embodiment of the present application, it should be noted that the ability of the first virtual character to interact with the virtual physical interactive object may include at least one of the following: capturing the virtual interactive object, capturing the attached object of the virtual interactive object, and placing the virtual interactive object in the virtual world. The ability of the first virtual character to interact with the virtual perceptual object may include at least one of the following: capturing the object capability of the virtual interactive object, communicating with the virtual interactive object, and querying the attribute parameters of the virtual interactive object.
[0117] Step S103, in response to a selection operation on a target virtual interactive object in the virtual world and a triggering operation on a target interactive capability among at least one interactive capability, display an execution result of executing the target interactive capability on at least one of a virtual physical interactive object and a virtual perception interactive object of the target virtual interactive object.
[0118] In an embodiment of the present application, in step S103, in response to a selection operation on a target virtual interactive object in the virtual world and a trigger operation on a target interactive capability among at least one interactive capability, the execution result of executing the target interactive capability on at least one of the virtual physical interactive object and the virtual perceptual interactive object of the target virtual interactive object is displayed. It may be that in response to the target virtual interactive object being located within the interaction range of the first virtual character and the trigger operation on the target interactive capability, the execution result of executing the target interactive capability on at least one of the virtual physical interactive object and the virtual perceptual interactive object of the target virtual interactive object is displayed.
[0119] Here, when the target virtual interactive object is located within the interactive range of the first virtual character, for example, the interactive range may be the field of view of the first virtual character, the skill release range, a preset circular range with the first virtual character as the center, etc., and a trigger operation for the target interactive capability is received, the execution result of executing the target interactive capability on at least one of the virtual physical interactive object and the virtual perception interactive object of the target virtual interactive object can be achieved.
[0120] In some embodiments, the target interaction capability may include at least one of the following: the ability to capture objects, the ability to place objects, and the ability to see through objects. The following takes these three capabilities as examples to explain the implementation process of displaying the execution result of executing the target interaction capability on at least one of the virtual physical interaction objects and virtual perception interaction objects of the target virtual interaction object in response to the selection operation of the target virtual interaction object in the virtual world and the triggering operation of the target interaction capability in at least one interaction capability in the embodiment of the present application. It should be noted that these three interaction capabilities can be executed simultaneously or one by one, and another one can be executed after any one is executed, or only one of the interaction capabilities can be executed. If all three interaction capabilities are to be executed, there can be a preset logical order between the three interaction capabilities, for example, the perspective capability is executed first, then the ability to capture objects, and finally the ability to place objects; there may also be no logical order, and the three interaction capabilities can be executed in sequence according to a random execution order.
[0121] In the first implementation manner, when the target interaction capability is the photography capability, in step S103, in response to a selection operation on the target virtual interaction object in the virtual world and a trigger operation on the target interaction capability among at least one interaction capability, the execution result of executing the target interaction capability on at least one of the virtual physical interaction object and the virtual perception interaction object of the target virtual interaction object is displayed. It can be that in response to a selection operation on the target virtual interaction object in the virtual world and a trigger operation on the photography capability, the execution result of executing the photography capability on at least one of the virtual physical interaction object and the virtual perception interaction object of the target virtual interaction object is displayed.
[0122] Here, the selection operation on the target virtual interactive object in the virtual world and the triggering operation on the object capturing capability constitute the capturing operation on the target virtual interactive object.
[0123] For the selection operation of the target virtual interactive object in the virtual world, one or more virtual interactive objects may be randomly selected from the multiple virtual interactive objects displayed, and this virtual physical interactive object (such as the NPC itself, the scene object itself) of the multiple virtual interactive objects may be used as the target selected by the selection operation. It may also be possible to select a target from the virtual perception interactive object of the selected target virtual interactive object, for example, one or more target object capabilities may be randomly selected from the multiple object capabilities in the virtual perception interactive object, wherein the number of selected target object capabilities may be the number pre-configured by the game, that is, the number of target object capabilities that the player can capture each time may be pre-configured; or, the number of selected target object capabilities may also be determined based on the player's operation on the terminal interface, for example, the player may select or input the target number of target object capabilities to be captured and perform the capture operation, and thus the target number of object capabilities will be randomly selected as the target object capabilities.
[0124] The selection operation of the target virtual interactive object in the virtual world can also be selected from the virtual interactive objects in the ingestible state, for example, the target can be selected from the virtual physical interactive objects of the virtual interactive objects in the ingestible state; or the target can be selected from the virtual perceptual interactive objects of the virtual interactive objects in the ingestible state, for example, the skills that can be released by the virtual interactive object in the current game scene can be selected as the selected target, or the skills that the virtual interactive object has at the current level can be selected as the selected target. Since each virtual interactive object has multiple object capabilities, the object capability display panel can be popped up by clicking on the virtual interactive object. In the object capability display panel, the object capabilities in the ingestible state are displayed with color icons, and the object capabilities in the non-ingestible state are displayed with gray icons. When selecting a target, one or more target object capabilities can be randomly selected from the object capabilities that are currently in an ingestible state, wherein the number of selected target object capabilities can be a pre-configured number of the game, that is, the number of object capabilities in an ingestible state that the player can ingest each time can be pre-configured; or, the number of selected target object capabilities can also be determined based on the player's operation on the terminal interface, for example, the player can select or input the target number of object capabilities in an ingestible state to be ingested and perform the ingestion operation, and thus, the target number of object capabilities will be randomly selected as the target object capabilities.
[0125] For the selection operation of the target virtual interactive object in the virtual world, a selection panel can also be displayed in the virtual world. The selection panel can be a virtual physical interactive object selection panel of the virtual interactive object, or a virtual perception interactive object selection panel of the virtual interactive object. In the virtual physical interactive object selection panel, the virtual physical interactive objects of the virtual interactive objects currently in the ingestible state can be displayed. In the virtual physical interactive object selection panel, the player can select the virtual physical interactive object to be ingested by clicking the object icons of each displayed virtual physical interactive object. The selection operation for any object icon is the click operation on the object icon. After the player performs the selection operation on one or more object icons, the click operation on the object button is performed, and the virtual physical interactive object corresponding to the object icon selected by the selection operation will be transferred to the first virtual character. In the embodiment of the present application, when the player chooses to click on multiple object icons, there will be a preset first quantity threshold. When the number of object icons selected by clicking reaches the first quantity threshold, other object icons cannot be selected and clicked; for the selected object icon, there can also be a cancellation mark. When the player clicks the cancellation mark, the selection operation of the object icon is canceled.
[0126] In the virtual perception interaction object selection panel, virtual perception interaction objects of virtual interaction objects that are currently in an ingestible state can be displayed. In the virtual perception interaction object selection panel, the player can select the object ability of the virtual perception interaction object to be ingested by clicking on the object ability icons of each displayed virtual perception interaction object. The selection operation for any object ability icon is the click operation on the object ability icon. After the player performs the selection operation on one or more object ability icons, and then performs the click operation on the object capture button, the object ability corresponding to the object ability icon selected by the selection operation will be transferred to the first virtual character. In the embodiment of the present application, when the player chooses to click on multiple object ability icons, there will be a preset second quantity threshold. When the number of object ability icons selected by clicking reaches the second quantity threshold, other object ability icons cannot be selected and clicked; for the selected object ability icon, there can also be a cancellation mark. When the player clicks on the cancellation mark, the selection operation of the object ability icon is canceled.
[0127] In the embodiment of the present application, for performing a photographing operation on an object capability from a virtual perception interaction object, after transferring the target object capability to the first virtual character, the virtual interaction object will uninstall these target object capabilities, that is, after transferring the target object capability to the first virtual character, the terminal will uninstall the target object capability of the virtual interaction object, and at this time, the virtual interaction object will no longer have these target object capabilities; the virtual interaction object no longer has these target object capabilities, which may be permanent in the current game, or there may be a cooling time, and when the cooling time is reached, the target object capability is automatically loaded again to the virtual interaction object, so that it has the target object capability again. Alternatively, after transferring the target object capability to the first virtual character, the virtual interaction object may still have these target object capabilities. After the terminal unloads the target object capability of the virtual interactive object, since the virtual interactive object does not have the target object capability, the target object capability of the virtual interactive object cannot be acquired again within the time period (i.e., in this game or within the cooling-down period), and the target object capability is in a non-acquireable state; after the target object capability is loaded on the virtual interactive object, the target object capability is in an acquireable state, and the target object capability of the virtual interactive object can be acquired by acquisition.
[0128] In some embodiments, after performing the photography capability on at least one of the virtual physical interactive object and the virtual perception interactive object, a dynamic first special effects element can also be displayed at the location of the virtual interactive object, and the dynamic first special effects element can be displayed moving from the location of the virtual interactive object to the location of the first virtual character.
[0129] Here, the first special effect element refers to the visual and auditory performance when at least one of the virtual physical interaction object and the virtual perception interaction object is photographed, which is used to enhance the player experience and game immersion, that is, the first special effect element is a performance special effect element. The first special effect element may include at least one of the following: luminous special effects, particle special effects, animation special effects, etc. Among them, for the luminous special effect, when at least one of the virtual physical interaction object and the virtual perception interaction object is photographed, it can be accompanied by a bright light, which can be represented by a luminous sphere, light or halo, and the luminous sphere, light or halo will move from the position of the virtual interaction object to the position of the first virtual character. For particle special effects, different particle effects can be used to simulate the transfer and flow of magic energy when at least one of the virtual physical interaction object and the virtual perception interaction object is photographed, such as smoke, sparks, flashing light, etc., and smoke, sparks, and flashing light will move from the position of the virtual interaction object to the position of the first virtual character. For animation special effects, when at least one of the virtual physical interaction object and the virtual perception interaction object is photographed, it can be accompanied by animation, and the animation can be that at least one of the virtual physical interaction object and the virtual perception interaction object jumps from the virtual interaction object to the first virtual character, or is released from the backpack or an item of the virtual interaction object and jumps to the first virtual character.
[0130] In some embodiments, the first special effect element may also be some action special effect elements. For example, the first special effect element may include at least one of the following: hand-held transfer special effect, absorption and release special effect, state change special effect, environment interaction special effect, character interaction special effect, visual indication special effect, special symbol special effect, etc. Among them, for the hand-held transfer special effect, when at least one of the virtual physical interaction object and the virtual perception interaction object is captured, it can be transferred through physical contact, that is, the hand-held transfer special effect means that the virtual interaction object will actively make an obvious action, such as hand-held transfer of the object or skill ball in the hand to the first virtual character, and the first virtual character will also reach out to receive the object or skill ball. For the absorption and release special effect, when at least one of the virtual physical interaction object and the virtual perception interaction object is captured, the virtual interaction object will show a release action (such as exhalation, spitting out), and the first virtual character will show an absorption action (such as inhalation, swallowing), accompanied by corresponding visual and sound effects. For the state change special effect, when at least one of the virtual physical interaction object and the virtual perception interaction object is captured, the virtual interaction object will have a state change, such as body deformation, color change, or the appearance of specific symbols or patterns. For environmental interaction effects, when at least one of the virtual physical interaction objects and the virtual perception interaction objects is photographed, the surrounding environment will be affected, such as causing the ground to tremble, the wind to blow, or the water surface to ripple. For character interaction effects, when at least one of the virtual physical interaction objects and the virtual perception interaction objects is photographed, the first virtual character can perform specific interactions with the virtual interaction object to trigger skill transfer, such as touching a specific part or object of the virtual interaction object. For visual indication effects, when at least one of the virtual physical interaction objects and the virtual perception interaction objects is photographed, specific visual indications will appear on the game interface, such as the skill slot of the virtual interaction object lights up, the skill icon changes, or prompt text. For special symbol effects, when at least one of the virtual physical interaction objects and the virtual perception interaction objects is photographed, it can be accompanied by the appearance of specific symbols or texts, which can have cultural or game-specific meanings.
[0131] In some embodiments, when a dynamic first special effect element is displayed at the location of a virtual interactive object, a first special effect audio may also be played; and when the dynamic first special effect element is displayed and moves from the location of the virtual interactive object to the location of the first virtual character, a second special effect audio may also be played. Here, the first special effect audio may be the same audio as the second special effect audio, or may be a different audio. The first special effect audio and the second special effect audio are important elements for enhancing the player's immersion and gaming experience. The second special effect audio may follow the first special effect audio, that is, the second special effect audio is played after the first special effect audio is played.
[0132] The first special effect audio and the second special effect audio may include at least one of the following: ancient language sounds (when at least one of the virtual physical interaction objects and the virtual perception interaction objects is photographed, sounds similar to ancient spells can be played, which are low and mysterious), energy flow sounds (used to simulate the sound of energy flow, which can be buzzing, electric current sounds or sounds similar to energy waves), sound effect roars (similar to the sounds of explosions or shock waves, used to express the strong energy of skill transfer), sound effect scratching (used to imitate the sound of energy passing through the air, similar to the sound of fingers scratching on a blackboard), sound effect ripples (used to simulate the sound of sound waves or energy ripples propagating in space), sound effect ejection (when at least one of the virtual physical interaction objects and the virtual perception interaction objects is photographed, sounds similar to ejection or flying can be played to express the dynamic characteristics of skills), sound effect transition (when at least one of the virtual physical interaction objects and the virtual perception interaction objects is photographed, there can be a smooth transition sound effect to express the transfer process).
[0133] For example, the first special effect audio and the second special effect audio can be a "portal" sound (when at least one of the virtual physical interaction object and the virtual perception interaction object is captured, a sound similar to the opening and closing of the portal can be played), an "energy absorption" sound (when the first virtual character absorbs at least one of the virtual physical interaction object and the virtual perception interaction object, a sound similar to energy being sucked or liquefied can be played).
[0134] In other embodiments, when at least one of the virtual physical interaction object and the virtual perception interaction object is photographed, the virtual interaction object can also be changed into a virtual ejection object, and the virtual ejection object can be displayed as ejected from the position of the virtual interaction object to the position of the first virtual character.
[0135] The triggering operation for the capture capability may be a capture operation performed by the player on the current interface, for example, a capture button displayed on the current interface may be clicked, a capture button displayed next to a target virtual interactive object may be clicked, etc. After the player clicks the capture button, the terminal may perform the capture capability on the selected target virtual interactive object.
[0136] When at least one of the virtual physical interaction object and the virtual perception interaction object is successfully photographed, the following processing methods may be used to process at least one of the virtual physical interaction object and the virtual perception interaction object obtained by photographing:
[0137] Method 1: Change of form. After at least one of the virtual physical interaction object and the virtual perception interaction object is transferred to the first virtual character, the display icon and appearance of at least one of the virtual physical interaction object and the virtual perception interaction object are adjusted, such as the skill icon or the animation effect when the skill is released is changed.
[0138] Method 2: Adjustment of attributes: At least one of the transferred virtual physical interaction objects and virtual perception interaction objects can be adjusted according to the attributes of the first virtual character to adapt to the capabilities of the first virtual character or the game environment.
[0139] Method 3: Change of skill cooldown time. If the object captured is a skill of the target virtual interactive object, the cooldown time of the skill captured may change according to the specific mechanism or skill configuration of the first virtual character.
[0140] Method 4: Adjustment of skill unlocking conditions. If the object captured is the skill of the target virtual interactive object, since some skills require specific levels, attribute values or other conditions to be used, these conditions can be re-evaluated after the skill transfer.
[0141] Method 5: Change of skill visual effects. If the object captured is a skill of the target virtual interactive object, the skill release animation, light effect or sound effect may be different according to the first virtual character to reflect the unique personality or ability of the first virtual character.
[0142] Method 6: Change of skill range and influence. If the object captured is a skill of the target virtual interactive object, the attack range or influence radius of certain skills can be changed according to the body size or shape of the first virtual character.
[0143] Method 7: The resources consumed by skills change. If the object captured is the skill of the target virtual interactive object, some skills may consume specific attribute values. After the skill is transferred, the consumed attribute values can be adjusted according to the ability of the first virtual character.
[0144] After executing the capture capability on at least one of the virtual physical interaction object and the virtual perception interaction object of the target virtual interaction object, the execution result obtained may include: the target virtual interaction object moves from a first position to a second position, or the target subsidiary object of the target virtual interaction object moves from the first position to the second position.
[0145] Here, the first position is the position of the target virtual interactive object before the trigger operation is performed. The second position includes: the position of the first virtual character, the position in a preset area with the position of the first virtual character as the center of the area, or the item space of the first virtual character. The target subsidiary object includes any one of the following: a subsidiary object selected from the subsidiary object space of the target virtual interactive object in response to the subsidiary object selection operation; a subsidiary object randomly selected from the subsidiary object space. The target subsidiary object may include at least one of the following: equipment, armor, accessories, props (such as medicine, food, tools, etc.), currency, quest items, transportation, pets or followers, interactive items (such as store shelves, bulletin boards, mailboxes, etc., players can interact with them), drops, special abilities, summons (some monsters can summon small monsters or auxiliary units to assist in combat), special effects (such as invisibility, change of form, immunity to specific damage, etc.).
[0146] In the embodiment of the present application, the object capturing capability can be executed on the virtual physical interaction object of the target virtual interaction object, and can also be executed on the virtual perception interaction object of the target virtual interaction object. When executing the object capturing capability on the virtual physical interaction object of the target virtual interaction object, the virtual physical interaction object of the target virtual interaction object can be directly captured; when executing the object capturing capability on the virtual perception interaction object of the target virtual interaction object, the object capability in the virtual perception interaction object of the target virtual interaction object can be transferred to the first virtual character, thereby realizing the object capability of capturing the target virtual interaction object.
[0147] In the second implementation manner, when the target interaction capability is the placement capability, in step S103, in response to a selection operation on the target virtual interaction object in the virtual world and a trigger operation on the target interaction capability among at least one interaction capability, the execution result of executing the target interaction capability on at least one of the virtual physical interaction object and the virtual perception interaction object of the target virtual interaction object is displayed. It can be that in response to a selection operation on the target virtual interaction object in the virtual world and a trigger operation on the placement capability, the execution result of executing the placement capability on the virtual physical interaction object of the target virtual interaction object is displayed.
[0148] In an embodiment of the present application, after executing the placement capability of the virtual physical interaction object of the target virtual interaction object, the execution result obtained may include: the target virtual interaction object moves from the third position to the fourth position, the target virtual interaction object is displayed at the fourth position, or the object capability of the target virtual interaction object is displayed at the fourth position.
[0149] The third position includes any one of the following: the position of the first virtual character and the item space of the first virtual character. The fourth position includes any one of the following: the target position selected in response to the position selection operation, the position within the field of view of the first virtual character, the position in the first preset area with the position of the first virtual character as the center of the area, the position of the current opponent of the first virtual character, the position within the field of view of the target virtual interactive object, the position in the second preset area with the position of the target virtual interactive object as the center of the area, and the position of the current opponent of the target virtual interactive object; the opponent object is a virtual object that plays against the first virtual character or the target virtual interactive object at the current moment.
[0150] In the embodiment of the present application, the result of executing the placement capability on the virtual physical interaction object of the target virtual interaction object is displayed, which may be a successful execution result of executing the placement capability on the virtual physical interaction object of the target virtual interaction object in response to the life value of the target virtual interaction object being greater than the first preset life value threshold; or a failed execution result of executing the placement capability on the virtual physical interaction object of the target virtual interaction object is displayed in response to the life value of the target virtual interaction object being less than or equal to the first preset life value threshold. That is, after receiving a selection operation for the target virtual interaction object in the virtual world and a trigger operation for the target interaction capability among at least one interaction capability, if the life value of the target virtual interaction object is greater than the first preset life value threshold, the placement capability can be successfully executed on the virtual physical interaction object of the target virtual interaction object; if the life value of the target virtual interaction object is less than or equal to the first preset life value threshold, the placement capability cannot be successfully executed on the virtual physical interaction object of the target virtual interaction object.
[0151] In other embodiments, when the target interaction capability is the object placement capability, in step S103, in response to the selection operation on the target virtual interaction object in the virtual world and the trigger operation on the target interaction capability among at least one interaction capability, the result of executing the target interaction capability on at least one of the virtual physical interaction object and the virtual perception interaction object of the target virtual interaction object is displayed. Alternatively, in response to the selection operation on the target virtual interaction object in the virtual world, the selection operation on the target prop of the first virtual character, and the trigger operation on the object placement capability, when the life value of the target virtual interaction object is greater than the second preset life value threshold, the result of successfully executing the object placement capability on the virtual physical interaction object of the target virtual interaction object is displayed. Here, the second preset life value threshold is less than the first preset life value threshold.
[0152] Here, when executing the placement capability, a target prop can also be selected. Using the target prop to execute the placement capability can improve the execution success rate of the placement capability. Before selecting the target prop, a prop panel can be displayed in the current interface of the virtual world. The prop panel can display the prop identifiers of multiple props and the brief information of each prop. By reading the brief information, it can be determined which prop can be used to improve the execution success rate of the placement capability when placing a virtual physical interactive object of a target virtual interactive object.
[0153] After successfully executing the placement capability on the virtual physical interaction object of the target virtual interaction object, it is also possible to respond to the release operation of the target virtual interaction object, display the object release effect of the target virtual interaction object and the interaction effect between the target virtual interaction object and the opponent object, and delete the target virtual interaction object.
[0154] Of course, in some embodiments, the placement capability can also be executed on the virtual perception interaction object of the target virtual interaction object. For example, if the object capability of a virtual interaction object (such as the skill of a monster) is captured through a camera operation, the object capability can be released through the camera operation.
[0155] Regarding the release operation of the captured object ability, the object ability can be released through a virtual summoning object, or the first virtual character itself can release the object ability. Here, the virtual summoning object is a virtual object obtained by copying the virtual interactive object. The virtual summoning object is a virtual object of the same type as the virtual interactive object, and can release the captured object ability. The virtual summoning object and the virtual interactive object have different identifiers. When the terminal user's release operation for the object ability is received, the object attribute parameters of the virtual interactive object can be obtained, and then the object attribute parameters can be copied to obtain the copy parameters, and the copy parameters are used to create a virtual summoning object, and the virtual summoning object is displayed on the current interface. Afterwards, the object ability is released through the virtual summoning object, that is, the skill release effect of the virtual summoning object releasing the object ability is displayed.
[0156] The object attribute parameters of a virtual interactive object refer to the numerical values and characteristic parameters used to describe the characteristics of the virtual interactive object. The object attribute parameters determine the behavior, ability and way of interaction of the virtual interactive object with the player. For example, the object attribute parameters of the virtual interactive object may include at least one of the following: health points (HP), attack power (Attack), defense power (Defense), damage resistance (Magic Resistance), speed (Speed) (referring to the speed at which the virtual interactive object moves or attacks, affecting its combat rhythm), experience (referring to the amount of experience points obtained after the player character defeats the virtual interactive object), gold coins / rewards (referring to the amount of gold coins or other rewards obtained after the player character defeats the virtual interactive object), drop rate (referring to the probability that the virtual interactive object drops a specific item), skills and stunts (referring to the special attacks or abilities used by the virtual interactive object), weaknesses / resistances (referring to the virtual interactive object may be particularly vulnerable or resistant to certain types of attacks or elements), AI behavior (referring to the intelligent behavior patterns of the virtual interactive object, such as patrolling, attacking, escaping or seeking support), size and damage radius (affecting the virtual interactive object). The following are the main factors affecting the game: the effective range of the virtual interactive object in the game), field of view (the maximum distance at which the virtual interactive object can perceive the player character or other targets), trigger conditions (the conditions under which the virtual interactive object is activated or the game starts, such as the player entering a specific area or completing a specific action), special states (the virtual interactive object can have special states, such as burning, freezing, etc., which will affect its behavior and abilities), life recovery (the ability of the virtual interactive object to automatically restore health during the game), summoning ability (the ability of the virtual interactive object to summon other virtual interactive objects or creatures to assist in combat), leadership (the virtual interactive object may be able to command other virtual interactive objects or influence their behavior), and respawn time (the time interval for the virtual interactive object to reappear after being defeated).
[0157] When releasing the acquired object ability, in response to the release operation for the object ability, the skill release effect of the virtual summoning object releasing the object ability to the target release object of the current interface can be displayed; then, the response result of the target release object to the object ability is displayed. Here, the target release object includes at least one of the following: a release object within the field of view of the first virtual character, a release object within the first area where the first virtual character is located, the current game object of the first virtual character, a release object within the field of view of the virtual interactive object, a release object within the second area where the virtual interactive object is located, and a release object selected after responding to the release object selection operation. Among them, the game object is a virtual object that plays against the first virtual character at the current moment. The first virtual character is located at the center of the first area, and the first area has a first preset size; the virtual interactive object is located at the center of the second area, and the second area has a second preset size.
[0158] Skill release effects are visual effects produced by virtual summoned objects when using their abilities in the virtual world. Skill release effects not only enhance the visual effects of the game, but also help players identify the types and effects of skills. Skill release effects may include at least one of the following: energy rays (when skills are released, they can produce effects such as energy waves, beams, rays or explosions), visual effect overlays (some skills can produce overlay effects when released, such as halos, ripples or stripes), element animations (for elemental skills, such as fire, ice, electricity, etc., corresponding element animations can appear, such as flames, ice or lightning effects), particle effects (when using skills, there can be effects such as dust, stardust, light and shadow or particle explosions), action animations (when skills are released, the character can make specific movements or gestures, such as waving arms, making gestures or full-body movements), and skill casting animations (some skills can have a series of animations to simulate the complexity of the casting process). Of course, in addition to processing visual effects, there can also be sound effects, which can be coordinated with sound effects. When skills are released, they can be accompanied by specific sound effects, such as explosions and energy release sounds. Skill release special effects can also be some special visual effects, such as flashing and brightening (that is, when a skill is released, the character or skill target can flash or brighten briefly to highlight the effect), transparent or translucent effects (that is, certain skills can make the character or target temporarily become translucent or transparent to indicate a special state).
[0159] During the implementation process, after displaying the response result of the target release object to the object capability, the object destruction effect of the virtual summon object can also be displayed; wherein, when the object destruction effect display is completed, the virtual summon object disappears from the current interface.
[0160] Here, the object destruction special effects include visual effects and audio effects, and the object destruction special effects are used to show the destruction process of the virtual summon object. Among them, the visual effects special effects may include at least one of the following: explosion and collapse (the virtual summon object may produce an explosion or body collapse effect when it is destroyed, accompanied by fragments flying and dust rising), liquid splash, light and energy waves (the virtual summon object may release light or energy waves when it is destroyed), fragments (the virtual summon object may leave body fragments after it is destroyed, and these body fragments may disappear over time or be collected by the player character), shadow (the virtual summon object may turn into a shadow when it is destroyed, and then gradually dissipate), elemental effects (the virtual summon object may produce elemental effects when it is destroyed, such as extinguishing a flame, melting ice, or calming a storm, etc.). The audio effects may include at least one of the following: destruction roar (a specific roar or call may be emitted when a virtual summon object is destroyed), popping and cracking sounds (the destruction of a virtual summon object may be accompanied by popping, cracking or the sound of objects colliding), environmental changes (the destruction of a virtual summon object may cause changes in the surrounding environment, such as shaking trees, ground vibrations or water surface fluctuations, as well as corresponding sounds), silence and tranquility (there may be a period of silence or tranquility when a virtual summon object is destroyed, expressing the end of the game).
[0161] Different types of virtual summon objects may have different styles of object destruction special effects, and different styles of object destruction special effects are used to reflect the unique identity and ability of the virtual summon objects.
[0162] In a third implementation, when the target interaction capability is the perspective capability, in step S103, in response to a selection operation on a target virtual interaction object in the virtual world and a trigger operation on at least one interaction capability, the execution result of executing the target interaction capability on at least one of the virtual physical interaction object and the virtual perception interaction object of the target virtual interaction object is displayed. This may be in response to a selection operation on the target virtual interaction object in the virtual world and a trigger operation on the perspective capability, and the execution result of executing the perspective capability on the virtual perception interaction object of the target virtual interaction object is displayed.
[0163] In an embodiment of the present application, after executing the perspective capability on the virtual perception interaction object of the target virtual interaction object, the execution result obtained may include: displaying the communication text between the first virtual character and the target virtual interaction object, displaying the attribute parameters of the target virtual interaction object, displaying the thinking text of the target virtual interaction object, or switching the target virtual interaction object in an invisible state to a non-invisible state display.
[0164] The virtual world interaction method provided in the embodiment of the present application can display the virtual world in the target scene interaction mode by selecting the target scene interaction mode when the terminal user displays the virtual interaction object in the virtual world of the first virtual character through the electronic device, and in the target scene interaction mode, by selecting the target virtual interaction object in the virtual world and triggering the target interaction capability in at least one interaction capability, it is possible to execute the target interaction capability on at least one of the virtual physical interaction object and the virtual perception interaction object of the target virtual interaction object. In this way, by triggering the operation in the virtual world, it is possible to execute the target interaction capability on at least one of the virtual physical interaction object and the virtual perception interaction object of the target virtual interaction object, thereby enabling the first virtual character to perform more types of interactions with the virtual interaction object in the virtual world, improving the diversity of interaction methods, and being able to expand more interaction methods based on these interaction methods during the interaction process, improving the flexibility of interaction.
[0165] Based on the above embodiments, the present application further provides a virtual world interaction method. Figure 4 This is another optional flow chart of the virtual world interaction method provided in the embodiment of the present application. Figure 4 The steps shown are explained as Figure 4 As shown, the virtual world interaction method is described by taking the execution subject of the terminal as an example, and the method includes the following steps S201 to S210:
[0166] Step S201: displaying a virtual interactive object in the virtual world of the first virtual character.
[0167] In some embodiments, virtual objects located between the camera position of the virtual world and the first virtual character may be displayed in a transparent display manner.
[0168] Step S202: In response to a selection operation for a target scene interaction mode, a virtual world in the target scene interaction mode is displayed.
[0169] Here, in the target scene interaction mode, the first virtual character has at least one interaction capability, and the interaction capability refers to the ability of the first virtual character to interact with a virtual interaction object, and the virtual interaction object includes a virtual physical interaction object and a virtual perception interaction object.
[0170] Step S203, in response to a selection operation on a target virtual interactive object in the virtual world and a trigger operation on a target interactive capability, an interaction progress bar of the first virtual character is displayed at a first progress display position in the virtual world, and the interaction progress bar grows at a first growth rate.
[0171] The interaction progress bar is used to show the terminal user the completion progress and percentage of the interaction behavior of the first virtual character. When the interaction progress bar is full, the interaction behavior of the first virtual character is completed. For example, when the first virtual character performs the photography capability on the target virtual interaction object, the interaction progress bar of the photography capability execution can be displayed. When the interaction progress bar is full, the first virtual character successfully photographs the target virtual interaction object.
[0172] In an embodiment of the present application, the discovery progress bar can be adjusted through visual indication and dynamic update, for example, by filling in color or increasing the bar to intuitively display the progress; as the discovery of the interactive behavior progresses, the progress bar will be updated in real time. The discovery progress bar is used to show the terminal user the progress of the target virtual interactive object discovering the interactive behavior of the first virtual character. The discovery progress bar is used to indicate the percentage of the target virtual interactive object discovering the interactive behavior of the first virtual character.
[0173] In an embodiment of the present application, the discovery progress bar can be adjusted through visual indication and dynamic update, for example, the progress can be intuitively displayed through color filling or bar growth; as the discovery interaction behavior progresses, the progress bar will be updated in real time.
[0174] Here, the first growth rate is positively correlated with the level of the first virtual character and negatively correlated with the level of the target virtual interactive object. That is, the higher the level of the first virtual character, the faster the growth rate of the interaction progress bar; the higher the level of the target virtual interactive object, the slower the growth rate of the interaction progress bar.
[0175] Step S204: displaying a discovery progress bar of the target virtual interactive object at a second progress display position in the virtual world.
[0176] The discovery progress bar is used to show the terminal user the progress of the target virtual interactive object discovering the interactive behavior of the first virtual character. The discovery progress bar is used to indicate the percentage of the target virtual interactive object discovering the interactive behavior of the first virtual character. When the discovery progress bar is full, the target virtual interactive object discovers the interactive behavior of the first virtual character. For example, when the first virtual character performs the photography ability on the target virtual interactive object, the discovery progress bar of the target virtual interactive object can be displayed while displaying the interaction progress bar of the photography ability execution. When the interaction progress bar is not full, the discovery progress bar is full, then the target virtual interactive object discovers the photography behavior of the first virtual character, and therefore, the photography behavior of the first virtual character can be terminated.
[0177] In an embodiment of the present application, the discovery progress bar can be adjusted through visual indication and dynamic update, for example, the progress can be intuitively displayed through color filling or bar growth; as the discovery interaction behavior progresses, the progress bar will be updated in real time.
[0178] Step S205: In response to the first virtual character being located within the field of view of the target virtual interactive object, it is found that the progress bar is in a full state.
[0179] Here, when the first virtual character moves into the field of view of the target virtual interactive object, the target virtual interactive object will discover the first virtual character, so the discovery progress bar will be directly in a full state.
[0180] Step S206, in response to the first virtual character being outside the field of view of the target virtual interactive object, it is found that the progress bar is in an unfilled state, and it is found that the progress bar grows at a second growth rate.
[0181] Here, when the first virtual character moves out of the field of view of the target virtual interactive object, the target virtual interactive object will not discover the first virtual character, so the discovery progress bar will not be full, and because the first virtual character and the target virtual interactive object are both active in the virtual world, the discovery progress bar will not be static, and the discovery progress bar will gradually grow as the activity time of the first virtual character increases.
[0182] Here, the second growth rate is negatively correlated with the level of the first virtual character, and positively correlated with the level of the target virtual interactive object. That is, the higher the level of the first virtual character, the slower the growth rate of the discovery progress bar; the higher the level of the target virtual interactive object, the faster the growth rate of the discovery progress bar.
[0183] Step S207, in response to the interaction progress bar being in a full state, displaying an execution result of executing the target interaction capability on at least one of the virtual physical interaction object and the virtual perception interaction object of the target virtual interaction object.
[0184] In an embodiment of the present application, in step S207, in response to the interaction progress bar being in a full state, the execution result of executing the target interaction capability on at least one of the virtual physical interaction object and the virtual perception interaction object of the target virtual interaction object is displayed. It may be that in response to finding that the progress bar is not in a full state and the interaction progress bar is in a full state, the execution result of executing the target interaction capability on at least one of the virtual physical interaction object and the virtual perception interaction object of the target virtual interaction object is displayed.
[0185] Step S208, in response to finding that the progress bar is in a full state, and the target virtual interactive object performs a prohibited interactive behavior or performs a game behavior, the interactive progress bar is displayed in a cleared state.
[0186] Here, both the prohibition of interaction behavior and the execution of game behavior are the response behaviors of the target virtual interaction object to the first virtual character's execution of the target interaction capability. That is, the target virtual interaction object finds that the first virtual character executes the target interaction capability on the target virtual interaction object, so the target virtual interaction object prohibits the first virtual character from executing the target interaction capability on the target virtual interaction object through the prohibition of interaction behavior; or, the target virtual interaction object finds that the first virtual character executes the target interaction capability on the target virtual interaction object, so the target virtual interaction object plays against the first virtual character through the execution of game behavior, thereby also interrupting the first virtual character from executing the target interaction capability on the target virtual interaction object.
[0187] Step S209, in response to the first virtual interactive object in the virtual world being in a witnessed state of executing the target interactive capability on the first virtual character, interrupting the growth process of the interactive progress bar, or increasing the discovery progress bar to a full state.
[0188] Here, the first virtual interaction object is a third party different from the first virtual character and the target virtual interaction object. If in the virtual world, the first virtual interaction object is in a witnessing state when the first virtual character performs the target interaction capability, the growth process of the interaction progress bar can be directly interrupted, that is, the target interaction capability cannot be successfully completed. The discovery progress bar can also be grown to a full state, that is, the target virtual interaction object discovers the interaction behavior of the first virtual character.
[0189] Step S210 , in response to the target interaction capability being executed and the target virtual interaction object discovering that the target interaction capability is executed on the target virtual interaction object, a feedback result of the target virtual interaction object is displayed.
[0190] When the target interaction capability is successfully executed, the target virtual interaction object may find that the first virtual character has executed the target interaction capability on the target virtual interaction object, or may not find that the first virtual character has executed the target interaction capability on the target virtual interaction object. If the target virtual interaction object finds that the first virtual character has executed the target interaction capability on the target virtual interaction object, different feedback results may be presented for different target virtual interaction objects. The form and type of specific feedback results may be pre-configured by game planners or game developers, or may be customized by the end user in the game configuration interface.
[0191] The virtual world interaction method provided in the embodiment of the present application not only displays the interaction progress bar of the first virtual character, but also displays the discovery progress bar of the target virtual interaction object when the terminal user executes the target interaction capability on at least one of the virtual physical interaction object and the virtual perception interaction object of the target virtual interaction object through the first virtual character, so that the interaction process between the first virtual character and the target virtual interaction object is more consistent with the interaction process in the real world, thereby further improving the gaming experience; and, due to the changes in the progress of different progress bars, the terminal user can perform different interaction behaviors according to the specific discovery situations of the target virtual interaction object and the first virtual interaction object, thereby making the gameplay of the game more diverse.
[0192] Based on the above embodiments, the present application further provides a virtual world interaction method. Figure 5 This is another optional flow chart of the virtual world interaction method provided in the embodiment of the present application. Figure 5 The steps shown are explained as Figure 5 As shown, the virtual world interaction method is described by taking the execution subject of the terminal as an example, and the method includes the following steps S301 to S304:
[0193] Step S301: displaying a virtual interactive object in the virtual world of the first virtual character, and displaying at least one interactive button in the virtual world of the first virtual character.
[0194] Each interactive button corresponds to at least one interactive capability. An interactive button is an operation button, which is an operation control in a touch-screen mobile terminal that controls the behavior of a character in the game by clicking, long pressing, dragging, etc. At least one interactive button can be displayed on the client interface of the game application.
[0195] In some embodiments, see Figure 6 , Figure 6 It is shown that at least one interactive button is displayed in the virtual world of the first virtual character in step S301, which can be achieved by the following steps S3011 and S3012:
[0196] Step S3011, in response to the first virtual character being in the first interactive state, display icons corresponding to each interactive button and button display effects corresponding to each interactive button are displayed at a preset position in the virtual world of the first virtual character.
[0197] Here, when the first virtual character performs a preset first type of interactive action, the first virtual character is in a first interactive state. For example, the first type of interactive action may be an interactive action that moves a long distance in a short period of time, such as walking or standing.
[0198] Step S3012: in response to the first virtual character switching from the first interactive state to the second interactive state, at least one interactive button disappears from the virtual world, and a button disappearance special effect is displayed.
[0199] Here, when the first virtual character performs a preset second type of interactive action, the first virtual character is in a second interactive state. The second type of interactive action may be running, driving a vehicle to move quickly, rock climbing, parachuting, etc., moving a long distance in a short time, or moving vertically on the ground or in the air (e.g., flying). At this time, the interactive capabilities cannot be executed, so the interactive button disappears from the virtual world.
[0200] Button disappearance special effects are used to enhance the visual experience and user interaction satisfaction. Button disappearance special effects may include at least one of the following: fade-out effect (the button gradually becomes transparent until it is completely invisible), zoom disappearance (the button gradually enlarges or shrinks until it completely disappears or becomes a dot), slide disappearance (the button slides out of the screen, which can be up, down, left or right), rotation disappearance (the button gradually moves away from the screen or becomes invisible while rotating), explosion disappearance (the button is dispersed into multiple small parts like an explosion, and then disappears), flickering disappearance (the button flashes quickly several times and then disappears), ripple disappearance (a ripple effect appears on the button, and then gradually disappears), fragmentation disappearance (the button splits into multiple fragments, and then disperses and disappears), dissolving disappearance (the button looks like it is dissolved by some liquid, gradually becomes blurred until it disappears), squeezing disappearance (the button starts to squeeze from the edge until it disappears after being completely flattened), shaking disappearance (the button first shakes quickly and then disappears suddenly), shadow disappearance (the button's shadow gradually weakens, and then the button itself disappears), highlight disappearance (the button is highlighted first, then gradually darkens until it disappears).
[0201] Step S302: displaying a crosshair icon in the virtual world.
[0202] The selected operation includes an adjustment operation for adjusting the exact icon position.
[0203] The crosshair icon is used to help players aim at the target. The crosshair icon can have at least one of the following types: crosshairs, dot crosshairs, scope crosshairs, dynamic crosshairs (the crosshairs change dynamically with the player's movement or aiming action, which may include the crosshairs' swaying, breathing effects, etc.), heat-sensing crosshairs (the crosshairs change color or size according to the duration or accuracy of the player's aiming), custom crosshairs (players customize the style of the crosshairs, including shape, color, size, etc.), auxiliary crosshairs (used to provide additional aiming assistance, such as prediction lines, target boxes, ballistic trajectories, etc.), adjustable crosshairs (players can adjust the size, transparency, and other parameters of the crosshairs to suit personal preferences).
[0204] Step S303: In response to a first trigger operation on a first interaction button among the at least one interaction button, display a virtual world in a target scene interaction mode.
[0205] Here, before entering the target scene interaction mode, the interaction button displayed may be the same as the interaction button displayed after entering the target scene interaction mode. Before entering the target scene interaction mode, the terminal user performs a first trigger operation on the displayed first interaction button, and then enters the target scene interaction mode corresponding to the first interaction button.
[0206] In a game application, there can be a variety of different interaction modes. Different interaction modes refer to different ways of playing or functions within the game. Different interaction modes can provide players with a diverse gaming experience. Each mode has its own specific rules and goals. The target scene interaction mode refers to the interaction mode corresponding to the first interaction button. For example, the target scene interaction mode can include a photography scene interaction mode, a placement scene interaction mode, or a perspective scene interaction mode.
[0207] In different interaction modes, due to the different functions, the form and number of interaction buttons displayed in different interaction modes are also different. The same interaction button can exist in different interaction modes at the same time, or it can only appear in a specific interaction mode. In the target scene interaction mode, there can be an interaction button with a first display state, and the interaction button with the first display state corresponds to a first function, for example, the first function can be a photography function, a placement function, or a perspective function.
[0208] In the target scene interaction mode, the first virtual character has at least one interaction capability, where the interaction capability refers to the ability of the first virtual character to interact with a virtual interaction object, and the virtual interaction object includes a virtual physical interaction object and a virtual perception interaction object.
[0209] In an embodiment of the present application, in the target scene interaction mode, a virtual interaction object and an interaction button with a first display state are displayed in the virtual world of the first virtual character. The virtual interaction object and the interaction button displayed with a first display icon may be displayed in the virtual world; the first display icon is an icon corresponding to the first function.
[0210] Step S304, in response to a selection operation on a target virtual interactive object in the virtual world and a second trigger operation on the first interactive button, displays an execution result of executing the target interactive capability on at least one of a virtual physical interactive object and a virtual perceived interactive object of the target virtual interactive object.
[0211] The target interaction capability is the interaction capability corresponding to the first interaction button.
[0212] In some embodiments, since the interactive button has a first display state before responding to the selection operation of the target virtual interactive object in the virtual world and the second trigger operation of the first interactive button, the display state of the interactive button can also be switched to a second display state after responding to the selection operation of the target virtual interactive object in the virtual world and the second trigger operation of the first interactive button. Wherein, in the target scene interaction mode, the interactive button with the first display state corresponds to the first function, for example, the interactive button with the first display state is used to implement the ability to perform object capture for at least one of the virtual physical interactive object and the virtual perception interactive object of the target virtual interactive object. The first function may be an object capture function. The interactive button with the second display state corresponds to the second function; the interactive button with the second display state is used to release at least one of the captured virtual physical interactive object and the virtual perception interactive object, or the interactive button with the second display state is a placement button. There may be a preset sequence between the second function and the first function. The preset sequence may be a logical sequence, which means that the second function is executed after the first function is executed. The second function may be a skill release function or a placement function.
[0213] Since the interactive button is displayed as a first display icon in the virtual world, when the display state of the interactive button is switched to the second display state, the first display icon can be switched to the second display icon; the second display icon is an icon corresponding to at least one of the captured virtual physical interactive object and the virtual perceived interactive object.
[0214] In some embodiments, in step S304, in response to a selection operation on a target virtual interactive object in the virtual world and a second trigger operation on a first interaction button, the execution result of executing the target interaction capability on at least one of the virtual physical interaction object and the virtual perception interaction object of the target virtual interactive object is displayed. It may be in response to an adjustment operation to adjust the overlap of the crosshair icon with the target virtual interactive object and a second trigger operation on the first interaction button, and the execution result of executing the target interaction capability on at least one of the virtual physical interaction object and the virtual perception interaction object of the target virtual interactive object is displayed.
[0215] Here, the virtual world interaction method provided by the embodiment of the present application is described by taking the capture button as an example: the capture button, the placement button and the perspective button can be displayed simultaneously in the current interface of the virtual world. When the player clicks the capture button, the capture scene interaction mode is entered. In the capture scene interaction mode, the player can give priority to clicking the capture button again to realize the capture capability of at least one of the virtual physical interaction object and the virtual perception interaction object of the target virtual interaction object in the virtual world. At the same time, the placement button and the perspective button also process the operable state. When the player clicks the placement button in the capture scene interaction mode, it will jump to the placement scene interaction mode. At this time, if the placement button is clicked again, the placement capability can be executed on at least one of the virtual physical interaction object and the virtual perception interaction object of the target virtual interaction object. Similarly, at this time, the capture button and the perspective button also process the operable state. When the player clicks the perspective button in the placement scene interaction mode, it will jump to the perspective scene interaction mode. At this time, if the perspective button is clicked again, the perspective capability can be executed on the virtual perception interaction object of the target virtual interaction object.
[0216] Figure 7 is a schematic diagram of the interaction flow of the virtual world interaction method provided in the embodiment of the present application, such as Figure 7 As shown, the method includes the following steps S401 to S416:
[0217] Step S401: The terminal receives a game running operation input by a terminal user and generates a game running request.
[0218] Step S402: The terminal sends a game running request to the server.
[0219] Step S403: the server responds to the game running request and obtains game running data.
[0220] Step S404: the server sends the game running data to the terminal.
[0221] Step S405: the terminal renders the virtual world of the first virtual character based on the game running data, so as to display the virtual world of the first virtual character and display virtual interactive objects in the virtual world of the first virtual character during the process of the terminal running the game application.
[0222] The terminal here refers to the game terminal, on which the game application is running. During the running of the game application, relevant display data (i.e., game running data) can be obtained from the server of the game application in real time. During the running of the game application, the data interaction between the client on the terminal and the server is the key to ensure the smooth running of the game and the player experience.
[0223] In the process of data interaction between the client and the server of the game application, a data connection can be established first: when the client starts, it will first try to establish a connection with the server. This can be achieved through the Transmission Control Protocol (TCP) or the User Datagram Protocol (UDP); the server detects a specific port number and waits for the client's connection request. Then authentication and login are performed: once the connection is established, the client will send the player's login information, such as username and password, or log in without a password through a token. The server verifies this information, and if the authentication is successful, the client is allowed to enter the game world (i.e., the virtual world). After that, data synchronization is performed: after successful authentication, the server will send information about the current game status to the client, including the player's position, character status, and the status of the game world. The client receives this information and builds a local game environment based on it, including scene rendering, character animation, etc. During the game operation, the player performs operations on the client, such as moving characters, attacking enemies, interacting with other players, etc. The client sends these operations to the server in the form of data packets. The server receives the client's operation request and executes the corresponding game logic, such as calculating the moving path, processing the battle results, etc. The server updates the game state according to the results of the game logic and provides status feedback, that is, the server sends the operation results and the updated game state back to the client. The client updates the local game environment based on these feedbacks to ensure that the player sees the latest game state. In multiplayer games, the data interaction between the client and the server is real-time. For example, when a player attacks another player, the server processes this action in real time and feeds back the results to all relevant clients. In order to ensure the real-time and accuracy of the data, the server will take a series of network optimization measures, such as data compression, priority processing, and data packet merging. The server will also store key game data in the database to ensure that the player's progress and status can be retained even if the player is offline. This data interaction process continues until the player ends the game and disconnects from the server. In this process, ensuring the security, accuracy and timeliness of data is an important goal of game development and operation and maintenance.
[0224] Step S406: The terminal receives an entry operation for a target scene interaction mode input by a terminal user, and generates a scene interaction mode entry request in response to the entry operation.
[0225] Step S407: The terminal sends a request to enter the scene interaction mode to the server.
[0226] Step S408: The server verifies the entry operation of the terminal user in response to the scene interaction mode entry request.
[0227] Here, the server may perform the following verification steps: verifying the current position of the first virtual character, verifying the current interaction action of the first virtual character, verifying the current level of the first virtual character, and verifying whether the number of times the first virtual character enters the target scene interaction mode has reached an upper limit.
[0228] If it is verified that the current location of the first virtual character is a cliff, midair, or other location where the interactive capability cannot be performed, or it is verified that the current interactive action of the first virtual character is a second-category interactive action, or it is verified that the current level of the first virtual character is less than the level threshold, or it is verified that the number of times the first virtual character enters the target scene interactive mode reaches the upper limit, then the verification result is verification failure. If it is verified that the current location of the first virtual character is not a cliff, midair, or other location where the interactive capability cannot be performed, and it is verified that the current interactive action of the first virtual character is a first-category interactive action, and it is verified that the current level of the first virtual character is greater than or equal to the level threshold, and it is verified that the number of times the first virtual character enters the target scene interactive mode does not reach the upper limit, then the verification result is verification passed.
[0229] Step S409: when the verification result is that the verification is passed, the rendering data of the virtual world in the target scene interaction mode is obtained, and the rendering data is sent to the terminal.
[0230] Here, passing the verification means that the first virtual character can enter the target scene interaction mode. At this time, any interactive capability can be executed in the target scene interaction mode.
[0231] Step S410: After receiving the rendering data, the terminal performs interface rendering based on the rendering data, thereby displaying the virtual world in the target scene interaction mode.
[0232] In the target scene interaction mode, the first virtual character has at least one interaction capability, where the interaction capability refers to the ability of the first virtual character to interact with a virtual interaction object, and the virtual interaction object includes a virtual physical interaction object and a virtual perception interaction object.
[0233] Step S411: the terminal receives a selection operation input by a terminal user for a target virtual interactive object in the virtual world, and a triggering operation for a target interactive capability among the at least one interactive capability.
[0234] Step S412: the terminal generates an interactive capability execution request in response to the selection operation and the triggering operation.
[0235] Step S413: the terminal sends an interactive capability execution request to the server.
[0236] Step S414: the server verifies the selection operation and triggering operation of the terminal user in response to the interactive capability execution request.
[0237] Here, verifying the selection operation of the terminal user may include: verifying whether the selected target virtual interactive object is an interactive object, whether the number of selections for the target virtual interactive object has reached an upper limit, and the like.
[0238] The trigger operation may be verified by: whether the trigger operation is a trigger operation for a valid interaction button in the current target scene interaction mode, etc.
[0239] Step S415: When the verification result is that the verification is passed, the execution process of the target interactive capability corresponding to the selected operation and the triggering operation is responded, and the response result is sent to the terminal.
[0240] Here, the execution process of the target interactive capability may include the photographing process of the photographing capability, the perspective process of the perspective capability, and the placement process of the placement capability. The execution process is dynamic, so the rendering data corresponding to the dynamic execution process can be encapsulated into the response result, and the response result can be sent to the terminal, so that the terminal can render the corresponding rendering data to obtain an animation video of the dynamic execution process.
[0241] Step S416: after receiving the response result, the terminal performs interface rendering based on the response result, thereby displaying the execution result of executing the target interaction capability on at least one of the virtual physical interaction object and the virtual perception interaction object of the target virtual interaction object.
[0242] The virtual world interaction method provided in the embodiment of the present application realizes, through the interaction between the terminal and the server, that when the terminal user displays the virtual interaction object in the virtual world of the first virtual character through the terminal, the virtual world in the target scene interaction mode can be displayed by selecting the target scene interaction mode, and the target interaction capability can be executed on at least one of the virtual physical interaction object and the virtual perception interaction object of the target virtual interaction object through the selection operation of the target virtual interaction object in the virtual world and the trigger operation of the target interaction capability in at least one interaction capability. In this way, through the interaction between the terminal and the server, the target interaction capability is executed on at least one of the virtual physical interaction object and the virtual perception interaction object of the target virtual interaction object in the virtual world, so that the first virtual character can interact more with the virtual interaction object in the virtual world, improve the diversity of implementation methods, and can expand more interaction methods in the interaction process, improving the flexibility of interaction.
[0243] The following is an explanation of an exemplary application of an embodiment of the present application in a practical application scenario.
[0244] The embodiments of the present application provide a method for designing interactive capabilities based on social common sense, namely, the above-mentioned virtual world interaction method, which abstracts interactive capabilities such as "viewing", "taking", and "placing" in the real world into concepts that are easy for players to understand in the game, and then encapsulates them into skills with special effects in the game, and combines them with rich and diverse interactive objects in the game to achieve an emergent game interaction experience.
[0245] In the related art, usually the interactive capabilities are newly created concepts, so there is a certain cost of understanding, and they are one-to-one customized designs. The objects that can respond to the interactive capabilities are limited, and the players' usage scenarios of the interactive capabilities are limited; or, the interactive capabilities are customized solutions designed for specific gameplays. If the specified capabilities are not used in these gameplays, the gameplay goals cannot be completed. Based on this, the problems to be solved by the embodiments of the present application include at least: functional design based on the three universal concepts of "view", "take", and "place" in real life, the interactive capability effects are matched with the settings of the interactive capabilities, and the players' understanding costs are reduced. The three interactive capabilities can produce feedback effects that meet the settings for most objects in the game; and the application scenarios of the interactive capabilities can also be expanded. The three interactive capabilities in the game are not only used in the gameplay, but players can use these interactive capabilities and combine them with other functions to form a new experience, that is, the functions themselves have sufficient playability.
[0246] The design concept of the product side of the embodiment of the present application is: based on common sense concepts, summarize the effect library of interactive capabilities that can be generated, where the interactive capabilities include the ability to capture objects, the ability to see through objects, and the ability to place objects. For the ability to capture objects: corresponding to the concept of "taking", the effects that meet the concept include: remote collection of objects, ingestion, adsorption and transportation, and the principle of energy conservation must be followed, and it cannot be created out of thin air; for the ability to see through objects: corresponding to the concept of "viewing", the effects that meet the concept include: reading minds, seeing hidden things, etc.; for the ability to place objects: corresponding to the concept of "placing", the effects that meet the concept include: stuffing items into the NPC's backpack, placing objects in designated locations, and placing other objects on designated objects.
[0247] The following describes the effects of implementing the above-mentioned interaction capabilities for NPCs, monsters, and scene objects.
[0248] (1) Description of the effect of the NPC's ability to perform target interactions.
[0249] First, regarding the witnessing rule: the player's execution of the target interaction ability on the NPC is a process, not something that is completed instantly, that is, there is an interaction ability completion progress bar (i.e., interaction progress bar) on the player side; similarly, the target NPC has a discovery progress bar, which can be packaged as a "warning value". Figure 8As shown, it is an interface diagram for displaying an interaction progress bar and a discovery progress bar provided by an embodiment of the present application. In the current interface, an interaction progress bar 801 of a player character 800 and a discovery progress bar 803 of an NP C 802 may be displayed.
[0250] When the player is in the target NPC's field of vision, the target NPC discovery progress bar is full by default; when the player is out of the target NPC's field of vision, the target NPC discovery progress bar growth rate is determined by the difference between the player's season level and the target NPC's level. The higher the player's season level, the slower the progress bar growth rate. The interaction progress bar is also determined by the difference between the player's season level and the target NPC's level. The higher the player's season level, the faster the progress bar growth rate.
[0251] In addition, if other people witness the player performing the target interaction ability (i.e. the target player's interactive behavior) on the target NPC, it may also interrupt the player's progress or make the target NPC's alert value progress to the maximum, such as Fig. 9 , which is an interface diagram provided by an embodiment of the present application when another virtual character (ie, a first virtual interactive object) 901 witnesses the interactive behavior of the player 900 .
[0252] Fig.10 is a flow chart of the witness rule provided in the embodiment of the present application, such as Fig.10 As shown, the witness rule includes the following steps:
[0253] Step S1001, executing target interaction capabilities on NPCs in daily or stress stages.
[0254] Step S1002, start reading the interaction progress bar and the discovery progress bar.
[0255] Step S1003, during the reading of the progress bar, it is determined whether the progress bar is full first.
[0256] If the judgment result is no, execute step S1004; if the judgment result is yes, execute step S1006.
[0257] Step S1004: during the reading of the progress bar, determine whether the interactive progress bar is full.
[0258] If the judgment result is yes, execute step S1005; if the judgment result is no, return to continue executing step S1003.
[0259] Step S1005, the player achieves the goal; add the specified experience to the target NPC.
[0260] Step S1006, adding specified experience to the target NPC.
[0261] Step S1007, determining whether the feedback executed by the NPC is to prohibit interactive behavior or to execute game behavior.
[0262] If the judgment result is yes, execute step S1008; if the judgment result is no, execute step S1009.
[0263] Step S1008: The process of reading the progress bar is forcibly terminated.
[0264] Step S1009: During the NPC's behavior execution, determine whether the interaction progress bar is full.
[0265] If the judgment result is yes, execute step S1010; if the judgment result is no, return to continue executing step S1007.
[0266] Step S1010, adding designated experience to the target NPC; the player achieves the goal.
[0267] Next, the NPC's object capture effect is explained.
[0268] When executing the "Pick Up" ability, you can randomly take an item from the NPC's backpack. The logic of the "Pick Up" ability is purely random, but it also supports the ability to definitely or definitely not get a specific item from a specific NPC. Fig.11 As shown, it is an interface diagram of the NPC's object-shooting capability provided in an embodiment of the present application, which can randomly obtain an item of NPC 1101.
[0269] Then, here is an explanation of the perspective effect of NPC. When using the perspective ability, you can use mind reading on NPC to view its inner thoughts. The inner thoughts are affected by the NPC's experience, that is, when the player performs certain actions on the NPC, the NPC's mind reading text will change. Fig.12 As shown, it is an interface diagram for executing perspective capability on NPC provided by an embodiment of the present application, and it can be read that the inner thought 1202 of NPC 1201 at this time is: "Today is such a boring day."
[0270] Next, here is an explanation of the NPC's placement effect. When executing the placement ability, you can put the selected items into the NPC's backpack to achieve hidden help and other gameplay. Fig.13 As shown in FIG. 1 , it is an interface diagram of the NPC 1301 providing the ability to place items in the backpack of the NPC 1301. Fig.14 As shown, it is an interface diagram for selecting an item provided in an embodiment of the present application. Item 1401 can be selected in the interface and placed in the backpack of NPC 1301.
[0271] Here we will explain the consequences of being discovered. When performing any of the interactive abilities such as the ability to capture objects, the ability to place objects, and the ability to see through objects, when being discovered, the NPC can provide a rich discovery feedback based on the NPC's personality and the relationship between the NPC and the player. For example, discovery feedback may include: irritable personality, tendency to use force, and counterattack against the player, such as Fig.15 As shown; cautious / lawful personality, tends to verbally dissuade players from continuing such behavior, such as Fig.16 As shown; chaotic personality, tend to claim compensation from players, if the player does not provide hush money, will report the player's behavior, if the player refuses, it will trigger a fight between the two sides, such as Fig.17 shown.
[0272] (2) Description of the effect of executing the target interaction ability on the monster.
[0273] The effects of capturing monsters can include: players can use the capture ability on monsters, obtain the monster's skills and release them, such as Fig.18 As shown, the player clicks the capture button 1801 to use the capture ability on the monster 1802. The player can also use the perspective ability on the monster to view its information and obtain the secret of playing against it, such as Fig.19 As shown. Players can also use the ability to place items on monsters, for example, by selecting the item "Secret Box" or "Brilliant Box" to capture the monster. Fig. 20 The following is the interface diagram of capturing monsters. Capturing has a success rate. The lower the percentage of the monster's health, the higher the probability of capturing. Under the same monster and the same percentage of health, the capture success rate is higher when using the Huizang Box. Fig.21 The following is a prompt interface after the capture is successful. After the capture is successful, the player can release the monster to help him fight. Each captured monster can only help him fight once, that is, it will be destroyed after use and cannot be reused. Fig. 22 Shown is an interface diagram for releasing monster 2201 for battle.
[0274] (3) Description of the effect of the target interaction capability on scene objects.
[0275] Effects of the object-collecting ability: Recycling, which means that you can remove objects from the scene and turn them into props in your backpack, such as using bombs placed in the scene. Fig.23 As shown, the object 2301 in the scene is removed and turned into a prop in one's backpack; transporting is to remove the object in the scene and store it in the storage space. The object can be created in another location through the storage capability, such as Fig.24As shown, the object 2401 can be created at another location through the placement capability; collection acquisition can be used to remotely pick up dropped objects, collect objects, and remotely open treasure chests, which is very effective in specific scenarios, for example: there is a certain distance between the player and the object and it is impossible to go directly; the object is guarded by other units and the player cannot bypass the guarding object, then the acquisition can be used to achieve the object or the object's skills, such as Fig.25 and Fig.26 Shown are the interface diagrams for remotely picking up collected items and the interface diagrams for remotely opening a treasure chest.
[0276] Effects of perspective ability: View information. The general ability of perspective ability is to view the effect descriptions of most objects in the virtual world and understand their related information, such as Fig. 27 As shown in the figure; to break the invisibility, for the hidden objects in the scene, the player character can find them through the perspective ability and remove their invisibility effect.
[0277] Effects of placement ability: Players can place various mechanisms in the game to achieve various effects. For example, placing a Soul-Infused Bomb 2801 will cause it to explode, causing damage equal to the maximum health percentage of units within a certain range, and also have a knockback effect. Fig.28 and Fig.29 As shown in the figure, they are the interface diagrams of placing the Soul Infused Bomb and exploding after placing it; placing the Ice Binding Trap 3001, which explodes after placing it, creating a circular area with a continuous deceleration effect, and the movement speed of monsters and NPCs in it is greatly reduced, such as Fig.30 As shown in the figure, it is the interface diagram of placing the ice trap; placing the bewitching sound box 3101 can produce a taunting effect on monsters within a certain range, forcing the monsters to attack the bewitching sound box, such as Fig.31 The following is the interface diagram of placing the sound box. You can also place other in-game props to attract interested NPCs to pick them up; place dirty things to drive away NPCs and make them vomit, such as Fig.32 shown.
[0278] Below, from a technical perspective, the target selection logic in the virtual world interaction method provided in the embodiment of the present application and the effect feedback logic of executing the target interaction capability will be explained.
[0279] Regarding the target selection logic in the virtual world interaction method provided in the embodiment of the present application.
[0280] After the player enters the target scene interaction mode, the highlighted material effect will be applied to all interactive targets within a certain radius to prompt the player which objects in the scene can be interacted with, such as Fig.33 shown.
[0281] As for the target selection method, in technical measurement, it can be achieved by obtaining the target selected by the player's crosshairs through Physics rays, with the starting point of the ray being the camera position and the direction being the positive direction of the camera. In addition, the embodiment of the present application also supports a layer type called penetratable layer, which is used to deal with the problem that objects without physical collision cannot be detected by Physics rays. Fig.34 As shown, it is the technical side configuration selection interface when selecting a target in the embodiment of the present application, in which the penetrable layer 3401 can be selected as a level type.
[0282] If the object placement function is implemented, the ground with a slope within a certain range will be selected as a valid target. This step will perform the first screening of all objects in the world through the LayerMask parameter of the ray. For objects between the player character and the camera, in order to avoid them blocking the camera lens, they are also made transparent. Fig.35 As shown in the figure, the target within the area of the dotted box will be transparent. Fig.36 As shown, it is the effect diagram of transparent display, and the object 3601 is made transparent.
[0283] After obtaining a valid target, different judgment logics will be executed according to the specific classification of the target (such as monsters, NPCs, interactive objects, etc.), and finally determine whether the target selected by the current player is a valid interactive object. For interactive objects, it is subdivided into the current state of the object to determine whether it can be interactively selected (that is, whether it can be selected as a target virtual interactive object by the selection operation). For example: [Treasure Chest Unopened State] allows interactive selection, while [Treasure Chest Opened] state is a destruction transition state, which blocks the interactive selection logic. Fig.37 As shown, it is a diagram of a configuration interface for determining whether an item can be interactively selected provided in an embodiment of the present application. In the configuration interface, it is possible to pre-check whether an item can be interactively selected in each case.
[0284] For the effect feedback logic of executing the target interaction capability in the virtual world interaction method provided in the embodiment of the present application.
[0285] For scene interactive objects in the virtual world, the original logic of [the skill determines the object and then determines the feedback effect] is iterated into the logic of [the object itself determines the type of skill being acted on, and then determines its own feedback effect]. It supports three editor components: "Object Capture Component = ChantTakeInteractionComponent", "Perspective Component = ChantViewInteractionComponent" and "Object Placement Component = ChantLayInteractionComponent". The specific effects of the components have been mentioned in the product description above, so I will not go into details here. The advantages of this solution are: similar logic does not need to be repeatedly developed, and it can be achieved by the planner manually modifying the configuration items directly, which greatly reduces the development cost; at the same time, the object configuration planner can adopt customized configuration for a specific single object, or generate an object template to batch arrange objects with the same feedback logic in the scene, and the planning configuration cost is also well controlled. Figures 38 to 40 As shown, Fig.38 is a configuration interface diagram of a storage component provided in an embodiment of the present application; Fig.39 is a configuration interface diagram of the photographing component provided in an embodiment of the present application; Fig.40 This is a configuration interface diagram of the perspective component provided in an embodiment of the present application.
[0286] In the embodiment of the present application, the effect of executing the target interactive ability on the target virtual interactive object is also split into a guaranteed logic and a customized logic, which can ensure the rationality of the virtual world exploration experience and provide logical support for customized tasks and gameplay design. Among them, the guaranteed logic is the logic that can ensure the normal feedback of virtual objects in the virtual world. For example, the mind-reading text obtained by executing the perspective ability on the NPC must be the corresponding text of its recent experience. Customized logic is the logic that can customize the feedback effect provided for tasks and gameplay. Its purpose is to ensure the controllability of the experience. For example, the clairvoyant text for the designated NPC Xiao Ming must be "I hope the treasure chest I hid under the big tree at the entrance of the village will not be discovered by anyone", so that after the player obtains it, the subsequent task process of "digging for treasure chests" can be introduced. Fig.41 As shown, it is a gameplay customization configuration table interface for executing perspective ability of NPC provided by an embodiment of the present application, and tasks can be customized in this interface.
[0287] The feedback of the effect of NPC's target interaction ability being discovered can be driven by the experience system, so that experience text addition, NPC emotion modification, player threat value change and NPC behavior execution can be realized simultaneously. Take the use of the object capture skill on NPC as an example: the scene description of the player being discovered and the corresponding experience registration configuration are as follows Fig.42 and Fig.43As shown, there are respectively a scene description configuration interface diagram of the player being discovered and a corresponding experience registration configuration interface diagram provided in an embodiment of the present application.
[0288] The configured experience will cause the NPC to behave like this Fig.44 As shown, the parameters are: Performance 40051300: a performance of angry identification; Claim type = 2 / 5 / 6: a plot performance of asking the player for hush money / mental damages; Performance 40051303: a performance of fear; Performance 40051304: a performance of identifying and interrupting the player's execution of the target interactive ability; Performance 40051305: a performance of fear; Surrounding object type = 5: fleeing the scene; Combat: that is, entering into battle with the player.
[0289] The configured experience will also cause changes in NPC emotions and player threat values, which are Fig.45 The NPC emotion configuration interface shown in the figure shows the NPC emotion changes, and, Fig.46 The player threat value configuration interface shown in the figure shows the player threat value changes.
[0290] Fig.47 is a schematic diagram of the overall implementation process of the virtual world interaction method provided in the embodiment of the present application, such as Fig.47 As shown, the method comprises the following steps:
[0291] Step S4701, the player aims at scene entities such as interactive objects, NPCs or monsters, and interacts (e.g., placing objects / shooting objects / perspective).
[0292] Step S4702, check whether the targeted object or part can trigger the skill.
[0293] If the check result is yes, execute step S4703; if the check result is no, execute step S4704.
[0294] Step S4703, check whether the interaction preconditions (switch, cooling time, whether it is temporarily blocked, etc.) are met
[0295] If the check result is no, execute step S4704; if the check result is yes, execute step S4705.
[0296] Step S4704, a prompt indicating invalid operation is popped up.
[0297] Step S4705, distribute target interaction capability logic.
[0298] Step S4706, obtaining the target virtual interaction object.
[0299] Step S4707, reading the meter to obtain configurations such as the progress bar duration according to different target virtual interaction objects and target interaction capabilities.
[0300] Step S4708, register the callback to the front-end UI logic and play the progress bar, target interactive capability execution actions and special effects, etc.
[0301] Step S4709, determine whether the interaction progress bar is full before the discovery progress bar.
[0302] If the check result is yes, execute step S4710; if the check result is yes, execute step S4718.
[0303] Step S4710, after the playback is completed, clear the information record of the target interactive capability execution and trigger a callback for subsequent operations.
[0304] Step S4711, check whether the perspective operation conditions are met (whether the battle is in progress, whether the target object is valid, etc.).
[0305] Step S4712, check whether the placement operation conditions are met (whether the battle is in progress, whether the target object is valid, whether there is anything that can be placed, etc.).
[0306] Step S4713, checking whether the conditions for the object capture operation are met (whether the target object is valid, whether it has obtainable items or skills, etc.).
[0307] Step S4714, triggering corresponding server-side logic (monster capture, customized gameplay logic, etc.) according to different target virtual interactive objects.
[0308] Step S4715, triggering related events, adding the experience of related objects, and affecting the logic of related blueprints, decision-making systems, etc.
[0309] Step S4716, determine whether to interrupt the current target interactive capability execution progress based on the business or decision behavior logic.
[0310] If the judgment result is yes, execute step S4718.
[0311] Step S4717, complete the main logic of the target interaction capability, trigger events, and perform subsequent performance distribution, such as item acquisition, triggering plots or dialogues, pop-up prompts, etc.
[0312] Step S4718, interrupt the execution progress and behavior of the target interactive capability, and pop up the interruption operation related prompt.
[0313] It is understandable that in the embodiments of the present application, when the embodiments of the present application are applied to specific products or technologies, the content related to user information or corporate information needs to obtain user permission or consent, or the information is blurred to eliminate the correspondence between the information and the user; and the relevant data collection and processing should be strictly in accordance with the requirements of relevant national laws and regulations when applied in examples, and the informed consent or separate consent of the subject of personal information should be obtained, and subsequent data use and processing should be carried out within the scope of authorization of laws and regulations and the subject of personal information.
[0314] The following is an exemplary structure of the virtual world interaction device 354 provided in the embodiment of the present application implemented as a software module. In some embodiments, Figure 2 As shown, the virtual world interaction device 354 includes: a first display module 3541, used to display virtual interactive objects in the virtual world of the first virtual character; a second display module 3542, used to display the virtual world in the target scene interaction mode in response to a selection operation for the target scene interaction mode; wherein, in the target scene interaction mode, the first virtual character has at least one interaction capability, and the interaction capability refers to the ability of the first virtual character to interact with the virtual interactive object, and the virtual interactive object includes a virtual physical interaction object and a virtual perception interaction object; a third display module 3543, used to display the execution result of executing the target interaction capability on at least one of the virtual physical interaction object and the virtual perception interaction object of the target virtual interaction object in response to a selection operation for the target virtual interaction object in the virtual world and a trigger operation for the target interaction capability among the at least one interaction capability.
[0315] In some embodiments, the ability of the first virtual character to interact with the virtual physical interactive object includes at least one of the following: capturing the virtual interactive object, capturing the subsidiary objects of the virtual interactive object, and placing the virtual interactive object in the virtual world; the ability of the first virtual character to interact with the virtual perceptual object includes at least one of the following: capturing the object capability of the virtual interactive object, communicating with the virtual interactive object, and querying the attribute parameters of the virtual interactive object.
[0316] In some embodiments, the third display module is also used to: in response to the target virtual interactive object being located within the interaction range of the first virtual character and a trigger operation for the target interactive capability, display the execution result of executing the target interactive capability on at least one of the virtual physical interactive object and the virtual perceived interactive object of the target virtual interactive object.
[0317] In some embodiments, the target interaction capability includes at least a photography capability; the third display module is also used to: in response to a selection operation on a target virtual interaction object in the virtual world and a trigger operation on the photography capability, display an execution result of the photography capability on at least one of the virtual physical interaction object and the virtual perception interaction object of the target virtual interaction object.
[0318] In some embodiments, the execution result includes: the target virtual interactive object moves from a first position to a second position, or the target subsidiary object of the target virtual interactive object moves from the first position to the second position; wherein, the first position is the position of the target virtual interactive object before the trigger operation is performed; the second position includes: the position of the first virtual character, the position in a preset area with the position of the first virtual character as the center of the area, or the item space of the first virtual character; the target subsidiary object includes any one of the following: a subsidiary object selected from the subsidiary object space of the target virtual interactive object in response to a subsidiary object selection operation; a subsidiary object randomly selected from the subsidiary object space.
[0319] In some embodiments, the target interaction capability includes at least placement capability; the third display module is also used to: in response to a selection operation on a target virtual interaction object in the virtual world and a trigger operation on the placement capability, display an execution result of executing the placement capability on the virtual physical interaction object of the target virtual interaction object.
[0320] In some embodiments, the execution result includes: the target virtual interactive object moves from a third position to a fourth position, the target virtual interactive object is displayed at the fourth position, or the object ability of the target virtual interactive object is displayed at the fourth position; wherein the third position includes any one of the following: the position of the first virtual character and the item space of the first virtual character; the fourth position includes any one of the following: the target position selected in response to the position selection operation, the position within the field of view of the first virtual character, the position in the first preset area with the position of the first virtual character as the center of the area, the position of the current opponent object of the first virtual character, the position within the field of view of the target virtual interactive object, the position in the second preset area with the position of the target virtual interactive object as the center of the area, and the position of the current opponent object of the target virtual interactive object; the opponent object is a virtual object that plays against the first virtual character or the target virtual interactive object at the current moment.
[0321] In some embodiments, the third display module is also used to: in response to the life value of the target virtual interactive object being greater than a first preset life value threshold, display the successful execution result of executing the placement capability on the virtual physical interactive object of the target virtual interactive object; in response to the life value of the target virtual interactive object being less than or equal to the first preset life value threshold, display the failed execution result of executing the placement capability on the virtual physical interactive object of the target virtual interactive object.
[0322] In some embodiments, the third display module is also used to: in response to a selection operation on a target virtual interactive object in the virtual world, a selection operation on a target prop of the first virtual character, and a trigger operation on the placement capability, display a successful execution result of executing the placement capability on the virtual physical interactive object of the target virtual interactive object when the life value of the target virtual interactive object is greater than a second preset life value threshold; the second preset life value threshold is less than the first preset life value threshold.
[0323] In some embodiments, the device also includes: a release module, which is used to respond to a release operation on the target virtual interactive object, display an object release effect of releasing the target virtual interactive object and an interaction effect between the target virtual interactive object and the opponent object, and delete the target virtual interactive object.
[0324] In some embodiments, the target interaction capability includes at least perspective capability; the third display module is also used to: in response to a selection operation on a target virtual interaction object in the virtual world and a trigger operation on the perspective capability, display the execution result of the perspective capability on the virtual perceived interaction object of the target virtual interaction object.
[0325] In some embodiments, the execution result includes: displaying the communication text between the first virtual character and the target virtual interactive object, displaying the attribute parameters of the target virtual interactive object, displaying the thought text of the target virtual interactive object, or switching the target virtual interactive object in an invisible state to a non-invisible state display.
[0326] In some embodiments, the third display module is also used to: in response to a selection operation on a target virtual interactive object in the virtual world and a trigger operation on the target interactive capability, display an interaction progress bar of the first virtual character at a first progress display position in the virtual world, and the interaction progress bar grows at a first growth rate; wherein the first growth rate is positively correlated with the level of the first virtual character and negatively correlated with the level of the target virtual interactive object; in response to the interaction progress bar being in a full state, display the execution result of executing the target interactive capability on at least one of the virtual physical interactive object and the virtual perception interactive object of the target virtual interactive object.
[0327] In some embodiments, the third display module is also used to: display a discovery progress bar of the target virtual interactive object at a second progress display position in the virtual world; in response to the first virtual character being within the field of view of the target virtual interactive object, the discovery progress bar is in a full state; in response to the first virtual character being outside the field of view of the target virtual interactive object, the discovery progress bar is in an unfilled state, and the discovery progress bar grows at a second growth rate; wherein the second growth rate is negatively correlated with the level of the first virtual character, and positively correlated with the level of the target virtual interactive object.
[0328] In some embodiments, the third display module is also used to: in response to the discovery progress bar being in an unfilled state and the interaction progress bar being in a full state, display the execution result of executing the target interaction capability on at least one of the virtual physical interaction object and the virtual perception interaction object of the target virtual interaction object.
[0329] In some embodiments, the third display module is further used to: in response to the discovery that the progress bar is in a full state and the target virtual interactive object performs a prohibited interaction behavior or performs a game behavior, display the interaction progress bar in a cleared state.
[0330] In some embodiments, the third display module is further used to: in response to the first virtual interactive object in the virtual world performing the target interactive capability on the first virtual character in a witnessed state, interrupt the growth process of the interaction progress bar, or grow the discovery progress bar to a full state.
[0331] In some embodiments, the third display module is further used to: in response to the target interaction capability being executed and the target virtual interaction object finding that the target interaction capability is executed on the target virtual interaction object, display a feedback result of the target virtual interaction object.
[0332] In some embodiments, the first display module is further used to transparently display a virtual object located between the camera position of the virtual world and the first virtual character.
[0333] In some embodiments, the device also includes: an interaction button display module, used to display at least one interaction button in the virtual world of the first virtual character; each interaction button corresponds to at least one of the interaction capabilities; the second display module is also used to: in response to a first trigger operation on a first interaction button among the at least one interaction button, display the virtual world in the target scene interaction mode; the third display module is also used to: in response to a selection operation on a target virtual interaction object in the virtual world and a second trigger operation on the first interaction button, display the execution result of executing the target interaction capability on at least one of the virtual physical interaction object and the virtual perception interaction object of the target virtual interaction object; the target interaction capability is the interaction capability corresponding to the first interaction button.
[0334] In some embodiments, the device also includes: a crosshair icon display module, used to display a crosshair icon in the virtual world; the selection operation includes an adjustment operation of adjusting the exact icon position; the third display module is also used to: in response to the adjustment operation to adjust the crosshair icon to overlap with the target virtual interactive object, and a second trigger operation for the first interaction button, display the execution result of executing the target interaction capability on at least one of the virtual physical interaction object and the virtual perception interaction object of the target virtual interactive object.
[0335] In some embodiments, the interactive button display module is also used to: in response to the first virtual character being in a first interactive state, display a display icon corresponding to each of the interactive buttons and a button display effect corresponding to each of the interactive buttons at a preset position in the virtual world of the first virtual character; wherein, when the first virtual character performs a preset first type of interactive action, the first virtual character is in the first interactive state; in response to the first virtual character switching from the first interactive state to the second interactive state, the at least one interactive button disappears from the virtual world and a button disappearance effect is displayed; wherein, when the first virtual character performs a preset second type of interactive action, the first virtual character is in the second interactive state.
[0336] It should be noted that the description of the device of the embodiment of the present application is similar to the description of the above method embodiment, and has similar beneficial effects as the method embodiment, so it is not repeated. For technical details not disclosed in the embodiment of the device, please refer to the description of the method embodiment of the present application for understanding.
[0337] The embodiment of the present application provides a computer program product, which includes an executable instruction, which is a computer instruction; the executable instruction is stored in a computer-readable storage medium. When a processor of an electronic device reads the executable instruction from the computer-readable storage medium and the processor executes the executable instruction, the electronic device executes the method described in the embodiment of the present application.
[0338] The present application embodiment provides a storage medium storing executable instructions, wherein the executable instructions are stored. When the executable instructions are executed by a processor, the processor will execute the method provided by the present application embodiment, for example, Figure 3 The method shown.
[0339] In some embodiments, the storage medium can be a computer-readable storage medium, for example, a ferroelectric random access memory (FRAM), a read-only memory (ROM), a programmable read-only memory (PROM), an erasable programmable read-only memory (EPROM), an electrically erasable programmable read-only memory (EEPR OM), a flash memory, a magnetic surface memory, an optical disk, or a compact disk read-only memory (CD-ROM), etc.; it can also be various devices including one or any combination of the above memories.
[0340] In some embodiments, executable instructions may be in the form of a program, software, software module, script or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine or other unit suitable for use in a computing environment.
[0341] As an example, 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, for example, in one or more scripts in a Hyper Text 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). As an example, executable instructions may be deployed to be executed on one electronic device, or on multiple electronic devices located at one location, or on multiple electronic devices distributed at multiple locations and interconnected by a communication network.
[0342] 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 world interaction method, characterized in that: The method comprises: displaying a virtual interactive object in the virtual world of the first virtual character; In response to a selection operation for a target scene interaction mode, displaying the virtual world in the target scene interaction mode; wherein, in the target scene interaction mode, the first virtual character has at least one interaction capability, the interaction capability refers to the ability of the first virtual character to interact with the virtual interaction object, and the virtual interaction object includes a virtual physical interaction object and a virtual perception interaction object; In response to a selection operation on a target virtual interactive object in the virtual world and a triggering operation on a target interactive capability among the at least one interactive capability, an execution result of executing the target interactive capability on at least one of the virtual physical interactive object and the virtual perception interactive object of the target virtual interactive object is displayed.
2. The method according to claim 1, characterized in that The ability of the first virtual character to interact with the virtual physical interactive object comprises at least one of the following: capturing the virtual interactive object, capturing an attached object of the virtual interactive object, and placing the virtual interactive object in the virtual world; The ability of the first virtual character to interact with the virtual perception object includes at least one of the following: acquiring object capabilities of the virtual interaction object, communicating with the virtual interaction object, and querying attribute parameters of the virtual interaction object.
3. The method according to claim 1, characterized in that In response to a selection operation on a target virtual interactive object in the virtual world and a triggering operation on a target interactive capability among the at least one interactive capability, displaying an execution result of executing the target interactive capability on at least one of the virtual physical interactive object and the virtual perception interactive object of the target virtual interactive object comprises: In response to the target virtual interactive object being within the interactive range of the first virtual character and a triggering operation for the target interactive capability, an execution result of executing the target interactive capability on at least one of the virtual physical interactive object and the virtual perception interactive object of the target virtual interactive object is displayed.
4. The method according to claim 1, characterized in that The target interaction capability at least includes the object capturing capability; In response to a selection operation on a target virtual interactive object in the virtual world and a triggering operation on a target interactive capability among the at least one interactive capability, displaying an execution result of executing the target interactive capability on at least one of the virtual physical interactive object and the virtual perception interactive object of the target virtual interactive object comprises: In response to a selection operation on a target virtual interactive object in the virtual world and a trigger operation on the photographing capability, an execution result of executing the photographing capability on at least one of the virtual physical interactive object and the virtual perception interactive object of the target virtual interactive object is displayed.
5. The method according to claim 4, characterized in that The execution results include: The target virtual interactive object moves from a first position to a second position, or the target subsidiary object of the target virtual interactive object moves from the first position to the second position; The first position is the position of the target virtual interactive object before the trigger operation is performed; the second position includes: the position of the first virtual character, the position in a preset area with the position of the first virtual character as the center of the area, or the item space of the first virtual character; The target subsidiary object includes any one of the following: a subsidiary object selected from the subsidiary object space of the target virtual interactive object in response to a subsidiary object selection operation; and a subsidiary object randomly selected from the subsidiary object space.
6. The method according to claim 1, characterized in that The target interaction capability at least includes the ability to place objects; In response to a selection operation on a target virtual interactive object in the virtual world and a triggering operation on a target interactive capability among the at least one interactive capability, displaying an execution result of executing the target interactive capability on at least one of the virtual physical interactive object and the virtual perception interactive object of the target virtual interactive object comprises: In response to a selection operation on a target virtual interactive object in the virtual world and a triggering operation on the placement capability, an execution result of executing the placement capability on the virtual physical interactive object of the target virtual interactive object is displayed.
7. The method according to claim 6, characterized in that The execution results include: The target virtual interactive object moves from the third position to the fourth position, the target virtual interactive object is displayed at the fourth position, or the object capability of the target virtual interactive object is displayed at the fourth position; The third position includes any one of the following: the position of the first virtual character and the item space of the first virtual character; The fourth position includes any one of the following: a target position selected in response to a position selection operation, a position within the field of view of the first virtual character, a position in a first preset area with the position of the first virtual character as the center of the area, the position of the current opponent of the first virtual character, a position within the field of view of the target virtual interactive object, a position in a second preset area with the position of the target virtual interactive object as the center of the area, and the position of the current opponent of the target virtual interactive object; the opponent object is a virtual object that is playing against the first virtual character or the target virtual interactive object at the current moment.
8. The method according to claim 7, characterized in that The displaying of the execution result of executing the placement capability on the virtual physical interaction object of the target virtual interaction object includes: In response to the life value of the target virtual interactive object being greater than a first preset life value threshold, displaying a successful execution result of executing the placement capability on the virtual physical interactive object of the target virtual interactive object; In response to the life value of the target virtual interactive object being less than or equal to the first preset life value threshold, a failure result of executing the placement capability on the virtual physical interactive object of the target virtual interactive object is displayed.
9. The method according to claim 8, characterized in that In response to a selection operation on a target virtual interactive object in the virtual world and a trigger operation on the placement capability, displaying an execution result of executing the placement capability on the virtual physical interactive object of the target virtual interactive object includes: In response to a selection operation on a target virtual interactive object in the virtual world, a selection operation on a target prop of the first virtual character, and a triggering operation on the object placement capability, when the health value of the target virtual interactive object is greater than a second preset health value threshold, displaying a successful execution result of executing the object placement capability on the virtual physical interactive object of the target virtual interactive object; The second preset life value threshold is smaller than the first preset life value threshold.
10. The method according to any one of claims 7 to 9, characterized in that: The method further comprises: In response to a release operation on the target virtual interactive object, an object release effect of releasing the target virtual interactive object and an interaction effect between the target virtual interactive object and the opponent object are displayed, and the target virtual interactive object is deleted.
11. The method according to claim 1, characterized in that: The target interaction capability at least includes perspective capability; In response to a selection operation on a target virtual interactive object in the virtual world and a triggering operation on a target interactive capability among the at least one interactive capability, displaying an execution result of executing the target interactive capability on at least one of the virtual physical interactive object and the virtual perception interactive object of the target virtual interactive object comprises: In response to a selection operation on a target virtual interactive object in the virtual world and a triggering operation on the perspective capability, an execution result of executing the perspective capability on the virtual perception interactive object of the target virtual interactive object is displayed.
12. The method according to claim 11, characterized in that The execution results include: Display the communication text between the first virtual character and the target virtual interactive object, display the attribute parameters of the target virtual interactive object, display the thought text of the target virtual interactive object, or switch the target virtual interactive object in the invisible state to a non-invisible state.
13. The method according to claim 1, characterized in that In response to a selection operation on a target virtual interactive object in the virtual world and a triggering operation on a target interactive capability among the at least one interactive capability, displaying an execution result of executing the target interactive capability on at least one of the virtual physical interactive object and the virtual perception interactive object of the target virtual interactive object comprises: In response to a selection operation on a target virtual interactive object in the virtual world and a trigger operation on the target interactive capability, an interaction progress bar of the first virtual character is displayed at a first progress display position in the virtual world, and the interaction progress bar grows at a first growth rate; wherein the first growth rate is positively correlated with the level of the first virtual character and negatively correlated with the level of the target virtual interactive object; In response to the interaction progress bar being in a full state, an execution result of executing the target interaction capability on at least one of the virtual physical interaction object and the virtual perception interaction object of the target virtual interaction object is displayed.
14. The method according to claim 13, characterized in that The method further comprises: Displaying a discovery progress bar of the target virtual interactive object at a second progress display position in the virtual world; In response to the first virtual character being located within the field of view of the target virtual interactive object, the discovery progress bar is in a full state; In response to the first virtual character being outside the field of view of the target virtual interactive object, the discovery progress bar is in an unfilled state, and the discovery progress bar grows at a second growth rate; The second growth rate is negatively correlated with the level of the first virtual character, and positively correlated with the level of the target virtual interactive object.
15. The method according to claim 14, characterized in that In response to the interaction progress bar being in a full state, displaying an execution result of executing the target interaction capability on at least one of the virtual physical interaction object and the virtual perception interaction object of the target virtual interaction object comprises: In response to the discovery progress bar being in an unfilled state and the interaction progress bar being in a filled state, an execution result of executing the target interaction capability on at least one of the virtual physical interaction object and the virtual perception interaction object of the target virtual interaction object is displayed.
16. The method according to claim 14, characterized in that The method further comprises: In response to the discovery that the progress bar is in a full state, and the target virtual interactive object performs a prohibited interaction behavior or performs a game behavior, the interaction progress bar is displayed in a cleared state.
17. The method according to claim 14, characterized in that The method further comprises: In response to the first virtual interactive object in the virtual world being in a witnessed state of executing the target interactive capability on the first virtual character, the growth process of the interaction progress bar is interrupted, or the discovery progress bar is grown to a full state.
18. The method according to claim 1, characterized in that The method further comprises: In response to the target interaction capability being executed and the target virtual interaction object discovering that the target interaction capability is executed on the target virtual interaction object, a feedback result of the target virtual interaction object is displayed.
19. The method according to claim 1, characterized in that The method further comprises: displaying at least one interaction button in the virtual world of the first virtual character; each interaction button corresponds to at least one of the interaction capabilities; The step of displaying the virtual world in the target scene interaction mode in response to a selection operation on the target scene interaction mode comprises: displaying the virtual world in the target scene interaction mode in response to a first trigger operation on a first interaction button among the at least one interaction button; The method of displaying the execution result of executing the target interaction capability on at least one of the virtual physical interaction object and the virtual perception interaction object of the target virtual interaction object in response to a selection operation on the target virtual interaction object in the virtual world and a trigger operation on a target interaction capability among the at least one interaction capability comprises: displaying the execution result of executing the target interaction capability on at least one of the virtual physical interaction object and the virtual perception interaction object of the target virtual interaction object in response to a selection operation on the target virtual interaction object in the virtual world and a second trigger operation on the first interaction button; the target interaction capability is the interaction capability corresponding to the first interaction button.
20. The method according to claim 19, characterized in that The method further comprises: displaying a crosshair icon in the virtual world; the selection operation comprises an adjustment operation of adjusting the position of the accurate icon; In response to a selection operation on a target virtual interactive object in the virtual world and a second trigger operation on the first interactive button, displaying an execution result of executing the target interactive capability on at least one of the virtual physical interactive object and the virtual perception interactive object of the target virtual interactive object comprises: In response to the adjustment operation of adjusting the crosshair icon to overlap with the target virtual interaction object, and a second trigger operation for the first interaction button, an execution result of executing the target interaction capability on at least one of the virtual physical interaction object and the virtual perception interaction object of the target virtual interaction object is displayed.
21. The method according to claim 19, characterized in that The displaying at least one interactive button in the virtual world of the first virtual character comprises: In response to the first virtual character being in a first interactive state, displaying a display icon corresponding to each of the interactive buttons and a button display special effect corresponding to each of the interactive buttons at a preset position in the virtual world of the first virtual character; wherein, when the first virtual character performs a preset first type of interactive action, the first virtual character is in the first interactive state; In response to the first virtual character switching from the first interactive state to the second interactive state, the at least one interactive button disappears from the virtual world and a button disappearance special effect is displayed; wherein, when the first virtual character performs a preset second type of interactive action, the first virtual character is in the second interactive state.
22. A virtual world interaction device, characterized in that: The device comprises: A first display module, used for displaying virtual interactive objects in the virtual world of the first virtual character; A second display module, configured to display the virtual world in the target scene interaction mode in response to a selection operation for the target scene interaction mode; wherein, in the target scene interaction mode, the first virtual character has at least one interaction capability, the interaction capability refers to the capability of the first virtual character to interact with the virtual interaction object, and the virtual interaction object includes a virtual physical interaction object and a virtual perception interaction object; The third display module is used to respond to the selection operation of the target virtual interactive object in the virtual world and the triggering operation of the target interactive capability among the at least one interactive capability, and display the execution result of the target interactive capability on at least one of the virtual physical interactive object and the virtual perception interactive object of the target virtual interactive object.
23. An electronic device, characterized in that: include: A memory for storing computer executable instructions or computer programs; The processor is used to implement the virtual world interaction method described in any one of claims 1 to 21 when executing the computer executable instructions or computer programs stored in the memory.
24. 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 world interaction method according to any one of claims 1 to 21 is implemented.
25. A computer program product, characterized in that The method comprises computer executable instructions or a computer program, which, when executed by a processor, implements the virtual world interaction method according to any one of claims 1 to 21.