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

By introducing interactive controls in the game, players are allowed to evaluate teammates in real time during combat, solving the problem of lack of real-time evaluation methods in the existing technology, improving the sense of participation of eliminated players and purifying the game environment.

CN119838217APending Publication Date: 2025-04-18TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202311362938.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-10-18
Publication Date
2025-04-18

AI Technical Summary

Technical Problem

The existing technology lacks effective means to evaluate teammates in real-time during combat in the game, resulting in a reduced sense of participation of eliminated players when watching the game.

Method used

Provides an interactive processing method for virtual scenes, allowing eliminated players to post interactive information to other players, including evaluation tags and barrage, by displaying interactive controls in the game.

Benefits of technology

It enhances the sense of participation of eliminated players during the game, reduces malicious insults in chat or voice due to game failure, purifies the game environment, and saves communication overhead between terminal devices and servers.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides an interactive processing method and device of a virtual scene, electronic equipment and a storage medium. The method comprises the steps that a virtual scene is displayed, and the virtual scene comprises a plurality of virtual objects controlled by a plurality of accounts respectively; in response to the fact that a first virtual object controlled by the first account number is in an eliminated state and the virtual scene is still in a running state, displaying an interaction control which is used for the first account number to publish interaction information for at least one second virtual object controlled by at least one second account number; in response to an input operation in the interaction control, interaction information for a target second virtual object is displayed, and the target second virtual object is a selected second virtual object in the at least one second virtual object. By means of the method and device, the mode that the players conduct instant interaction in the virtual scene can be enriched, and therefore the sense of participation of the temporarily eliminated players in the battle watching process is improved.
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Description

Technical Field

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

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

[0003] Taking shooting games as an example, the evaluation schemes provided by related technologies are usually conducted in a non-combat environment (e.g., after the end of the entire game), and players have no more effective evaluation methods except for sending text messages and voice conversations during the battle. In other words, in the spectator state, the temporarily eliminated player (i.e., the player whose game character is temporarily eliminated) cannot perform any operations and can only passively watch the battle of teammates, which greatly reduces the sense of participation of the temporarily eliminated player. Summary of the invention

[0004] The embodiments of the present application provide a method, device, electronic device, computer-readable storage medium and computer program product for interactive processing of a virtual scene, which can enrich the way players interact in real time in the virtual scene, thereby enhancing the sense of participation of temporarily eliminated players when watching the game.

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

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

[0007] Displaying a virtual scene, wherein the virtual scene includes a plurality of virtual objects respectively controlled by a plurality of accounts;

[0008] In response to a first virtual object controlled by a first account being in an eliminated state and the virtual scene still being in a running state, displaying an interactive control, wherein the interactive control is used for the first account to publish interactive information for at least one second virtual object controlled by at least one second account;

[0009] In response to an input operation in the interactive control, interactive information for a target second virtual object is displayed, wherein the target second virtual object is a second virtual object selected from the at least one second virtual object.

[0010] The embodiment of the present application provides an interactive processing device for a virtual scene, comprising:

[0011] A display module, used to display a virtual scene, wherein the virtual scene includes a plurality of virtual objects respectively controlled by a plurality of accounts;

[0012] The display module is further configured to display an interactive control in response to a first virtual object controlled by the first account being in an eliminated state and the virtual scene still being in a running state, wherein the interactive control is used for the first account to publish interactive information for at least one second virtual object controlled by at least one second account;

[0013] The display module is further used to display interactive information for a target second virtual object in response to an input operation in the interactive control, wherein the target second virtual object is a second virtual object selected from the at least one second virtual object.

[0014] An embodiment of the present application provides an electronic device, including:

[0015] A memory for storing executable instructions;

[0016] The processor is used to implement the interactive processing method of the virtual scene provided in the embodiment of the present application when executing the executable instructions stored in the memory.

[0017] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions for implementing the interactive processing method of a virtual scene provided in the embodiment of the present application when executed by a processor.

[0018] An embodiment of the present application provides a computer program product, including a computer program or computer executable instructions, which are used to implement the interactive processing method of the virtual scene provided in the embodiment of the present application when executed by a processor.

[0019] The embodiments of the present application have the following beneficial effects:

[0020] The embodiment of the present application provides a new interactive method during the operation of the virtual scene. When the virtual object controlled by the player is temporarily eliminated, the player can interact with other players in real time through the presented interactive controls. In other words, the embodiment of the present application provides players with a communication method other than in-game chat and voice chat, which reduces the situation where players maliciously insult in chat or voice due to game failure, enhances the positive interaction between players, and improves the sense of participation of temporarily eliminated players when watching the game. At the same time, since the frequency of players using chat or voice in battle is reduced, the communication overhead between the terminal device and the server can also be saved. BRIEF DESCRIPTION OF THE DRAWINGS

[0021] Figure 11 is a schematic diagram of the architecture of a virtual scene interactive processing system 100 provided in an embodiment of the present application;

[0022] Figure 2 is a schematic diagram of the structure of an electronic device 500 provided in an embodiment of the present application;

[0023] Figure 3 It is a flowchart of an interactive processing method of a virtual scene provided in an embodiment of the present application;

[0024] Figure 4 It is a flowchart of an interactive processing method of a virtual scene provided in an embodiment of the present application;

[0025] Figure 5 It is a flowchart of an interactive processing method of a virtual scene provided in an embodiment of the present application;

[0026] FIG. 6A to FIG. 6E It is a schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application;

[0027] Figure 7 It is a process diagram of the interactive processing method of the virtual scene provided in the embodiment of the present application. DETAILED DESCRIPTION

[0028] 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 the present application.

[0029] In the following description, reference is made to “some embodiments”, which describe a subset of all possible embodiments, but it can be understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

[0030] It is understandable that in the embodiments of the present application, when user information and other related data (such as data of a game character controlled by a user) are involved, when the embodiments of the present application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of the relevant data must comply with relevant laws, regulations and standards of relevant countries and regions.

[0031] In the following description, the terms "first\second\..." are merely used to distinguish similar objects and do not represent a specific ordering of the objects. It can be understood that "first\second\..." can be interchanged with a specific order or sequence where permitted, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.

[0032] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as those commonly understood by those skilled in the art to which this application belongs. The terms used herein are only for the purpose of describing the embodiments of this application and are not intended to limit this application.

[0033] Before further describing the embodiments of the present application in detail, the nouns and terms involved in the embodiments of the present application are explained. The nouns and terms involved in the embodiments of the present application are subject to the following interpretations.

[0034] 1) In response to: used to indicate the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more operations executed may be in real time or have a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations executed may be executed.

[0035] 2) Virtual scene: It is the scene displayed (or provided) when the application is running on the terminal device. The scene can be a simulation environment of the real world, a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. The embodiment of the present application does not limit the dimension of the virtual scene. For example, the virtual scene may include the sky, land, ocean, etc. The land may include environmental elements such as deserts and cities, and users can control virtual objects to move in the virtual scene.

[0036] 3) Virtual objects: images of various people and objects that can interact in a virtual scene, or movable objects in a virtual scene. The movable objects can be virtual characters, virtual animals, cartoon characters, etc., such as characters and animals displayed in a virtual scene. A virtual object can be a virtual image in a virtual scene that represents a user. A virtual scene can include multiple virtual objects. Each virtual object has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene. A virtual object can also be a game character controlled by a user (or player).

[0037] 4) Real-time evaluation: refers to a method of evaluation in which players are evaluated in real time according to certain evaluation criteria during the game, and the evaluated players can receive real-time feedback. Real-time evaluation is an effective way to obtain combat performance feedback, which is helpful for game performance.

[0038] 5) Cloud gaming: Also known as gaming on demand, it means deploying a game program on a server and running an instance of the game program (referred to as a game instance). The game instance sends the game data output during the running process to the browser page of the user terminal. The page calls the media component of the browser to decode the game data and renders the real-time game screen during the game according to the decoding result. When the page detects the operation performed by the user on the game screen, it will report it to the game instance running on the server. When the game data generated by the game instance in response to the operation is received, the decoding and rendering process will be repeated, so that the game screen changes according to the user's operation are presented on the page.

[0039] In other words, cloud gaming is an online gaming technology based on cloud computing technology. Cloud gaming technology enables thin clients with relatively limited graphics processing and data computing capabilities to run high-quality games. In a cloud gaming scenario, the game is not played on the user terminal (such as the player's game terminal), but on the cloud server, which renders the game scene into an audio and video stream and transmits it to the user terminal over the network. In this way, the user terminal does not need to have powerful graphics computing and data processing capabilities, but only needs to have basic streaming media playback capabilities and the ability to obtain player input commands and send them to the cloud server.

[0040] In the process of implementing the embodiments of the present application, the applicant found that: the related art currently does not have an evaluation scheme for real-time evaluation of teammates during combat, and most existing evaluation schemes are conducted in a non-combat environment. In addition to sending text messages and voice conversations, players have no other more effective means of evaluation during combat.

[0041] In view of this, the embodiments of the present application provide a method, device, electronic device, computer-readable storage medium and computer program product for interactive processing of a virtual scene, which can enrich the way players interact with other players in a virtual scene, thereby enhancing the sense of participation of temporarily eliminated players when watching the game. The electronic device provided by the embodiments of the present application is described below. The electronic device provided by the embodiments of the present application can be implemented as a terminal device, or can be implemented in collaboration with a server and a terminal device. The following is an example of an interactive processing method for a virtual scene provided by an embodiment of the present application being implemented in collaboration with a server and a terminal device.

[0042] Before introducing the architecture of the interactive processing system of the virtual scene provided by the embodiment of the present application, the game mode involved in the embodiment of the present application is first introduced. The scheme for the collaborative implementation of the terminal device and the server mainly involves two game modes, namely the local game mode and the cloud game mode, wherein the local game mode refers to the terminal device and the server jointly running the game processing logic, the operation instructions input by the player in the terminal device, part of which is processed by the terminal device running the game logic, and the other part is processed by the server running the game logic, and the game logic processing run by the server is often more complicated and requires more computing power; the cloud game mode refers to the game logic processing run entirely by the server (such as a cloud server), and the cloud server renders the game scene data into an audio and video stream, which is then transmitted to the terminal device for display via the network. In other words, the terminal device only needs to have basic streaming media playback capabilities and the ability to obtain the player's operation instructions and send them to the server.

[0043] The following describes the architecture of the interactive processing system for the virtual scene provided in the embodiments of the present application.

[0044] For example, see Figure 1 , Figure 1 1 is a schematic diagram of the architecture of the interactive processing system 100 of the virtual scene provided in the embodiment of the present application, which is to realize the application of supporting the enrichment of the way in which players interact with other players in the virtual scene, thereby enhancing the players' sense of participation when watching the game. Figure 1 As shown, the interactive processing system 100 of the virtual scene includes: a server 200, a network 300, and multiple terminal devices (for example, N terminal devices, wherein N is a positive integer greater than 1), wherein the network 300 can be a local area network or a wide area network, or a combination of the two, and the N terminal devices are terminal devices associated with N players participating in the same virtual game. For example, terminal device 400-1 is a terminal device associated with player 1, and client 410-1 runs on terminal device 400-1. Similarly, terminal device 400-N is a terminal device associated with player N, and client 410-N runs on terminal device 400-N. Clients 410-1 to 410-N are clients of the same type, such as shooting game clients, real-time strategy game clients, battle royale game clients, etc.

[0045] In some embodiments, taking the terminal device 400-1 associated with player 1 as an example, a virtual scene may be displayed in the human-computer interaction interface of the client 410-1, wherein the virtual scene may include N virtual objects respectively controlled by N accounts (e.g., the game accounts respectively registered by the above-mentioned N players). Then, in response to the first virtual object (i.e., the game character controlled by player 1) controlled by the first account (i.e., the game account registered by player 1) being in an eliminated state (i.e., the life value of the virtual object is reduced to 0), and the virtual scene is still in a running state (i.e., the game character controlled by player 1 is temporarily eliminated, but the game is still in a running state), the client 410-1 displays an interactive control (e.g., an evaluation panel), wherein the interactive control It can be used for a first account to publish interactive information for at least one second virtual object controlled by at least one second account; subsequently, the client 410-1 can display interactive information (such as evaluation information) for the target second virtual object in response to the input operation of the player 1 in the interactive control, wherein the target second virtual object is the second virtual object selected from the at least one second virtual object. In this way, when a player is temporarily eliminated and enters the viewing interface in the game, the player can publish interactive information (such as labeling or barrage evaluation) to the designated player through the interactive control to express appreciation or dissatisfaction with other players, thereby enhancing the positive interaction between players and also improving the participation of the temporarily eliminated players in viewing.

[0046] In other embodiments, the embodiments of the present application can also be implemented with the aid of cloud technology. Cloud technology refers to a hosting technology that unifies a series of resources such as hardware, software, and networks within a wide area network or a local area network to achieve data calculation, storage, processing, and sharing.

[0047] Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, and application technology based on the cloud computing business model. It can form a resource pool that can be used on demand and is flexible and convenient. Cloud computing technology will become an important support. The background services of the technical network system require a large amount of computing and storage resources.

[0048] For example, Figure 1The server 200 in the example may be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content distribution networks (CDN, Content Delivery Network), and big data and artificial intelligence platforms. Multiple terminal devices (including terminal devices 400-1 to 400-N) may be smart phones, tablet computers, laptop computers, desktop computers, smart speakers, smart watches, vehicle-mounted terminals, virtual reality devices, augmented reality devices, etc., but are not limited to these. Multiple terminal devices (including terminal devices 400-1 to 400-N) and the server 200 may be directly or indirectly connected via wired or wireless communication, which is not limited in the embodiments of the present application.

[0049] In some embodiments, the terminal device or server can also implement the interactive processing method of the virtual scene provided by the embodiment of the present application by running various computer executable instructions or computer programs. For example, computer executable instructions can be commands, machine instructions or software instructions at the microprogram level. The computer program can be a native program or software module in the operating system; it can be a local (Native) application (APPlication, APP), that is, a program that needs to be installed in the operating system to run, such as a shooting game APP; it can also be a small program that can be embedded in any APP, that is, a program that can be run only by downloading it to a browser environment. In short, the above-mentioned computer executable instructions can be instructions in any form, and the above-mentioned computer program can be an application, module or plug-in in any form.

[0050] The structure of the electronic device provided in the embodiment of the present application is further described below. Taking the electronic device as a terminal device as an example, see Figure 2 , Figure 2 is a schematic diagram of the structure of an electronic device 500 provided in an embodiment of the present application, Figure 2 The electronic device 500 shown includes: at least one processor 510, a memory 550, at least one network interface 520 and a user interface 530. The various components in the electronic device 500 are coupled together via a bus system 540. It is understood that the bus system 540 is used to achieve connection and communication between these components. In addition to the data bus, the bus system 540 also includes a power bus, a control bus and a status signal bus. However, for the sake of clarity, the bus system 540 is not described in detail. Figure 2 Various buses are labeled as bus system 540 .

[0051] The processor 510 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where the general-purpose processor can be a microprocessor or any conventional processor, etc.

[0052] The user interface 530 includes one or more output devices 531 that enable presentation of media content, including one or more speakers and / or one or more visual display screens. The user interface 530 also includes one or more input devices 532, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

[0053] The memory 550 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard disk drives, optical disk drives, etc. The memory 550 may optionally include one or more storage devices that are physically remote from the processor 510.

[0054] The memory 550 includes a volatile memory or a non-volatile memory, and may also include both volatile and non-volatile memories. The non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 550 described in the embodiments of the present application is intended to include any suitable type of memory.

[0055] In some embodiments, the memory 550 can store data to support various operations, examples of which include programs, modules, and data structures, or a subset or superset thereof, as exemplarily described below.

[0056] Operating system 551, including system programs for processing various basic system services and performing hardware-related tasks, such as framework layer, core library layer, driver layer, etc., for implementing various basic services and processing hardware-based tasks;

[0057] A network communication module 552, for reaching other computing devices via one or more (wired or wireless) network interfaces 520, exemplary network interfaces 520 include: Bluetooth, Wireless Compatibility Authentication (WiFi), and Universal Serial Bus (USB), etc.;

[0058] a presentation module 553 for enabling presentation of information via one or more output devices 531 (e.g., display screen, speaker, etc.) associated with the user interface 530 (e.g., a user interface for operating peripherals and displaying content and information);

[0059] The input processing module 554 is used to detect one or more user inputs or interactions from one of the one or more input devices 532 and translate the detected inputs or interactions.

[0060] In some embodiments, the device provided in the embodiments of the present application can be implemented in software. Figure 2 The interactive processing device 555 of the virtual scene stored in the memory 550 is shown, which can be software in the form of programs and plug-ins, including the following software modules: display module 5551, control module 5552, adjustment module 5553, switching module 5554, identification module 5555, allocation module 5556 and determination module 5557. These modules are logical, so they can be arbitrarily combined or further split according to the functions implemented. It should be pointed out that in Figure 2 For the sake of convenience, all the above modules are shown at once, but it should not be considered that the interactive processing device 555 of the virtual scene excludes the implementation that can only include the display module 5551. The functions of each module will be explained below.

[0061] The interactive processing method of the virtual scene provided in the embodiment of the present application will be specifically described below in combination with the exemplary application and implementation of the terminal device provided in the embodiment of the present application.

[0062] For example, see Figure 3 , Figure 3 is a flowchart of the interactive processing method of the virtual scene provided in the embodiment of the present application, which will be combined with Figure 3 The steps shown are explained.

[0063] It should be noted that Figure 3 The method shown can be executed by various forms of computer programs running on the terminal device, and is not limited to the client. For example, it can also be the operating system, software module, script, and applet mentioned above. Therefore, the example of the client in the following should not be regarded as a limitation on the embodiments of the present application. In addition, for the convenience of expression, the terminal device and the client running on the terminal device are not specifically distinguished in the following.

[0064] In step 101, a virtual scene is displayed.

[0065] Here, the virtual scene may include multiple virtual objects controlled by multiple accounts including the first account. For example, it may be N virtual objects controlled by N accounts participating in the same virtual game (such as game accounts registered by N players), where N is a positive integer greater than 1.

[0066] In some embodiments, taking player 1 as an example, a client (e.g., a shooting game client) may be run on the terminal device 1 associated with player 1. When a click operation of player 1 on the matching button displayed in the human-computer interaction interface of the client is received and the match is successful, a virtual scene may be displayed, wherein the virtual scene may include 10 game characters controlled by 10 game accounts (corresponding to the 5V5 game mode) including the game account 1 registered by player 1, that is, 10 players may participate in the same virtual game, and each player may control his own game character to fight with the game characters controlled by other players.

[0067] In other embodiments, the virtual scene may be displayed from a first-person perspective in the human-computer interaction interface of the client (for example, player 1 plays the role of the first virtual object in the virtual scene from his own perspective); the virtual scene may be displayed from a third-person perspective (for example, player 1 chases the first virtual object in the virtual scene to play the game); or the virtual scene may be displayed from a bird's-eye view; wherein the above-mentioned different perspectives may be switched arbitrarily.

[0068] As an example, the first virtual object may be an object controlled by the current player in the game (i.e., the player 1 mentioned above). Of course, the virtual scene may also include other virtual objects, such as virtual objects that may be controlled by other players or by a robot program. The first virtual object may be divided into any one of a plurality of camps (also referred to as teams or teams), and the camps may be in a hostile relationship or a cooperative relationship. The camps in the virtual scene may include one or all of the above relationships.

[0069] Taking the first-person perspective display of a virtual scene as an example, the virtual scene displayed in the human-computer interaction interface may include: determining the field of view area of ​​the first virtual object according to the viewing position and field of view angle of the first virtual object in the complete virtual scene, and presenting a portion of the virtual scene in the field of view area in the complete virtual scene, that is, the displayed virtual scene may be a portion of the virtual scene relative to the panoramic virtual scene. Because the first-person perspective is the most impactful viewing perspective for users, it can achieve immersive perception of users during the operation process.

[0070] Taking the display of a virtual scene from a bird's-eye view as an example, the virtual scene displayed in the client's human-computer interaction interface may include: in response to a zoom operation on a panoramic virtual scene, a portion of the virtual scene corresponding to the zoom operation is presented in the human-computer interaction interface, that is, the displayed virtual scene may be a portion of the virtual scene relative to the panoramic virtual scene. In this way, the operability of the user during the operation can be improved, thereby improving the efficiency of human-computer interaction.

[0071] In step 102, in response to a first virtual object controlled by a first account being in an eliminated state and a virtual scene still being in a running state, an interactive control is displayed.

[0072] Here, the interactive controls (such as the evaluation panel) can be used for the first account to publish interactive information (such as evaluation information, including labeling and barrage evaluation, etc.) for at least one second virtual object controlled by at least one second account.

[0073] In some embodiments, taking the interactive control as an evaluation panel as an example, when the client detects that the first virtual object (e.g., game character 1 controlled by player 1) controlled by the first account (e.g., game account 1 registered by player 1) is in an eliminated state (i.e., the health of game character 1 is reduced to 0), and the virtual scene is still in operation, the evaluation panel can be displayed in the virtual scene by default, so that when player 1 is temporarily eliminated and enters the viewing interface, the evaluation panel can be used to label or evaluate designated teammates, thereby enhancing the sense of participation of the temporarily eliminated player when viewing the game.

[0074] It should be noted that, in addition to being used for player 1 to label or comment on designated teammates, the above-mentioned interactive controls can also be used for player 1 to follow designated teammates, that is, the above-mentioned interactive controls can also be follow controls, so that player 1 can follow teammates who perform well in the game to learn the playing style and technology of the teammates. The embodiments of the present application do not specifically limit the types of interactive controls.

[0075] In other embodiments, see Figure 4 , Figure 4 is a flow chart of the interactive processing method of the virtual scene provided in the embodiment of the present application, such as Figure 4 As shown, after executing Figure 3 After step 102 shown, you can also perform Figure 4 Step 104 is shown, combining Figure 4 The steps shown are explained.

[0076] In step 104, the identifier corresponding to at least one second virtual object and the combat data of each second virtual object in this round are displayed in the interactive control.

[0077] Here, at least one second virtual object and the first virtual object may be in the same virtual camp, that is, at least one second virtual object is a teammate of the first virtual object, and the combat data of each second virtual object may include the number of kills / eliminations / assists (K / D / A, Kill / Death / Assist), points, participation rate, etc.

[0078] In some embodiments, taking the interactive control as an evaluation panel as an example, when player 1 is temporarily eliminated (or out) in the game and enters the spectator interface, the evaluation panel can be expanded by default in the spectator interface, wherein the evaluation panel may include the combat data of at least one game character controlled by at least one teammate of player 1 in this round. For example, the corresponding identification (e.g., avatar, name, etc.) of at least one game character controlled by at least one teammate of player 1 can be displayed in the evaluation panel in the form of cards. For example, taking the 5V5 game mode as an example, 4 cards can be displayed in the evaluation panel, wherein each card shows the player The avatar of the game character controlled by a teammate of player 1, and the combat data of the teammate when controlling the game character to fight in this round, such as the K / D / A data, points, and team participation rate of the game character in this round. In this way, when player 1 is temporarily eliminated and enters the viewing interface, the combat data of each teammate in this round can be viewed through the above-mentioned evaluation panel, and labels or barrage evaluations can be made for designated teammates based on the combat data to express appreciation or dissatisfaction with the teammates, thereby enhancing the positive interaction between players and improving the participation of temporarily eliminated players in viewing, thereby improving the player's gaming experience.

[0079] In other embodiments, when the interactive control is displayed, the following processing can also be performed: displaying a close control (such as an "X" button); in response to a trigger operation for the close control, canceling the display of the interactive control; in response to receiving a trigger operation for the close control again, displaying the interactive control again.

[0080] For example, taking the interactive control as the evaluation panel as an example, when the evaluation panel is displayed in the virtual scene, a close button for closing the evaluation panel can also be displayed near the evaluation panel (for example, on the right side). When player 1 does not need to view the combat data of teammates or evaluate the designated teammates at present, the close button can be clicked. When the click operation of player 1 for the close button is received, the evaluation panel can be canceled in the virtual scene to avoid unnecessary occlusion of the game screen by the evaluation panel, affecting the player 1 to fight. When player 1 wants to view the combat data of teammates or evaluate the designated teammates later, the close button can be clicked again. When the click operation of player 1 for the close button is received again, the evaluation panel can be displayed again in the virtual scene, that is, the evaluation panel provided in the embodiment of the present application supports players to open and close manually, so as to meet the needs of players at different times.

[0081] In some embodiments, in response to the first virtual object controlled by the first account being in an eliminated state (or out-of-game state) and the virtual scene is still in operation, the following processing can also be performed: the screen of the virtual scene is switched from a first screen (i.e., a battle interface) observed through the perspective of the first virtual object to a second screen (i.e., a spectator interface) observed through the perspective of a third virtual object, wherein the third virtual object is a virtual object that is alive and selected among multiple virtual objects.

[0082] It should be noted that the above-mentioned third virtual object can be selected by the first account from multiple surviving virtual objects. For example, when player 1 is temporarily eliminated, player 1 can manually select a surviving teammate to watch the game. Of course, the above-mentioned third virtual object can also be randomly selected from multiple surviving virtual objects. For example, when player 1 is temporarily eliminated, the screen of the virtual scene can be randomly switched to the battle interface of any surviving teammate of player 1. The embodiment of the present application does not make specific limitations on this.

[0083] For example, taking the first virtual object as a game character 1 controlled by player 1, player 1 can control game character 1 through a pre-registered game account 1 (i.e., the first account). When game character 1 controlled by player 1 is temporarily eliminated, the battle interface can be automatically switched to the viewing interface, wherein the battle interface is obtained by observing the virtual scene from the perspective of game character 1, and the battle interface may include operation buttons such as running, jumping, squatting, changing guns, and releasing skills, while the viewing interface can be obtained by observing the virtual scene from the perspective of a game character (e.g., game character 2) controlled by any surviving teammate of player 1 (e.g., teammate 1), and the above-mentioned operation buttons for controlling the game character can also be shielded and hidden in the viewing interface to facilitate player 1 to watch the battle.

[0084] In other embodiments, the above-mentioned display of interactive controls can also be implemented in the following ways: displaying the interactive controls in a manner of floating on a virtual scene, or displaying the interactive controls in a region independent of the virtual scene in a human-computer interaction interface in a split-screen manner.

[0085] For example, taking the interactive control as an evaluation panel, when the client detects that the first virtual object controlled by the first account (for example, game character 1 controlled by player 1) is in an eliminated state and the virtual scene is still in operation, the size of the terminal device screen can be further detected. When it is detected that the size of the terminal device screen is smaller than a size threshold (for example, the terminal device is a mobile phone with a smaller screen size), the evaluation panel can be displayed in a manner suspended above the virtual scene, that is, the evaluation panel can be displayed in the virtual scene; when it is detected that the size of the terminal device screen is larger than the size threshold (for example, the terminal device is a smart TV with a larger screen size), the evaluation panel can be displayed in a split-screen manner in an area independent of the virtual scene in the human-computer interaction interface, that is, the evaluation panel and the virtual scene can be displayed independently in a split-screen manner, thereby avoiding the displayed evaluation panel from obstructing the image of the virtual scene.

[0086] In step 103, in response to an input operation in the interactive control, interactive information for the target second virtual object is displayed.

[0087] Here, the target second virtual object is a selected second virtual object among the at least one second virtual object, and the number of the target second virtual objects may be at least one.

[0088] In some embodiments, the interactive information may include a tag selected by the first account for the target second virtual object, and step 103 may be implemented in the following manner: in response to a click operation on the identifier of the target second virtual object, a combat data details interface (e.g., a combat data details panel) of the target second virtual object is displayed, wherein the combat data details interface may include multiple candidate tags; in response to a selection operation on multiple candidate tags, a prompt message indicating that the target second virtual object has received the selected tag is displayed in the virtual scene.

[0089] For example, taking the interactive control as an evaluation panel, the avatars of the game characters controlled by the four teammates of player 1 can be displayed in the form of cards in the evaluation panel, that is, four cards can be displayed in the evaluation panel, wherein each card displays the avatar of a game character controlled by a teammate of player 1, and the combat data of the game character in this round (for example, including K / D / A data, points, participation rate, etc.). When player 1 wants to evaluate teammate 1, he can click on the card (for example, card 1) in the evaluation panel that displays the avatar of the game character (for example, game character 2) controlled by teammate 1. When the click operation of player 1 on card 1 displayed in the evaluation panel is received, the evaluation panel can be canceled (that is, the evaluation panel is hidden), and the combat data details panel of the selected game character 2 is displayed at the current position (that is, the position for displaying the evaluation panel), wherein the combat data details panel can include multiple candidate tags (for example, 4 structured preset tags, namely preset tag 1, preset tag 2, preset tag 3 and preset tag 4) for player 1 to select. When a click operation from player 1 on preset tag 2 is received, an evaluation message of game character 2 receiving preset tag 2 (for example, assuming that the tag content of preset tag 2 is "Tactical Master") can be displayed in the upper right corner of the virtual scene. For example, an evaluation message of game character 2 receiving "Battle Master" can be automatically played in the upper right corner of the game scene, and the evaluation message can be visible to all teammates.

[0090] It should be noted that the above-mentioned tags may also be associated with evaluation information published by other accounts under the tags, and the combat performance data of the target second virtual object in this round (for example, including combat videos, combat data, battle records, etc.). That is to say, when player 1 selects a tag for player 2 (for example, it may be a teammate of player 1), he can also view the evaluation information published by other players for the player under the clicked tag by clicking on the tag, or view the combat performance of player 2 in this round under the clicked tag by clicking on the tag, for example, the combat video of the player in this round can be automatically played, or the combat data, battle records, etc. of the player in this round can be displayed, so that player 1 can make a more fair and objective evaluation of player 2 based on the evaluations published by other players or the combat performance data of player 2. In other embodiments, before responding to the selection operation for multiple candidate tags, the following processing may also be performed: in response to the sliding operation for multiple candidate tags, multiple new candidate tags are switched to display, wherein the multiple new candidate tags are at least partially different from the multiple candidate tags.

[0091] For example, taking the game character 2 controlled by teammate 1 selected by player 1 as the target second virtual object, four candidate labels can be pre-displayed in the battle data details panel of game character 2, namely label 1, label 2, label 3 and label 4. When player 1 is not satisfied with the four candidate labels, he can slide the four candidate labels left and right. When the sliding operation of player 1 on the four candidate labels is received, multiple new candidate labels can be switched for display. For example, four new candidate labels can be switched for display in the battle data details panel, namely label 5, label 6, label 7 and label 8, for player 1 to choose. In this way, the player can switch labels by sliding left and right, which improves the player's gaming experience.

[0092] In some embodiments, the above-mentioned combat data details interface may also include a positive feedback control (such as a like button) and a negative feedback control (such as a brick button) for the target second virtual object, and the number of times the positive feedback control and the negative feedback control have been clicked respectively. The following processing may also be performed: in response to a click operation on the positive feedback control, the number of times the positive feedback control has been clicked is increased by 1, and the positive feedback control is adjusted to a gray state; in response to a click operation on the negative feedback control, the number of times the negative feedback control has been clicked is increased by 1, and the negative feedback control is adjusted to a gray state.

[0093] For example, taking the positive feedback control as the like button and the negative feedback control as the brick-throwing button as examples, the like button and the brick-throwing button for the target second virtual object (for example, the game character 2 controlled by teammate 1 selected by player 1 from multiple teammates) can also be displayed in the battle data details panel. At the same time, the number of clicks (that is, the number of times teammate 1 has been liked and the number of times brick-throwing) can be displayed near the like button and the brick-throwing button respectively. When player 1 is satisfied with teammate 1's performance in this round, he can click the like button. When player 1 clicks on the like button, the number of clicks displayed near the like button can be increased by 1 (for example, the number of times the like button is clicked is increased from 4 times to 5 times, that is, the number of times teammate 1 is liked is increased by 1). At the same time, the like button can be adjusted to a gray state, that is, each player can click on the like button. The same teammate can only like once, so as to ensure the objectivity of the evaluation; when Player 1 is dissatisfied with teammate 1's performance in this round, he can also click the Brick Button. When Player 1 clicks on the Brick Button, the number of clicks displayed near the Brick Button can be increased by 1 (for example, the number of clicks on the Brick Button is increased from 3 times to 4 times, that is, the number of times teammate 1 is hit by Bricks is increased by 1). At the same time, the Brick Button can be adjusted to a gray state, that is, each player can only hit Bricks once for the same teammate, so as to ensure the objectivity of the evaluation. In other words, Player 1 can also express his appreciation or dissatisfaction with a designated teammate by clicking the Like Button or the Brick Button during the game watching process, reducing the situation of malicious insults in chat or voice due to game failure, enhancing the positive interaction between players, and improving the participation of temporarily eliminated players in watching the game.

[0094] In some other embodiments, based on the above example, the following processing can also be performed: in response to a click operation on a positive feedback control that is in a grayed-out state, the number of times the positive feedback control is clicked is reduced by 1; in response to a click operation on a negative feedback control that is in a grayed-out state, the number of times the negative feedback control is clicked is reduced by 1.

[0095] For example, continuing with the example of the positive feedback control being the Like button and the negative feedback control being the Brick Hit button, when a click operation from player 1 on the grayed-out Like button is received, the number of clicks displayed near the Like button can be reduced by 1 (for example, the number of clicks displayed near the Like button can be reduced from 5 times to 4 times). Correspondingly, when a click operation from player 1 on the grayed-out Brick Hit button is received, the number of clicks displayed near the Brick Hit button can be reduced by 1 (for example, the number of clicks displayed near the Brick Hit button can be reduced from 4 times to 3 times). In other words, when a click operation from the player on the Like button or the Brick Hit button is received again, the Like or Brick Hit operation can be canceled, thereby preventing the player from accidentally clicking the Like button or the Brick Hit button due to slippage.

[0096] In some embodiments, the above-mentioned battle data details interface may also include a comprehensive performance data timeline of the target second virtual object, wherein the comprehensive performance data timeline may include comprehensive scores corresponding to the target second virtual object at multiple moments.

[0097] For example, taking the target second virtual object as the game character 2 controlled by teammate 1 selected by player 1 from multiple teammates as an example, a comprehensive performance data timeline of game character 2 can also be displayed in the battle data details panel of game character 2, wherein the comprehensive performance data timeline can include the comprehensive scores corresponding to different times when teammate 1 controls game character 2 to fight, for example, it can include the comprehensive performance of game character 2 controlled by teammate 1 at different times in all rounds of this game so far, wherein the horizontal axis can be time, and the vertical and horizontal axes can be comprehensive scores. The calculation of the comprehensive score can be different according to different game modes. For example, taking the team mode as an example, the damage value is usually the main factor (that is, the higher the damage value, the higher the corresponding comprehensive score), and secondary data such as the number of assists and the number of skill releases can also account for a certain proportion. In other words, the damage value, the number of assists, and the number of skill releases caused by the game character 2 in each round can be comprehensively considered to determine the comprehensive score of the game character 2 in the round. In this way, the player can clearly understand the performance of teammates in each round so far through the comprehensive performance data timeline.

[0098] In some embodiments, the above-mentioned interactive information may also include barrage sent by the first account to the target second virtual object, and the above-mentioned step 103 may also be implemented in the following manner: in response to the barrage input operation in the interactive control, the barrage input by the first account to the target second virtual object is displayed starting from one end of the virtual scene, and the barrage is controlled to gradually move to the other end of the virtual scene until it moves out of the virtual scene.

[0099] For example, taking the evaluation panel as an interactive control, player 1 can also input bullet comments for designated teammates in the evaluation panel, that is, evaluate designated teammates by inputting bullet comments in the evaluation panel. For example, four cards (card 1, card 2, card 3 and card 4) with avatars of game characters controlled by four teammates of player 1 can be displayed in the evaluation panel. When receiving a click operation by player 1 on the card (e.g. card 1) containing the avatar of game character 2 controlled by teammate 1 displayed in the evaluation panel, a bullet comment editing box can be displayed for player 1 to edit the bullet comments for evaluating teammate 1. After editing the bullet comments, player 1 can click the send button near the bullet comment editing box. When receiving a click operation by player 1 on the send button, the bullet comments edited by player 1 for teammate 1 can be displayed from one end (e.g. the right side) of the virtual scene, and the bullet comments can be controlled to gradually move to the other end (e.g. the left side) of the virtual scene until it moves out of the virtual scene. In this way, the interaction between players in the virtual scene is enriched, and the participation of temporarily eliminated players in watching the game is improved.

[0100] In other embodiments, see Figure 5 , Figure 5 is a flow chart of the interactive processing method of the virtual scene provided in the embodiment of the present application, such as Figure 5 As shown, after executing Figure 3 After step 103 shown, you can also perform Figure 5 Step 105 shown combines Figure 5 The steps shown are explained.

[0101] In step 105, in response to the virtual scene ending operation, a settlement interface is displayed.

[0102] Here, the settlement interface may include the interactive information received by each virtual object, wherein the type of interactive information may include at least one of the following: the selected label, the number of times the positive feedback control is clicked, and the number of times the negative feedback control is clicked. For example, when the client detects that all rounds of the current game have ended, the settlement interface may be displayed, and the evaluation labels, the number of likes, and the number of bricks received by each player in the current game may be displayed in the settlement interface. Among them, players with good performance can often obtain more positive labels and more likes, reflecting the recognition of teammates for the player, thereby enhancing the player's enthusiasm and motivating the player to participate in the battle more actively, thereby creating a good game atmosphere and improving the player's game experience.

[0103] In some embodiments, after executing Figure 3After step 103 shown, the following processing can also be performed: identify the interactive information to obtain the first account's team formation intention (for example, including which account the user wants to team up with and which account the user does not want to team up with, etc.); and based on the first account's team formation intention, reallocate multiple virtual objects controlled by multiple accounts to different virtual camps in the next round of the virtual game.

[0104] For example, taking the game account 1 registered by the first account as player 1 as an example, after obtaining the interactive information instantly published by player 1 for the designated teammate, the interactive information published by player 1 can also be identified. For example, the interactive information published by player 1 can be semantically identified by calling the semantic recognition model to obtain the team formation intention of player 1, that is, according to the interactive information published by player 1, it can be determined which player player 1 wants to team up with and which player player does not want to team up with. Then, according to the identified team formation intention of player 1, in the next round of game, multiple game characters respectively controlled by multiple accounts can be reallocated to different virtual camps. For example, assuming that the team formation intention of player 1 is to team up with player 2 and not to team up with player 3, in the next round of game, the game characters controlled by player 1 and the game characters controlled by player 2 can be allocated to the same virtual camp, and the game characters controlled by player 3 can be allocated to another virtual camp. In this way, the team formation intention of the player is obtained by identifying the interactive information published by the player, and then the multiple game characters can be reallocated according to the identified team formation intention, so as to quickly meet the team formation needs of the player.

[0105] It should be noted that before the next round of the game begins, player 1 can also directly choose which player to team up with, or not to team up with. For example, the players selected by player 1 after the current round of the game ends can be assigned to the same virtual camp in the next round of the game. This embodiment of the present application does not make specific limitations on this.

[0106] In other embodiments, after executing Figure 3 After step 103 shown, the following processing can also be performed: based on the interactive information, determine the accounts that the first account follows in at least one second account (for example, including accounts that have clicked the follow button, or accounts that have commented that they want to learn, etc.); switch the screen of the virtual scene to a third screen, wherein the third screen is obtained from the perspective of the virtual object controlled by the followed account, and automatically displays the combat data of the virtual object controlled by the followed account in this round.

[0107] For example, taking the game account 1 registered by player 1 as the first account, after obtaining the interactive information published by player 1 in real time, the teammates that player 1 follows among multiple teammates (for example, the teammates on which player 1 clicked the follow button) can be determined based on the interactive information. Subsequently, the screen of the virtual scene can be automatically switched to the screen (i.e., the third screen) obtained by the game character controlled by the teammate of concern (for example, teammate 2) observing the virtual scene, and the combat data of the game character controlled by teammate 2 in this round can be automatically displayed for player 1 to learn.

[0108] The interactive processing method for a virtual scene provided in the embodiment of the present application provides a new interactive mode during the operation of the virtual scene. When the virtual object controlled by the player is temporarily eliminated, the player can interact with other players through the presented interactive controls. In other words, the embodiment of the present application provides players with a communication method other than in-game chat and voice chat, thereby reducing the situation where players maliciously insult each other in chat or voice due to game failure, enhancing the positive interaction between players, and improving the sense of participation of temporarily eliminated players when watching the game. At the same time, since the frequency of players communicating in chat or voice is reduced, the communication overhead between the terminal device and the server can also be saved.

[0109] Below, taking a shooting game as an example, an exemplary application of the embodiment of the present application in an actual application scenario is explained.

[0110] The embodiment of the present application provides an interactive processing method for a virtual scene. In the game, when a player (i.e., a game character controlled by the player) is temporarily eliminated and enters the spectator interface, the player evaluation panel (corresponding to the above-mentioned interactive control) is displayed by default. The player can view the battle data details of each teammate in this round through the evaluation panel, and label or comment on the designated teammate to express appreciation or dissatisfaction with the teammate. That is, the embodiment of the present application provides players with a communication method other than in-game chat and voice chat, reduces malicious insults in chat or voice due to game failure, enhances the benign interaction between teammates, and improves the participation of temporarily eliminated players in spectating.

[0111] That is to say, firstly, the label instant evaluation function provided by the embodiment of the present application during the battle process can significantly reduce the verbal abuse between teammates, which is conducive to purifying the battle environment of the game. Secondly, by providing the spectators with the battle data of each teammate in this round, the spectators can make a relatively objective evaluation. Finally, while watching the battle, the temporarily eliminated players can actively evaluate and interact with their teammates, which improves the participation of the temporarily eliminated players and their attention and enthusiasm for the battle form.

[0112] The interactive processing method of the virtual scene provided in the embodiment of the present application is described in detail below.

[0113] In some embodiments, taking the blasting mode in a shooting game as an example, the blasting mode usually adopts a turn-based gameplay, that is, each round consists of multiple rounds. In each round, if the game character controlled by the player is killed and eliminated, the player will automatically enter the spectator state to watch other teammates until the next round begins, and then be able to revive and continue fighting. In the spectator state, the player can no longer operate his own game character and can only observe the battles of other teammates.

[0114] For example, see Fig. 6A , Fig. 6A is a schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application, such as Fig. 6A As shown, a game character 602 controlled by the current player (e.g., player 1) is displayed in the battle interface 601. For example, the game character 602 controlled by player 1 can be displayed in the battle interface 601 in a first-person perspective. If the game character 602 controlled by player 1 is eliminated in this round, the viewing stage is entered. For example, when it is detected that the game character 602 controlled by player 1 is eliminated in this round, the battle interface 601 can be jumped to the viewing interface 603, and an evaluation panel 604 can be displayed in the viewing interface 603, wherein the evaluation panel 604 can be automatically popped up by default, and player 1 can view the battle data of all teammates in this round (e.g., including K / D / A data, points, participation rate, etc.) and the current evaluation (e.g., including the number of likes, the number of bricks, etc.) through the evaluation panel 604.

[0115] In some embodiments, when a player clicks on any teammate card in the evaluation panel, the combat data details panel of the teammate in this round can be expanded. The combat data details panel can include a timeline of the teammate's comprehensive performance data at different times, preset labels (i.e., evaluation labels, such as structured candidate labels), a like button, and a brick button, etc.

[0116] For example, see Figure 6B , Figure 6B is a schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application, such as Figure 6BAs shown, the evaluation panel 604 displays cards corresponding to the four teammates of the current player (e.g., player 1). When receiving a click operation of player 1 on the card 605 corresponding to teammate 1 displayed in the evaluation panel 604, the evaluation panel 604 can be jumped to the battle data details panel 606 of teammate 1. The battle data details panel 606 of teammate 1 can display teammate 1's avatar 607, teammate 1's key battle data 608 in this round (e.g., including KDA data, points, etc.), the number of likes 609 and the number of bricks 610 received by teammate 1, multiple preset tags (e.g., including tags 611, 612, 613, and 614), a like button 615, a brick button 616, and a comprehensive performance data timeline 617 of teammate 1 at different times, wherein the comprehensive performance data timeline 617 includes the comprehensive scores corresponding to teammate 1 at different times. In addition, when player 1 is not satisfied with the multiple preset tags currently displayed, he can switch to display a new preset tag by sliding any preset tag left or right.

[0117] For example, see Figure 6C , Figure 6C is a schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application, such as Figure 6C As shown, when a player clicks on the Like button / Brick button, the Like button / Brick button will turn gray, and the value next to the button will increase by 1. For example, taking the Like button as an example, assuming that before receiving the player's click operation on the Like button, the value next to the Like button is 5, after receiving the player's click operation on the Like button, the value next to the Like button will become 6 (that is, the value will increase by 1). When the player clicks on the Like button / Brick button again, the Like operation / Brick operation can be canceled.

[0118] In some embodiments, when a player clicks on any tag, the tag can be sent directly, and the tag content received by the teammate is automatically played in the upper right corner of the viewing interface. The evaluation message can be visible to all teammates, and the sent tag cannot be withdrawn.

[0119] For example, see Fig.6D , Fig.6D is a schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application, such as Fig.6D As shown, when a player clicks on label 611 displayed in the battle data details panel 606 of teammate 1, label 611 can be sent directly, and an evaluation message 618 of teammate 1 receiving label 611 can be automatically played in the upper right corner area of ​​the viewing interface 603, for example, an evaluation message of teammate 1 receiving a label with the content "Tactical Master" can be automatically played.

[0120] For example, see Fig. 6E , Fig. 6E is a schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application, such as Fig. 6E As shown, a close button 619 may also be displayed in the spectating interface 603. When a player clicks the close button 619, the battle data details panel 606 of teammate 1 may be closed, and the battle configuration information 620 of the teammate being spectated may be displayed. When a player subsequently clicks the "Teammate Evaluation" button 621 displayed in the lower right corner of the spectating interface 603, the evaluation panel may be expanded again, that is, the evaluation panel may be displayed again in the spectating interface, so that the player may evaluate the teammate again.

[0121] The instant evaluation and spectating solution provided in the embodiment of the present application allows players to evaluate any teammate based on the player's combat data obtained by the server, and the evaluation is visible to all teammates in real time. Figure 7 The technical solution provided in the embodiments of the present application is described in detail.

[0122] For example, see Figure 7 , Figure 7 is a process diagram of the interactive processing method of the virtual scene provided in the embodiment of the present application, such as Figure 7 As shown, the client can make a judgment based on the health of the game character controlled by the player. If the health is 0, the player is determined to be eliminated in the current round. At the same time, the server will collect the combat data of all players in the team based on the player's operation in this round, where the combat data may include: the damage value caused, the number of eliminations, the number of assists, points, participation rate, the number of likes, and the number of bricks. At this time, the combat head-up display (HUD) interface displayed on the player's screen will be automatically switched to the spectator HUD interface, where the combat HUD interface can display operation buttons such as running, jumping, squatting, changing guns, and releasing skills. In the spectator HUD interface, these buttons for controlling the game characters are shielded and hidden, and automatically and randomly switched to the first-person operation perspective of a teammate (i.e., 1P perspective).

[0123] Continue to see Figure 7In the spectator HUD interface, the evaluation panel for evaluating teammates can be automatically expanded by default, wherein the evaluation panel can include teammate cards corresponding to multiple teammates, and the teammate's combat data in this round (such as K / D / A data, points, participation rate, etc.) can be displayed on each teammate card, and each teammate card supports clicking to view the teammate's combat details data. Among them, the information in the combat details data panel can be provided by the background server, showing the comprehensive performance of the teammate at different times in all rounds of this game so far. Among them, the horizontal axis is time, and the vertical axis is the comprehensive score. The calculation of the comprehensive score can be different according to different game modes. For example, taking the team competition mode as an example, it is usually based on damage values, and secondary data such as assists and skills also account for a certain proportion. Other players can label, like or brick the player according to the comprehensive score of the timeline.

[0124] In addition, when any teammate receives a new tag, like, or brick comment, the client will display the comment in the interface and all teammates will be visible. By displaying comment feedback through tags, other teammates can see whether the player is recognized by teammates. Different comments can correspond to different titles, and each title can be designed with corresponding visual effects, such as "Gunfight Rookie" and "Tactical Master". In addition, the number and name of the titles can be configured by the game planner, and called and displayed according to the selected comment. At any time during the viewing process, players can also click the "X" button in the lower right corner to close the comment panel at any time. You can also click the button again to call out the comment panel again.

[0125] In addition, when the current round ends and the next round begins, the client can automatically close the spectator HUD interface and force the player to return to the battle HUD interface to fight. When all rounds of the current game are over, the evaluation label, number of likes and number of bricks received by each player will be displayed on the settlement interface, and some data (such as evaluation labels) will be substituted into the in-game system, so these data become the data that players need to pay attention to and pursue.

[0126] In summary, the technical solution provided by the embodiments of the present application has the following beneficial effects:

[0127] 1) Make full use of time and enhance the player's sense of participation when watching the game: In the solutions provided by the related technologies, in the watching state, the player cannot do any operation and can only passively watch the battle of teammates, which will greatly reduce the player's sense of participation over time. In contrast, the technical solution provided by the embodiment of the present application combines the battle data of teammates and uses the time of the watching stage to give players the opportunity to interact with teammates, reducing the boring time of long waiting and increasing the sense of participation of temporarily eliminated players.

[0128] 2) Providing players with limited channels to express their emotions and purifying the gaming environment: Players often blame their teammates for being eliminated or failing in the game, which leads to verbal abuse among players. The technical solution provided in the embodiments of the present application provides players with a channel to express their emotions, allowing players to make instant evaluations of their teammates through system preset tags and like or brick functions, thereby reducing the behavior of players verbally or verbally abusing their teammates through voice or text, and purifying the gaming environment.

[0129] 3) More objective game performance evaluation: The battle data details panel provides extremely objective battle data. Players with good performance often receive more positive tags and more likes, which reflects the recognition of teammates for the player. It is an effective way to enhance the player's sense of showing off, thereby encouraging the player to participate in the battle more actively.

[0130] The following is a description of an exemplary structure of a virtual scene interactive processing device 555 provided in an embodiment of the present application implemented as a software module. In some embodiments, Figure 2 As shown, the software modules stored in the virtual scene interaction processing device 555 of the memory 550 may include: a display module 5551.

[0131] Display module 5551 is used to display a virtual scene, wherein the virtual scene includes multiple virtual objects controlled by multiple accounts respectively; display module 5551 is also used to display interactive controls in response to a first virtual object controlled by a first account being in an eliminated state and the virtual scene is still in a running state, wherein the interactive controls are used for the first account to publish interactive information for at least one second virtual object controlled by at least one second account; display module 5551 is also used to display interactive information for a target second virtual object in response to an input operation in the interactive controls, wherein the target second virtual object is a second virtual object selected from at least one second virtual object.

[0132] In some embodiments, the display module 5551 is also used to display in the interactive control the identifiers corresponding to at least one second virtual object and the combat data of each second virtual object in this round, wherein at least one second virtual object is in the same virtual camp as the first virtual object.

[0133] In some embodiments, the interactive information includes the tag selected by the first account for the target second virtual object; the display module 5551 is also used to display the combat data details interface of the target second virtual object in response to a click operation on the identifier of the target second virtual object, wherein the combat data details interface includes multiple candidate tags; and to display a prompt message in the virtual scene that the target second virtual object receives the selected tag in response to a selection operation on multiple candidate tags.

[0134] In some embodiments, before responding to a selection operation on multiple candidate tags, the display module 5551 is also used to switch to display multiple new candidate tags in response to a sliding operation on multiple candidate tags, wherein the multiple new candidate tags are at least partially different from the multiple candidate tags.

[0135] In some embodiments, the combat data details interface also includes a positive feedback control and a negative feedback control for the target second virtual object, and the number of times the positive feedback control and the negative feedback control have been clicked respectively; the virtual scene interactive processing device 555 also includes a control module 5552 and an adjustment module 5553, wherein the control module 5552 is used to respond to a click operation on the positive feedback control and add 1 to the number of times the positive feedback control has been clicked; the adjustment module 5553 is used to adjust the positive feedback control to a grayed-out state; the control module 5552 is also used to respond to a click operation on the negative feedback control and add 1 to the number of times the negative feedback control has been clicked; the adjustment module 5553 is also used to adjust the negative feedback control to a grayed-out state.

[0136] In some embodiments, the control module 5552 is further used to respond to a click operation on a positive feedback control that is in a grayed-out state by reducing the number of times the positive feedback control is clicked by 1; and to respond to a click operation on a negative feedback control that is in a grayed-out state by reducing the number of times the negative feedback control is clicked by 1.

[0137] In some embodiments, the battle data details interface also includes a comprehensive performance data timeline of the target second virtual object, wherein the comprehensive performance data timeline includes comprehensive scores corresponding to the target second virtual object at multiple moments.

[0138] In some embodiments, the display module 5551 is also used to display a close control when displaying an interactive control; cancel the display of the interactive control in response to a trigger operation for the close control; and display the interactive control again in response to receiving a trigger operation for the close control again.

[0139] In some embodiments, the interactive processing device 555 of the virtual scene also includes a switching module 5554, which is used to switch the picture of the virtual scene from a first picture observed from the perspective of the first virtual object to a second picture observed from the perspective of a third virtual object in response to a first virtual object controlled by the first account being in an eliminated state and the virtual scene is still in a running state, wherein the third virtual object is a virtual object that is in a surviving state and is selected among multiple virtual objects.

[0140] In some embodiments, the interactive information includes the barrage sent by the first account to the target second virtual object; the display module 5551 is also used to respond to the barrage input operation in the interactive control, display the barrage input by the first account to the target second virtual object starting from one end of the virtual scene, and control the barrage to gradually move to the other end of the virtual scene until it moves out of the virtual scene.

[0141] In some embodiments, the display module 5551 is also used to display the interactive controls in a manner of floating on the virtual scene, or to display the interactive controls in an area independent of the virtual scene in the human-computer interaction interface in a split-screen manner.

[0142] In some embodiments, the display module 5551 is also used to display a settlement interface in response to the virtual scene ending its operation, wherein the settlement interface includes interactive information received by each virtual object respectively, and the type of interactive information includes at least one of the following: a selected label, the number of times a positive feedback control is clicked, and the number of times a negative feedback control is clicked.

[0143] In some embodiments, the interaction processing device 555 of the virtual scene also includes an identification module 555 and an allocation module 5556, wherein the identification module 5555 is used to identify the interaction information and obtain the team formation intention of the first account; the allocation module 5556 is used to reallocate multiple virtual objects controlled by multiple accounts to different virtual camps in the next round of the virtual game according to the team formation intention.

[0144] In some embodiments, the interactive processing device 555 of the virtual scene also includes a determination module 5557, which is used to determine the accounts that the first account follows in at least one second account based on the interactive information; the switching module 5554 is also used to switch the screen of the virtual scene to a third screen, wherein the third screen is obtained from the perspective of the virtual object controlled by the followed account; the display module 5551 is also used to display the combat data of the virtual object controlled by the followed account in this round.

[0145] It should be noted that the description of the device in the embodiment of the present application is similar to the description of the method embodiment described above, and has similar beneficial effects as the method embodiment, so it will not be repeated. Figure 3 , Figure 4 ,or Figure 5 The present invention should be understood by referring to the description of any one of the accompanying drawings.

[0146] The embodiment of the present application provides a computer program product, which includes a computer program or a computer executable instruction, and the computer program or the computer executable instruction is stored in a computer-readable storage medium. The processor of the computer device reads the computer executable instruction from the computer-readable storage medium, and the processor executes the computer executable instruction, so that the computer device executes the interactive processing method of the virtual scene described in the embodiment of the present application.

[0147] The present application embodiment provides a computer-readable storage medium storing computer-executable instructions, wherein the computer-executable instructions are stored. When the computer-executable instructions are executed by a processor, the processor will execute the interactive processing method of the virtual scene provided by the present application embodiment, for example, Figure 3 , Figure 4 ,or Figure 5 The interactive processing method of the virtual scene is shown.

[0148] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface storage, optical disk, or CD-ROM; or it may be various devices including one or any combination of the above memories.

[0149] 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.

[0150] As an example, the executable instructions may be deployed to be executed on one electronic device, or on multiple electronic devices located at one site, or on multiple electronic devices distributed at multiple sites and interconnected by a communication network.

[0151] The above is only an embodiment of the present application and is not intended to limit the protection scope of the present application. Any modifications, equivalent substitutions and improvements made within the spirit and scope of the present application are included in the protection scope of the present application.

Claims

1. A method for interactive processing of a virtual scene, characterized in that: The method comprises: Displaying a virtual scene, wherein the virtual scene includes a plurality of virtual objects respectively controlled by a plurality of accounts; In response to a first virtual object controlled by a first account being in an eliminated state and the virtual scene still being in a running state, displaying an interactive control, wherein the interactive control is used for the first account to publish interactive information for at least one second virtual object controlled by at least one second account; In response to an input operation in the interactive control, interactive information for a target second virtual object is displayed, wherein the target second virtual object is a second virtual object selected from the at least one second virtual object.

2. The method according to claim 1, characterized in that The method further comprises: The interactive control displays the identifiers corresponding to the at least one second virtual object and the combat data of each second virtual object in this round, wherein the combat data includes at least one of the following: number of kills, number of eliminations, number of assists, points, and team participation rate.

3. The method according to claim 2, characterized in that The interaction information includes a tag selected by the first account for the target second virtual object; The step of displaying interactive information for a target second virtual object in response to an input operation in the interactive control comprises: In response to a click operation on the identifier of the target second virtual object, displaying a battle data details interface of the target second virtual object, wherein the battle data details interface includes a plurality of candidate tags; In response to a selection operation on the plurality of candidate tags, a prompt message is displayed in the virtual scene indicating that the target second virtual object has received the selected tag.

4. The method according to claim 3, characterized in that Before responding to a selection operation on the plurality of candidate tags, the method further includes: In response to a sliding operation on the plurality of candidate tags, a plurality of new candidate tags are switched and displayed, wherein the plurality of new candidate tags are at least partially different from the plurality of candidate tags.

5. The method according to claim 3, characterized in that: The battle data details interface also includes a positive feedback control and a negative feedback control for the target second virtual object, and the number of times the positive feedback control and the negative feedback control have been clicked respectively; The method further comprises: In response to a click operation on the positive feedback control, the number of times the positive feedback control is clicked is increased by 1, and the positive feedback control is adjusted to a grayed-out state; In response to a click operation on the negative feedback control, the number of times the negative feedback control is clicked is increased by 1, and the negative feedback control is adjusted to a grayed-out state.

6. The method according to claim 5, characterized in that The method further comprises: In response to a click operation on the positive feedback control in the grayed-out state, subtract 1 from the number of times the positive feedback control is clicked; In response to a click operation on the negative feedback control in the grayed-out state, the number of times the negative feedback control is clicked is reduced by 1.

7. The method according to claim 3, characterized in that The battle data details interface also includes a comprehensive performance data timeline of the target second virtual object, wherein the comprehensive performance data timeline includes comprehensive scores corresponding to the target second virtual object at multiple moments.

8. The method according to claim 1, characterized in that When displaying the interactive control, the method further includes: Display close controls; In response to a trigger operation on the close control, canceling the display of the interactive control; In response to receiving a trigger operation for the closing control again, displaying the interactive control again.

9. The method according to claim 1, characterized in that: When the first virtual object responsive to the control of the first account is in an eliminated state and the virtual scene is still in a running state, the method further includes: The image of the virtual scene is switched from a first image observed through the perspective of the first virtual object to a second image observed through the perspective of a third virtual object, wherein the third virtual object is a virtual object that is alive and selected among the multiple virtual objects.

10. The method according to claim 1, characterized in that The interactive information includes a bullet comment sent by the first account to the target second virtual object; The step of displaying interactive information for a target second virtual object in response to an input operation in the interactive control comprises: In response to the barrage input operation in the interactive control, the barrage input by the first account for the target second virtual object is displayed starting from one end of the virtual scene, and the barrage is controlled to gradually move to the other end of the virtual scene until it moves out of the virtual scene.

11. The method according to claim 1, characterized in that: The display interactive control includes: The interactive control is displayed in a manner of being suspended on the virtual scene, or the interactive control is displayed in a split-screen manner in an area independent of the virtual scene in the human-computer interaction interface.

12. The method according to any one of claims 1 to 11, characterized in that: The method further comprises: In response to the virtual scene ending its operation, a settlement interface is displayed, wherein the settlement interface includes the interactive information received by each of the virtual objects respectively, and the type of the interactive information includes at least one of the following: a selected label, the number of times a positive feedback control is clicked, and the number of times a negative feedback control is clicked.

13. The method according to any one of claims 1 to 11, characterized in that The method further comprises: Identifying the interactive information to obtain the team formation intention of the first account; According to the team formation intention, in the next round of virtual game, the multiple virtual objects respectively controlled by the multiple accounts are reallocated to different virtual camps.

14. The method according to any one of claims 1 to 11, characterized in that The method further comprises: Determining, according to the interaction information, an account followed by the first account in the at least one second account; Switching the screen of the virtual scene to a third screen, wherein the third screen is observed from the perspective of the virtual object controlled by the concerned account, and Displays the combat data of the virtual object controlled by the account being followed in this round.

15. An interactive processing device for a virtual scene, characterized in that: The device comprises: A display module, used to display a virtual scene, wherein the virtual scene includes a plurality of virtual objects respectively controlled by a plurality of accounts; The display module is further configured to display an interactive control in response to a first virtual object controlled by the first account being in an eliminated state and the virtual scene still being in a running state, wherein the interactive control is used for the first account to publish interactive information for at least one second virtual object controlled by at least one second account; The display module is further used to display interactive information for a target second virtual object in response to an input operation in the interactive control, wherein the target second virtual object is a second virtual object selected from the at least one second virtual object.

16. An electronic device, characterized in that: include: A memory for storing executable instructions; A processor is used to implement the interactive processing method of the virtual scene described in any one of claims 1 to 14 when executing the executable instructions stored in the memory.

17. A computer-readable storage medium storing computer-executable instructions, characterized in that: When the computer executable instructions are executed by a processor, the interactive processing method of a virtual scene as described in any one of claims 1 to 14 is implemented.

18. A computer program product comprising a computer program or computer executable instructions, characterized in that: When the computer program or computer executable instruction is executed by a processor, the interactive processing method of the virtual scene described in any one of claims 1 to 14 is implemented.