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

By displaying the attack prompt control in the virtual scene and automatically controlling the steering of the virtual object, the problem of player counterattack delay is solved, improving the game experience and efficiency.

CN120019840APending Publication Date: 2025-05-20GUANGZHOU TENCENT TECH CO LTD
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Patent Information

Application Number
CN202311540513.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-11-17
Publication Date
2025-05-20

AI Technical Summary

Technical Problem

In the prior art, players need multiple steps to lock the enemy in a virtual scene to fight back, resulting in losing effective opportunities during battles, delaying reactions, and affecting the game experience.

Method used

By displaying the hit prompt control with the attack direction in the virtual scene, when the player triggers the target hit prompt control, the virtual object is automatically controlled to turn to the attacker's direction, simplifying the counterattack operation.

Benefits of technology

It significantly improves the player's operating experience and game fun, reduces the delay time of counterattack, speeds up the game progress, and saves resource overhead for servers and terminal devices.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides an interactive processing method and device of a virtual scene, electronic equipment and a storage medium. The method comprises the steps that a virtual scene is displayed in a human-computer interaction interface, and the virtual scene comprises a plurality of virtual objects; in response to the fact that the first virtual object is attacked by at least one second virtual object, at least one hit prompt control is displayed in the virtual scene, and the pointing direction of each hit prompt control is consistent with the attack direction of the corresponding second virtual object; the first virtual object is controlled to turn to a target direction in response to a trigger operation for a target hit prompt control, the target hit prompt control is a selected hit prompt control in the at least one hit prompt control, and the target direction is a direction opposite to the direction pointed by the target hit prompt control. According to the method and the device, the virtual object can be controlled to turn to an attacker in a quick and efficient manner, so that the operation experience and the game fun of players can be remarkably improved.
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Description

Technical Field

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

[0002] The display technology based on graphics processing hardware has expanded the channels for perceiving the environment and obtaining information. In particular, the display technology for virtual scenes can achieve diverse interactions between virtual objects controlled by users or artificial intelligence (AI) according to actual application requirements, and has various typical application scenarios. For example, in a virtual scene such as a game, it can simulate the real battle process between virtual objects.

[0003] Taking a mobile game as an example, in the related art, when a game character controlled by a player is attacked by an enemy (such as a game character controlled by another player), the player needs to manually adjust the screen direction, search for the position of the attacker in the game scene, and then counterattack. It can be seen that in the solution provided by the related art, the player needs to perform multiple steps of operations to lock the enemy for counterattack, and may lose the effective timing of the battle during the battle, delaying the timing, and thus resulting in a poor gaming experience for the player. Summary of the Invention

[0004] The embodiments of this application provide an interactive processing method, device, electronic device, computer-readable storage medium, and computer program product for a virtual scene, which can control a virtual object to turn towards the attacker in a fast and efficient manner, thereby significantly improving the player's operation experience and gaming pleasure.

[0005] The technical solution of the embodiments of this application is implemented as follows:

[0006] The embodiments of this application provide an interactive processing method for a virtual scene, including:

[0007] Display a virtual scene in a human-computer interaction interface, where the virtual scene includes a plurality of virtual objects;

[0008] In response to a first virtual object being attacked by at least one second virtual object, display at least one hit prompt control in the virtual scene, where the direction of each hit prompt control is consistent with the attack direction of the corresponding second virtual object;

[0009] In response to a trigger operation on a target hit prompt control, control the first virtual object to turn towards a target direction, where the target hit prompt control is the selected hit prompt control among the at least one hit prompt control, and the target direction is the opposite direction of the direction pointed to by the target hit prompt control.

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

[0011] A display module, configured to display a virtual scene in a human-computer interaction interface, where the virtual scene includes a plurality of virtual objects;

[0012] The display module is further configured to, in response to a first virtual object being attacked by at least one second virtual object, display at least one hit prompt control in the virtual scene, where the direction of each hit prompt control is consistent with the attack direction of the corresponding second virtual object;

[0013] A control module, configured to, in response to a trigger operation on a target hit prompt control, control the first virtual object to turn to a target direction, where the target hit prompt control is a selected hit prompt control among the at least one hit prompt control, and the target direction is the opposite direction of the direction pointed to by the target hit prompt control.

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

[0015] A memory, configured to store executable instructions;

[0016] A processor, configured to implement the interactive processing method for a virtual scene provided by an embodiment of the present application when executing the executable instructions stored in the memory.

[0017] An embodiment of the present application provides a computer-readable storage medium, storing computer-executable instructions, which are configured to implement the interactive processing method for a virtual scene provided by an embodiment of the present application when being executed by a processor.

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

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

[0020] When a virtual object controlled by a player (i.e., the first virtual object) is attacked by other virtual objects (i.e., the second virtual object) in a virtual scene, a hit prompt control carrying the attack direction of the attacker (i.e., the second virtual object) is displayed in the virtual scene. When a trigger operation of the player on the selected hit prompt control (i.e., the target hit prompt control) is received, the first virtual object can be controlled to turn in the opposite direction of the direction pointed by the target hit prompt control, that is, face the direction of the second virtual object corresponding to the target hit prompt control. Thus, compared with the technical solutions provided by the related art, the technical solution provided by the embodiments of the present application can control the virtual object to turn towards the attacker in a fast and efficient manner, facilitating the player to counterattack, thereby significantly improving the player's operation experience and game pleasure. At the same time, it can also speed up the game progress, and further save the resource overhead of the server and the terminal device. BRIEF DESCRIPTION OF THE DRAWINGS

[0021] Figure 1 is a schematic structural diagram of an interactive processing system 100 for a virtual scene provided by an embodiment of the present application;

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

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

[0024] Figure 4 is a schematic diagram of an application scenario of an interactive processing method for a virtual scene provided by an embodiment of the present application;

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

[0026] Figures 6A to 6F is a schematic diagram of an application scenario of an interactive processing method for a virtual scene provided by an embodiment of the present application;

[0027] Figures 7A to 7C is a schematic diagram of the principle of an interactive processing method for a virtual scene provided by an embodiment of the present application;

[0028] Figure 8 is a schematic flowchart of an interactive processing method for a virtual scene provided by an embodiment of the present application. DETAILED DESCRIPTION OF THE EMBODIMENTS

[0029] In order to make the objectives, technical solutions, and advantages of the present application clearer, the present application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be construed as limiting the present application. All other embodiments obtained by those of ordinary skill in the art without creative efforts shall fall within the scope of protection of the present application.

[0030] In the following description, "some embodiments" are involved, which describe a subset of all possible embodiments. However, it can be understood that "some embodiments" can be the same subset or different subsets of all possible embodiments, and can be combined with each other without conflict.

[0031] It can be understood that in the embodiments of the present application, data related to user information, etc. (such as data of game characters controlled by users) is involved. When the embodiments of the present application are applied to specific products or technologies, user permission or consent needs to be obtained, and the collection, use, and processing of relevant data need to comply with relevant laws, regulations, and standards of relevant countries and regions.

[0032] In the following description, the terms "first / second / ..." involved are only used to distinguish similar objects and do not represent a specific order for the objects. It can be understood that "first / second / ..." can be interchanged with a specific order or sequence when allowed, so that the embodiments of the present application described here can be implemented in an order other than that illustrated or described here.

[0033] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by those skilled in the technical field 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.

[0034] Before further elaborating on the embodiments of the present application, the nouns and terms involved in the embodiments of the present application are described. The nouns and terms involved in the embodiments of the present application are applicable to the following explanations.

[0035] 1) In response to: used to represent the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more executed operations can be real-time or can have a set delay; without special instructions, there is no limitation on the execution order of the multiple executed operations.

[0036] 2) Virtual scene: is the scene displayed (or provided) when the application program runs on the terminal device. This scene can be a simulation environment of the real world, a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5D virtual scene, or a three-dimensional virtual scene. The embodiments of the present application do not limit the dimension of the virtual scene. For example, the virtual scene can include the sky, land, ocean, etc. The land can include environmental elements such as deserts and cities, and users can control virtual objects to move in this virtual scene.

[0037] 3) Virtual Object: Images of various people and objects that can interact in a virtual scene, or movable objects in a virtual scene. The movable object can be a virtual character, a virtual animal, an anime character, etc. For example, the characters, animals, etc. displayed in a virtual scene. A virtual object can be a virtual image representing the user in a virtual scene. A virtual scene can include multiple virtual objects, and each virtual object has its own shape and volume in the virtual scene, occupying a part of the space in the virtual scene. A virtual object can also be a game character controlled by a user (or player).

[0038] 4) Cloud Game: Also known as Gaming on Demand, which means deploying a game program in a server and running an instance of the game program (abbreviated as a game instance). The game instance sends the game data output during the running process to the browser page of the user terminal. The page calls the media component of the browser to decode the game data and renders the real-time game screen during the game according to the decoding result. When the page detects an operation performed by the user in the game screen, it reports it to the game instance running in the server. When receiving the game data of the response operation generated by the game instance, it repeats the decoding and rendering process, so as to present the change of the game screen according to the user's operation in the page.

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

[0040] The embodiments of the present application provide a method, device, electronic device, computer-readable storage medium, and computer program product for interactive processing of a virtual scene, which can control a virtual object to turn towards the attacker in a fast and efficient manner, facilitating the player to counterattack, thereby significantly improving the player's operation experience and game fun. The electronic device provided by the embodiments of the present application will be described below. The electronic device provided by the embodiments of the present application can be implemented as a terminal device (corresponding to a stand-alone / offline mode game application), or jointly implemented by a server and a terminal device (corresponding to an online game application). The following takes the case of jointly implementing the interactive processing method of the virtual scene provided by the embodiments of the present application by a server and a terminal device as an example for description.

[0041] Before introducing the architecture of the interactive processing system for virtual scenarios provided in the embodiments of the present application, the game modes involved in the embodiments of the present application will be introduced first. For the solution implemented collaboratively by the terminal device and the server, there are mainly two game modes, namely the local game mode and the cloud game mode. Among them, the local game mode means that the terminal device and the server cooperate to run the game processing logic. For the operation instructions input by the player on the terminal device, part of them are processed by the terminal device running the game logic, and the other part are processed by the server running the game logic. Moreover, the game logic processing run by the server is often more complex and requires more computing power. The cloud game mode means that the game logic processing is completely run by the server (such as a cloud server), and the cloud server renders the game scene data into an audio-video stream, and then transmits it to the terminal device for display through the network. That is to say, the terminal device only needs to have the basic ability to play streaming media and the ability to obtain the player's operation instructions and send them to the server.

[0042] Next, the architecture of the interactive processing system for virtual scenarios provided in the embodiments of the present application will be described.

[0043] For example, referring to Figure 1 , Figure 1 is a schematic diagram of the architecture of the interactive processing system 100 for virtual scenarios provided in the embodiments of the present application. To implement an application that can support controlling the virtual object to turn towards the attacker in a fast and efficient manner, facilitating the player to counterattack, thereby significantly improving the player's operation experience and game fun, as Figure 1 shown, the interactive processing system 100 for virtual scenarios includes: a server 200, a network 300, and a terminal device 400. Among them, the network 300 can be a local area network or a wide area network, or a combination of the two. The terminal device 400 is the terminal device associated with the current user (or player). A client 410 runs on the terminal device 400. The client 410 can be various types of clients, such as including a shooting game client, a real-time strategy game client, a battle royale game client, a role-playing game client, and a browser, etc.

[0044] In some embodiments, a virtual scene may be displayed in the human-computer interaction interface of the client 410. The virtual scene may include multiple virtual objects, including a first virtual object (such as the game character A controlled by the current player). In response to the first virtual object being attacked by at least one second virtual object (such as game characters controlled by other players) in the virtual scene, the client 410 displays at least one corresponding hit prompt control in the virtual scene, where the direction of each hit prompt control is consistent with the attack direction of the corresponding second virtual object; subsequently, the client 410 may control the first virtual object to turn to the target direction in response to a trigger operation by the current player on the target hit prompt control, where the target hit prompt control is the hit prompt control selected by the current player among the at least one hit prompt control, and the target direction is the opposite direction of the pointing of the target hit prompt control, that is, the direction facing the second virtual object (i.e., the selected attacker) corresponding to the target hit prompt control. In this way, the virtual object can be controlled to turn to the attacker in a quick and efficient manner, facilitating the player to counterattack, thereby significantly enhancing the player's operation experience and gaming pleasure.

[0045] It should be noted that the virtual scene in the interactive processing method of the virtual scene provided in the embodiments of the present application may be completely output based on the terminal device, or output in cooperation with the terminal device and the server. For example, the relevant data calculation and output of the virtual scene can be completely completed relying on the graphics processing hardware computing power of the terminal device 400. The types of graphics processing hardware include a central processing unit (CPU, Central Processing Unit) and a graphics processing unit (GPU, Graphics Processing Unit). For example, when forming the visual perception of the virtual scene, the terminal device 400 calculates the data required for display through the graphics computing hardware, and completes the loading, parsing, and rendering of the display data, and outputs a video frame capable of forming a visual perception of the virtual scene through the graphics output hardware. For example, a two-dimensional video frame is presented on the display screen of a smart phone, or a video frame with a three-dimensional display effect is projected on the lens of an augmented reality / virtual reality glasses; in addition, in order to enrich the perception effect, the terminal device 400 can also form one or more of auditory perception, tactile perception, motion perception, and taste perception by means of different hardware.

[0046] Of course, it is also possible to rely on the computing power of the server 200 to complete virtual scene calculation and output the virtual scene on the terminal device 400. For example, taking the formation of visual perception of the virtual scene as an example, the server 200 calculates the display data related to the virtual scene (such as scene data) and sends it to the terminal device 400 through the network 300. The terminal device 400 relies on the graphics computing hardware to complete the loading, parsing, and rendering of the calculation display data, and relies on the graphics output hardware to output the virtual scene to form visual perception. For example, it can present two-dimensional video frames on the display screen of a smartphone, or project video frames with three-dimensional display effects on the lenses of augmented reality / virtual reality glasses; for the perception of the form of the virtual scene, it can be understood that it can be output by means of the corresponding hardware of the terminal device 400. For example, a microphone is used to form auditory perception, and a vibrator is used to form tactile perception, etc.

[0047] In some other embodiments, the embodiments of the present application can also be implemented with the help of cloud technology. Cloud technology refers to a hosting technology that unifies a series of resources such as hardware, software, and networks within a wide area network or a local area network to achieve data calculation, storage, processing, and sharing.

[0048] Cloud technology is the general term for network technology, information technology, integration technology, management platform technology, and application technology based on the cloud computing business model. It can form a resource pool, be used on demand, and is flexible and convenient. Cloud computing technology will become an important support. The background services of the technical network system require a large amount of computing and storage resources.

[0049] For example, Figure 1 the server 200 in can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery network (CDN, Content Delivery Network), and big data and artificial intelligence platforms. The terminal device 400 can be a smartphone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, a vehicle-mounted terminal, etc., but is not limited thereto. The terminal device 400 and the server 200 can be directly or indirectly connected through wired or wireless communication methods, which are not limited in the embodiments of the present application.

[0050] In some embodiments, the terminal device or the server may also implement the interactive processing method for the virtual scenario provided in the embodiments of the present application by running various computer-executable instructions or computer programs. For example, the computer-executable instructions may be commands at the microprogram level, machine instructions, or software instructions. The computer program may be a native program or a software module in the operating system; it may be a local (Native) application (APPlication, APP), that is, a program that needs to be installed in the operating system to run, such as a strategy game APP (i.e., the above-mentioned client 410); it may also be a small program that can be embedded in any APP, that is, a program that only needs to be downloaded to the browser environment to run. In short, the above computer-executable instructions may be instructions in any form, and the above computer programs may be application programs, modules, or plugins in any form.

[0051] Taking the computer program as an application program as an example, in actual implementation, the terminal device 400 installs and runs an application program that supports the virtual scenario. The application program may be any one of a multiplayer battle strategy game, a virtual reality application program, a three-dimensional map program, an adventure game, a massively multiplayer online role-playing game, or a multiplayer shooting survival game. The user uses the terminal device 400 to operate virtual objects located in the virtual scenario for activities, and the activities include, but are not limited to: adjusting the body posture, crawling, walking, running, cycling, jumping, driving, picking up, shooting, attacking, throwing, and building virtual buildings. Schematically, the virtual object may be a virtual character, such as an emulated human character or an anime character.

[0052] Next, the structure of the electronic device provided in the embodiments of the present application will be further described. Taking the electronic device as a terminal device as an example, refer to Figure 2 , Figure 2 which is a schematic structural diagram of the electronic device 500 provided in the embodiments of the present application. Figure 2 The electronic device 500 shown includes: at least one processor 510, a memory 550, at least one network interface 520, and a user interface 530. Each component in the electronic device 500 is coupled together through a bus system 540. It can be understood that the bus system 540 is used to realize the connection and communication between these components. In addition to the data bus, the bus system 540 also includes a power bus, a control bus, and a status signal bus. However, for the sake of clear description, in Figure 2 all kinds of buses are labeled as the bus system 540.

[0053] The processor 510 can be an integrated circuit chip with the ability to process signals, 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. Among them, the general-purpose processor can be a microprocessor or any conventional processor, etc.

[0054] The user interface 530 includes one or more output devices 531 that enable the presentation of media content, including one or more speakers and / or one or more visual display screens. The user interface 530 also includes one or more input devices 532, including user interface components that facilitate user input, such as a keyboard, a mouse, a microphone, a touch screen display, a camera, and other input buttons and controls.

[0055] The memory 550 can be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard disk drives, optical disc drives, etc. The memory 550 optionally includes one or more storage devices that are physically located away from the processor 510.

[0056] The memory 550 includes volatile memory or non-volatile memory, and can also include both volatile and non-volatile memory. The non-volatile memory can be read-only memory (ROM), and the volatile memory can be random access memory (RAM). The memory 550 described in the embodiments of the present application is intended to include any suitable type of memory.

[0057] In some embodiments, the memory 550 is capable of storing data to support various operations. Examples of such data include programs, modules, and data structures, or subsets or supersets thereof, which are described below by way of example.

[0058] The operating system 551, including system programs for processing various basic system services and performing hardware-related tasks, such as the framework layer, the core library layer, the driver layer, etc., for implementing various basic services and processing hardware-based tasks;

[0059] The network communication module 552 is used to reach other computing devices via one or more (wired or wireless) network interfaces 520. Exemplary network interfaces 520 include: Bluetooth, Wi-Fi (Wireless Fidelity), and USB (Universal Serial Bus), etc.;

[0060] A presentation module 553 for enabling the presentation of information (e.g., a user interface for operating a peripheral device and displaying content and information) via one or more output devices 531 associated with the user interface 530 (e.g., a display screen, a speaker, etc.);

[0061] An input processing module 554 for detecting and translating one or more user inputs or interactions from one of one or more input devices 532.

[0062] In some embodiments, the device provided by the embodiments of the present application may be implemented in software. Figure 2 An interactive processing device 555 for a virtual scene stored in the memory 550 is shown, which may be software in the form of a program and a plug-in, etc., including the following software modules: a display module 5551, a control module 5552, a determination module 5553, an acquisition module 5554, a prediction module 5555, a training module 5556, and an adjustment module 5557. These modules are logical, and thus can be arbitrarily combined or further split according to the functions implemented. It should be noted that, Figure 2 For the convenience of expression, all the above modules are shown at once, but it should not be regarded as excluding the embodiment where the interactive processing device 555 for the virtual scene may only include the display module 5551 and the control module 5552. The functions of each module will be described hereinafter.

[0063] Next, the interactive processing method for the virtual scene provided by the embodiments of the present application will be specifically described in combination with the exemplary applications and implementations of the terminal device provided by the embodiments of the present application.

[0064] See Figure 3 , Figure 3 is a flowchart of the interactive processing method for the virtual scene provided by the embodiments of the present application, and will be described in combination with the steps shown in Figure 3 shown.

[0065] It should be noted that, Figure 3 the method shown can be executed by various forms of computer programs run on the terminal device, and is not limited to the client. For example, it can also be the operating system, software module, script, and applet described above. Therefore, the example of the client in the following text should not be regarded as a limitation to the embodiments of the present application. In addition, for the convenience of expression, the terminal device and the client run on the terminal device will not be specifically distinguished in the following text.

[0066] In step 101, a virtual scene is displayed in the human-computer interaction interface.

[0067] Here, the virtual scene may include a plurality of virtual objects including a first virtual object (e.g., the game character A currently controlled by the player).

[0068] In some embodiments, a client can be running on a terminal device associated with the current player. In the human-computer interaction interface of the client, multiple virtual objects can be displayed, including a first virtual object (such as game character A) controlled by the current player, for example, multiple virtual objects participating in the same virtual game session.

[0069] For example, taking the client as a large-scale online multiplayer role-playing game APP, a large-scale online multiplayer role-playing game APP can be running on a terminal device (such as a mobile phone) associated with the player. When a click operation on the APP icon is received, a virtual scene can be displayed on the screen of the terminal device (i.e., the human-computer interaction interface of the large-scale online multiplayer role-playing game APP), where the virtual scene can include multiple game characters, including the game character controlled by the current player.

[0070] In some embodiments, the virtual scene can be displayed in the first-person perspective in the human-computer interaction interface of the client (for example, playing the virtual object in the game from the perspective of the current player himself); it can also be displayed in the third-person perspective (for example, the player chasing the virtual object in the game to play the game); it can also be displayed in a bird's-eye large perspective; among them, any switching can be performed between the above different perspectives.

[0071] As an example, the first virtual object can be a virtual object controlled by the current player in the game. Of course, the virtual scene can also include other virtual objects, such as virtual objects controlled by other users or controlled by a robot program. The virtual objects can be divided into any one of multiple teams, and the teams can be in a hostile relationship or a cooperative relationship. The teams in the virtual scene can include one or all of the above relationships.

[0072] Taking the display of the virtual scene in the first-person perspective as an example, the virtual scene displayed in the human-computer interaction interface can include: determining the field-of-view area of the first virtual object according to the viewing position and field-of-view angle of the first virtual object in the complete virtual scene, and presenting the part of the virtual scene located in the field-of-view area in the complete virtual scene, that is, the displayed virtual scene can be a partial virtual scene relative to the panoramic virtual scene. Because the first-person perspective is the viewing perspective that can give the user the most impact, in this way, an immersive perception of the user being on the scene during the operation can be achieved.

[0073] Taking the display of a virtual scene from an aerial perspective as an example, the virtual scene displayed in the human-computer interaction interface may include: in response to a zoom operation on the panoramic virtual scene, presenting a partial virtual scene corresponding to the zoom operation in the human-computer interaction interface, that is, the displayed virtual scene may be a partial virtual scene relative to the panoramic virtual scene. In this way, the operability of the user during the operation can be improved, thereby improving the efficiency of human-computer interaction. In addition, switching between the above different perspectives can also be performed. For example, assuming that the virtual scene is currently displayed from the first-person perspective, when a perspective switching operation triggered by the player is received, the first-person perspective can be switched to the aerial perspective.

[0074] In step 102, in response to the first virtual object being attacked by at least one second virtual object, at least one hit prompt control is displayed in the virtual scene.

[0075] Here, the direction of each hit prompt control (such as a hit prompt button) is consistent with the attack direction of the corresponding second virtual object. For example, assuming that the attack direction of the second virtual object is to the left, the direction of the hit prompt control is also to the left.

[0076] In some embodiments, the above-mentioned display of at least one hit prompt control in the virtual scene can be achieved in the following way: in the plane where the human-computer interaction interface is located, a hit prompt area (such as a circular or rectangular area) centered on the first virtual object (such as the head or torso of the first virtual object) is displayed; for each second virtual object, determine the angle between the opposite direction of the attack direction of the second virtual object and the current orientation of the first virtual object; determine the position in the hit prompt area corresponding to the angle, and display the hit prompt control corresponding to the second virtual object at this position.

[0077] In some other embodiments, continuing with the above example, the above-mentioned determination of the position in the hit prompt area corresponding to the angle can be achieved in the following way: in the plane where the human-computer interaction interface is located, starting from the first virtual object (such as the head of the first virtual object), emit a detection ray in the direction of the angle offset counterclockwise from the reference direction (such as the direction vertically upward in the plane), where the reference direction is the direction corresponding to the current orientation of the first virtual object in the plane; determine the intersection point of the detection ray and the edge of the hit prompt area as the position in the hit prompt area corresponding to the angle.

[0078] Exemplarily, taking the first virtual object as the game character A controlled by player 1 and at least one second virtual object as the game character B controlled by player 2 as an example, when it is detected that the game character A controlled by player 1 is attacked by the game character B controlled by player 2, for example, the virtual bullet fired by the game character B hits the game character A, then in the plane where the human-computer interaction interface is located, a hit prompt area centered on the head of the game character A can be displayed (for example, a circular area with the head of the game character A as the center and a radius of R). Then, the included angle between the reverse direction of the attack direction of the game character B and the current orientation of the game character A can be calculated (assumed to be 30°). Subsequently, in the plane where the human-computer interaction interface is located, a detection ray can be drawn from the head of the game character A in the direction that is 30° counterclockwise offset from the vertically upward direction (i.e., the reference direction), and a hit prompt control corresponding to the game character B can be displayed at the intersection of the detection ray and the hit prompt area. That is to say, the position where the hit prompt control is displayed in the virtual scene corresponds to the relative position relationship between the attacker (i.e., the second virtual object) and the first virtual object. For example, when the attacker is on the left side of the first virtual object in the virtual scene, the hit prompt control is displayed on the left side of the first virtual object; when the attacker is on the right side of the first virtual object in the virtual scene, the hit prompt control is displayed on the right side of the first virtual object. In this way, the player can intuitively understand the position of the attacker based on the position of the hit prompt control, which is convenient for the player to make subsequent decisions and improves the player's gaming experience.

[0079] In some embodiments, the above-mentioned display of at least one hit prompt control in the virtual scene can also be implemented in the following manner: For each second virtual object, perform the following processing: Obtain the distance between the second virtual object and the first virtual object in the virtual scene; Determine a size adapted to the distance, where the size is negatively correlated with the distance (i.e., the farther the distance, the smaller the size); Display a hit prompt control corresponding to the second virtual object and meeting this size in the virtual scene. That is to say, the closer the second virtual object is to the first virtual object, the more obvious the corresponding hit prompt control is. In this way, it is convenient for the player to understand the distance between the attacker and himself based on the hit prompt control, which provides a strong reference for subsequent decisions and further improves the player's gaming experience.

[0080] Exemplarily, refer to Figure 4 , Figure 4 is a schematic diagram of the application scenario of the interactive processing method for the virtual scene provided by the embodiments of the present application. As Figure 4As shown, in the virtual scene 401, a first virtual object 402 (such as the game character A controlled by player 1) is displayed. When it is detected that the first virtual object 402 is attacked by at least one second virtual object (such as the game character B controlled by player 2 and the game character C controlled by player 3), a hit prompt area 403 (such as a circular area) centered on the head of the first virtual object 402 can be displayed, and corresponding hit prompt controls 404 for the game character B and 405 for the game character C are respectively displayed at corresponding positions in the hit prompt area 403. For example, assuming that the game character B attacks the game character A from the left side of the game character A, the hit prompt control 404 corresponding to the game character B can be displayed on the left side of the game character A, and the direction of the hit prompt control 404 is consistent with the attack direction of the game character B (that is, the direction of the hit prompt control 404 is to the right); similarly, assuming that the game character C attacks the game character A from the right side of the game character A, the hit prompt control 405 corresponding to the game character C can be displayed on the right side of the game character A, and the direction of the hit prompt control 405 is consistent with the attack direction of the game character C (that is, the direction of the hit prompt control 405 is to the left). In addition, the distances between the game character A and the game character B and the game character C can be further obtained. Assuming that the distance between the game character A and the game character B is 100 meters and the distance between the game character A and the game character C is 60 meters, that is, the game character C is closer to the game character A. Therefore, the size of the hit prompt control 405 corresponding to the game character C displayed in the virtual scene 401 can be larger than the size of the hit prompt control 404 corresponding to the game character B. In this way, player 1 can intuitively understand the distances between the game characters B and C and himself (i.e., the game character A) based on the hit prompt controls 404 and 405, providing a reference for player 1's subsequent decisions.

[0081] In some other embodiments, the above-mentioned display of at least one hit prompt control in the virtual scene can also be achieved in the following way: for each second virtual object, perform the following processing: in response to the second virtual object attacking the first virtual object, obtain the damage value caused by the second virtual object to the first virtual object; determine a size adapted to the damage value, where the size is positively correlated with the damage value (that is, the greater the damage value, the larger the size); display in the virtual scene a hit prompt control corresponding to the second virtual object and meeting this size. That is to say, when the game character controlled by the player is attacked by the game characters controlled by other players at the same time, the game character that causes greater damage to the game character controlled by the player has a more obvious corresponding hit prompt control. In this way, it is convenient for the player to intuitively understand the attacker that poses the greatest threat to himself based on the hit prompt control, providing a strong reference for subsequent counterattack strategies.

[0082] Exemplarily, taking the first virtual object as the game character A controlled by player 1, and at least one second virtual object as the game character B controlled by player 2 and the game character C controlled by player 3 as an example, when it is detected that the game character A controlled by player 1 is attacked simultaneously by the game character B controlled by player 2 and the game character C controlled by player 3, for example, assuming that the game character A is hit by the virtual bullets fired by the game character B and the game character C at the same time, the damage values caused by the game character B and the game character C to the game character A can be obtained respectively. For example, assuming that the game character B causes 100 points of damage to the game character A and the game character C causes 50 points of damage to the game character A, then the size of the hit prompt control corresponding to the game character B can be larger than the size of the hit prompt control corresponding to the game character C. In this way, player 1 can intuitively understand that the game character B poses a greater threat to himself based on the hit prompt control corresponding to the game character B and the hit prompt control corresponding to the game character C, and thus can give priority to counterattacking the game character B, improving the player's gaming experience.

[0083] It should be noted that, in the embodiments of the present application, the size of the hit prompt control can also be comprehensively determined according to the distance between the second virtual object and the first virtual object, and the damage value caused by the second virtual object to the first virtual object. The embodiments of the present application do not make specific limitations on this.

[0084] In addition, it should also be noted that when it is detected that the first virtual object is attacked by multiple second virtual objects at the same time, the hit prompt controls corresponding to each second virtual object can be displayed. For example, assuming that there are 5 second virtual objects attacking the first virtual object at the same time, then 5 hit prompt controls can be displayed in the virtual scene. Of course, in order to avoid interfering with the normal gaming behavior of players due to the display of too many hit prompt controls, only the hit prompt controls corresponding to some of the second virtual objects among the multiple second virtual objects can also be displayed. The following is a specific description.

[0085] In some embodiments, when the number of at least one second virtual object is multiple, the above-mentioned display of at least one hit prompt control in the virtual scene can also be implemented in the following manner: in response to the multiple second virtual objects attacking the first virtual object, the damage values caused by each second virtual object to the first virtual object are obtained respectively; the hit prompt control corresponding to the target second virtual object is displayed in the virtual scene, where the target second virtual object is the second virtual object that causes the largest damage value to the first virtual object among the multiple second virtual objects.

[0086] For example, taking the first virtual object as the game character A controlled by player 1, and the multiple second virtual objects as the game character B controlled by player 2, the game character C controlled by player 3, and the game character D controlled by artificial intelligence (such as a robot) respectively. When it is detected that the game character A is attacked by the game character B, the game character C, and the game character D at the same time, for example, assuming that the game character A is hit by the virtual bullets fired by the game character B, the game character C, and the game character D at the same time, the damage values caused by the game character B, the game character C, and the game character D to the game character A can be obtained respectively. For example, assuming that the game character B causes 60 points of damage to the game character A, the game character C causes 90 points of damage to the game character A, and the game character D causes 30 points of damage to the game character A, then only the hit prompt control corresponding to the game character C (that is, the game character that causes the maximum damage value to the game character A) can be displayed in the virtual scene. In this way, when a player is attacked by multiple attackers at the same time, by only displaying the hit prompt control corresponding to the attacker that poses the greatest threat to the player in the virtual scene, it is possible to avoid interfering with the player due to the display of multiple hit prompt controls, and at the same time, it can also meet the player's counterattack needs.

[0087] In some other embodiments, when the number of at least one second virtual object is multiple, the above-mentioned display of at least one hit prompt control in the virtual scene can also be achieved in the following way: obtain the distances between the first virtual object and the multiple second virtual objects in the virtual scene respectively; determine the target second virtual object located within the attack range of the first virtual object according to the distance; and display the hit prompt control corresponding to the target second virtual object in the virtual scene.

[0088] For example, taking the first virtual object as the game character A controlled by player 1, and the multiple second virtual objects as the game character B controlled by player 2, the game character C controlled by player 3, and the game character D controlled by player 4 respectively. When it is detected that the game character A controlled by player 1 is attacked by the game character B, the game character C, and the game character D at the same time, the distances between the game character A and the game character B, the game character C, and the game character D can be obtained respectively. For example, assuming that the distance between the game character A and the game character B is 80 meters, the distance between the game character A and the game character C is 70 meters, and the distance between the game character A and the game character D is 100 meters. At the same time, the attack distance of the game character A can also be obtained. For example, assuming that the attack distance of the game character A is 75 meters, that is to say, only the game character C is within the attack distance of the game character A, then only the hit prompt control corresponding to the game character C can be displayed in the virtual scene. In this way, it is convenient for player 1 to counterattack the attacker who can attack.

[0089] In some embodiments, when the number of at least one second virtual object is multiple, the above-mentioned display of at least one hit prompt control in the virtual scene can also be achieved in the following manner: based on the characteristic information respectively corresponding to the multiple second virtual objects, call the first machine learning model for prediction processing to obtain the danger parameter of each second virtual object for the first virtual object (used to represent the probability of the second virtual object killing the first virtual object, that is, the larger the danger parameter, the higher the probability of successfully killing the first virtual object). Among them, the characteristic information may include at least one of the following: the distance from the first virtual object, the skills possessed by the second virtual object, and the virtual props held by the second virtual object; display the hit prompt control corresponding to the target second virtual object in the virtual scene, where the target second virtual object is the second virtual object among the multiple second virtual objects whose danger parameter is greater than the danger parameter threshold.

[0090] For example, taking the first virtual object as the game character A controlled by player 1, and the multiple second virtual objects as the game character B controlled by player 2, the game character C controlled by player 3, and the game character D controlled by player 4 respectively. When it is detected that the game character A controlled by player 1 is attacked by the game character B, the game character C, and the game character D at the same time. For example, assume that the game character A is hit by the virtual props (such as virtual bullets) launched by the game character B, the game character C, and the game character D at the same time. Then, based on the characteristic information respectively corresponding to the game character B, the game character C, and the game character D (such as including the distance from the game character A, the skills possessed, the type of virtual props held, etc.), call the first machine learning model for prediction processing to obtain the danger parameters of the game character B, the game character C, and the game character D for the game character A. For example, assume that the danger parameter of the game character B for the game character A is 78% (that is, the probability of the game character B killing the game character A is 78%), the danger parameter of the game character C for the game character A is 89% (that is, the probability of the game character C killing the game character A is 89%), and the danger parameter of the game character D for the game character A is 96% (that is, the probability of the game character D killing the game character A is 96%). At the same time, assume that the preset danger parameter threshold is 90%. Then, only the hit prompt control corresponding to the game character D can be displayed in the virtual scene. In this way, it is possible to avoid disturbing the player by displaying too many hit prompt controls, and at the same time, it can also meet the player's need to counterattack the attacker with the greatest threat.

[0091] In some other embodiments, continuing with the above example, before invoking the first machine learning model for prediction processing, the following processing may also be performed: obtaining a sample first virtual object and multiple sample second virtual objects, where each sample second virtual object is labeled with a risk parameter for the sample first virtual object; based on the feature information respectively corresponding to the multiple sample second virtual objects, invoking the initialized first machine learning model for prediction processing to obtain the risk parameter of each sample second virtual object for the sample first virtual object; determining the error between the predicted risk parameter and the pre-labeled risk parameter; performing backpropagation based on the error, and updating the parameters of the first machine learning model during the backpropagation process.

[0092] Exemplarily, the exemplary structure of the first machine learning model may include: an input layer (i.e., an embedding layer), an encoding layer (which may be composed of multiple cascaded convolutional layers, for example), a fully connected layer, and an output layer (including an activation function, such as the Softmax function). After obtaining the feature information respectively corresponding to the multiple sample second virtual objects, the feature information respectively corresponding to the multiple sample second virtual objects may first be input into the input layer for embedding processing, and then the embedding feature vectors output by the input layer may be encoded by the encoding layer to obtain hidden layer feature vectors. Subsequently, the hidden layer feature vectors may be fully connected by the fully connected layer, and finally, the fully connected results output by the fully connected layer may be input into the output layer to enable the output layer to perform activation processing, so as to obtain the risk parameter of each sample second virtual object for the sample first virtual object. After obtaining the predicted risk parameter, the predicted risk parameter and the pre-labeled risk parameter may be substituted into the loss function to obtain the corresponding difference, and backpropagation may be performed based on the difference, so that the parameters of the first machine learning model can be updated layer by layer during the backpropagation process to obtain the trained first machine learning model.

[0093] It should be noted that the above first machine learning model may be a neural network model (such as a convolutional neural network, a deep convolutional neural network, or a fully connected neural network), a decision tree model, a gradient boosting tree, a multi-layer perceptron, and a support vector machine, etc. The embodiments of the present application do not specifically limit the type of the first machine learning model.

[0094] In step 103, in response to a trigger operation on the target hit prompt control, control the first virtual object to turn to the target direction.

[0095] Here, the target hit prompt control is the selected hit prompt control among at least one hit prompt control, and the target direction is the opposite direction of the target hit prompt control, that is, the direction facing the second virtual object corresponding to the target hit prompt control.

[0096] In some embodiments, taking the first virtual object as the game character A controlled by player 1, and at least one second virtual object as the game character B controlled by player 2, the game character C controlled by player 3, and the game character D controlled by player 4 respectively, when it is detected that the game character A is attacked by the game character B, the game character C, and the game character D at the same time, three corresponding hit prompt controls can be displayed in the virtual scene, assumed to be the hit prompt control 1, the hit prompt control 2, and the hit prompt control 3 respectively. Among them, the hit prompt control 1 is the hit prompt control corresponding to the game character B, the hit prompt control 2 is the hit prompt control corresponding to the game character C, and the hit prompt control 3 is the hit prompt control corresponding to the game character D. Assuming that player 1 currently hopes to counterattack the game character B controlled by player 2, the hit prompt control 1 corresponding to the game character B can be clicked. When the click operation of player 1 on the hit prompt control 1 is received, the game character A can be controlled to turn to face the direction of the game character B, so that player 1 can control the game character A to counterattack the game character B controlled by player 2.

[0097] In some embodiments, the target hit prompt control can be manually selected by the player. Before responding to the trigger operation for the target hit prompt control, the following processing can also be performed: in response to the selection operation for at least one hit prompt control, the selected hit prompt control is used as the target hit prompt control, and the display mode of the target hit prompt control is switched to a highlighted display mode different from that of other hit prompt controls (such as highlighting or flashing display), where other hit prompt controls are the hit prompt controls other than the target hit prompt control among the at least one hit prompt control.

[0098] For example, taking at least one hit prompt control as three hit prompt controls, assumed to be the hit prompt control 1, the hit prompt control 2, and the hit prompt control 3 respectively. Among them, the hit prompt control 1 can be the hit prompt control corresponding to the game character B, the hit prompt control 2 can be the hit prompt control corresponding to the game character C, and the hit prompt control 3 can be the hit prompt control corresponding to the game character D. When the selection operation of the player for the hit prompt control 1 is received, the display mode of the hit prompt control 1 can be switched to a highlighted display mode different from that of the hit prompt control 2 and the hit prompt control 3. For example, the hit prompt control 1 can be switched to the highlighted display mode to remind the player that the hit prompt control 1 is the selected target hit prompt control.

[0099] In some other embodiments, the target hit prompt control can also be automatically selected in an artificial intelligence-based manner. Before responding to a trigger operation on the target hit prompt control, the following processing can also be performed: Based on the feature information respectively corresponding to at least one hit prompt control, call a second machine learning model for prediction processing to obtain the selection probability respectively corresponding to each hit prompt control. The feature information can include at least one of the following: the distance between the second virtual object corresponding to the hit prompt control and the first virtual object, the skills possessed by the second virtual object corresponding to the hit prompt control, and the virtual props held by the second virtual object corresponding to the hit prompt control; Use the hit prompt control corresponding to the maximum selection probability as the target hit prompt control, and switch the display mode of the target hit prompt control to a prominent display mode different from other hit prompt controls, where other hit prompt controls are the hit prompt controls other than the target hit prompt control among at least one hit prompt control.

[0100] For example, taking at least one hit prompt control as 3 hit prompt controls as an example, assuming they are hit prompt control 1, hit prompt control 2, and hit prompt control 3 respectively. Among them, hit prompt control 1 can be the hit prompt control corresponding to game character B, hit prompt control 2 can be the hit prompt control corresponding to game character C, and hit prompt control 3 can be the hit prompt control corresponding to game character D. Based on the feature information respectively corresponding to these 3 hit prompt controls, call a second machine learning model for prediction processing to obtain the selection probability respectively corresponding to each hit prompt control. For example, assuming the selection probability corresponding to hit prompt control 1 is 89%, the selection probability corresponding to hit prompt control 2 is 78%, and the selection probability corresponding to hit prompt control 3 is 95%, then the hit prompt control with the maximum selection probability (i.e., hit prompt control 3) can be used as the target hit prompt control. For example, the display mode of hit prompt control 3 can be switched to a prominent display mode (such as a highlighted display mode) different from hit prompt control 1 and hit prompt control 2 to remind the player that the game character corresponding to hit prompt control 3 (i.e., game character D) is the game character that poses the greatest threat to himself currently, providing a reference for the player's subsequent counterattack strategy.

[0101] In some other embodiments, the trigger operation can include a pressing operation. Refer to Figure 5 , Figure 5 is a schematic flowchart of an interactive processing method for a virtual scene provided by an embodiment of the present application. As Figure 5 shown, Figure 3 The step 103 shown can also be implemented through Figure 5 the steps 1031 to 1033 shown, and will be described in combination with Figure 5 the steps shown.

[0102] In step 1031, in response to a pressing operation on the target hit prompt control, control the first virtual object to turn towards the target direction.

[0103] In step 1032, switch the target hit prompt control to a roulette control.

[0104] In some embodiments, taking the first virtual object as the game character A controlled by player 1 and the target hit prompt control as the hit prompt control 1 corresponding to the game character B controlled by player 2 as an example, when receiving a pressing operation by player 1 on the hit prompt control 1 displayed on the left side of the virtual scene, the game character A can be controlled to turn towards the direction facing the game character B, and at the same time, the hit prompt control 1 can be switched to a roulette button.

[0105] In step 1033, display an aiming control corresponding to the virtual item to be released by the first virtual object in the virtual scene.

[0106] In some embodiments, continuing with the above example, while switching the hit prompt control 1 to a roulette button, an aiming control (such as a crosshair) corresponding to the virtual item (such as a virtual grappling hook) to be released by the game character A can also be displayed in the virtual scene. That is, when receiving a pressing operation by player 1 on the hit prompt control 1, in addition to controlling the game character A to turn towards the direction facing the game character B, a crosshair corresponding to the virtual grappling hook to be released by the game character A can also be displayed in the virtual scene. In this way, player 1 can quickly turn the game character and aim with the grappling hook by pressing the hit prompt control, and the operation is more convenient and faster, providing a better gaming experience for the player.

[0107] In some embodiments, while displaying an aiming control (such as a crosshair) corresponding to the virtual item to be released by the first virtual object in the virtual scene, the following processing can also be performed: display a cancel release control (such as a "Cancel Release" button) in the virtual scene; in response to a triggering operation on the cancel release control, cancel the display of the roulette control, the aiming control, and the cancel release control in the virtual scene.

[0108] For example, taking the first virtual object as the game character A controlled by player 1 as an example, while displaying a crosshair corresponding to the virtual grappling hook to be released by the game character A in the virtual scene, a cancel release button can also be displayed in the virtual scene. When receiving a click operation by player 1 on the cancel release button, the roulette button, the crosshair, and the cancel release button can be cancelled from display in the virtual scene.

[0109] In some other embodiments, continuing with the above examples, the following processing may further be performed: In response to a dragging operation on the roulette control, according to the dragging direction and dragging amplitude (e.g., dragging distance) of the dragging operation, correspondingly adjust the position of the aiming control in the virtual scene; in response to the release of the dragging operation, control the first virtual object to release the virtual prop in the direction corresponding to the adjusted aiming control.

[0110] For example, taking the first virtual object as the game character A controlled by player 1 and the virtual prop as the virtual grappling hook as an example, when receiving the dragging operation of player 1 on the roulette button, the dragging direction and dragging distance corresponding to the dragging operation can be obtained, and according to the obtained dragging direction and dragging distance, correspondingly adjust the position of the sight corresponding to the virtual grappling hook in the virtual scene. For example, assuming the dragging direction is to the left and the dragging distance is 1 centimeter, then the sight corresponding to the virtual grappling hook can be controlled to move 1 centimeter to the left in the virtual scene. That is to say, the moving direction of the sight corresponding to the virtual grappling hook is consistent with the dragging direction of the dragging operation, and the moving distance of the sight in the virtual scene can be positively correlated with the dragging distance of the dragging operation, that is, the greater the dragging distance, the greater the moving distance of the sight in the virtual scene. Subsequently, when it is detected that the dragging operation is released, that is, when player 1 lets go, the game character A can be controlled to release the virtual grappling hook in the direction corresponding to the adjusted sight.

[0111] In some embodiments, when responding to a dragging operation on the roulette control, the following processing may further be performed: In response to a sliding operation on the blank area of the virtual scene, according to the sliding direction and sliding amplitude (e.g., sliding distance) of the sliding operation, correspondingly adjust the viewing angle of the first virtual object in the virtual scene.

[0112] For example, taking the first virtual object as the game character A controlled by player 1 as an example, while player 1 adjusts the sight corresponding to the virtual grappling hook by dragging the roulette button, the viewing angle of the game character 1 can also be adjusted by a sliding operation triggered in the blank area of the virtual scene. For example, when receiving the sliding operation triggered by player 1 in the blank area of the virtual scene, the sliding direction and sliding distance of the sliding operation can be obtained, and according to the obtained sliding direction and sliding distance, correspondingly adjust the viewing angle of the game character A in the virtual scene. For example, assuming the sliding direction is to the left and the sliding distance is 1 centimeter, then the viewing angle of the game character A can be offset 5 degrees to the left. That is to say, the rotation direction of the viewing angle of the game character A is consistent with the sliding direction, and the rotation angle of the viewing angle is positively correlated with the sliding distance, that is, the greater the sliding distance, the greater the corresponding rotation angle.

[0113] In some embodiments, if the virtual prop is a virtual grappling hook, the following processing may also be performed: in response to the virtual prop hitting a second virtual object corresponding to a target hit prompt control, causing damage to the second virtual object and moving the second virtual object to the position where the first virtual object is located, or moving the first virtual object to the position where the second virtual object is located.

[0114] Exemplarily, taking the first virtual object as the game character A controlled by player 1 and the target hit prompt control as the hit prompt control corresponding to the game character B controlled by player 2 as an example, when the virtual grappling hook launched by the game character A hits the game character B, damage can be caused to the game character B, where the damage value may be positively correlated with the distance between the game character A and the game character B, that is, the farther the distance, the greater the damage value. At the same time, an animation of the game character A moving to the position where the game character B is located through the virtual grappling hook may also be presented, or an animation of the game character A hooking the game character B to the position where the game character A is located through the virtual grappling hook may be presented.

[0115] For the interactive processing method of the virtual scene provided by the embodiments of the present application, when the virtual object (i.e., the first virtual object) controlled by the player is attacked by other virtual objects (i.e., the second virtual objects) in the virtual scene, a hit prompt control carrying the attack direction for indicating the attacker (i.e., the second virtual object) is displayed in the virtual scene. When a trigger operation of the player for the selected hit prompt control (i.e., the target hit prompt control) is received, the first virtual object can be controlled to turn to the opposite direction of the direction pointed by the target hit prompt control, that is, face the direction of the second virtual object corresponding to the target hit prompt control. Thus, compared with the technical solutions provided by the related art, the technical solution provided by the embodiments of the present application can control the virtual object to turn to the attacker in a fast and efficient manner, facilitating the player to counterattack, thereby significantly improving the player's operation experience and game fun; at the same time, it can also effectively accelerate the game progress, and further save the resource overhead of the server and the terminal device.

[0116] Next, taking a massively multiplayer online role-playing game (MMORPG, Massive Multiplayer Online Role-Playing Game) as an example, the exemplary application of the embodiments of the present application in an actual application scenario will be described.

[0117] With the development of technology and the improvement of mobile device performance, the operation direction of the human-computer interaction interface is bound to develop towards a more convenient and efficient control method, so that players can have a more pleasant human-computer interaction method. In view of this, the embodiment of the present application provides an interactive processing method for a virtual scene, which can easily realize the rapid turning and enemy aiming and release of the game character without the need for the player to perform multiple steps. For example, in a mobile game, if the game character controlled by the player is attacked by a remote enemy (such as a game character controlled by another player), a hit prompt can be displayed on the screen, and the player can drag the hit prompt control to realize screen turning and quickly aim the hook. In this way, compared with the solution provided by the related art that the player needs to turn the screen first, then click the hook operation and finally aim and release, the technical solution provided by the embodiment of the present application is faster and more convenient to operate, and the player's gaming experience is better.

[0118] The interactive processing method of the virtual scene provided in the embodiment of the present application is described in detail below.

[0119] In some embodiments, taking mobile games as an example, in mobile games, when a game character controlled by a player (corresponding to the first virtual object mentioned above) is attacked by a remote attack by a game character controlled by another player (corresponding to the second virtual object mentioned above), a hit prompt with a direction indicator can be displayed on the screen, and the prompt can be received in 360 degrees.

[0120] For examples, see Figure 6A , Figure 6A is a schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application, such as Figure 6A As shown in FIG. 1 , in a mobile phone game, when a game character 601 controlled by a player is attacked by a long-range attack from an enemy (such as a game character controlled by another player), a hit prompt 602 with a direction indicator may be displayed on the screen.

[0121] It should be noted that Figure 6A The purpose of showing multiple hit prompts at different angles in is to illustrate that 360 degrees can be prompted. In actual applications, generally only one hit prompt is displayed on the screen at the same time. Of course, when the game character controlled by the player is attacked by multiple enemies at the same time, multiple hit prompts corresponding to multiple enemies can also be displayed on the screen at the same time.

[0122] In some embodiments, after receiving a hit prompt, for example, assuming that the hit prompt appears on the left side of the screen, the player can use the left hand to click on the hit prompt, so as to quickly turn to the direction of the enemy on the left. Similarly, when the hit prompt appears on the right side of the screen, the player can use the right hand to click on the hit prompt, so as to quickly turn to the direction of the enemy on the right.

[0123] ​​Exemplarily, refer to Figure 6B , Figure 6B which is a schematic diagram of an application scenario of the interactive processing method for a virtual scenario provided by an embodiment of the present application. As Figure 6B shown, a hit prompt 603 is displayed on the left side of the screen. When a click operation on the hit prompt control 603 by the player is received, for example, the player can use the left hand to click the hit prompt 603, and the game character 601 can be controlled to quickly turn to face the direction of the enemy 604 (such as a game character controlled by another player) located on the left side of the game character 601, so that the enemy 604 can be counterattacked.

[0124] In some embodiments, if the hit comes from behind the player, a corresponding hit prompt can be displayed below the screen. After the player's finger clicks on the hit prompt, a quick turn can be achieved to face the enemy.

[0125] Exemplarily, refer to Figure 6C , Figure 6C which is a schematic diagram of an application scenario of the interactive processing method for a virtual scenario provided by an embodiment of the present application. As Figure 6C shown, when the game character 601 controlled by the player is under a remote launch attack from an enemy behind, a corresponding hit prompt 605 can be displayed below the screen. When a click operation on the hit prompt 605 by the player is received, the game character 601 can be controlled to achieve a quick turn, so as to face the enemy behind.

[0126] In some embodiments, if when a hit prompt appears, the player holds down the hit prompt and a drag operation occurs, after the game character (abbreviated as the player character) controlled by the player completes the basic response (i.e., turns to the attacker), the hit prompt displayed on the screen will also be switched to a roulette button. For example, the roulette button can be displayed with the center point of the hit prompt as the center. When the player's finger drags the roulette button, a grappling hook operation can be triggered. For example, a sight for the grappling hook and a cancel release button can be displayed on the screen.

[0127] Exemplarily, refer to Figure 6D , Figure 6D which is a schematic diagram of an application scenario of the interactive processing method for a virtual scenario provided by an embodiment of the present application. As Figure 6D shown, a hit prompt 603 is displayed on the left side of the screen. When a press operation on the hit prompt 603 by the player is received, while controlling the game character 601 to quickly turn to face the direction of the enemy 604 located on the left side, the hit prompt 603 can also be switched to a roulette button 606. When a drag operation on the roulette button 606 by the player is received, a sight 607 corresponding to the virtual grappling hook to be launched by the game character 601 and a cancel release button 608 can be displayed on the screen.

[0128] In some embodiments, continuing with the above example, if the player drags the roulette button with the left hand at this time, the grappling hook is adjusted for aiming and released after the hand is released. Of course, the player can also click the cancel release button with the right hand to cancel.

[0129] Exemplarily, refer to Figure 6E , Figure 6E which is a schematic diagram of the application scenario of the interactive processing method for virtual scenarios provided by the embodiments of the present application. As Figure 6E shown, when a drag operation of the player on the roulette button 606 is received, the position of the sight 607 on the screen can be correspondingly adjusted according to the drag direction and drag distance of the drag operation. That is to say, the player can aim by dragging the roulette button. When the sight 607 moves to a position overlapping with the enemy 604, the player can release the hand. At this time, the game character 601 can be controlled to launch a virtual grappling hook in the direction corresponding to the adjusted sight 607 to cause damage to the enemy 604. Of course, the player can also cancel by clicking the cancel release button 608. For example, when a click operation of the player on the cancel release button 608 is received, the roulette button 606, the sight 607, and the cancel release button 608 can be cancelled and displayed on the screen.

[0130] In other embodiments, if the player has a request to adjust the perspective at this time, the right hand can be used to operate the perspective turn in the blank area to coordinate the left and right hands. Similarly, if the hit prompt appears on the right side of the screen, the player's right hand can perform a similar operation, which is not elaborated in the embodiments of the present application.

[0131] Exemplarily, refer to Figure 6F , Figure 6F which is a schematic diagram of the application scenario of the interactive processing method for virtual scenarios provided by the embodiments of the present application. As Figure 6F shown, a roulette button 606 is displayed on the left side of the screen. If the player has a request to adjust the perspective during the operation of the roulette button 606 with the left hand, the right hand can be used to slide in the blank area of the screen. According to the slide direction and slide distance of the slide operation, the perspective of the game character 601 can be correspondingly adjusted. In this way, the coordination of the player's left and right hands is achieved.

[0132] Next, the interactive processing method for virtual scenarios provided by the embodiments of the present application will be further described from a technical perspective.

[0133] In some embodiments, when the game character controlled by the player is under a remote attack, a direction indication with the attack source can be displayed on the screen, simply referred to as the hit prompt. Among them, the hit prompt can be composed of a semi-transparent red circular indication area (simply referred to as the hit indication area) and several flame-shaped hit indication buttons (simply referred to as indication buttons, corresponding to the above-mentioned hit prompt controls) attached to the circumference of the circular indication area (simply referred to as the indication circumference). Among them, the hit indication area represents the 360-degree range of the player character on the map horizontal plane, and the angular position of the indication button on the indication circumference represents the clockwise angle of the attack source relative to the player character's due front on the map horizontal plane.

[0134] Exemplarily, refer to Figure 7A , Figure 7A which is a schematic diagram of the principle of the interactive processing method for the virtual scene provided by the embodiments of the present application. As Figure 7A shown, when the player character is hit by a remote bullet attack, the included angle 703 (assumed to be denoted as angleAttacker) of the attack source (i.e., the attacker) relative to the current orientation of the player character can be calculated based on the flight direction 701 of the bullet when it hits the player character (assumed to be denoted as directionBullet) and the current due front orientation 702 of the player character (assumed to be denoted as directionPlayer), that is, subtracting the current orientation of the player character from the reverse direction of the bullet flight direction. The specific calculation formula is as follows:

[0135] angleAttcaker = (directionBullet * -1) - directionPlayer

[0136] In some other embodiments, when a click operation on the hit prompt button by the player is received, the player character can be controlled to immediately adjust its own direction and turn to the reverse direction of the bullet flight direction, that is, the direction facing the attacker.

[0137] Exemplarily, refer to Figure 7B , Figure 7B which is a schematic diagram of the principle of the interactive processing method for the virtual scene provided by the embodiments of the present application. As Figure 7B shown, when the attacker is located in the front left of the player character, when a click operation on the hit prompt button by the player is received, the player character can be controlled to face the front left. Similarly, if the attacker is located in the front right of the player character, when a click operation on the hit prompt button by the player is received, the player character can be controlled to face the front right; when the attacker is located behind the player character, when a click operation on the hit prompt button by the player is received, the player character can be controlled to turn around and face the back.

[0138] In some embodiments, refer to Figure 7C ,Figure 7C is a schematic diagram of the principle of the interactive processing method for virtual scenarios provided by the embodiments of the present application. As Figure 7C shown, if the player holds down the hit prompt button 704 without releasing it, after the player character completes the basic response (i.e., turns towards the attacker), the hit prompt button displayed on the screen will be switched to the roulette button 705, and the state at this time can be defined as the additional response operation state.

[0139] For example, in the additional response operation state, the player can control the aiming sight of the grappling hook skill to start aiming at the attacker by dragging the roulette button. For example, the position of the aiming sight on the screen can be adjusted correspondingly according to the offset of the player when dragging the roulette button. This adjustment algorithm is the same as the shooting aiming sight following gesture offset algorithm provided by the related technology, and the embodiments of the present application will not elaborate on this here. In addition, when the player releases the roulette button, the player character can be controlled to release the grappling hook skill.

[0140] In some other embodiments, in the additional response operation state, a "Cancel Release" button can also be displayed above the skill button area on the right side of the screen. When receiving the click operation of the player on the "Cancel Release" button, for example, the player clicks the "Cancel Release" button with the right hand, the additional response operation state can be exited, and at this time, the roulette button, the aiming sight, and the "Cancel Release" button will disappear from the screen together. In addition, the embodiments of the present application can also meet the need to adjust the perspective during the additional response operation. For example, during the additional response operation, if the player has the need to adjust the perspective, the player can use the right hand to slide left and right in the blank area of the screen to achieve fine adjustment of the perspective.

[0141] It should be noted that the technical solution provided by the embodiments of the present application is symmetric left and right. The above embodiments describe the situation where the attack comes from the front left. If the attack comes from the lower left, the operation methods of the player's left and right hands are the same. If the attack comes from the front right and the rear right of the player character, the left and right operations are symmetrically swapped, that is, a "Cancel Release" button is displayed on the left side of the screen, and at the same time, a perspective adjustment operation can be provided in the blank area on the left side, and a roulette button for providing additional operations is displayed on the right side of the screen.

[0142] Next, continue to describe in combination with Figure 8 the interactive processing method for virtual scenarios provided by the embodiments of the present application.

[0143] For example, referring to Figure 8 , Figure 8 is a flowchart of the interactive processing method for virtual scenarios provided by the embodiments of the present application, and will be described in combination with the steps shown in Figure 8 below.

[0144] In step 201, enter the in-game combat state.

[0145] In step 202, it is determined whether a remote attack is received. If so, step 203 is executed; if not, step 213 is executed.

[0146] In step 203, a hit prompt and the orientation are displayed.

[0147] In step 204, it is determined whether the hit prompt is clicked. If so, step 205 is executed; if not, step 213 is executed.

[0148] In step 205, quickly and automatically face the enemy is achieved.

[0149] In step 206, it is determined whether a remote attack is received again. If so, step 207 is executed; if not, step 213 is executed.

[0150] In step 207, a hit prompt and the orientation are displayed.

[0151] In step 208, it is determined whether the hit prompt is dragged. If so, step 209 is executed; if not, step 213 is executed.

[0152] In step 209, quickly and automatically face the enemy and aim at the grappling hook wheel are achieved.

[0153] In step 210, the grappling hook aim is adjusted.

[0154] In some embodiments, the player can use the left hand to drag the wheel button to adjust the aiming reticle of the grappling hook skill.

[0155] In step 211, the field of view is finely adjusted.

[0156] In some embodiments, the player can use the right hand to slide left and right in the blank area of the screen to achieve fine adjustment of the perspective (or field of view) of the player character.

[0157] In step 212, release by letting go or click to cancel.

[0158] In step 213, the process ends.

[0159] In summary, the interactive processing method for virtual scenarios provided by the embodiments of the present application has the following beneficial effects: The technical solution provided by the embodiments of the present application has a wide range of applications in games that require improving operation efficiency. By quickly and efficiently completing operations that originally required multiple steps, the operation experience of players can be significantly improved, and thus more game fun can be provided to players.

[0160] Next, the implementation of the interactive processing device 555 for virtual scenarios provided by the embodiments of the present application as an exemplary structure of software modules will be continued. In some embodiments, such as Figure 2As shown in the figure, the software modules stored in the interactive processing device 555 of the virtual scene in the memory 550 may include: a display module 5551 and a control module 5552.

[0161] The display module 5551 is configured to display a virtual scene in the human-computer interaction interface, where the virtual scene includes a plurality of virtual objects; the display module 5551 is further configured to, in response to the first virtual object being attacked by at least one second virtual object, display at least one hit prompt control in the virtual scene, where the direction of each hit prompt control is consistent with the attack direction of the corresponding second virtual object; the control module 5552 is configured to, in response to a trigger operation on a target hit prompt control, control the first virtual object to turn to a target direction, where the target hit prompt control is the selected hit prompt control among at least one hit prompt control, and the target direction is the opposite direction of the direction pointed to by the target hit prompt control.

[0162] In some embodiments, the display module 5551 is further configured to display a hit prompt area centered on the first virtual object in the human-computer interaction interface; the interactive processing device 555 of the virtual scene further includes a determination module 5553, configured to, for each second virtual object, determine the angle between the opposite direction of the attack direction of the second virtual object and the current orientation of the first virtual object; determine the position in the hit prompt area corresponding to the angle; the display module 5551 is further configured to display a hit prompt control corresponding to the second virtual object at the position.

[0163] In some embodiments, the determination module 5553 is further configured to, in the plane where the human-computer interaction interface is located, starting from the first virtual object, emit a detection ray in the direction of counterclockwise offset from the reference direction by the angle, where the reference direction is the direction corresponding to the current orientation of the first virtual object in the plane; determine the intersection point of the detection ray and the edge of the hit prompt area as the position in the hit prompt area corresponding to the angle.

[0164] In some embodiments, the display module 5551 is further configured to, for each second virtual object, perform the following processing: obtain the distance between the second virtual object and the first virtual object in the virtual scene; determine a size adapted to the distance, where the size is negatively correlated with the distance; display a hit prompt control corresponding to the second virtual object and conforming to the size in the virtual scene.

[0165] In some embodiments, the display module 5551 is further configured to, for each second virtual object, perform the following processing: in response to the second virtual object attacking the first virtual object, obtain the damage value caused by the second virtual object to the first virtual object; determine a size adapted to the damage value, where the size is positively correlated with the damage value; display a hit prompt control corresponding to the second virtual object and conforming to the size in the virtual scene.

[0166] In some embodiments, when the number of at least one second virtual object is multiple, the interaction processing device 555 of the virtual scene further includes an acquisition module 5554, configured to, in response to multiple second virtual objects attacking a first virtual object, respectively acquire the damage values caused by each second virtual object to the first virtual object; and a display module 5551, further configured to display, in the virtual scene, a hit prompt control corresponding to a target second virtual object, where the target second virtual object is the second virtual object that causes the maximum damage value to the first virtual object among the multiple second virtual objects.

[0167] In some embodiments, when the number of at least one second virtual object is multiple, the acquisition module 5554 is further configured to acquire the distances between the first virtual object and the multiple second virtual objects respectively in the virtual scene; a determination module 5553 is further configured to determine, according to the distances, a target second virtual object among the multiple second virtual objects that is within the attack range of the first virtual object; and the display module 5551 is further configured to display, in the virtual scene, a hit prompt control corresponding to the target second virtual object.

[0168] In some embodiments, when the number of at least one second virtual object is multiple, the interaction processing device 555 of the virtual scene further includes a prediction module 5555, configured to perform prediction processing by invoking a first machine learning model based on the feature information respectively corresponding to the multiple second virtual objects, and obtain a danger parameter of each second virtual object for the first virtual object, where the feature information includes at least one of the following: the distance from the first virtual object, the skills possessed by the second virtual object, and the virtual items held by the second virtual object; the display module 5551 is further configured to display, in the virtual scene, a hit prompt control corresponding to a target second virtual object, where the target second virtual object is the second virtual object whose danger parameter is greater than a danger parameter threshold.

[0169] In some embodiments, the interaction processing device 555 of the virtual scene further includes a training module 5556, configured to perform the following processing before the prediction module 5555 invokes the first machine learning model to perform prediction processing: acquire a sample first virtual object and multiple sample second virtual objects, where each sample second virtual object is labeled with a danger parameter for the sample first virtual object; perform prediction processing by invoking an initialized first machine learning model based on the feature information respectively corresponding to the multiple sample second virtual objects, and obtain a danger parameter of each sample second virtual object for the sample first virtual object; determine the error between the predicted danger parameter and the pre-labeled danger parameter; perform backpropagation based on the error, and update the parameters of the first machine learning model during the process of backpropagation.

[0170] In some embodiments, the control module 5552 is further configured to control the first virtual object to turn towards the target direction in response to a pressing operation on the target hit prompt control; the display module 5551 is further configured to switch the target hit prompt control to a roulette control, and display an aiming control corresponding to the virtual item to be released by the first virtual object in the virtual scene.

[0171] In some embodiments, the interaction processing device 555 of the virtual scene further includes a jump module 5557, configured to, in response to a dragging operation on the roulette control, adjust the position of the aiming control in the virtual scene according to the dragging direction and amplitude of the dragging operation; the control module 5552 is further configured to control the first virtual object to release the virtual item in the direction corresponding to the adjusted aiming control in response to the release of the dragging operation.

[0172] In some embodiments, the control module 5552 is further configured to, in response to the virtual item hitting a second virtual object corresponding to the target hit prompt control, cause damage to the second virtual object and move the second virtual object to the position where the first virtual object is located, or move the first virtual object to the position where the second virtual object is located.

[0173] In some embodiments, the adjustment module 5557 is further configured to, in response to a sliding operation on the blank area of the virtual scene, adjust the viewing angle of the first virtual object in the virtual scene according to the sliding direction and amplitude of the sliding operation.

[0174] In some embodiments, the display module 5551 is further configured to display a cancel release control in the virtual scene; and to cancel the display of the roulette control, the aiming control, and the cancel release control in the virtual scene in response to a triggering operation on the cancel release control.

[0175] In some embodiments, the determination module 5553 is further configured to, before the control module 5552 responds to a triggering operation on the target hit prompt control, in response to a selection operation on at least one hit prompt control, use the selected hit prompt control as the target hit prompt control; the display module 5551 is further configured to switch the display mode of the target hit prompt control to a highlighted display mode different from that of other hit prompt controls, where other hit prompt controls are hit prompt controls other than the target hit prompt control.

[0176] In some embodiments, the prediction module 5555 is further configured to, before the control module 5552 responds to a trigger operation for a target hit prompt control, based on the feature information respectively corresponding to at least one hit prompt control, call a second machine learning model to perform prediction processing to obtain a selection probability corresponding to each hit prompt control, where the feature information includes at least one of the following: the distance between the second virtual object corresponding to the hit prompt control and the first virtual object, the skills of the second virtual object corresponding to the hit prompt control, and the virtual props held by the second virtual object corresponding to the hit prompt control; the determination module 5553 is further configured to use the hit prompt control corresponding to the maximum selection probability as the target hit prompt control; the display module 5551 is further configured to switch the display mode of the target hit prompt control to a highlighted display mode different from that of other hit prompt controls, where the other hit prompt controls are hit prompt controls other than the target hit prompt control.

[0177] It should be noted that the description of the device in the embodiments of the present application is similar to the description of the above method embodiments, and has similar beneficial effects to the method embodiments, so details will not be repeated. For the technical details not described in the virtual scene interaction processing device provided in the embodiments of the present application, they can be understood according to Figure 3 or Figure 5 the description of any one of the drawings.

[0178] The embodiments of the present application provide a computer program product, which includes a computer program or computer-executable instructions, and the computer program or computer-executable instructions are stored in a computer-readable storage medium. The processor of the computer device reads the computer-executable instructions from the computer-readable storage medium, and the processor executes the computer-executable instructions, so that the computer device executes the virtual scene interaction processing method described above in the embodiments of the present application.

[0179] The embodiments of the present application provide a computer-readable storage medium storing computer-executable instructions, where the computer-executable instructions are stored, and when the computer-executable instructions are executed by a processor, the processor will be caused to execute the virtual scene interaction processing method provided in the embodiments of the present application. For example, as Figure 3 or Figure 5 shown in the virtual scene interaction processing method.

[0180] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disc, or CD-ROM; or it may be various devices including one or any combination of the above memories.

[0181] In some embodiments, the 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 being deployed as a stand-alone program or being deployed as a module, component, subroutine, or other unit suitable for use in a computing environment.

[0182] As an example, the executable instructions may be deployed to execute on one electronic device, or on multiple electronic devices located at one location, or alternatively, on multiple electronic devices distributed across multiple locations and interconnected by a communication network.

[0183] As described above, the above are only embodiments of the present application and are not intended to limit the protection scope of the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and scope of the present application are included in the protection scope of the present application.

Claims

1. A method for interactive processing of a virtual scene, characterized in that: The method comprises: Displaying a virtual scene in a human-computer interaction interface, wherein the virtual scene includes a plurality of virtual objects; In response to the first virtual object being attacked by at least one second virtual object, displaying at least one hit prompt control in the virtual scene, wherein the direction of each hit prompt control is consistent with the attack direction of the corresponding second virtual object; In response to a trigger operation on a target hit prompt control, the first virtual object is controlled to turn to a target direction, wherein the target hit prompt control is a selected hit prompt control among the at least one hit prompt control, and the target direction is the opposite direction of the target hit prompt control.

2. The method according to claim 1, characterized in that The step of displaying at least one hit prompt control in the virtual scene comprises: Displaying a hit prompt area centered on the first virtual object in the human-computer interaction interface; For each of the second virtual objects, determining an angle between a direction opposite to the attack direction of the second virtual object and a current direction of the first virtual object; A position corresponding to the angle in the hit prompt area is determined, and a hit prompt control corresponding to the second virtual object is displayed at the position.

3. The method according to claim 2, characterized in that The determining of the position in the hit prompt area corresponding to the angle includes: In the plane where the human-computer interaction interface is located, starting from the first virtual object, emitting a detection ray in a direction offset counterclockwise by the angle from a reference direction, wherein the reference direction is a direction in the plane corresponding to the current orientation of the first virtual object; The intersection point of the detection ray and the edge of the hit prompt area is determined as the position in the hit prompt area corresponding to the angle.

4. The method according to claim 1, characterized in that: The step of displaying at least one hit prompt control in the virtual scene comprises: For each of the second virtual objects, the following processing is performed: Acquire the distance between the second virtual object and the first virtual object in the virtual scene; Determining a size adapted to the distance, wherein the size is negatively correlated with the distance; A hit prompt control corresponding to the second virtual object and conforming to the size is displayed in the virtual scene.

5. The method according to claim 1, characterized in that The step of displaying at least one hit prompt control in the virtual scene comprises: For each of the second virtual objects, the following processing is performed: In response to the second virtual object attacking the first virtual object, obtaining a damage value caused by the second virtual object to the first virtual object; Determining a size that matches the damage value, wherein the size is positively correlated with the damage value; A hit prompt control corresponding to the second virtual object and conforming to the size is displayed in the virtual scene.

6. The method according to claim 1, characterized in that When the number of the at least one second virtual object is plural, the displaying at least one hit prompt control in the virtual scene includes: In response to a plurality of the second virtual objects attacking the first virtual object, respectively obtaining a damage value caused by each of the second virtual objects to the first virtual object; A hit prompt control corresponding to a target second virtual object is displayed in the virtual scene, wherein the target second virtual object is a second virtual object that causes the greatest damage value to the first virtual object among a plurality of the second virtual objects.

7. The method according to claim 1, characterized in that When the number of the at least one second virtual object is plural, the displaying at least one hit prompt control in the virtual scene includes: Obtaining distances between the first virtual object and each of the plurality of second virtual objects in the virtual scene; Determine, according to the distance, a target second virtual object located within an attack range of the first virtual object among the plurality of second virtual objects; A hit prompt control corresponding to the target second virtual object is displayed in the virtual scene.

8. The method according to claim 1, characterized in that When the number of the at least one second virtual object is plural, the displaying at least one hit prompt control in the virtual scene includes: Based on the feature information respectively corresponding to the plurality of second virtual objects, the first machine learning model is called to perform prediction processing to obtain the danger parameter of each second virtual object with respect to the first virtual object, wherein the feature information includes at least one of the following: the distance between the second virtual object and the first virtual object, the skill possessed by the second virtual object, and the virtual prop held by the second virtual object; A hit prompt control corresponding to a target second virtual object is displayed in the virtual scene, wherein the target second virtual object is a second virtual object whose danger parameter is greater than a danger parameter threshold.

9. The method according to claim 8, characterized in that Before calling the first machine learning model to perform prediction processing, the method further includes: Acquire a sample first virtual object and a plurality of sample second virtual objects, wherein each of the sample second virtual objects is annotated with a risk parameter for the sample first virtual object; Based on the feature information respectively corresponding to the plurality of sample second virtual objects, calling the initialized first machine learning model to perform prediction processing to obtain a risk parameter of each of the sample second virtual objects with respect to the sample first virtual object; Determining an error between the predicted risk parameter and the pre-marked risk parameter; Back propagation is performed based on the error, and the parameters of the first machine learning model are updated during the back propagation process.

10. The method according to claim 1, characterized in that In response to the triggering operation of the target hit prompt control, controlling the first virtual object to turn to the target direction includes: In response to a pressing operation on a target hit prompt control, controlling the first virtual object to turn toward a target direction, and switching the target hit prompt control to a wheel control, and An aiming control corresponding to the virtual prop to be released by the first virtual object is displayed in the virtual scene.

11. The method according to claim 10, characterized in that The method further comprises: In response to a dragging operation on the wheel control, adjusting the position of the aiming control in the virtual scene according to the dragging direction and the dragging amplitude of the dragging operation; In response to the dragging operation being released, the first virtual object is controlled to release the virtual prop in a direction corresponding to the adjusted aiming control.

12. The method according to claim 11, characterized in that The method further comprises: In response to the virtual prop hitting the second virtual object corresponding to the target hit prompt control, damage is caused to the second virtual object, and the second virtual object is moved to the position of the first virtual object, or the first virtual object is moved to the position of the second virtual object.

13. The method according to claim 11, characterized in that In response to a drag operation on the wheel control, the method further includes: In response to a sliding operation on a blank area of ​​the virtual scene, the viewing angle of the first virtual object in the virtual scene is adjusted accordingly according to a sliding direction and a sliding amplitude of the sliding operation.

14. The method according to claim 10, characterized in that The method further comprises: Displaying a cancel release control in the virtual scene; In response to a trigger operation for the cancel-release control, the wheel control, the aiming control, and the cancel-release control are canceled from display in the virtual scene.

15. The method according to any one of claims 1 to 14, characterized in that Before responding to the triggering operation on the target hit prompt control, the method further includes: In response to a selection operation on at least one hit prompt control, the selected hit prompt control is used as a target hit prompt control, and the display mode of the target hit prompt control is switched to a highlighted display mode that is different from other hit prompt controls, wherein the other hit prompt controls are hit prompt controls other than the target hit prompt control.

16. The method according to any one of claims 1 to 14, characterized in that Before responding to the triggering operation on the target hit prompt control, the method further includes: Based on the feature information respectively corresponding to the at least one hit prompt control, a second machine learning model is called to perform prediction processing to obtain a selection probability corresponding to each hit prompt control, wherein the feature information includes at least one of the following: the distance between the second virtual object corresponding to the hit prompt control and the first virtual object, the skill possessed by the second virtual object corresponding to the hit prompt control, and the virtual prop held by the second virtual object corresponding to the hit prompt control; The hit prompt control corresponding to the maximum selection probability is used as the target hit prompt control, and the display mode of the target hit prompt control is switched to a highlighted display mode different from other hit prompt controls, wherein the other hit prompt controls are hit prompt controls other than the target hit prompt control.

17. An interactive processing device for a virtual scene, characterized in that: The device comprises: A display module, used for displaying a virtual scene in a human-computer interaction interface, wherein the virtual scene includes a plurality of virtual objects; The display module is further configured to display at least one hit prompt control in the virtual scene in response to the first virtual object being attacked by at least one second virtual object, wherein the direction of each hit prompt control is consistent with the attack direction of the corresponding second virtual object; A control module is used to control the first virtual object to turn to a target direction in response to a trigger operation on a target hit prompt control, wherein the target hit prompt control is a selected hit prompt control among the at least one hit prompt control, and the target direction is the opposite direction of the target hit prompt control.

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

19. A computer-readable storage medium storing computer-executable instructions, characterized in that: When the computer executable instructions are executed by a processor, the interactive processing method of the virtual scene described in any one of claims 1 to 16 is implemented.

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

Citation Information

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