Interaction method and device in virtual scene, equipment, storage medium and product

By displaying the target object and its virtual objects in the sensing area in a virtual scene, and converting the target object into virtual natural elements when the virtual object leaves the sensing area, the problem of low interaction efficiency and singleness in the prior art is solved, and a more efficient and diversified interactive experience is achieved.

CN119971489APending Publication Date: 2025-05-13TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202510382186.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2022-07-25
Publication Date
2025-05-13

AI Technical Summary

Technical Problem

In the existing 3D open world games, players' human-computer interaction efficiency in the process of free exploration is too low, the interaction process is too single, and lacks diversity.

Method used

In a virtual scene, the target object and its virtual objects in the sensing area are displayed, and the virtual objects and the target objects interact within the sensing area. When the virtual object leaves the sensing area, the target object is converted into virtual natural elements to negatively affect the environment.

Benefits of technology

By increasing the diversity of interaction methods, the efficiency of the interaction process in the virtual scene is improved, the interactive experience of players during free exploration is enriched, and the hardware resource utilization rate of electronic devices is improved.

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Abstract

The invention provides an interaction method and device in a virtual scene, electronic equipment, a computer readable storage medium and a computer program product, and the method comprises the steps: in the virtual scene, displaying a target object, and displaying a virtual object located in a sensing area of the target object, the virtual object being capable of interacting with the target object in the sensing area; when the virtual object moves from the inside of the sensing area to the outside of the sensing area, controlling the target object to be converted into a virtual natural element belonging to a virtual natural phenomenon; wherein the virtual natural elements are used for causing negative effects on the environment where the virtual natural elements are located. According to the invention, the diversity of the interaction process in the virtual scene and the man-machine interaction efficiency can be improved.
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Description

[0001] This application is a divisional application of Chinese patent application No. 202210876584.3, with an application date of July 25, 2022, and an invention name of “Interaction methods, devices, equipment, storage media and products in virtual scenes”. Technical Field

[0002] The present application relates to the field of Internet technology, and in particular to an interaction method, device, electronic device, computer-readable storage medium, and computer program product in a virtual scene. Background Art

[0003] In most 3D (Three Dimensions) open world games in the related art, players can explore the map completely freely. During the free exploration, players need to actively look for mission targets or monsters to interact with. At the same time, the corresponding mission targets or monsters will always be displayed in the game scene waiting for players to find them. However, such an interaction process is too simple, resulting in low human-computer interaction efficiency. Summary of the invention

[0004] The embodiments of the present application provide an interaction method, device, electronic device, computer-readable storage medium, and computer program product in a virtual scene, which can improve the diversity of the interaction process in the virtual scene and the efficiency of human-computer interaction.

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

[0006] The present application provides an interactive method in a virtual scene, including:

[0007] In a virtual scene, a target object is displayed, and a virtual object in a sensing area of ​​the target object is displayed, wherein the virtual object can interact with the target object in the sensing area;

[0008] When the virtual object moves from the sensing area to outside the sensing area, controlling the target object to be transformed into a virtual natural element belonging to a virtual natural phenomenon;

[0009] Wherein, the virtual natural element is used to cause a negative impact on the environment where the virtual natural element is located.

[0010] The present application embodiment provides an interactive method in a virtual scene, including:

[0011] In a virtual scene, a target object is displayed, and a virtual object in a sensing area of ​​the target object is displayed, wherein the virtual object can be sensed by the target object in the sensing area;

[0012] In response to a hiding instruction for the virtual object, controlling the virtual object to be in a hidden state, wherein the hidden state makes the target object unable to perceive the virtual object;

[0013] In response to the target object being unable to perceive the virtual object, controlling the target object to be transformed into a virtual natural element belonging to a virtual natural phenomenon;

[0014] Wherein, the virtual natural element is used to cause a negative impact on the environment where the virtual natural element is located.

[0015] The embodiment of the present application provides an interactive device in a virtual scene, including:

[0016] A display module, used to display the target object in a virtual scene, and to display a virtual object in a sensing area of ​​the target object, wherein the virtual object can interact with the target object in the sensing area;

[0017] The control module is used to control the target object to be transformed into a virtual natural element belonging to a virtual natural phenomenon when the virtual object moves from within the sensing area to outside the sensing area; wherein the virtual natural element is used to cause a negative impact on the environment in which the virtual natural element is located.

[0018] In the above scheme, the device also includes a second control module, which is used to start timing from the conversion moment of the target object, and within a first target time period, in response to the virtual object re-entering the sensing area, control the virtual natural element not to perform a conversion process for the target object.

[0019] In the above solution, the device further includes a third control module, and the third control module is used to control the target object to chase the virtual object in response to the virtual object being in the sensing area.

[0020] In the above solution, the third control module is also used to display a search screen in which the target object searches for the virtual object in the virtual scene; and when the target object searches for the virtual object, control the target object to chase the virtual object.

[0021] In the above solution, the third control module is further used to control the target object to be transformed into the virtual natural element when the target object fails to search for the virtual object in the sensing area within a second target time period.

[0022] In the above scheme, the device also includes a fourth control module, which is used to control the virtual object to interact with the target object in the virtual scene in response to the interaction instruction for the target object; when the virtual object kills the target object, the negative impact caused in the negative impact area is eliminated at a preset rate around the position of the target object.

[0023] In the above solution, the device further includes a second display module, which is used to display a map of the virtual scene and dynamically display the relative position relationship between the virtual object and the virtual natural element in the map.

[0024] In the above scheme, the second display module is also used to dynamically display the travel path between the virtual object and the virtual natural element in the map, and to identify the virtual object at one end of the travel path and to identify the virtual natural element at the other end of the travel path; wherein the travel path is used to guide the virtual object to move along the travel path to the sensing area of ​​the virtual natural element.

[0025] In the above scheme, the device also includes a target virtual natural element selection module, which is used to obtain the distance between the virtual object and each of the virtual natural elements in the virtual scene when there are multiple virtual natural elements; select the virtual natural element with the smallest distance to the virtual object as the target virtual natural element; the first display module is also used to dynamically display the relative position relationship between the virtual object and the target virtual natural element in the map.

[0026] In the above scheme, the device also includes a third display module, which is used to display a first negative impact value caused by the virtual natural element on the virtual object when the virtual object is in the negative impact area of ​​the virtual natural element; wherein the first negative impact value is used to indicate the magnitude of the obstruction caused by the virtual natural element to the movement of the virtual object within the negative impact area.

[0027] In the above scheme, the device also includes an overlapping module, which is used to determine the corresponding overlapping area when the number of the virtual natural elements is multiple and the negative impact areas of at least two virtual natural elements among the multiple virtual natural elements overlap; when the virtual object is in the overlapping area, the first negative impact values ​​caused by each of the at least two virtual natural elements constituting the overlapping area are superimposed to obtain a target first negative impact value for the virtual object; the second display module is also used to display the target first negative impact values ​​caused by the at least two virtual natural elements on the virtual object.

[0028] In the above scheme, the device also includes a fourth display module, which is used to obtain the duration of the virtual object in the virtual scene; dynamically display the second negative impact value of the virtual object, and the second negative impact value is positively correlated with the duration; wherein the second negative impact value is used to indicate the magnitude of the obstruction caused to the movement of the virtual object in the virtual scene.

[0029] In the above scheme, the second negative impact value is the value of the negative impact caused by the global impact source of the virtual scene on the virtual object, and the global impact source has a hidden attribute and an advanced attribute, and the advanced attribute enables the global impact source to have at least two stages including a first stage and a second stage, the first stage corresponds to a first correlation coefficient between the second negative impact value and the duration, the second stage corresponds to a second correlation coefficient between the second negative impact value and the duration, and the value of the second correlation coefficient is greater than the value of the first correlation coefficient; the fourth display module is also used to dynamically display the second negative impact value determined based on the value of the first correlation coefficient; when it is determined that the global impact source advances from the first stage to the second stage, the displayed second negative impact value is adjusted to the target negative impact value; wherein, the target negative impact value is determined based on the value of the second correlation coefficient.

[0030] In the above scheme, the virtual natural element has an advanced attribute, and the virtual natural element can be transformed into the target object; the device also includes an advanced module, and the advanced module is used to display advanced prompt information corresponding to the virtual natural element when the advanced condition of the virtual natural element is met; wherein the advanced prompt information is used to prompt that the virtual natural element has been advanced, and the advanced object obtained by the transformation of the advanced virtual natural element meets at least one of the following conditions: the health value is higher than the health value of the target object; the damage caused to the virtual object by executing the interactive operation is higher than the damage caused to the virtual object by the target object executing the interactive operation.

[0031] In the above scheme, the device also includes an enhancement module, which is used to display the new virtual natural element and enhance the effect of the virtual natural phenomenon in the overlapping area when a new virtual natural element is generated in the virtual scene and the negative impact area of ​​the generated new virtual natural element overlaps with the negative impact area of ​​the virtual natural element.

[0032] In the above scheme, the device also includes a generation module, which is used to generate at least one interactive first object in an idle state when the virtual object is in the sensing area of ​​the virtual natural element; in response to an interaction instruction for the virtual object, control the virtual object to interact with the first object in the virtual scene, so that the first object changes from the idle state to the interactive state.

[0033] In the above scheme, the generation module is also used to obtain the level of the virtual object when the virtual object is in the sensing area of ​​the virtual natural element, and based on the level, determine the object type corresponding to the level; based on the object type, generate at least one interactive first object in an idle state.

[0034] In the above scheme, the device also includes a fifth control module, which is used to control the virtual object to leave the sensing area in response to the area leaving operation for the virtual object; when the time duration of the virtual object leaving the sensing area reaches a third target time duration, it is determined that the virtual object moves from the sensing area to outside the sensing area.

[0035] In the above scheme, the device also includes a killing module, which is used to control the virtual object and the target object to interact in the virtual scene when receiving an interaction instruction for the target object; when the virtual object kills the target object, a virtual resource used as a reward is displayed in the virtual scene; wherein the virtual resource is used for use in the virtual scene.

[0036] In the above scheme, the device also includes a selection module, which is used to display level options corresponding to at least two difficulty levels respectively, and the number of target objects corresponding to different difficulty levels is different. The at least two difficulty levels include a target difficulty level, and the target difficulty level corresponds to a target number of target objects; in response to the selection operation of the level option for the target difficulty level, the target number of target objects is displayed in the virtual scene.

[0037] In the above scheme, when the number of the virtual natural elements is multiple, the multiple virtual natural elements belong to at least two virtual natural phenomena; the device also includes a first display module, which is used to display multiple virtual natural elements belonging to at least two virtual natural phenomena in the virtual scene; wherein the virtual natural elements of different virtual natural phenomena have different negative impacts on the environment.

[0038] In the above scheme, the device also includes a moving module, which is used to control the virtual object to move toward the virtual natural element and display an interactive second object in the virtual scene in response to a moving instruction for the virtual object; when the virtual object has not entered the negative impact area, display a screen in which the second object searches for the virtual object in the virtual scene; when the second object searches for the virtual object and performs an interactive operation on the virtual object, control the virtual object and the second object to interact in the virtual scene in response to an interactive instruction for the virtual object.

[0039] In the above scheme, the device also includes a marking module, which is used to mark the virtual object when the virtual object enters the negative impact area and display the virtual object carrying the mark; wherein the mark is used to prevent the second object from searching for the virtual object.

[0040] In the above scheme, the device also includes a second display module, which is used to display virtual natural elements belonging to the virtual tornado in the virtual scene when the virtual natural phenomenon is a virtual tornado; wherein the light intensity in the negative impact area of ​​the virtual natural element is lower than that in the non-negative impact area of ​​the virtual scene, and is destructive to virtual objects in the negative impact area.

[0041] The embodiment of the present application provides an interactive device in a virtual scene, including:

[0042] A display module, used to display the target object in a virtual scene, and to display a virtual object in a sensing area of ​​the target object, wherein the virtual object can be sensed by the target object in the sensing area;

[0043] A first control module, configured to control the virtual object to be in a hidden state in response to a hiding instruction for the virtual object, wherein the hidden state makes it impossible for the target object to perceive the virtual object;

[0044] The second control module is used for controlling the target object to be transformed into a virtual natural element belonging to a virtual natural phenomenon in response to the target object being unable to perceive the virtual object; wherein the virtual natural element is used to cause a negative impact on the environment in which the virtual natural element is located.

[0045] In the above scheme, the first control module is also used to control the virtual object to change from the interactive state to the hidden state in response to a hiding instruction for the virtual object; the device also includes a display module, which is used to display a picture of the target object searching for the virtual object in the virtual scene; when the target object fails to search for the virtual object in the hidden state within a second target time length, it is determined that the target object cannot perceive the virtual object.

[0046] An embodiment of the present application provides an electronic device, including:

[0047] A memory for storing executable instructions;

[0048] The processor is used to implement the interaction method in the virtual scene provided in the embodiment of the present application when executing the executable instructions stored in the memory.

[0049] An embodiment of the present application provides a computer-readable storage medium storing executable instructions for causing a processor to execute instructions to implement an interactive method in a virtual scene provided by an embodiment of the present application.

[0050] The embodiment of the present application provides a computer program product or a computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of an electronic device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the electronic device executes the interaction method in the virtual scene provided by the embodiment of the present application.

[0051] The embodiments of the present application have the following beneficial effects:

[0052] In the virtual scene, there is a target object, and a virtual object in the sensing area of ​​the target object, wherein the virtual object can interact with the target object in the sensing area; then, when the virtual object moves from the sensing area to outside the sensing area, the target object is converted into a virtual natural element belonging to a virtual natural phenomenon and used to have a negative impact on the virtual environment in the virtual scene. In this way, when the virtual object is close to the target object, it can interact with the target object, and when the virtual object is far away from the target object, the target object is converted into a virtual natural element, thus enriching the diversity during free exploration, that is, improving the diversity of the interaction process in the virtual scene, thereby also improving the efficiency of human-computer interaction and the utilization rate of hardware resources of electronic equipment. BRIEF DESCRIPTION OF THE DRAWINGS

[0053] Figure 1 is a schematic diagram of the architecture of an interactive system 100 in a virtual scene provided in an embodiment of the present application;

[0054] Figure 2 is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application;

[0055] Figure 3 It is a flowchart of an interactive method in a virtual scene provided by an embodiment of the present application;

[0056] Figure 4 is a schematic diagram of the relative position relationship between the virtual object and the virtual natural element provided in the embodiment of the present application;

[0057] Figure 5 is a schematic diagram of the relative position relationship between the virtual object and the virtual natural element provided in the embodiment of the present application;

[0058] Figure 6 is a schematic diagram of a virtual object moving toward a target virtual natural element provided by an embodiment of the present application;

[0059] Figure 7 is a schematic diagram of a virtual natural element provided in an embodiment of the present application causing a negative impact on a virtual object;

[0060] Figure 8 It is a schematic diagram of superimposed negative impact areas of virtual natural elements provided in an embodiment of the present application;

[0061] Fig. 9 is a schematic diagram of the relationship between the second negative impact value and the duration provided in an embodiment of the present application;

[0062] Fig.10 is a schematic diagram of advanced prompt information of a global impact source provided by an embodiment of the present application;

[0063] Fig.11 is a schematic diagram of a virtual natural element provided in an embodiment of the present application;

[0064] Fig.12 is a schematic diagram of a target object provided in an embodiment of the present application;

[0065] Fig.13 is a schematic diagram of a first object provided in an embodiment of the present application;

[0066] Fig.14 is a schematic diagram of a process of converting a target object into a virtual natural element provided by an embodiment of the present application;

[0067] Fig.15is a schematic diagram of advanced prompt information of virtual natural elements provided in an embodiment of the present application;

[0068] Fig.16 It is a flow chart of the pollution source and key fault switching logic provided in the embodiment of the present application. DETAILED DESCRIPTION

[0069] In order to make the purpose, technical solutions and advantages of the present application clearer, the present application will be further described in detail below in conjunction with the accompanying drawings. The described embodiments should not be regarded as limiting the present application. All other embodiments obtained by ordinary technicians in the field without making creative work are within the scope of protection of this application.

[0070] In the following description, reference is made to “some embodiments”, which describe a subset of all possible embodiments, but it will be understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

[0071] In the following description, the terms "first\second\third" involved are merely used to distinguish similar objects and do not represent a specific ordering of the objects. It can be understood that "first\second\third" can be interchanged with a specific order or sequence where permitted, so that the embodiments of the present application described here can be implemented in an order other than that illustrated or described here.

[0072] 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.

[0073] 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.

[0074] 1) Shooting games, including first-person shooting games, third-person shooting games, and other games that use firearms for long-range attacks, including but not limited to these.

[0075] 2) Third-person perspective: the in-game camera is positioned a certain distance behind the player character, and the character and all combat elements in the surrounding environment can be seen on the screen.

[0076] 3) Open world refers to a virtual game scene in which the battle scenes in the game are completely free and open. In the open world, players can move forward and explore freely in any direction, and the distance between the boundaries of each direction is very large.

[0077] 4) In response, it is used to indicate the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more operations executed may be in real time or have a set delay. Unless otherwise specified, there is no restriction on the order of execution of the multiple operations executed.

[0078] 5) Virtual scene is a virtual scene displayed (or provided) when the application is running on the terminal. The virtual scene can be a simulation of the real world, a semi-simulation and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene.

[0079] For example, the virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. The user may control the virtual object to perform activities in the virtual scene, including but not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. The virtual scene may be displayed from a first-person perspective (for example, the user plays the role of a virtual object in the game from his own perspective); it may also be displayed from a third-person perspective (for example, the user chases the virtual object in the game to play the game); it may also be displayed from a bird's-eye view perspective, and the above perspectives may be switched arbitrarily.

[0080] 6) 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 people, animals, plants, oil drums, walls, stones, etc. displayed in a virtual scene. The virtual object can be a virtual image in the virtual scene that represents the user. A virtual scene can include multiple virtual objects, each of which has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene.

[0081] For example, the virtual object may be a user character controlled by an operation on the client, an artificial intelligence (AI) set in a virtual scene through training, or a non-player character (NPC) set in a virtual scene interaction. The number of virtual objects participating in the interaction in the virtual scene may be preset or dynamically determined according to the number of clients joining the interaction.

[0082] In the open-world shooting games of related technologies, because players are allowed to explore freely, there are generally no linear or strong prompt target traction. Specifically, only when the player approaches the combat target or finds the key NPC to receive the task, there will be certain prompts or guidance on which direction the player should go. The actual experience is mostly to find several designated monsters to kill or hit items, NPC dialogue, etc. The game experience is relatively monotonous, lacking certain packaging and the creation of an open-world immersive atmosphere. This will cause players to feel that the target is missing in the large map and then leave. At the same time, due to the lack of sufficient filling content, when the player quickly finds the target in the game and kills it, the game time will end prematurely, causing the game content to be consumed faster than expected, further leading to the loss of players.

[0083] Based on this, the present application provides an interactive method, device, electronic device, computer-readable storage medium and computer program product in a virtual scene. By creating a number of virtual natural elements that players can choose from in a map, when players feel confused about their goals, they are guided to challenge the virtual natural elements closest to them in the large map. When the players approach, the virtual natural elements will be transformed into monsters to fight with the players. As long as the challenge is successful, the players can get rich rewards, which can enrich the in-game experience while avoiding player loss.

[0084] See also Figure 1 , Figure 1 It is an architectural diagram of an interactive system 100 in a virtual scene provided in an embodiment of the present application. To realize an application scenario of interaction in a virtual scene (for example, an application scenario of interaction in a virtual scene may be an application scenario for interaction based on a virtual scene in a game APP, such as when a player is playing a game APP, a virtual natural element such as a tornado is displayed in a virtual scene. When the player approaches the tornado, the tornado is transformed into an interactive monster, so that the player can use projecting props or skills to kill the monster), an interactive client 401 (i.e., a game APP) in a virtual scene is provided on a terminal (terminal 400 is shown as an example), and terminal 400 is connected to server 200 via a network 300, wherein network 300 may be a wide area network or a local area network, or a combination of the two, and data transmission is realized using a wireless or wired link.

[0085] The terminal 400 is used to send a display request of the virtual scene to the server 200 in response to a triggering operation on a virtual scene including a virtual object and a virtual natural element belonging to a virtual natural phenomenon;

[0086] The server 200 is used to send a virtual scene including a virtual object and virtual natural elements belonging to a virtual natural phenomenon to the terminal 400 based on the received virtual scene display request;

[0087] Terminal 400 is also used to receive a virtual scene including virtual objects and virtual natural elements belonging to virtual natural phenomena; present the virtual scene, and display the virtual objects and virtual natural elements belonging to the virtual natural phenomenon in the virtual scene; wherein the virtual natural elements are used to have a negative impact on the environment in which the virtual natural elements are located; when the virtual object is within the sensing area of ​​the virtual natural element, control the virtual natural element to be converted into an interactive target object; wherein the negative impact area of ​​the virtual natural element includes the sensing area; and when an interaction instruction for the target object is received, control the virtual object to interact with the target object in the virtual scene.

[0088] In some embodiments, the server 200 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 Deliver Network), and big data and artificial intelligence platforms. The terminal 400 may be a smart phone, a tablet computer, a laptop computer, a desktop computer, a set-top box, an intelligent voice interaction device, a smart home appliance, a vehicle-mounted terminal, an aircraft, and a mobile device (e.g., a mobile phone, a portable music player, a personal digital assistant, a dedicated messaging device, a portable gaming device, an intelligent speaker, and a smart watch), etc., but is not limited thereto. The terminal device and the server may be directly or indirectly connected via wired or wireless communication, which is not limited in the embodiments of the present application.

[0089] Next, an electronic device that implements the interactive method in a virtual scene provided by an embodiment of the present application is described. Figure 2 , Figure 2 is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application, with the electronic device as Figure 1 Take the terminal shown in as an example, Figure 2 The electronic device shown includes: at least one processor 410, a memory 450, at least one network interface 420 and a user interface 430. The various components in the terminal 400 are coupled together via a bus system 440. It is understood that the bus system 440 is used to achieve connection and communication between these components. In addition to the data bus, the bus system 440 also includes a power bus, a control bus and a status signal bus. However, for the sake of clarity, the bus system 440 is not shown in FIG. Figure 2 Various buses are labeled as bus system 440 .

[0090] Processor 410 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.

[0091] The user interface 430 includes one or more output devices 431 that enable display of media content, including one or more speakers and / or one or more visual display screens. The user interface 430 also includes one or more input devices 432, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

[0092] The memory 450 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 450 may optionally include one or more storage devices that are physically remote from the processor 410.

[0093] The memory 450 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 450 described in the embodiments of the present application is intended to include any suitable type of memory.

[0094] In some embodiments, memory 450 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.

[0095] Operating system 451, including system programs for processing various basic system services and performing hardware-related tasks, such as a framework layer, a core library layer, a driver layer, etc., for implementing various basic services and processing hardware-based tasks;

[0096] A network communication module 452, used to reach other electronic devices via one or more (wired or wireless) network interfaces 420, exemplary network interfaces 420 include: Bluetooth, Wireless Compatibility Certification (WiFi), and Universal Serial Bus (USB), etc.;

[0097] a presentation module 453 for enabling display of information via one or more output devices 431 (e.g., display screen, speaker, etc.) associated with the user interface 430 (e.g., a user interface for operating peripherals and displaying content and information);

[0098] The input processing module 454 is used to detect one or more user inputs or interactions from one of the one or more input devices 432 and translate the detected inputs or interactions.

[0099] In some embodiments, the device provided in the embodiments of the present application can be implemented in software. Figure 2 An interactive device 455 in a virtual scene stored in a memory 450 is shown, which may be software in the form of a program or a plug-in, and includes the following software modules: a display module 4551, a first control module 4552, and a second control module 4553. These modules are logical, and thus may be arbitrarily combined or further split according to the functions implemented. The functions of each module will be described below.

[0100] In other embodiments, the device provided in the embodiments of the present application can be implemented in hardware. As an example, the interactive device in the virtual scene provided in the embodiments of the present application can be a processor in the form of a hardware decoding processor, which is programmed to execute the interactive method in the virtual scene provided in the embodiments of the present application. For example, the processor in the form of a hardware decoding processor can adopt one or more application-specific integrated circuits (ASICs), DSPs, programmable logic devices (PLDs), complex programmable logic devices (CPLDs), field programmable gate arrays (FPGAs) or other electronic components.

[0101] In some embodiments, the terminal or server can implement the interactive method in the virtual scene provided by the embodiment of the present application by running a computer program. For example, the computer program can be a native program or software module in the operating system; it can be a native application (APP, Application), that is, a program that needs to be installed in the operating system to run, such as an instant messaging APP, a web browser APP; it can also be a small program, that is, a program that can be run only by downloading it to a browser environment; it can also be a small program that can be embedded in any APP. In short, the above-mentioned computer program can be an application, module or plug-in in any form.

[0102] Based on the above description of the interactive system and electronic device in the virtual scene provided by the embodiment of the present application, the interactive method in the virtual scene provided by the embodiment of the present application is described below. In actual implementation, the interactive method in the virtual scene provided by the embodiment of the present application can be implemented by the terminal or the server alone, or by the terminal and the server in collaboration, so that Figure 1 The interactive method in the virtual scene provided by the embodiment of the present application is described as an example in which the terminal 400 alone executes the interactive method in the virtual scene provided by the embodiment of the present application. Figure 3 , Figure 3 is a flowchart of an interactive method in a virtual scene provided by an embodiment of the present application, which will be combined with Figure 3 The steps shown are explained.

[0103] Step 101: The terminal displays virtual objects and virtual natural elements belonging to virtual natural phenomena in a virtual scene; wherein the virtual natural elements are used to cause a negative impact on the environment in which the virtual natural elements are located.

[0104] In actual implementation, an application supporting virtual scenes is installed on the terminal. The application can be any of a first-person shooter game, a third-person shooter game, a multiplayer online tactical competitive game, a virtual reality application, a three-dimensional map program, or a multiplayer gunfight survival game. The user can use the terminal to operate virtual objects in the virtual scene to carry out activities.

[0105] When a user opens an application on a terminal and the terminal runs the application, the terminal presents a picture of a virtual scene. Here, the picture of the virtual scene is obtained by observing the virtual scene from a first-person object perspective, or by observing the virtual scene from a third-person perspective. The picture of the virtual scene includes virtual objects and virtual natural elements belonging to virtual natural phenomena. The virtual objects can be player characters controlled by the current player, or player characters controlled by other players (teammates) belonging to the same group as the current player. The virtual natural phenomena to which the virtual natural elements belong can be natural phenomena such as tornadoes, volcanoes, etc. that have a negative impact on the environment in which they are located.

[0106] As an example, when the virtual natural phenomenon is a virtual tornado, a virtual natural element belonging to the virtual tornado is displayed in a virtual scene; wherein the light intensity in the negative area of ​​the virtual natural element is lower than that in the non-negative impact area of ​​the virtual scene, and is destructive to virtual objects in the negative impact area.

[0107] As an example, when the virtual natural phenomenon is a virtual volcano, a virtual natural element belonging to the virtual volcano is displayed in a virtual scene; wherein the degree of ground fissures and the ambient temperature in the negative impact area of ​​the virtual natural element are higher than those in the non-negative impact area of ​​the virtual scene, and are destructive to virtual objects in the negative impact area.

[0108] It should be noted that, within the negative impact range of the virtual natural element, the closer the distance to the virtual natural element, the stronger the negative impact of the virtual natural element on the corresponding environment.

[0109] In actual implementation, when there are multiple virtual natural elements, the multiple virtual natural elements belong to at least two virtual natural phenomena, such as volcanoes, tornadoes, etc., and the process of displaying virtual natural elements belonging to virtual natural phenomena in a virtual scene specifically includes: displaying multiple virtual natural elements belonging to at least two virtual natural phenomena in a virtual scene; wherein the virtual natural elements of different virtual natural phenomena have different negative effects on the environment in which they are located, for example, a tornado is used to reduce the light intensity of the environment in which the virtual natural elements are located and to destroy virtual objects in the environment in which the virtual natural elements are located; and a volcano is used to crack the ground in the environment in which the virtual natural elements are located, increase the temperature of the environment in which the virtual natural elements are located, and to destroy virtual objects in the environment in which the virtual natural elements are located.

[0110] In some embodiments, while displaying the virtual objects and the virtual natural elements belonging to the virtual natural phenomena, a map of the virtual scene is also displayed in the virtual scene, and the relative position relationship between the virtual objects and the virtual natural elements is dynamically displayed in the map. Figure 4 , Figure 4 is a schematic diagram of the relative position relationship between the virtual object and the virtual natural element provided in the embodiment of the present application, based on Figure 4 The dotted box 401 is a virtual object, and the shaded circle in the dotted box 402 is a virtual natural element. As the virtual object moves, the relative position relationship between the virtual object and the virtual natural element is dynamically displayed in the map.

[0111] In actual implementation, the relative position relationship between the virtual object and the virtual natural element can also be dynamically displayed in the map by dynamically displaying the travel path between the virtual object and the virtual natural element, and marking the virtual object at one end of the travel path and marking the virtual natural element at the other end of the travel path; wherein the travel path is used to guide the virtual object to move along the travel path to the sensing area of ​​the virtual natural element. For example, see Figure 5 , Figure 5 is a schematic diagram of the relative position relationship between the virtual object and the virtual natural element provided in the embodiment of the present application, based on Figure 5, showing the travel paths of the virtual objects and the virtual natural elements in the dotted box 502. Here, the dotted box 501 is a supply location set in the virtual scene, such as a virtual store, etc. The supply location here is used to improve the status value of the virtual object, such as health, travel speed, etc. Here, the travel path can be a path including a supply location, or a path with the shortest distance. In this way, different routes are presented for the virtual objects to choose, so that the virtual objects can determine whether they need to be supplied according to their own status, or directly choose the shortest route to speed up the travel efficiency, thereby avoiding wasting travel time.

[0112] It should be noted that when a virtual object moves towards a virtual natural element based on a travel path, it can be directly based on the travel path on the map, or the path under the feet of the virtual object or under the vehicle can be highlighted in the virtual scene for the virtual object to move towards the virtual natural element.

[0113] In actual implementation, when the number of virtual natural elements is multiple, it is also necessary to determine the target virtual natural element from the multiple virtual natural elements. Here, the target virtual natural element can be determined directly by the terminal or by the user. Next, the process of determining the target virtual natural element is explained through the following two examples. It should be noted that the method of determining the target virtual natural element includes but is not limited to the following two methods, and the embodiments of the present application do not limit this.

[0114] In some embodiments, when there are multiple virtual natural elements, the distance between the virtual object and each virtual natural element in the virtual scene is obtained; the virtual natural element with the smallest distance to the virtual object is selected as the target virtual natural element, so as to dynamically display the relative position relationship between the virtual object and the target virtual natural element in the map.

[0115] In other embodiments, when there are multiple virtual natural elements, options corresponding to each virtual natural element are presented; in response to a selection operation of a target option corresponding to a target virtual natural element, the virtual natural element corresponding to the target option is used as the target virtual natural element, thereby dynamically displaying the relative position relationship between the virtual object and the target virtual natural element in the map.

[0116] It should be noted that, after the target virtual natural element is determined, the path between the virtual object and the target virtual natural element is presented, and the direction movement control corresponding to the virtual object is displayed. The direction movement control may be a joystick control, and then in response to the movement control instruction received based on the direction movement control, the virtual object is controlled to move toward the target virtual natural element in the direction indicated by the movement control instruction (including forward, backward, left and right movement). For example, see Figure 6 , Figure 6is a schematic diagram of a virtual object moving toward a target virtual natural element provided by an embodiment of the present application, based on Figure 6 , the dotted box 601 is a direction movement control. When a movement control instruction (such as a left movement control instruction) for a virtual object is received based on the direction movement control, the virtual object is controlled to move left in response to the movement control instruction.

[0117] In actual implementation, in addition to the negative impact on the environment in which the virtual natural element is located, it will also have a negative impact on the virtual object. Specifically, when the virtual object is in the negative impact area of ​​the virtual natural element, the first negative impact value caused by the virtual natural element on the virtual object is displayed; wherein the first negative impact value is used to indicate the magnitude of the obstruction caused by the virtual natural element to the movement of the virtual object in the negative impact area. It should be noted that the first negative impact value on the virtual object here is used to indicate the negative impact on the state value of the virtual object, for example, reducing the virtual object's travel speed, reducing the virtual object's health, etc.

[0118] For example, see Figure 7 , Figure 7 is a schematic diagram of the negative impact of virtual natural elements on virtual objects provided by the embodiment of the present application, based on Figure 7 When a virtual object is in the negative impact area of ​​a virtual natural element, the first negative impact value of the virtual natural element on the virtual object as shown in the dotted box 701 will be displayed below the map. In this way, the virtual object can determine the negative impact of the virtual natural element on itself in real time, and then execute appropriate coping methods. For example, if the first negative impact value is high, quickly find supplies to replenish the status; if the first negative impact value is low, continue to move towards the virtual natural element. Here, the first negative impact value can be compared with a preset negative impact threshold. When the comparison result indicates that the current first negative impact value is greater than the negative impact threshold, it is determined that the current first negative impact value is high; when the comparison result indicates that the current first negative impact value is less than the negative impact threshold, it is determined that the current first negative impact value is low.

[0119] In some embodiments, when there are multiple virtual natural elements, the first negative impact values ​​caused by the multiple virtual natural elements on the virtual object can be superimposed. Specifically, when the number of virtual natural elements is multiple and there is an overlap in the negative impact areas of at least two of the multiple virtual natural elements, the corresponding overlapping area is determined; when the virtual object is in the overlapping area, the first negative impact values ​​caused by each virtual natural element are superimposed on the at least two virtual natural elements that constitute the overlapping area to obtain a target first negative impact value for the virtual object; thereby displaying the target first negative impact value caused by the at least two virtual natural elements on the virtual object.

[0120] It should be noted that, in addition to the first negative impact value caused to the virtual object, the negative impact caused by multiple virtual natural elements on the environment can also be superimposed. Specifically, when a new virtual natural element is generated in the virtual scene, and the negative impact area of ​​the generated new virtual natural element overlaps with the negative impact area of ​​the virtual natural element, the new virtual natural element is displayed, and the effect of the virtual natural phenomenon in the overlapping area is enhanced. Figure 8 , Figure 8 is a schematic diagram of the superposition of the negative impact areas of the virtual natural elements provided in the embodiment of the present application, based on Figure 8 The non-superimposed area is only negatively affected by one virtual natural element, while the superimposed area is negatively affected by the superposition of two virtual natural elements. When the virtual object is in the superimposed area, the first negative impact value corresponding to the two virtual natural elements is displayed.

[0121] Exemplarily, when the virtual natural phenomena corresponding to the two virtual natural elements in the overlapping area are virtual tornadoes, the light intensity in the overlapping area is lower than that in the non-overlapping area in the negative impact area, and the destructiveness to the virtual object is higher than that in the non-overlapping area in the negative impact area; or, when the virtual natural phenomena corresponding to the two virtual natural elements in the overlapping area are virtual tornadoes and virtual volcanoes, there are both virtual natural phenomena corresponding to the virtual tornado and virtual natural phenomena corresponding to the virtual volcano in the overlapping area, and the destructiveness to the virtual object is higher than that in the non-overlapping area in the negative impact area.

[0122] In some embodiments, in addition to the negative impact of virtual natural elements on virtual objects, when the virtual object is not within the negative impact range of the virtual natural elements, it will also have a negative impact value. Specifically, the duration of the virtual object in the virtual scene is obtained; the second negative impact value of the virtual object is dynamically displayed, and the second negative impact value is positively correlated with the duration; wherein the second negative impact value is used to indicate the magnitude of the obstruction to the movement of the virtual object in the virtual scene. It should be noted that the second negative impact value on the virtual object here is used to indicate the negative impact on the state value of the virtual object, for example, reducing the travel speed of the virtual object, reducing the health of the virtual object, etc. For example, see Fig. 9 , Fig. 9 is a schematic diagram of the relationship between the second negative impact value and the duration provided in the embodiment of the present application, based on Fig. 9 ,The longer the virtual object is in the virtual scene, the faster the growth rate of the second negative impact value.

[0123] In actual implementation, the second negative impact value is the value of the negative impact caused by the global impact source of the virtual scene on the virtual object, and the global impact source has hidden attributes and advanced attributes. The advanced attributes enable the global impact source to have at least two stages including a first stage and a second stage, the first stage corresponds to a first correlation coefficient between the second negative impact value and the duration, the second stage corresponds to a second correlation coefficient between the second negative impact value and the duration, and the value of the second correlation coefficient is greater than the value of the first correlation coefficient; when it is determined that the global impact source is in the first stage, the process of dynamically displaying the second negative impact value of the virtual object specifically includes dynamically displaying the second negative impact value determined based on the value of the first correlation coefficient; and when it is determined that the global impact source advances from the first stage to the second stage, adjusting the displayed second negative impact value to the target negative impact value; wherein the target negative impact value is determined based on the value of the second correlation coefficient.

[0124] It should be noted that when it is determined that the global influence source has advanced from the first stage to the second stage, the advanced prompt information of the corresponding global influence source will also be displayed. Specifically, the duration of the virtual object in the virtual scene is obtained. When it is determined based on the duration that the global influence source has advanced from the first stage to the second stage, the advanced prompt information of the corresponding global influence source is displayed, wherein the advanced prompt information is used to prompt that the global influence source has been advanced. For example, see Fig.10 , Fig.10 is a schematic diagram of advanced prompt information of a global impact source provided by an embodiment of the present application, based on Fig.10 When it is determined based on the duration that the global influence source advances from the first stage to the second stage, the advanced prompt information as shown in box 1001 is displayed.

[0125] In actual implementation, the first negative impact value and the second negative impact value of the virtual object can also be superimposed. Specifically, when the virtual object is in the negative impact area of ​​the virtual natural element, the first negative impact value caused by the virtual natural element on the virtual object and the second negative impact value caused by the global impact source on the virtual object are determined; the first negative impact value and the second negative impact value are superimposed to obtain the total negative impact value of the virtual object, and the total negative impact value of the virtual object is dynamically displayed.

[0126] It should be noted that the total negative impact value of each virtual object also has an upper limit, so as to avoid the overflow of negative impact effects after superposition; at the same time, the total negative impact value of the virtual object can also represent the strength of the virtual natural phenomenon of the virtual object's position in the virtual scene, thereby rendering the environmental atmosphere and enhancing the user's sense of immersion.

[0127] In actual implementation, in a virtual scene, before displaying virtual objects and virtual natural elements belonging to virtual natural phenomena, the number of virtual natural elements can also be determined. Here, there are many ways to determine the number of virtual natural elements. Next, taking two determination methods as examples, the process of determining the number of virtual natural elements is explained.

[0128] In some embodiments, level options corresponding to at least two difficulty levels are displayed, and the numbers of virtual natural elements corresponding to different difficulty levels are different. The at least two difficulty levels include a target difficulty level, and the target difficulty level corresponds to a target number of virtual natural elements. In response to a selection operation of the level option for the target difficulty level, the target number of virtual natural elements is determined, so that virtual objects and the target number of virtual natural elements belonging to virtual natural phenomena are displayed in the virtual scene.

[0129] In other embodiments, when the number of virtual natural elements is preset, the target number of virtual natural elements in the virtual scene is directly acquired, so that virtual objects and the target number of virtual natural elements belonging to the virtual natural phenomenon are displayed in the virtual scene.

[0130] In actual implementation, before the virtual scene is initialized, the relevant developer will determine the candidate positions of at least two virtual natural elements in the virtual scene, and then based on the determined target number of virtual natural elements, select the candidate positions corresponding to the number of virtual natural elements from the candidate positions of at least two virtual natural elements as the positions for displaying the virtual natural elements, so as to display the virtual objects in the virtual scene, and display the virtual natural elements belonging to the virtual natural phenomenon at the selected positions. Here, in order to avoid the same position of virtual natural elements in virtual scenes of the same difficulty level, the process of selecting the candidate positions corresponding to the number of virtual natural elements from the candidate positions of at least two virtual natural elements as the positions for displaying the virtual natural elements can be randomly selected.

[0131] It should be noted that the factors to be considered in determining the alternative positions of virtual natural elements in the virtual scene include but are not limited to the distance between each alternative position and the birth point of the virtual object, and the distance between each alternative position and the NPC in the virtual scene, etc. At the same time, the number of alternative positions for virtual natural elements may be different for different virtual scenes or virtual scenes of different difficulty levels.

[0132] Step 102: When the virtual object is within the sensing area of ​​the virtual natural element, the virtual natural element is controlled to be transformed into an interactive target object; wherein the negative impact area of ​​the virtual natural element includes the sensing area.

[0133] In some embodiments, after the virtual natural element is converted into an interactive target object, the target object pursues the virtual object in the sensing area. Specifically, a search screen of the target object searching for the virtual object in the virtual scene is displayed; when the target object fails to search for the virtual object in the sensing area within the target time, the target object is controlled to be converted into a virtual natural element; and the situation when the target object searches for the virtual object will be explained in step 103.

[0134] For example, see Fig.11 as well as Fig.12 , Fig.11 is a schematic diagram of a virtual natural element provided in an embodiment of the present application, Fig.12 is a schematic diagram of the target object provided in the embodiment of the present application, based on Fig.11 as well as Fig.12 When a virtual object enters the sensing area of ​​a virtual natural element, the virtual natural element is transformed into Fig.12 The target object shown in .

[0135] It should be noted that, since the target object will chase the virtual object, the position of the virtual natural element will also move with the movement of the target object, thereby ensuring that the position of the virtual natural element is consistent with that of the target object.

[0136] In some embodiments, when the virtual object is within the sensing area of ​​the virtual natural element, at least one first interactive object in an idle state is generated. Fig.13 , Fig.13 is a schematic diagram of a first object provided in an embodiment of the present application, based on Fig.11 as well as Fig.13 When a virtual object enters the sensing area of ​​a virtual natural element, the virtual natural element is transformed into an interactive target object, and the position of the virtual natural element in the virtual scene is also generated as follows: Fig.13 The first object is shown in .

[0137] It should be noted that the idle state here is used to indicate that the first object will not actively pursue the virtual object but will be used to interfere with the virtual object. Based on this, the virtual object can choose whether to interact with the first object. When the virtual object chooses to interact with the first object, the first object will interact with the virtual object. Specifically, in response to the interaction instruction for the virtual object, the virtual object is controlled to interact with the first object in the virtual scene, so that the first object changes from the idle state to the interactive state.

[0138] In actual implementation, the object type of the first object corresponds to the level of the virtual object. Based on the level of the virtual object, the generation process of the first object specifically includes: when the virtual object is in the sensing area of ​​the virtual natural element, obtaining the level of the virtual object, and based on the level, determining the object type corresponding to the level; based on the object type, generating at least one interactive first object in an idle state.

[0139] It should be noted that the object type of the first object here includes but is not limited to the level, shape, etc. of the first object. For example, when the level of the virtual object is high, a high-level first object is generated, and when the level of the virtual object is low, a low-level first object is generated; or, when the level of the virtual object is high, a first object with flying ability is generated, and when the level of the virtual object is low, a first object without flying ability is generated.

[0140] In actual implementation, when the virtual object kills all the first objects, virtual resources that can be used in the virtual scene as rewards can be displayed in the virtual scene. For example, the virtual resources can be supplies for reducing the negative impact value of the virtual object, or props for performing interactive operations on the target object, or experience points for improving the level of the virtual object.

[0141] In some embodiments, after the virtual natural element is converted into a target object, the virtual object can also leave the perception area of ​​the target object, so that the target object cannot perceive itself, and then be converted into a virtual natural element. Specifically, in response to an area leaving operation for the virtual object, the virtual object is controlled to leave the sensing area; when the time duration when the virtual object leaves the sensing area reaches a target time duration, the target object is controlled to be converted into a virtual natural element.

[0142] It should be noted that after the target object is transformed into a virtual natural element, when the virtual object does not interact with the first object or does not kill all the first objects, the first object in the virtual scene will also disappear.

[0143] Step 103: When an interaction instruction for the target object is received, the virtual object is controlled to interact with the target object in the virtual scene.

[0144] In actual implementation, in the case where the target object searches for the virtual object, since the target object will chase the virtual object, based on this, when an interaction instruction for the target object is received, the process of controlling the virtual object and the target object to interact in the virtual scene specifically includes displaying a search screen of the target object searching for the virtual object in the virtual scene; in the case where the target object searches for the virtual object and performs an interaction operation on the virtual object, when an interaction instruction for the target object is received, the virtual object and the target object are controlled to interact in the virtual scene.

[0145] In some embodiments, after controlling the target object to perform an interactive operation on the virtual object or controlling the virtual object to interact with the target object, the virtual object can also be hidden based on the virtual building in the virtual scene, so that the target object cannot perceive itself, and then transformed into a virtual natural element. Specifically, in response to a hiding instruction for the virtual object, the virtual object is controlled to change from an interactive state to a hidden state, wherein the hidden state makes the target object unable to perceive the virtual object; a screen of the target object searching for the virtual object in the virtual scene is displayed; when the target object does not search for the virtual object in the hidden state within the target time, the target object is controlled to be transformed into a virtual natural element. It should be noted that since the virtual object is transformed from an interactive state to a hidden state, the target object will move to and search for the position where the virtual object last appeared, and the process of the target object searching for the virtual object in the virtual scene can be to display the position movement of the target object when it changes to the virtual object state, and the screen of the target object searching for the virtual object in the virtual scene.

[0146] For example, if the target object suddenly cannot perceive the virtual object during the interaction with the virtual object (for example, the virtual object hides behind a wall and the target object loses sight of the virtual object), the target object will search towards the place where the virtual object last disappeared at the speed of the alert state. After the preset target time, if it still cannot search for the virtual object or discover a new virtual object, it will actively transform into the form of a virtual natural element.

[0147] In some embodiments, after controlling the virtual object to interact with the target object, the virtual object can also leave the perception area of ​​the target object, so that the target object cannot perceive itself, and then be transformed into a virtual natural element. Specifically, in response to the area leaving operation for the virtual object, the virtual object is controlled to leave the sensing area; when the time when the virtual object leaves the sensing area reaches the target time, the target object is controlled to be transformed into a virtual natural element.

[0148] In actual implementation, controlling the target object to be transformed into a virtual natural element is a process of slowly transforming over time. Specifically, the target object is gradually made transparent from the first end to the second end over time, and the virtual natural element is gradually displayed from the second segment to the first segment over time, wherein the display and transparency rates are positively correlated with time. For example, see Fig.14 , Fig.14 is a schematic diagram of the process of converting a target object into a virtual natural element provided by an embodiment of the present application, based on Fig.14 When the target object is transformed into a virtual natural element, the model material of the target object becomes transparent as time goes by. Here, the gradual change of the material transparency can be coordinated with the special effect from bottom to top or from top to bottom, that is, the target object is gradually made transparent from bottom to top or from top to bottom, and the virtual natural element is gradually displayed from top to bottom or from bottom to top. It should be noted that for the process of transforming the virtual natural element into the target object, there is also a process of controlling the model material of the target object from hiding to display, which is the inverse process of the above process, that is, the virtual natural element is gradually made transparent from bottom to top, from bottom to top, or from top to bottom, and the target object is gradually displayed from top to bottom or from bottom to top.

[0149] It should be noted that after the target object is converted into a virtual natural element, once a virtual object around the virtual natural element re-enters the perception range, the virtual natural element will be converted back into the target object, and the first object can also be generated at the same time. Here, the type and number of the target object and the first object that appear will also be refreshed. Here, the process of converting the target object into a virtual natural element is protected by a target duration. Specifically, the timing starts from the moment the target object is converted. During this target time, the perception of the target object will be turned off. Even if a virtual object approaches the target object or virtual natural element again, the conversion process of the target object into the virtual natural element will not be interrupted immediately, and the virtual natural element that has just been converted will not be converted back into the target object. In this way, when the virtual object repeatedly jumps sideways at the edge of the perception area, the abnormal performance of repeated switching between the virtual natural element and the target object is avoided.

[0150] In some embodiments, after the virtual object interacts with the target object, the virtual object can also kill the target object. When the virtual object kills the target object, virtual resources used as rewards are displayed in the virtual scene; wherein the virtual resources are used in the virtual scene. Exemplarily, the virtual resources can be supplies used to reduce the negative impact value of the virtual object, or props used to perform interactive operations on the target object, or experience points to increase the level of the virtual object, etc.

[0151] In actual implementation, when the virtual object kills the target object, the negative impact caused by the virtual natural element in the negative impact area is eliminated at a preset rate around the target object's location. For example, when the virtual natural phenomenon corresponding to the virtual natural element is a virtual tornado, after the virtual object kills the target object, the light intensity in the negative impact area is enhanced from near to far under the target object's feet in the form of water ripples or light, and the damage caused by the virtual tornado to the virtual objects in the negative impact area is repaired.

[0152] In some embodiments, the virtual natural element also has advanced attributes, and the state attributes of the interactive target object converted from the advanced virtual natural element and the non-advanced virtual natural element are different. Specifically, when the advanced condition of the virtual natural element is met, the advanced prompt information of the corresponding virtual natural element is displayed; wherein the advanced prompt information is used to prompt that the virtual natural element has been advanced, and the advanced object converted from the advanced virtual natural element meets at least one of the following conditions: the health value is higher than the health value of the target object; the damage caused to the virtual object by performing an interactive operation is higher than the damage caused to the virtual object by performing an interactive operation on the target object. For example, see Fig.15 , Fig.15 is a schematic diagram of advanced prompt information of virtual natural elements provided by an embodiment of the present application, based on Fig.15 When the advancement condition of the virtual natural element is met, the advancement prompt information as shown in box 1501 is displayed.

[0153] It should be noted that the advancement condition of the virtual natural element includes but is not limited to the duration of the virtual object being in the virtual scene or the number of virtual natural elements. Specifically, when the duration of the virtual object being in the virtual scene meets the target duration, it is determined that the advancement condition of the virtual natural element is met; or, because the number of corresponding virtual natural elements decreases after the virtual object kills the target object, when the number of virtual natural elements is less than the target number, the advancement condition of the virtual natural element is met. Here, the first object can also be advanced as the virtual natural element is advanced, and the advanced first object has the same characteristics as the advanced target object.

[0154] It should be noted that the longer the virtual object is in the virtual scene or the fewer the number of virtual natural elements, the faster the virtual natural elements can be advanced. Here, the number of virtual natural element advancements can be preset, as well as the target object's health value and the added multiplier of the damage caused to the virtual object by performing interactive operations after each advancement. It should be noted that when the advancement conditions of the virtual natural element are met, the already transformed target object and the first object will not be advanced, that is, the health value of the already transformed target object and the first object and the damage caused to the virtual object by performing interactive operations will not change.

[0155] In some embodiments, a second interactive object may be presented during the virtual object's journey toward the virtual natural element. Specifically, in response to a movement instruction for the virtual object, the virtual object is controlled to move toward the virtual natural element and the second interactive object is displayed in the virtual scene. Here, the second object is an interactive object in the virtual scene that is unrelated to the virtual natural element. At the same time, the second object will also chase the virtual object, and as the duration increases, the health value of the second object and the damage caused to the virtual object by the interactive operation will also increase.

[0156] In actual implementation, when the virtual object has not entered the negative impact area, a picture of the second object searching for the virtual object in the virtual scene is displayed; when the second object searches for the virtual object and performs an interactive operation on the virtual object, in response to the interactive instruction for the virtual object, the virtual object and the second object are controlled to interact in the virtual scene; and when the virtual object enters the negative impact area, the virtual object is marked and the virtual object carrying the mark is displayed; wherein the mark is used to prevent the second object from searching for the virtual object, thereby ensuring that the virtual object entering the negative impact area is not interfered with by the second object.

[0157] It should be noted that when the virtual object kills the second object, virtual resources that can be used in the virtual scene as rewards can also be displayed in the virtual scene. For example, the virtual resources can be supplies for reducing the negative impact value of the virtual object, or props for performing interactive operations on the target object, or experience points for improving the level of the virtual object.

[0158] It is understandable that in the embodiments of the present application, data related to user trigger operations, user information, etc., when the embodiments of the present application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of relevant data need to comply with relevant laws, regulations and standards of relevant countries and regions.

[0159] By using the above-mentioned embodiments of the present application, virtual objects and virtual natural elements that have a negative impact on the virtual environment in the virtual scene are displayed in the virtual scene. When the virtual object enters the negative impact area of ​​the virtual natural element, the virtual natural element is converted into a target object for the virtual object to interact with, so that the virtual object interacts with the target object. In this way, when the virtual object approaches the virtual natural element, the virtual natural element is converted into an interactive object to realize the interaction process, which enriches the interactive objects during free exploration, reduces the exploration time, and increases the diversity of interactive objects in the virtual scene, while also improving the efficiency of human-computer interaction and the utilization rate of hardware resources of electronic equipment.

[0160] The following is an explanation of an exemplary application of the embodiments of the present application in a practical application scenario.

[0161] In the related art, players lack directional guidance for finding various random tasks in the open game world, which can easily lead to repetitive and meaningless running around, and even miss the task objectives; at the same time, due to the lack of sufficient filler content, when players quickly find the targets in the game and kill them, the game time will end prematurely, causing the game content to be consumed faster than expected; moreover, the actual in-game task types are generally dominated by relatively monotonous experiences such as dialogue and collection, lacking a certain degree of packaging and the creation of an open world immersive atmosphere.

[0162] Based on this, an embodiment of the present application provides an interactive method in a virtual scene, by creating several sub-events, namely Dark Tide Pollution Sources (virtual natural elements), which are optional for players (virtual objects) in the map, to guide players to challenge the Dark Tide Pollution Source event closest to them when they feel confused about their goals in the large map. When the player approaches, the Dark Tide Pollution Source will be transformed into a monster (target object) to fight the player. As long as the player successfully challenges, he can get rich rewards, thereby enriching the in-game experience while avoiding player loss.

[0163] In actual implementation, the interactive method in the virtual scene provided by this application will focus on optimizing the following experiences: 1. A certain number of dark tide pollution sources are randomly generated in the open world; 2. The system will use a small radar (map) to guide players to find the nearest pollution source at any time; 3. The dark tide pollution source is a dangerous area like a tornado at the default moment. When a player approaches, it will be transformed into a configured monster of a specified type to fight with the player; 4. As long as the player defeats the key monster of the specified type, he can win, purify the pollution source and obtain rich rewards; 5. When the player chooses to stay away from the battle with the key monster, the key monster will return to the dark tide pollution source state at the current location; 6. As the time of a single game goes on, the pollution sources of the entire map will slowly upgrade and increase in strength.

[0164] Next, the interaction method in the virtual scene provided by the embodiment of the present application is explained from the product side.

[0165] First, the basic process is introduced. Specifically, 1. There are multiple dark tide pollution sources of different intensities (discrete gears) in the whole level map; 2. The dark tide pollution source will radiate the dark tide value (first negative impact value) to the players within a certain range (negative impact area) around it. The curve can be used to define the dark tide value multiplier at different distances from the pollution source; 3. When a player approaches a certain range (sensing area) of the pollution source, the pollution source will materialize as a key monster (target object) with a larger range of perception and chase the player; 4. When transformed into a key monster state, the center of the pollution source will move with the key monster to ensure consistent position; 5. Every time a player clears a pollution source by killing a key monster, he will purify an area affected by the pollution source and obtain the reward (virtual resource) corresponding to the pollution source, which will drop when the key monster dies; 6. When the dark tide concentration is cleared, there will be a purification effect from near to far; 7. The same dark tide pollution source can be defined by a curve over time As time goes by, the intensity of the dark tide pollution source changes, and changes the dark tide value radiated to the surrounding players; 8. The level also has a huge global dark tide pollution source (global influence source), which will radiate the dark tide value to all players in the map, and change with the time of a single game through a curve. This dark tide pollution source has no center, no entity, and no warning; 9. In a single game, a dark tide value (target negative impact value) will be maintained for each player. This dark tide value can be the result of adding the radiation values ​​of various pollution sources received by the current player's position (such as a single pollution source plus a global pollution source); 10. The dark tide value of each player has an upper limit (such as 100) to avoid overflow of effects when multiple pollution sources overlap; 11. The player's real-time dark tide value represents the strength of the dark tide concentration at the player's current location, and is reflected in the dark zone effect (virtual natural phenomenon) of the client, so as to render the world view atmosphere, with the aim of enhancing the sense of immersion in the big world game; 12. The player's dark tide value will be displayed in real time below the radar in the upper right corner, such as Figure 7 As shown; 13. The Dark Tide pollution source will send a mark to all players within a certain range to ensure that players entering the range will not be disturbed by irrelevant monsters (second objects); 14. Players in the non-pollution source radiation area (non-negative impact area) will still be affected by the dynamic monster spawning system. As the time of a single game goes on, a certain number of monsters (second objects) will be generated to fight with the players.

[0166] Secondly, the interactive gameplay of Dark Tide Pollution Source is explained. Specifically, 1. Level planners can pre-place several Dark Tide Pollution Source generation points (target positions) in the level; 2. When the level is initialized, [a, b] (target number) positions (a≤b) will be randomly selected from the preset points (spare positions) as the generation points of the Dark Tide Pollution Source. When configuring, planners must ensure that the number of all preset points n≥b. Here, if n<a occurs, the relevant operations are performed with the logic of activating all n positions; 3. Different levels can support different [a, b] interval configurations; 4. Subsequent iterations will add rules for the selection of preset points, and the factors considered include but are not limited to the distance between each preset point and the birth point of the character (virtual object), and the distance between each preset point and the level target, etc.; 5. As the time of a single game progresses, every certain interval of t seconds (target duration), the global Dark Tide Pollution Source will trigger an evolution. The evolution will cause all monsters to gain a certain multiplier of health (life value) and attack power (damage caused to virtual objects by interactive operations) bonus when the next trigger is generated; 6. You can pre-configure how many times the Dark Tide Pollution Source can evolve in total, as well as the corresponding health and attack power bonus multipliers after each evolution; 7. If the Dark Tide Pollution Source has already generated a batch of monsters (target objects and / or first objects) when the evolution is triggered, then this batch of monsters will not be affected by the evolution and will be deferred to the next wave; 8. Every time a global evolution is triggered, all players need to be prompted with an interface, such as Fig.10As shown; 9. Under normal conditions, the Dark Tide Pollution Source is just a tornado effect on the surface, without collision; 10. When a player approaches the pollution source R meters (sensing area), the pollution source will generate a monster group of specified type and number within a certain unit of itself (first object), and the original central tornado effect will be transformed into a key monster (target object); 11. Killing the key monster can cause the pollution source to explode, purify the nearby area and obtain drop rewards (only one key monster is defined here to prevent the player from killing some key monsters in multiple situations, and then triggering the out-of-combat logic. It will be more difficult to deal with these key monsters if they are resurrected again) 12. As mentioned above, when the key monster is generated, the position of the pollution source will always be consistent with the key monster; 13. Other monsters in the monster group (first object) are just interference, and players can choose to kill or not. Killing will not affect the cleaning of the pollution source; 14. All the generated monsters (target objects and first objects) of the pollution source will enter the idle state once the disengagement logic is triggered. During the entire state, if there are no players within the target range, the key monster will return to the pollution source state (non-entity), and the pollution source will be centered on the current position; 15. After returning to the pollution source state, once other players re-enter the R meter range around the pollution source, the generation will be triggered again, and all the monsters of the specified type and number generated will also be refreshed; 16. It can be considered that the tornado (non-entity) state in the center of the pollution source and the key monster state are in a mutually switching relationship; 17. As long as the player kills the key monster, he can purify the dark tide pollution source and obtain corresponding generous rewards; 18. Players can freely choose whether to kill the interference monsters (first object and / or second object), which will not affect the judgment of victory or defeat.

[0167] Next, the interactive method in the virtual scene provided by the embodiment of the present application is described from the technical side. Fig.16 , Fig.16 This is a flow chart of the pollution source and key fault switching logic provided by the embodiment of the present application, based on Fig.16, the interaction method in the virtual scene provided by the embodiment of the present application is implemented by steps 1601 to 1606. When the pollution source tornado and the key monster switch with each other, specifically, 1. It is necessary to always detect that there is no player within the R radius centered on the current position; 2. The key monster must be in a non-combat state, that is, the target is lost or dead, and there are no other targets around that can be used as combat targets; 3. If the key monster suddenly loses sight of the target (virtual object) during the battle (for example, the target hides behind a wall), the key monster will use the animation and movement speed of the alert state to search for the place where the target last disappeared. This state will last for a preset t seconds. After t seconds, if the old or new target cannot be searched, it will return to the normal idle state, and then it will actively transform into the dark tide pollution source form; 4. When switching to the tornado state, the model material of the key monster needs to have a process of slowly hiding over time, which is controlled by a function curve and regenerated around with the tornado, such as Fig.14 As shown; 5. The gradual change of material transparency, combined with the special effects from bottom to top, is gradually transparent from bottom to top or gradually displayed from transparent through the mask; 6. The switch from tornado to key monster, there is also a function to control the curve of the monster model material from hidden to displayed; 7. If the key monster switches to the pollution source after leaving the battle, there will be a T-time protection, starting from the moment the monster switches. During this T time, the monster's perception will be turned off. Even if a player approaches the monster or pollution source again, it will not immediately interrupt the transformation process from monster to pollution source, nor will it allow the dark tide center that has just been transformed into a pollution source to become a monster again. This can avoid the abnormal performance of repeated switching between the dark tide and the monster when the player repeatedly jumps sideways on the edge of the dark tide.

[0168] By using the above-mentioned embodiments of the present application, virtual objects and virtual natural elements that have a negative impact on the virtual environment in the virtual scene are displayed in the virtual scene. When the virtual object enters the negative impact area of ​​the virtual natural element, the virtual natural element is converted into a target object for the virtual object to interact with, so that the virtual object interacts with the target object. In this way, when the virtual object approaches the virtual natural element, the virtual natural element is converted into an interactive object to realize the interaction process, which enriches the interactive objects during free exploration, reduces the exploration time, and increases the diversity of interactive objects in the virtual scene, while also improving the efficiency of human-computer interaction and the utilization rate of hardware resources of electronic equipment.

[0169] The following is a description of an exemplary structure of the interactive device 455 in the virtual scene provided by the present application as a software module. In some embodiments, Figure 2 As shown, the software modules in the interactive device 455 stored in the virtual scene of the memory 440 may include:

[0170] The display module 4551 is used to display virtual objects and virtual natural elements belonging to virtual natural phenomena in a virtual scene; wherein the virtual natural elements are used to cause a negative impact on the environment in which the virtual natural elements are located;

[0171] A first control module 4552 is configured to control the virtual natural element to be transformed into an interactive target object when the virtual object is within the sensing area of ​​the virtual natural element; wherein the negative impact area of ​​the virtual natural element includes the sensing area;

[0172] The second control module 4553 is used to control the virtual object to interact with the target object in the virtual scene when receiving an interaction instruction for the target object.

[0173] In some embodiments, the device further comprises a first display module, wherein the first display module is configured to display a map of the virtual scene and dynamically display a relative position relationship between the virtual object and the virtual natural element in the map.

[0174] In some embodiments, the first display module is also used to dynamically display a travel path between the virtual object and the virtual natural element in the map, and to identify the virtual object at one end of the travel path and to identify the virtual natural element at the other end of the travel path; wherein the travel path is used to guide the virtual object to move along the travel path to the sensing area of ​​the virtual natural element.

[0175] In some embodiments, the device also includes a target virtual natural element selection module, which is used to obtain the distance between the virtual object and each of the virtual natural elements in the virtual scene when there are multiple virtual natural elements; select the virtual natural element with the smallest distance to the virtual object as the target virtual natural element; the first display module is also used to dynamically display the relative position relationship between the virtual object and the target virtual natural element in the map.

[0176] In some embodiments, the device also includes a second display module, which is used to display a first negative impact value caused by the virtual natural element on the virtual object when the virtual object is in the negative impact area of ​​the virtual natural element; wherein the first negative impact value is used to indicate the magnitude of the obstruction caused by the virtual natural element to the movement of the virtual object within the negative impact area.

[0177] In some embodiments, the device also includes an overlapping module, which is used to determine a corresponding overlapping area when there are multiple virtual natural elements and the negative impact areas of at least two of the multiple virtual natural elements overlap; when the virtual object is in the overlapping area, the first negative impact value caused by each of the at least two virtual natural elements constituting the overlapping area is superimposed to obtain a target first negative impact value for the virtual object; the second display module is also used to display the target first negative impact value caused by the at least two virtual natural elements on the virtual object.

[0178] In some embodiments, the device also includes a third display module, which is used to obtain the duration of time that the virtual object is in the virtual scene; dynamically display a second negative impact value of the virtual object, and the second negative impact value is positively correlated with the duration; wherein the second negative impact value is used to indicate the magnitude of the obstruction caused to the movement of the virtual object in the virtual scene.

[0179] In some embodiments, the second negative impact value is the value of the negative impact caused by the global impact source of the virtual scene on the virtual object, and the global impact source has a hidden attribute and an advanced attribute, and the advanced attribute enables the global impact source to have at least two stages including a first stage and a second stage, the first stage corresponds to a first correlation coefficient between the second negative impact value and the duration, the second stage corresponds to a second correlation coefficient between the second negative impact value and the duration, and the value of the second correlation coefficient is greater than the value of the first correlation coefficient; the third display module is also used to dynamically display the second negative impact value determined based on the value of the first correlation coefficient; when it is determined that the global impact source advances from the first stage to the second stage, adjust the displayed second negative impact value to the target negative impact value; wherein, the target negative impact value is determined based on the value of the second correlation coefficient.

[0180] In some embodiments, the virtual natural element has an advanced attribute, and the device also includes an advanced module, which is used to display advanced prompt information corresponding to the virtual natural element when the advanced condition of the virtual natural element is met; wherein the advanced prompt information is used to prompt that the virtual natural element has been advanced, and the advanced object obtained by the transformation of the advanced virtual natural element meets at least one of the following conditions: the health value is higher than the health value of the target object; the damage caused to the virtual object by performing an interactive operation is higher than the damage caused to the virtual object by performing the interactive operation on the target object.

[0181] In some embodiments, the device also includes an enhancement module, which is used to display the new virtual natural element and enhance the effect of the virtual natural phenomenon in the overlapping area when a new virtual natural element is generated in the virtual scene and the negative impact area of ​​the generated new virtual natural element overlaps with the negative impact area of ​​the virtual natural element.

[0182] In some embodiments, the device also includes a generation module, which is used to generate at least one interactive first object in an idle state when the virtual object is in the sensing area of ​​the virtual natural element; in response to an interaction instruction for the virtual object, control the virtual object to interact with the first object in the virtual scene, so that the first object changes from the idle state to an interactive state.

[0183] In some embodiments, the generation module is also used to obtain the level of the virtual object when the virtual object is in the sensing area of ​​the virtual natural element, and based on the level, determine the object type corresponding to the level; based on the object type, generate at least one interactive first object in an idle state.

[0184] In some embodiments, the second control module 4552 is also used to display a search screen for the target object searching for the virtual object in the virtual scene; when the target object searches for the virtual object and performs an interactive operation on the virtual object, when an interactive instruction for the target object is received, the virtual object is controlled to interact with the target object in the virtual scene.

[0185] In some embodiments, the device further includes a third control module, and the third control module is used to control the target object to be transformed into the virtual natural element when the target object fails to search for the virtual object in the sensing area within a target time period.

[0186] In some embodiments, the device also includes a state transition module, which is used to control the virtual object to transition from an interactive state to a hidden state in response to a hiding instruction for the virtual object, wherein the hidden state makes it impossible for the target object to perceive the virtual object; display a picture of the target object searching for the virtual object in the virtual scene; and when the target object fails to search for the virtual object in the hidden state within a target time length, control the target object to be transformed into the virtual natural element.

[0187] In some embodiments, the device also includes a fourth control module, which is used to control the virtual object to leave the sensing area in response to an area leaving operation for the virtual object; when the duration of the virtual object leaving the sensing area reaches a target duration, control the target object to be transformed into the virtual natural element.

[0188] In some embodiments, the device further comprises a killing module, wherein when the virtual object kills the target object, the killing module is used to display virtual resources used as rewards in the virtual scene; wherein the virtual resources are used to be applied to the virtual scene.

[0189] In some embodiments, the device also includes an elimination module, which is used to eliminate the negative impact caused by the virtual natural elements in the negative impact area at a preset rate around the position of the target object when the virtual object kills the target object.

[0190] In some embodiments, the device also includes a selection module, which is used to display level options corresponding to at least two difficulty levels, respectively. The numbers of virtual natural elements corresponding to different difficulty levels are different. The at least two difficulty levels include a target difficulty level, and the target difficulty level corresponds to a target number of virtual natural elements. In response to a selection operation of the level option for the target difficulty level, virtual objects and the target number of virtual natural elements belonging to virtual natural phenomena are displayed in a virtual scene.

[0191] In some embodiments, when the number of the virtual natural elements is multiple, the multiple virtual natural elements belong to at least two virtual natural phenomena, and the display module 4551 is also used to display the multiple virtual natural elements belonging to at least two virtual natural phenomena in the virtual scene; wherein the virtual natural elements of different virtual natural phenomena have different negative impacts on the environment.

[0192] In some embodiments, the device also includes a movement module, which is used to control the virtual object to move toward the virtual natural element and display an interactive second object in the virtual scene in response to a movement instruction for the virtual object; when the virtual object has not entered the negative impact area, display a screen in which the second object searches for the virtual object in the virtual scene; when the second object searches for the virtual object and performs an interactive operation on the virtual object, control the virtual object and the second object to interact in the virtual scene in response to an interaction instruction for the virtual object.

[0193] In some embodiments, the device also includes a marking module, which is used to mark the virtual object when the virtual object enters the negative impact area and display the virtual object carrying the mark; wherein the mark is used to prevent the second object from searching for the virtual object.

[0194] In some embodiments, the display module 4551 is also used to display virtual natural elements belonging to the virtual tornado in the virtual scene when the virtual natural phenomenon is a virtual tornado; wherein the light intensity in the negative impact area of ​​the virtual natural element is lower than that in the non-negative impact area of ​​the virtual scene, and is destructive to virtual objects in the negative impact area.

[0195] The embodiment of the present application provides a computer program product or a computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of an electronic device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the electronic device executes the above-mentioned interaction method in the virtual scene of the embodiment of the present application.

[0196] The embodiment of the present application provides a computer-readable storage medium storing executable instructions, wherein the executable instructions are stored. When the executable instructions are executed by a processor, the processor will execute the interactive method in the virtual scene provided by the embodiment of the present application, for example, Figure 3 The interactive method in the virtual scene is shown.

[0197] 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.

[0198] 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.

[0199] As an example, executable instructions may, but need not, correspond to a file in a file system, may be stored as part of a file that stores other programs or data, such as in one or more scripts in a HyperText Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple coordinated files (e.g., files storing one or more modules, subroutines, or code portions).

[0200] 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.

[0201] In summary, the embodiments of the present application have the following beneficial effects:

[0202] (1) When a virtual object approaches a virtual natural element, the virtual natural element is converted into an interactive object to realize the interaction process. This enriches the interactive objects during free exploration, reduces the exploration time, increases the diversity of interactive objects in the virtual scene, and improves the efficiency of human-computer interaction and the utilization of hardware resources of electronic equipment.

[0203] (2) The timing starts from the moment of target object transformation. During this target time, the perception of the target object will be turned off. Even if a virtual object approaches the target object or virtual natural element again, the transformation process of the target object to the virtual natural element will not be interrupted immediately, and the newly transformed virtual natural element will not be transformed back into the target object. In this way, when the virtual object repeatedly jumps sideways at the edge of the perception area, the abnormal phenomenon of repeated switching between the virtual natural element and the target object is avoided.

[0204] 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. An interactive method in a virtual scene, characterized in that: The method comprises: In a virtual scene, a target object is displayed, and a virtual object in a sensing area of ​​the target object is displayed, wherein the virtual object can interact with the target object in the sensing area; When the virtual object moves from the sensing area to outside the sensing area, controlling the target object to be transformed into a virtual natural element belonging to a virtual natural phenomenon; Wherein, the virtual natural element is used to cause a negative impact on the environment where the virtual natural element is located.

2. The method according to claim 1, characterized in that When the virtual object moves from the sensing area to outside the sensing area, after controlling the target object to be transformed into a virtual natural element belonging to a virtual natural phenomenon, the method further includes: The timing is started from the transformation moment of the target object. Within a first target time period, in response to the virtual object re-entering the sensing area, the virtual natural element is controlled not to perform a transformation process for the target object.

3. The method according to claim 1, characterized in that After displaying the virtual object in the sensing area of ​​the target object, the method further includes: In response to the virtual object being within the sensing area, the target object is controlled to chase the virtual object.

4. The method according to claim 3, characterized in that In response to the virtual object being in the sensing area, controlling the target object to chase the virtual object comprises: Displaying a search screen in which the target object searches for the virtual object in the virtual scene; In a case where the target object searches for the virtual object, the target object is controlled to chase the virtual object.

5. The method according to claim 4, characterized in that The method further comprises: When the target object fails to search for the virtual object in the sensing area within a second target time period, the target object is controlled to be transformed into the virtual natural element.

6. The method according to claim 1, characterized in that The sensing area is located in the negative impact area, and after displaying the virtual object in the sensing area of ​​the target object, the method further includes: In response to an interaction instruction for the target object, controlling the virtual object to interact with the target object in the virtual scene; When the virtual object kills the target object, the negative impact caused in the negative impact area is eliminated at a preset rate around the location of the target object.

7. The method according to claim 1, characterized in that When the virtual object moves from the sensing area to outside the sensing area, after controlling the target object to be transformed into a virtual natural element belonging to a virtual natural phenomenon, the method further includes: When the virtual object is in the negative impact area of ​​the virtual natural element, displaying a first negative impact value caused by the virtual natural element on the virtual object; The first negative impact value is used to indicate the extent of the obstruction caused by the virtual natural element to the movement of the virtual object within the negative impact area.

8. The method according to claim 7, characterized in that The method further comprises: When there are multiple virtual natural elements, and negative impact areas of at least two of the multiple virtual natural elements overlap, determining a corresponding overlapping area; When the virtual object is in the overlapping area, for the at least two virtual natural elements constituting the overlapping area, the first negative impact values ​​caused by the virtual natural elements are superimposed to obtain a target first negative impact value for the virtual object; The displaying of a first negative impact value caused by the virtual natural element on the virtual object includes: The target first negative impact value caused by the at least two virtual natural elements on the virtual object is displayed.

9. The method according to claim 1, characterized in that When the virtual object moves from the sensing area to outside the sensing area, after controlling the target object to be transformed into a virtual natural element belonging to a virtual natural phenomenon, the method further includes: Obtaining the duration of time the virtual object is in the virtual scene; Dynamically displaying a second negative impact value of the virtual object, wherein the second negative impact value is positively correlated with the duration; The second negative impact value is used to indicate the magnitude of the obstruction caused to the movement of the virtual object in the virtual scene.

10. The method according to claim 9, characterized in that The second negative impact value is a value of the negative impact caused by the global impact source of the virtual scene on the virtual object, and the global impact source has a hidden attribute and an advanced attribute, and the advanced attribute enables the global impact source to have at least two stages including a first stage and a second stage, the first stage corresponds to a first correlation coefficient between the second negative impact value and the duration, the second stage corresponds to a second correlation coefficient between the second negative impact value and the duration, and the value of the second correlation coefficient is greater than the value of the first correlation coefficient; When it is determined that the global influence source is in the first stage, dynamically displaying the second negative influence value of the virtual object includes: dynamically displaying the second negative impact value determined based on the value of the first correlation coefficient; The method further comprises: When it is determined that the global influence source advances from the first stage to the second stage, adjusting the displayed second negative influence value to a target negative influence value; The target negative impact value is determined based on the value of the second correlation coefficient.

11. The method according to claim 1, characterized in that The virtual natural element has an advanced attribute, and the virtual natural element can be transformed into the target object; When the virtual object moves from the sensing area to outside the sensing area, after controlling the target object to be transformed into a virtual natural element belonging to a virtual natural phenomenon, the method further includes: When the advancement condition of the virtual natural element is met, displaying advancement prompt information corresponding to the virtual natural element; The advanced prompt information is used to prompt that the virtual natural element has been advanced, and the advanced object obtained by transforming the advanced virtual natural element satisfies at least one of the following conditions: The health value is higher than the health value of the target object; The damage caused to the virtual object by performing the interactive operation is higher than the damage caused to the virtual object by performing the interactive operation on the target object.

12. The method according to claim 1, characterized in that When the virtual object moves from the sensing area to outside the sensing area, after controlling the target object to be transformed into a virtual natural element belonging to a virtual natural phenomenon, the method further includes: When a new virtual natural element is generated in the virtual scene, and a negative impact area of ​​the generated new virtual natural element overlaps with a negative impact area of ​​the virtual natural element, the new virtual natural element is displayed, and the effect of the virtual natural phenomenon in the overlapping area is enhanced.

13. The method according to claim 1, characterized in that When the virtual object moves from the sensing area to outside the sensing area, after controlling the target object to be transformed into a virtual natural element belonging to a virtual natural phenomenon, the method further includes: When the virtual object is within the sensing area of ​​the virtual natural element, generating at least one first interactive object in an idle state; In response to an interaction instruction for the virtual object, the virtual object is controlled to interact with the first object in the virtual scene, so that the first object changes from the idle state to the interactive state.

14. The method according to claim 13, characterized in that When the virtual object is in the sensing area of ​​the virtual natural element, generating at least one interactive first object in an idle state comprises: When the virtual object is within the sensing area of ​​the virtual natural element, acquiring the level of the virtual object, and determining the object type corresponding to the level based on the level; At least one first interactive object in an idle state is generated based on the object type.

15. The method according to claim 1, wherein: When there are multiple virtual natural elements, and the multiple virtual natural elements belong to at least two virtual natural phenomena, when the virtual object moves from the sensing area to outside the sensing area, after controlling the target object to be transformed into a virtual natural element belonging to the virtual natural phenomenon, the method further includes: In the virtual scene, a plurality of virtual natural elements belonging to at least two virtual natural phenomena are displayed; Among them, the virtual natural elements of different virtual natural phenomena have different negative impacts on the surrounding environment.

16. The method according to claim 1, wherein: When the virtual object moves from the sensing area to outside the sensing area, after controlling the target object to be transformed into a virtual natural element belonging to a virtual natural phenomenon, the method further includes: In response to a movement instruction for the virtual object, controlling the virtual object to move toward the virtual natural element and displaying an interactive second object in the virtual scene; When the virtual object does not enter the negative impact area, displaying a picture of the second object searching for the virtual object in the virtual scene; When the second object searches for the virtual object and performs an interaction operation on the virtual object, in response to an interaction instruction on the virtual object, the virtual object is controlled to interact with the second object in the virtual scene.

17. The method according to claim 16, characterized in that After displaying the second interactive object in the virtual scene, the method further includes: When the virtual object enters the negative impact area, marking the virtual object and displaying the marked virtual object; The mark is used to prevent the second object from searching for the virtual object.

18. The method of claim 1, wherein: When the virtual object moves from the sensing area to outside the sensing area, after controlling the target object to be transformed into a virtual natural element belonging to a virtual natural phenomenon, the method further includes: When the virtual natural phenomenon is a virtual tornado, in the virtual scene, virtual natural elements belonging to the virtual tornado are displayed; The light intensity in the negative impact area of ​​the virtual natural element is lower than that in the non-negative impact area of ​​the virtual scene, and is destructive to virtual objects in the negative impact area.

19. An interactive method in a virtual scene, characterized in that: The method comprises: In a virtual scene, a target object is displayed, and a virtual object in a sensing area of ​​the target object is displayed, wherein the virtual object can be sensed by the target object in the sensing area; In response to a hiding instruction for the virtual object, controlling the virtual object to be in a hidden state, wherein the hidden state makes the target object unable to perceive the virtual object; In response to the target object being unable to perceive the virtual object, controlling the target object to be transformed into a virtual natural element belonging to a virtual natural phenomenon; Wherein, the virtual natural element is used to cause a negative impact on the environment where the virtual natural element is located.

20. The method of claim 19, wherein: The virtual object can interact with the target object in the sensing area; and in response to a hiding instruction for the virtual object, controlling the virtual object to be in a hidden state comprises: In response to a hiding instruction for the virtual object, controlling the virtual object to change from an interactive state to the hidden state; The method further comprises: Displaying a screen in which the target object searches for the virtual object in the virtual scene; When the target object fails to search for the virtual object in the hidden state within the second target time length, it is determined that the target object cannot perceive the virtual object.

21. An interactive device in a virtual scene, characterized in that: The device comprises: A display module, used to display the target object in a virtual scene, and to display a virtual object in a sensing area of ​​the target object, wherein the virtual object can interact with the target object in the sensing area; The control module is used to control the target object to be transformed into a virtual natural element belonging to a virtual natural phenomenon when the virtual object moves from within the sensing area to outside the sensing area; wherein the virtual natural element is used to cause a negative impact on the environment in which the virtual natural element is located.

22. An interactive device in a virtual scene, characterized in that: The device comprises: A display module, used to display the target object in a virtual scene, and to display a virtual object in a sensing area of ​​the target object, wherein the virtual object can be sensed by the target object in the sensing area; A first control module, configured to control the virtual object to be in a hidden state in response to a hiding instruction for the virtual object, wherein the hidden state makes it impossible for the target object to perceive the virtual object; The second control module is used for controlling the target object to be transformed into a virtual natural element belonging to a virtual natural phenomenon in response to the target object being unable to perceive the virtual object; wherein the virtual natural element is used to cause a negative impact on the environment in which the virtual natural element is located.

23. An electronic device, characterized in that: include: A memory for storing executable instructions; A processor is used to implement the interaction method in a virtual scene as described in any one of claims 1 to 20 when executing the executable instructions stored in the memory.

24. A computer-readable storage medium, characterized in that: Executable instructions are stored, which are used to cause the processor to execute and implement the interactive method in the virtual scene described in any one of claims 1 to 20.

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