Virtual scene interaction method and device, electronic equipment and storage medium
By providing a linkage mechanism between skill selection controls and skill release controls in virtual scenes, the problem of low skill switching efficiency is solved and the gaming experience is improved.
Patent Information
- Application Number
- CN202510448616.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-03-17
- Publication Date
- 2025-05-30
AI Technical Summary
In the prior art, the efficiency of skill switching in virtual scenes is low, affecting the player's gaming experience.
By providing skill selection controls and skill release controls in the human-computer interaction interface, and quickly switching skills through linkage mechanisms, players allow them to select target types of skills from multiple types of skills to release them.
It improves the efficiency of skill switching in virtual scenes and improves the player's gaming experience.
Smart Images

Figure CN120053977A_ABST
Abstract
Description
[0001] This application is a divisional application of the patent application with the application date of March 17, 2023, the Chinese patent application number of 202310301374.6, and the invention name of "Interaction Method, Device, Electronic Device and Storage Medium for Virtual Scenes". Technical Field
[0002] This application relates to the technical field of computer human-computer interaction, and particularly relates to an interaction method, device, electronic device and storage medium for virtual scenes. Background Art
[0003] The human-computer interaction technology for virtual scenes based on graphics processing hardware can realize diverse interactions between virtual objects controlled by users or artificial intelligence according to actual application requirements, and has broad practical value. For example, in virtual scenes such as games, it can simulate the real battle process between virtual objects.
[0004] Taking open-world games as an example, related technologies usually adopt multi-character settings. During battles or field explorations, players need to frequently switch characters and use the corresponding character abilities. It can be seen that in the solutions provided by related technologies, the operation steps for using character-specific abilities are relatively cumbersome, thus affecting the game experience of players. Summary of the Invention
[0005] Embodiments of this application provide an interaction method, device, electronic device, computer-readable storage medium and computer program product for virtual scenes, which can improve the efficiency of skill switching in virtual scenes and thus improve the game experience of players.
[0006] The technical solutions of the embodiments of this application are implemented as follows:
[0007] Embodiments of this application provide an interaction method for virtual scenes, including:
[0008] Display a virtual scene, a skill selection control, and a skill release control on a human-computer interaction interface, where the virtual scene includes a first virtual object, the skill release control is in a first display style, and the first display style indicates that the skill release control is currently associated with a first skill;
[0009] In response to a trigger operation on the skill selection control, switch the skill release control from the first display style to a second display style, where the second display style indicates that the skill release control is currently associated with a second skill, the second skill includes multiple types, and the skill selection control is used to select a target type from the multiple types;
[0010] In response to a trigger operation on the skill release control, control the first virtual object to release the second skill of the target type.
[0011] An embodiment of the present application provides an interaction device for a virtual scene, including:
[0012] A display module for displaying a virtual scene, a skill selection control, and a skill release control in a human-computer interaction interface, where the virtual scene includes a first virtual object, the skill release control is in a first display style, and the first display style indicates that the skill release control is currently associated with a first skill;
[0013] A switching module for, in response to a trigger operation on the skill selection control, switching the skill release control from the first display style to a second display style, where the second display style indicates that the skill release control is currently associated with a second skill, the second skill includes multiple types, and the skill selection control is used to select a target type from the multiple types;
[0014] A control module for, in response to a trigger operation on the skill release control, controlling the first virtual object to release the second skill of the target type.
[0015] An embodiment of the present application provides an electronic device, including:
[0016] A memory for storing executable instructions;
[0017] A processor for, when executing the executable instructions stored in the memory, implementing the interaction method for a virtual scene provided by an embodiment of the present application.
[0018] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions for, when being executed by a processor, implementing the interaction method for a virtual scene provided by an embodiment of the present application.
[0019] An embodiment of the present application provides a computer program product including a computer program or computer-executable instructions for, when being executed by a processor, implementing the interaction method for a virtual scene provided by an embodiment of the present application.
[0020] The embodiments of the present application have the following beneficial effects:
[0021] Through the linkage between the skill selection control and the skill release control, players can quickly switch to the second skill to be released, and can select the second skill of the target type from multiple types of second skills through the skill selection control for release. In this way, the efficiency of skill switching in the virtual scene is improved, and thus the game experience of players is enhanced. Description of the Drawings
[0022] Figure 1 It is a schematic structural diagram of an interaction system 100 for a virtual scene provided by an embodiment of the present application;
[0023] Figure 2 It is a schematic structural diagram of an electronic device 500 provided by an embodiment of the present application;
[0024] Figure 3 It is a schematic flowchart of an interaction method for a virtual scene provided by an embodiment of the present application;
[0025] Figure 4 It is a schematic flowchart of an interaction method for a virtual scene provided by an embodiment of the present application;
[0026] Figure 5 It is a schematic flowchart of an interaction method for a virtual scene provided by an embodiment of the present application;
[0027] Figures 6A to 6E It is a schematic diagram of an application scenario of an interaction method for a virtual scene provided by an embodiment of the present application;
[0028] Figures 7 to 13 It is a schematic diagram of the principle of an interaction method for a virtual scene provided by an embodiment of the present application. Detailed implementation manners
[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, when relevant data such as user information (for example, data of a game character controlled by a user) 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 permitted, 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 one of ordinary skill in the technical field to which this application belongs. The terms used herein are for the purpose of describing embodiments of this application only and are not intended to limit this application.
[0034] Before further elaborating on the embodiments of this application, the nouns and terms involved in the embodiments of this application are described, and the nouns and terms involved in the embodiments of this application are applicable to the following explanations.
[0035] 1) In response to: used to indicate the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more executed operations can be real-time or can have a set delay; without special instructions, there is no restriction on the execution order of multiple executed operations.
[0036] 2) Virtual scene: a scene displayed (or provided) when an application runs on a 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 in the embodiments of this application can be a three-dimensional 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: the images of various people and objects that can interact in a virtual scene, or movable objects in a virtual scene. The movable objects can be virtual characters, virtual animals, anime characters, etc., such as the characters and animals displayed in a virtual scene. The virtual object can be a virtual image in a virtual scene that represents the user. A virtual scene can include multiple virtual objects, and each virtual object has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene.
[0038] 4) Scene data: represents the characteristic data of a virtual scene. For example, it can be the area of the construction area in a virtual scene, the architectural style in which the virtual scene is currently located, etc.; it can also include the position of a virtual building in the virtual scene and the floor area of the virtual building.
[0039] 5) Open World game: also known as a Free Roam game, a type of game level design in which players can freely roam in a virtual world and can freely choose the time point and method of completing game tasks.
[0040] Embodiments of the present application provide an interaction method, apparatus, electronic device, computer-readable storage medium, and computer program product for a virtual scene, which can improve the efficiency of skill switching in the virtual scene. To facilitate easier understanding of the interaction method for the virtual scene provided by the embodiments of the present application, first, an exemplary implementation scenario of the interaction method for the virtual scene provided by the embodiments of the present application is described. The virtual scene in the interaction method for the virtual scene provided by the embodiments of the present application can be completely output based on the terminal device, or output in cooperation with the terminal device and the server.
[0041] Exemplarily, for a stand-alone game application, when forming the visual perception of the virtual scene, the terminal device calculates the data required for display through the graphics computing hardware, and completes the loading, parsing, and rendering of the display data. The graphics output hardware outputs a video frame that can form a visual perception of the virtual scene. For example, a two-dimensional video frame is presented on the display screen of a smart phone, or a video frame that realizes a three-dimensional display effect is projected onto the lens of an augmented reality / virtual reality glasses; in addition, to enrich the perception effect, the terminal device can also use different hardware to form one or more of auditory perception, tactile perception, motion perception, and taste perception.
[0042] Exemplarily, for an online game application, taking the formation of the visual perception of the virtual scene as an example, the server calculates the display data related to the virtual scene (such as scene data) and sends it to the terminal device through the network. The terminal device depends on the graphics computing hardware to complete the loading, parsing, and rendering of the calculation display data, and depends on the graphics output hardware to output the virtual scene to form a visual perception. For example, a two-dimensional video frame can be presented on the display screen of a smart phone, or a video frame that realizes a three-dimensional display effect is projected onto the lens of an 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 the corresponding hardware of the terminal device. For example, a microphone is used to form auditory perception, a vibrator is used to form tactile perception, and so on.
[0043] Next, the electronic device provided by the embodiments of the present application is described. The electronic device provided by the embodiments of the present application can be implemented as a terminal device, or implemented in cooperation with the terminal device and the server. Hereinafter, taking the implementation of the interaction method for the virtual scene provided by the embodiments of the present application in cooperation with the terminal device and the server as an example for description.
[0044] Exemplarily, referring to Figure 1 , Figure 1 is a schematic structural diagram of the interaction system 100 for the virtual scene provided by the embodiments of the present application. To implement an application that supports improving the efficiency of human-computer interaction in the virtual scene, such as Figure 1As shown, the interaction system 100 of the virtual scene 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 a terminal device associated with the player. A client 410 runs on the terminal device 400. The client 410 can be an online game application, such as any one of an open-world game, a shooting game, a virtual reality application program, a 3D map program, a card strategy game, a sports game, a 3D game, or a multiplayer gunfight survival game.
[0045] In some embodiments, the server 200 calculates display data related to the virtual scene (such as scene data) and sends it to the terminal device 400 through the network 300, so that the terminal device 400 renders based on the display data to display the virtual scene, skill selection control, and skill release control in the human-computer interaction interface of the client 410. Among them, the virtual scene can include a first virtual object (such as the game character A controlled by the player). The skill release control can be in a first display style, and the first display style indicates that the skill release control is currently associated with a first skill (such as a prop throwing skill). Then, when the client 410 receives a trigger operation (such as a click operation or a press operation) from the player on the skill selection control, the skill release control can be switched from the first display style to a second display style. Among them, the second display style indicates that the skill release control is currently associated with a second skill (such as a magic skill). The second skill can include multiple types (such as star magic and wind field magic, etc.). The skill selection control can be used to select a target type from multiple types. Subsequently, when the client 410 receives a trigger operation from the player on the skill release control, it can control the first virtual object to release the second skill of the target type. In this way, through the linkage between the skill selection control and the skill release control, the efficiency of skill switching in the virtual scene is improved.
[0046] In some other embodiments, the interaction method of the virtual scene provided in the embodiments of the present application can also be implemented independently by the terminal device. Figure 1Taking the terminal device 400 shown as an example, the terminal device 400 calculates the data required for display through graphics computing hardware, and completes the loading, parsing, and rendering of the display data to display a virtual scene, a skill selection control, and a skill release control in the human-computer interaction interface of the client 410 (such as a stand-alone game application). Among them, the virtual scene may include a first virtual object (such as the game character A controlled by the player), the skill release control may be in a first display style, and the first display style indicates that the skill release control is currently associated with a first skill; then when the client 410 receives a trigger operation (such as a click operation or a press operation) from the player on the skill selection control, the skill release control can be switched from the first display style to a second display style. Among them, the second display style indicates that the skill release control is currently associated with a second skill (such as a magic skill), and the second skill may include multiple types (such as including star magic and wind field magic, etc.), and the skill selection control can be used to select a target type from multiple types; subsequently, when the client 410 receives a trigger operation from the player on the skill release control, it can control the first virtual object to release the second skill of the target type. In this way, through the linkage between the skill selection control and the skill release control, the efficiency of skill switching in the virtual scene is improved.
[0047] In some embodiments, the terminal device 400 can also implement the interactive processing method of the virtual scene provided in the embodiments of the present application by running a computer program. For example, the computer program can be a native program or software module in the operating system; it can be a local (Native) application (APP, APPlication), that is, a program that needs to be installed in the operating system to run, such as an open-world game APP (i.e., the above-mentioned client 410); it can also be a small program, that is, a program that only needs to be downloaded to the browser environment to run; it can also be a game small program that can be embedded in any APP. In short, the above computer program can be any form of application program, module, or plug-in.
[0048] Taking a computer program as an example of an application program, in actual implementation, the terminal device 400 installs and runs an application program that supports a virtual scene. The application program can be any one of an open-world game, a first-person shooting game (FPS, First-Person Shooting game), a third-person shooting game, a virtual reality application program, a three-dimensional map program, a card strategy game, a sports game, a three-dimensional game, or a multiplayer gunfight survival game. The player uses the terminal device 400 to operate virtual objects located in the virtual scene 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 at least one virtual building. Schematically, the virtual character can be a virtual person, such as an emulated human character or an anime character, etc.
[0049] In some other embodiments, the embodiments of the present application can also be implemented by means 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.
[0050] Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, and application technology based on the cloud computing business model. It can form a resource pool, 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.
[0051] Exemplarily, Figure 1 the server 200 in can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers. It can also be 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 smart phone, a tablet computer, a notebook computer, a desktop computer, a smart speaker, a smart watch, a vehicle-mounted terminal, a virtual reality device, an augmented reality device, 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, and there is no limitation in the embodiments of the present application.
[0052] Next, the structure of the electronic device provided by the embodiments of the present application will be further described. Taking the electronic device as the terminal device as an example, see Figure 2 , Figure 2 is a schematic structural diagram of the electronic device 500 provided by the embodiments of the present application, Figure 2The illustrated electronic device 500 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 a 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 illustration, 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 signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP, Digital Signal Processor), 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, 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 a read-only memory (ROM, Read Only Memory), and the volatile memory can be a random access memory (RAM, Random Access Memory). 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 illustrated below.
[0058] An operating system 551, including system programs for processing various basic system services and performing hardware-related tasks, such as a framework layer, a core library layer, a driver layer, etc., for implementing various basic services and processing hardware-based tasks;
[0059] A network communication module 552 for reaching other computing devices via one or more (wired or wireless) network interfaces 520. Exemplary network interfaces 520 include: Bluetooth, Wireless Fidelity (WiFi), and Universal Serial Bus (USB), etc.;
[0060] A presentation module 553 for enabling the presentation of information (such as a user interface for operating peripheral devices and displaying content and information) via one or more output devices 531 associated with the user interface 530 (such as 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 can be implemented in software. Figure 2 An interaction device 555 for a virtual scene stored in the memory 550 is shown, which can be software in the form of a program and a plugin, etc., including the following software modules: a display module 5551, a switching module 5552, a control module 5553, a driving module 5554, a determination module 5555, and a shielding module 5556. These modules are logical, so they can be combined arbitrarily 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 considered that the interaction device 555 for the virtual scene excludes embodiments that may only include the display module 5551, the switching module 5552, and the control module 5553. The functions of each module will be described below.
[0063] The interaction method for a virtual scene provided by the embodiments of the present application will be specifically described below 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 schematic flowchart of the interaction method for a virtual scene provided by the embodiments of the present application, and will be described in combination with Figure 3 the steps shown.
[0065] It should be noted that Figure 3The methods shown can be executed by various forms of computer programs run by a terminal device, not limited to a client. For example, it can also be an operating system, software module, script, applet, etc. described above. Therefore, the example of the client in the following text should not be regarded as a limitation on the embodiments of the present application. In addition, for the convenience of description, the terminal device and the client run by the terminal device are not specifically distinguished in the following text.
[0066] In step 101, a virtual scene, a skill selection control, and a skill release control are displayed in the human-computer interaction interface.
[0067] Here, the virtual scene may include a first virtual object (such as the game character A controlled by the current player), and the skill release control may default to a first display style, where the first display style indicates that the skill release control is currently associated with a first skill (such as a prop throwing skill).
[0068] It should be noted that in addition to the first virtual object controlled by the current player, other virtual objects may also be displayed in the virtual scene. For example, at least one second virtual object controlled by a robot program or other players may be displayed, and the at least one second virtual object and the first virtual object may belong to the same virtual camp or different virtual camps.
[0069] In some embodiments, a client supporting the virtual scene (such as an open-world game APP) is installed on the terminal device. When the user opens the client installed on the terminal device (for example, the terminal device receives a click operation by the user on the icon corresponding to the open-world game APP presented on the desktop), and the terminal device runs the client, a virtual scene, a skill selection control (such as a magic selection button), and a skill release control in the first display style (such as a sprite and a prop throwing button) can be displayed in the human-computer interaction interface of the client, where the virtual scene may include a first virtual object.
[0070] In other embodiments, the virtual scene can be displayed in the first-person perspective in the human-computer interaction interface of the client (such as playing the virtual object in the game from the user's own perspective); it can also be displayed in the third-person perspective (such as the user chasing the virtual object in the game to play); it can also be displayed in a bird's-eye view; among them, any switching can be performed between the above different perspectives.
[0071] As an example, the first virtual object can be an object controlled by the current user in the game. Of course, other virtual objects can also be included in the virtual scene, such as a second virtual object that can be controlled by other users or by a robot program. The virtual objects can be divided into any one of multiple camps, and the relationship between the camps can be a hostile relationship or a cooperative relationship. The camps in the virtual scene can include one or all of the above relationships.
[0072] Taking the display of the virtual scene from the first-person perspective as an example, the display of the virtual scene 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 in the field-of-view area in the complete virtual scene, that is, the displayed virtual scene can be a part of 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 the virtual scene from a bird's-eye large perspective as an example, the display of the virtual scene in the human-computer interaction interface can include: in response to a zoom operation on the panoramic virtual scene, presenting a part of the virtual scene corresponding to the zoom operation in the human-computer interaction interface, that is, the displayed virtual scene can be a part of the panoramic virtual scene. In this way, the operability of the user during the operation can be improved, and thus the efficiency of human-computer interaction can be improved.
[0074] In step 102, in response to a trigger operation on the skill selection control, the skill release control is switched from the first display style to the second display style.
[0075] Here, the second display style indicates that the skill release control is currently associated with a second skill (e.g., a magic skill, which is a special skill in the game. Players can control the game character to use the magic skill to interact with the game world. For example, use the magic skill to interact with the terrain, assets, etc. in the virtual scene to a certain extent, such as creating or changing the terrain in the virtual scene, or creating a virtual wind field in the virtual scene), and the second display style is different from the first display style. For example, when the skill release control is in the first display style, the skill release control may include materials corresponding to the first skill (e.g., the icon, name, etc. of the first skill). For example, the icon of the first skill can be used to represent the skill release control in the first display style to remind the player that the skill release control is currently used to release the first skill; when the skill release control is in the second display style, the skill release control may include materials corresponding to the second skill (e.g., the icon, name, etc. of the second skill). For example, the icon of the second skill can be used to represent the skill release control in the second display style to remind the player that the skill release control is currently used to release the second skill. In addition, the second skill can include multiple types (e.g., including star magic and wind field magic, etc.), and the skill selection control can be used to select a target type from multiple types.
[0076] In some embodiments, the skill selection control can be in a default closed state (i.e., unselected state). Here, the closed state indicates that the second skill is in an unactivated state (in this state, the first virtual object cannot release the second skill). Then, in response to a trigger operation on the skill selection control, the following processing can also be performed: switch the skill selection control from the closed state to the open state, where the open state indicates that the second skill is in an activated state (i.e., a ready-to-use state, in this state, the first virtual object can release the second skill).
[0077] It should be noted that when the skill selection control switches from the closed state to the open state, the display mode of the skill selection control (e.g., the display effect parameters of the materials) will change (but the type of the materials will not change). For example, when the skill selection control switches from the closed state to the open state, it can be distinguished and displayed in a highlighted or flashing manner.
[0078] Exemplarily, taking the second skill as a magic skill as an example, refer to Figure 6A , Figure 6A is a schematic diagram of the application scenario of the virtual scene interaction method provided by the embodiments of the present application. As Figure 6AAs shown, from the perspective of a third person, a first virtual object 601 (such as the game character A controlled by the current player), a skill selection control 602 in a closed state (such as a magic selection button in an unselected state), and a sprite and prop throwing button 603 (i.e., a skill release control in a first display style, at this time, the skill release control is associated with a prop throwing skill) are displayed in the virtual scene 600. When a click operation of the player on the skill selection control 602 is received, the skill selection control 602 can be switched to an open state (such as being displayed in a highlighted manner to indicate that the skill selection control 602 is currently in a selected state), and the sprite and prop throwing button 603 can be switched to a magic release button 604 (i.e., a skill release control in a second display style, at this time, the skill release control is associated with a magic skill).
[0079] It should be noted that the skill selection control can be always displayed in the human-computer interaction interface, or can be only displayed in the human-computer interaction interface for a period of time. For example, after switching the skill release control from the first display style to the second display style, the skill selection control can be cancelled from being displayed in the human-computer interaction interface. The embodiments of the present application do not specifically limit the display manner of the skill selection control.
[0080] In some embodiments, the target type can be the first type that is default selected among multiple types, and the default display style of the skill selection control is the third display style. Among them, the third display style indicates that the skill selection control is currently associated with the second skill of the first type. The first type includes one of the following: the type selected last time, the type with the most selection times. Exemplarily, the material corresponding to the second skill of the first type (such as the icon, name, etc. corresponding to the second skill of the first type) can be used to represent the skill selection control in the third display style. For example, taking the second skill of the first type as star magic, the icon of star magic can be used to represent the skill selection control in the third display style to indicate that the currently selected magic type is star magic. That is to say, when the selected magic type is star magic, the display style of the skill selection control can use the icon of star magic.
[0081] In some other embodiments, the target type may also be a second type manually selected through a skill selection control. After the skill selection control is switched to the enabled state, the following processing may also be performed: in response to a trigger operation (such as a click operation or a long - press operation) on the enabled skill selection control, display multiple types of second - type skills; in response to the selection of the second type among the multiple types, switch the skill selection control to a fourth display style, where the fourth display style indicates that the skill selection control is currently associated with the second - type second skill. For example, the material corresponding to the second - type second skill (such as the icon, name, etc. of the second - type second skill) can be used to represent the skill selection control in the fourth display style. For example, taking the second - type second skill as the wind - field magic, assuming that the previously selected magic type is star magic (i.e., the current icon of the skill selection control is the icon corresponding to star magic), the skill selection control can be switched from the icon corresponding to star magic to the icon corresponding to wind - field magic (i.e., the fourth display style) to indicate that the currently selected magic type is wind - field magic.
[0082] For example, taking the second skill as a magic skill, refer to Figure 6B , Figure 6B which is a schematic diagram of the application scenario of the virtual - scene interaction method provided by the embodiments of the present application. As Figure 6B shown, when a long - press operation of a player on the enabled skill selection control 602 (such as the selected magic - selection button) is received, a magic - selection box 605 can be displayed. Multiple magics are displayed in the magic - selection box 605 for the player to select. When a click operation of the player on the wind - field magic 606 displayed in the magic - selection box 605 is received, the skill selection control 602 can be switched from the third display style (such as the icon corresponding to star magic) to the fourth display style (such as the icon corresponding to wind - field magic), thus facilitating the player to switch the magic type.
[0083] In step 103, in response to a trigger operation on the skill - release control, control the first virtual object to release the second skill of the target type.
[0084] Here, the second skill of the target type can have multiple functions and exert corresponding functions according to the objects interacted with by the second skill of the target type. That is to say, for different interaction objects, the functions exerted by the second skill of the target type are different.
[0085] In some embodiments, a target-type second skill (e.g., star magic) can be used to drive a first virtual prop (e.g., a virtual star) to move autonomously in a set direction in a virtual scene, and exert a corresponding effect on an object that collides with the first virtual prop. The type of trigger operation may include a click operation, and step 103 may be implemented in the following manner: in response to a click operation on a skill release control, the first virtual object is controlled to release the target-type second skill in a first direction, so as to drive the first virtual prop to move autonomously along the first direction, and exert a corresponding effect on an object that collides with the first virtual prop, wherein the first direction is the current orientation of the first virtual object.
[0086] For example, taking the target type's second skill as star magic, the corresponding first virtual prop can be a virtual star. Upon receiving a click operation from the player on a skill release control (such as a magic release button), the first virtual object can be controlled to release the star magic directly in the direction facing the player's screen (i.e., the current direction of the first virtual object), so as to drive the virtual star to move autonomously in that direction and exert corresponding effects on the object that the virtual star collides with.
[0087] In some other embodiments, following the above example, the type of trigger operation may also include a pressing operation. Figure 3 Step 103 shown may be performed by Figure 4 Steps 1031A to 1033A shown in the figure are implemented by combining Figure 4 The steps shown are explained.
[0088] In step 1031A, in response to a pressing operation on the skill release control, while the pressing operation is not released, the virtual scene is switched to a zoom mode, and a virtual joystick and a crosshair corresponding to the orientation of the first virtual object are displayed.
[0089] In some embodiments, taking the second skill of the target type as star magic as an example, when a player's long press operation on the skill release control (such as a magic release button) is received, the lens of the virtual camera in the virtual scene can be controlled to zoom in (that is, the virtual scene is switched to zoom mode to facilitate the player's aiming) to enter the "magic aiming" state, and a virtual joystick is displayed in the lower right corner of the screen, as well as a crosshair corresponding to the direction of the first virtual object (such as game character A). For example, the crosshair can be displayed in front of the direction of game character A.
[0090] In step 1032A, in response to a shaking operation on the virtual joystick, the crosshair is controlled to rotate synchronously.
[0091] In some embodiments, continuing with the above example, after a virtual joystick is displayed in the lower right corner of the screen, the player can rotate the screen by using the displayed virtual joystick to perform magic aiming.
[0092] In step 1033A, in response to the release of the pressing operation, control the first virtual object to release the second skill of the target type in the second direction, so as to drive the first virtual prop to move autonomously in the second direction and apply a corresponding effect to the object collided by the first virtual prop.
[0093] Here, the second direction is the direction corresponding to the rotated sight, that is, the direction from the first virtual object to the rotated sight.
[0094] In some embodiments, taking the second skill of the target type as the star magic as an example, when it is detected that the player releases the skill release control (such as the magic release button), the first virtual object can be controlled to release the star magic in the direction corresponding to the rotated sight, so as to drive the virtual star to move autonomously in this direction and apply a corresponding effect to the object collided by the virtual star.
[0095] Exemplarily, the above-mentioned corresponding effect can be applied to the object collided by the first virtual prop in the following ways: perform at least one of the following processes: knock down the collided second virtual object (for example, when the virtual star collides with the wild elf in the virtual scene, the wild elf can be knocked down and their actions can be interrupted); display a collision identifier on the collided third virtual object to increase the capture probability of the first virtual object for the collided third virtual object (for example, when the elf is hit by the star magic, a star mark will be attached to the top of its head. In this state, the success rate of the player using the elf ball to capture the elf will increase); destroy the collided virtual object (for example, when the star magic hits some loose rocks in the virtual scene, they may be shattered, facilitating the player to obtain the props buried under the rocks); activate the level or mechanism associated with the collided specific interactive object (for example, the star magic can interact with some customized interactive objects in the virtual scene, thereby activating the players associated with them). That is to say, for different objects, the effects exerted by the second skill of the target type are different.
[0096] In some embodiments, when responding to the pressing operation on the skill release control, the following processes can also be performed: control the second skill of the target type to enter the charging state, so that at least one of the prominence of the first virtual prop (such as the virtual star) and the influence range of the first virtual prop increases with the increase of the charging level (for example, control the volume of the virtual star to continuously increase, or control the brightness of the virtual star to continuously increase, etc.), where the charging level is positively correlated with the duration of the pressing operation; in response to the release of the pressing operation, control the second skill of the target type to exit the charging state.
[0097] For example, taking the second skill of the target type as the star magic, the star magic can be charged before release. There can be multiple charging levels. For example, it can be divided into 3 levels. The longer the player presses the skill release control (i.e., the longer the charging time), the higher the final charging level. Correspondingly, the volume of the virtual star will be larger (or the brightness of the virtual star will gradually increase), and the explosion range of the virtual star after landing will also be larger. For example, for some rocks in the virtual scene with a hardness greater than the hardness threshold, the player needs to charge the star magic in order to make the released virtual star able to break the rock. That is to say, the virtual star released by the player through a click cannot break this kind of rock due to insufficient energy.
[0098] In some other embodiments, when the second skill of the target type is in the charging state, the status value of the first virtual object will be continuously consumed. Then, when controlling the second skill of the target type to enter the charging state, the following processing can also be performed: Display a status bar control in the human-computer interaction interface. Among them, the length of the status bar control continuously decreases as the duration of the pressing operation increases, and the length of the status bar control is used to represent the remaining status value of the first virtual object.
[0099] For example, when the second skill of the target type enters the charging state, the status value of the first virtual object (such as the physical strength value) can be continuously consumed. When the remaining status value of the first virtual object is less than the status value threshold (such as the player's physical strength is insufficient), the charging will pause. For example, when the physical strength of the game character controlled by the player is insufficient, the second skill of the target type can automatically exit the charging state.
[0100] For example, taking the second skill of the target type as the star magic, see Figure 6C , Figure 6C is a schematic diagram of the application scenario of the interaction method of the virtual scene provided by the embodiment of the present application. As Figure 6C shown, when the star magic is selected (at this time, the display style of the skill selection control 602 is the icon of the star magic), when a long press operation of the player on the skill release control 604 (such as the magic release button) is received, a virtual joystick 607 and a magic aiming cross 608 corresponding to the orientation of the first virtual object 601 can be displayed in the lower right corner of the screen. At this time, the player can rotate the screen through the virtual joystick 607 to perform magic aiming. When it is detected that the player releases the skill release control 607, the first virtual object 601 can be controlled to release the star magic along the direction of the magic aiming cross 608. In addition, a status bar control (such as a stamina bar 609) of the first virtual object 601 can also be displayed in the virtual scene, and the length of the stamina bar in the stamina bar 609 continuously shortens as the duration of the pressing operation increases, indicating that the stamina value of the game character controlled by the player is continuously decreasing, so as to facilitate the player to understand the current stamina value of the game character.
[0101] In some other embodiments, when driving the first virtual prop to autonomously move in the first direction or the second direction, the following processes may further be executed: driving the first virtual prop to bounce when it hits the ground or an obstacle, and being able to bounce at most a set number of times (for example, 4 times), and exploding at the last bounce.
[0102] Exemplarily, the above-mentioned driving of the first virtual prop to bounce when it hits the ground or an obstacle may be implemented in the following manner: when the first virtual prop hits the ground or an obstacle, execute the following processes: determine the bouncing direction of the first virtual prop that conforms to the physical rules of the real world, or limit the movement of the first virtual prop within a plane (that is, change the movement of the first virtual prop from three-dimensional to two-dimensional, so as to be more predictable), and the bouncing direction is forward or backward along the plane, where the plane is composed of the throwing direction and the anti-gravity direction of the first virtual prop; determine the elevation angle and speed of the first virtual prop's bounce, where the elevation angle and speed are positively correlated with the charging level (that is, the higher the charging level, the greater the elevation angle and speed); drive the first virtual prop to bounce according to the bouncing direction, elevation angle, and speed. In this way, it can be ensured that the movement trajectory of the first virtual prop is easier to predict, the hit rate of hitting the target objects (such as wild elves, trees, rocks, etc.) in the virtual scene by the first virtual prop is improved, and thus the human-computer interaction efficiency is improved.
[0103] In some embodiments, during the process of driving the first virtual prop to bounce, at least one of the following processes may further be executed: multiply the displacement of the first virtual prop in each frame by a set adjustment coefficient (for example, the product of the displacement and the adjustment coefficient may be used as the final displacement of the first virtual prop, so as to generally control the movement ability of the first virtual prop), so that the height of the first virtual prop remains consistent during each bounce; obtain a deceleration coefficient that conforms to the movement law of the real world, and attenuate the flight speed of the first virtual prop in each frame based on the obtained deceleration coefficient. For example, the flight speed may be multiplied by the deceleration coefficient, and the product may be used as the final flight speed of the first virtual object, so as to simulate the actual situation in reality, make the movement trajectory of the first virtual prop more in line with the real situation, and at the same time, it can also prevent the first virtual prop from moving too fast, resulting in the player being unable to clearly see the movement trajectory.
[0104] In some other embodiments, the second skill of the target type (such as wind field magic) can also be used to create a virtual wind field at a set position in the virtual scene and apply corresponding effects to the objects entering the virtual wind field. The type of trigger operation can include a click operation. Then, the above step 103 can also be implemented in the following manner: in response to a click operation on the skill release control, control the first virtual object to release the second skill of the target type at the first position to create a virtual wind field at the first position and apply corresponding effects to the objects entering the virtual wind field, where the first position is the position where the first virtual object is located.
[0105] For example, taking the second skill of the target type as wind field magic as an example, when receiving a click operation from the player on the skill release control (such as the magic release button), a virtual wind field can be directly created at the position where the player is located (i.e., the position where the first virtual object controlled by the player is located), and corresponding effects are applied to the objects entering the virtual wind field. For example, the height of the virtual vehicle entering the virtual wind field is increased, so that the virtual vehicle can fly farther.
[0106] In some other embodiments, continuing with the above example, the type of trigger operation can also be a press operation. Then Figure 3 the shown step 103 can be implemented by Figure 5 the shown steps 1031B to 1033B, and will be described in combination with Figure 5 the shown steps.
[0107] In step 1031B, in response to a press operation on the skill release control, during the period when the press operation is not released, display a virtual joystick and a wind field aiming circle corresponding to the orientation of the first virtual object.
[0108] In some embodiments, taking the second skill of the target type as wind field magic as an example, when receiving a long - press operation from the player on the skill release control (such as the magic release button), the aiming - release state of the wind field magic can be entered. At this time, a virtual joystick can be displayed in the lower - right corner of the screen, and a wind field aiming circle corresponding to the orientation of the first virtual object (such as game character A) can be displayed. For example, a wind field aiming circle can be displayed in front of the orientation of game character A.
[0109] In step 1032B, in response to a shaking operation on the virtual joystick, control the wind field aiming circle to rotate synchronously.
[0110] In some embodiments, continuing with the above example, the player can rotate the screen through the virtual joystick displayed in the lower - right corner of the screen to aim at the wind field magic.
[0111] In step 1033B, in response to the release of the pressing operation, control the first virtual object to release the second skill of the target type at the second position, so as to create a virtual wind field at the second position and apply a corresponding effect to the object entering the virtual wind field.
[0112] Here, the second position is the position where the rotated wind field aiming circle is located.
[0113] In some embodiments, when it is detected that the player releases the skill release control, a wind field aiming circle (i.e., the second position, indicating the position where the virtual wind field will be created) can be displayed in the virtual scene, and control the first virtual object to release the wind field magic at the wind field aiming circle, so as to create a virtual wind field at the wind field aiming circle and apply a corresponding effect to the object entering the virtual wind field.
[0114] Exemplarily, taking the second skill of the target type as a magic skill as an example, refer to Figure 6D , Figure 6D is a schematic diagram of an application scenario of the interaction method for the virtual scene provided by the embodiment of the present application. As Figure 6D shown, when the wind field magic is selected (at this time, the display style of the skill selection control 602 is the icon of the wind field magic), when a long-press operation of the player on the skill release control 604 (such as the magic release button) is received, a virtual joystick 610 and a wind field aiming circle 611 corresponding to the orientation of the first virtual object (such as game character A) can be displayed in the lower right corner of the screen. The player can rotate the screen through the virtual joystick 610 to aim at the wind field magic. When it is detected that the player releases the skill release control 604, a virtual wind field can be created at the rotated wind field aiming circle 611.
[0115] In some other embodiments, the above-mentioned corresponding effect can be applied to the object entering the virtual wind field in the following ways: perform at least one of the following processes: increase the height of the virtual vehicle entering the virtual wind field (for example, when the player uses a flying vehicle and enters the range of the wind field magic, it will be affected by the wind field and quickly rise in height); increase the height of the virtual projectile entering the virtual wind field (for example, when the player throws a goblin ball, a prop, or a virtual star released by the star magic, etc., and they pass through the virtual wind field during flight, they will also be affected by the virtual wind field and rise a certain distance, eventually making them fly farther); activate the level or mechanism associated with the specific interactive object entering the virtual wind field (for example, the magic windmill can be blown by the virtual wind field to activate the mechanism associated with the magic windmill).
[0116] In some embodiments, before controlling the first virtual object to release the second skill of the target type at the second position, the second position (i.e., the creation point of the virtual wind field) can also be determined in the following manner: taking the position where the eyes of the first virtual object are located as the starting point, emitting a detection ray along the orientation after the rotation of the first virtual object to obtain a collision point or the farthest point, and attaching the collision point or the farthest point to the terrain; constructing a spherical matrix with the collision point or the farthest point as the lower center of the spherical matrix; calculating the ray collision rate of the spherical matrix; when the collision rate is less than the collision rate threshold (e.g., 60%), taking the collision point or the farthest point as the second position; when the collision rate is greater than or equal to the collision rate threshold, iteratively perform the following process: obtaining a new point along the direction close to the first virtual object; constructing a spherical matrix with the new point as the lower center of the spherical matrix, and calculating the ray collision rate of the spherical matrix; when the collision rate is less than the collision rate threshold, taking the new point as the second position. In this way, it can be ensured that the virtual wind field is created in a relatively flat and open area in the virtual scene, so as to avoid the wind in the virtual wind field being blocked by obstacles and unable to exert corresponding effects on the objects entering the virtual wind field.
[0117] In other embodiments, when the virtual wind field is located on a slope in the virtual scene, before raising the height of the virtual vehicle or the virtual projectile entering the virtual wind field, the following process can also be performed: taking the projection point of the virtual vehicle or the virtual projectile on the plane close to the ground surface in the virtual wind field as the detection starting point; controlling the detection starting point to shift upward by a distance corresponding to the slope value of the slope, where the distance is positively correlated with the slope value; emitting a detection ray from the shifted detection starting point to the virtual vehicle or the virtual projectile; when the detection result indicates no blockage, determining to raise the height of the virtual vehicle or the virtual projectile entering the virtual scene; when the detection result indicates blockage, determining not to raise the height of the virtual vehicle or the virtual projectile entering the virtual scene. In this way, the windshield logic of obstacles in the real world can be simulated, further improving the game experience of players.
[0118] In some embodiments, when there are terrain objects at the second position, after creating the virtual wind field at the second position, the following process can also be performed: during the process of controlling the wind in the virtual wind field to move upward from the ground surface, shielding the blockage of the terrain objects to the wind in the virtual wind field. In this way, a virtual wind field can be formed on the slope, avoiding the wind in the virtual wind field being blocked by the terrain objects and unable to exert corresponding effects on the objects entering the virtual wind field.
[0119] In some other embodiments, when there are non-terrain objects at the second position, after creating a virtual wind field at the second position, at least one of the following processes may be further performed: when the non-terrain object is a wind-permeable object, during the process of controlling the upward movement of the wind in the virtual wind field from the ground surface, the blocking of the wind in the virtual wind field by the non-terrain object is blocked; when the non-terrain object is a non-wind-permeable object, during the process of controlling the upward movement of the wind in the virtual wind field from the ground surface, it is determined that at least part of the wind in the virtual wind field is blocked by the non-terrain object. In this way, the wind in the virtual wind field can be blocked by obstacles in the virtual scene, so as to simulate the windshield logic in the real environment.
[0120] For the virtual scene interaction method provided in the embodiments of the present application, on the one hand, through the linkage between the skill selection control and the skill release control, players can quickly switch to the second skill to be released, and can select the target type of the second skill from multiple types of second skills through the skill selection control for release. In this way, the efficiency of skill switching in the virtual scene is improved. On the other hand, by integrating multiple functions into the second skill, the second skill can have multiple functions. In this way, under the same operation method, players can achieve different effects on different objects by changing the application strategy, improving the efficiency of human-computer interaction in the virtual scene, and further improving the game experience of players.
[0121] Next, taking an open-world game as an example, the exemplary application of the embodiments of the present application in an actual application scenario will be described.
[0122] The embodiments of the present application provide a virtual scene interaction method, which is applied to an open-world game. Players can interact with the game world through magic skills (corresponding to the above-mentioned second skills, hereinafter simply referred to as magic), and at the same time, the same magic has multiple functions. For example, under the same operation method, players can achieve multiple functions such as scene interaction, action ability improvement, and sprite capture assistance by changing the application strategy.
[0123] Next, the virtual scene interaction method provided in the embodiments of the present application will be specifically described.
[0124] In some embodiments, refer to Figure 6A , Figure 6A which is a schematic diagram of the application scenario of the virtual scene interaction method provided in the embodiments of the present application. As Figure 6AAs shown, in the virtual scene 600, a game character 601 controlled by the current player (corresponding to the first virtual object mentioned above) is displayed. In the virtual scene 600, a magic selection button 602 (corresponding to the skill selection control mentioned above) and a sprite and item throwing button 603 (corresponding to the skill release control in the first display style mentioned above) are also displayed. When a click operation of the player on the magic selection button 602 is received, the preparatory state for magic release can be entered. At this time, the sprite and item throwing button 603 in the lower right corner of the screen will be switched to a magic release button 604 (corresponding to the skill release control in the second display style mentioned above).
[0125] It should be noted that when a click operation of the player on the magic selection button 602 is received, the magic selection button 602 can be switched from an unselected state to a selected state. For example, when a click operation of the player on the magic selection button 602 is received, the magic selection button 602 can be highlighted to indicate that the magic selection button 602 is currently in the selected state.
[0126] In some other embodiments, the player can also switch magic. For example, see Figure 6B , Figure 6B is a schematic diagram of the application scenario of the interaction method of the virtual scene provided by the embodiment of the present application. As Figure 6B shown, when a long-press operation of the player on the magic selection button 602 in the selected state is received, a magic selection box 605 can be popped up. A variety of magics are displayed in the magic selection box 605 for the player to select. After the player selects the magic to be released in the magic selection box 605, the icon of the magic selection button 602 will also change to the style corresponding to the magic. For example, assuming that the player selects the wind field magic 606 in the magic selection box 605, the icon of the magic selection button 606 can be switched from the style corresponding to the star magic to the style corresponding to the wind field magic.
[0127] In some embodiments, when the star magic is selected and the player quickly clicks the magic release button, a star magic will be directly released in the direction the player's screen is facing. In addition, as Figure 6C shown, when a click operation of the player on the magic release button 604 is received, the "magic aiming" state will be entered. At this time, a virtual joystick 607 will be displayed in the lower right corner of the screen, and the player can rotate the screen through the virtual joystick 607 to perform magic aiming. When it is detected that the player releases the magic release button 604, the game character 601 can be controlled to release the star magic in the direction of the magic sight 608. In addition, a stamina bar 609 can also be displayed in the virtual scene. When the player long-presses the magic release button 604, the star magic can enter the charging state, and the stamina value of the game character 601 will be continuously consumed during the charging process.
[0128] In some embodiments, when the wind field magic is selected, when the player quickly clicks the magic release button, a virtual wind field will be directly created at the location of the game character controlled by the player. Figure 6D As shown, when the player's long press operation on the magic release button 604 is received, the wind field aiming release state will be entered. At this time, a white circle 611 (i.e., the wind field aiming circle) will appear in the scene, attached to the ground, indicating the position where the virtual wind field is about to be created (corresponding to the second position mentioned above).
[0129] The following is an explanation of the functions and rules of star magic.
[0130] In some embodiments, star magic can be charged before being released, and the charging can have multiple sections (for example, 3 sections), and the physical strength of the game character controlled by the player will continue to be consumed during the charging process. When the star magic is released quickly (for example, the player quickly clicks the magic release button), it will not be charged. Only when the player long presses the magic release button to enter the aiming and casting state will it start charging. The longer the time in this state, the higher the number of sections (or levels) accumulated. In addition, if the physical strength of the game character controlled by the player is insufficient during the charging process (for example, the physical strength value is less than the set physical strength value threshold), the charging will be suspended. The higher the charging section, the larger the volume of the star (the collision range will also increase accordingly), and the larger the explosion range after the star lands.
[0131] In addition, after the star magic is released, it will bounce when it hits the ground or an obstacle. For example, it can bounce up to four times and explode on the last bounce.
[0132] In other embodiments, star magic can have multiple functions. For example, players can use star magic to knock down wild elves in the game world and interrupt their actions; of course, star magic can also be used to increase the probability of capturing elves, for example, Figure 6E As shown, the elf 612 hit by the star magic will have a star mark 613 on its head. In this state, the player's probability of capturing the elf will be greatly improved. In addition, when the star magic hits the tree, the fruit on the tree or the elf that inhabits it can be knocked down. It should be noted that when hitting a relatively sturdy tree, the player first needs to charge the star magic. In addition, when the star magic hits some loose rocks in the game world, it may smash them, thereby facilitating the player to obtain the props buried under the rock. It should be noted that for larger and harder stones, the player first needs to charge the star magic. Of course, the player can also use the star magic to interact with certain interactive objects customized in the scene, thereby activating the gameplay associated with them.
[0133] The following is an explanation of the functions and rules of wind field magic.
[0134] In some embodiments, the wind field magic can affect the movement ability of the player's vehicle. For example, when the player uses a flying vehicle and enters the range of the wind field magic, the player will be affected by the wind field and quickly rise in altitude. Moreover, different flying vehicles perform differently in the wind field. For example, the Winter X Sparrow will rise at a constant speed in the wind field and finally stay at the top of the wind field, while the Dandelion will accelerate upward in the wind field and finally be thrown out of the wind field due to inertia. In addition, the wind field magic can also affect the flight trajectory of projectiles. For example, when the player throws a Gulu Ball, a virtual prop, or releases a star magic, and they pass through the virtual wind field during flight, they will also be affected by the virtual wind field and rise a short distance, ultimately making them fly farther, as Figure 7 shown. When the virtual star 702 passes through the virtual wind field 701 during flight, it will be affected by the virtual wind field 701 and rise a short distance, ultimately making the virtual star 702 fly farther. Additionally, the wind field magic can also interact with magic components in the scene. Similar to the star magic, the virtual wind field can also interact with certain customized interactives and activate the gameplay associated with them. For example, it can blow the magic windmill, thereby activating the mechanism.
[0135] Next, the bouncing logic of the star magic will be further described.
[0136] In some embodiments, referring to Figure 8 , Figure 8 which is a schematic diagram of the principle of the interaction method of the virtual scene provided by the embodiments of the present application. As Figure 8 shown, after the player controls the game character 801 to release the star magic, in order to make the movement of the virtual star easier to predict, during the multi-segment bouncing process of the virtual star 802, it is necessary to maintain a similar height during each segment of the bounce, that is, within each segment of the bounce, a trajectory that conforms to physical rules but looks easier to predict and is smoother and more regular can be maintained.
[0137] To achieve the Figure 8 shown effect, the embodiments of the present application provide the following several technical solutions:
[0138] In some embodiments, first, if following the real physical bounce logic, when encountering rough ground, the kinetic energy of the virtual star will rapidly decay, and the bouncing direction is 360 degrees, and it is very easy for the movement trajectory of the virtual star to become extremely chaotic due to some small obstacles.
[0139] In view of the above technical problems, the embodiments of the present application start from the following two aspects. First is the problem of the rebound direction. In order to enable the virtual star to move on the same plane, no matter what kind of terrain it encounters, the trajectory of the virtual star will be constrained within a plane formed by two lines, namely the throwing direction and the upward direction. Through such a constraint, the movement trajectory of the virtual star can be changed from three-dimensional to two-dimensional, making it more predictable. Secondly, regarding the speed and angle of rebound, the technical solution provided by the embodiments of the present application is that after the virtual star lands, the direction calculated by physical rebound is projected onto the plane where the virtual star moves, and then the newly calculated outgoing speed is amplified, for example, restored to the same kinetic energy as the initial throwing speed, so as to ensure that each bounce has sufficient initial speed like the first bounce.
[0140] The problem with the above solution is that although the movement trajectory of the virtual star is restricted within a certain plane, the rebound direction calculated based on physical rules is still uncontrollable, and it is easy to have problems such as too large or too small angles. In view of this, the embodiments of the present application can also limit the angle of the outgoing angle, for example, limit it to 30 degrees to 60 degrees. The outgoing angles outside this angle range will be rotated into this angle range and then launched.
[0141] However, there are still problems with the above solution. For example, when the initial speed is relatively small, the starting point of the movement trajectory of the virtual star is in the hand of the game character, which looks normal, but the starting position of the bounce after landing is the ground. To achieve a trajectory similar to the first time, a greater kinetic energy is required. Physically speaking, this kinetic energy should come from gravitational potential energy. Therefore, the gravitational potential energy can be calculated through the height difference between the initial point and the landing point of the virtual star, and then through a certain configured coefficient, the gravitational potential energy is converted into kinetic energy at a certain proportion and added to the total kinetic energy of the virtual star's rebound, so as to achieve the effect that the virtual star can bounce as high as the first time on the ground.
[0142] But such an implementation still has problems. If the outgoing angle is relatively close to the ground, the kinetic energy converted from gravitational potential energy can only make the virtual star move faster in the horizontal direction, and it is difficult to achieve an elegant curve like |sin(x)|. To achieve the above effect, the horizontal speed can be limited by reducing the proportion of gravitational potential energy converted into kinetic energy, and then set a minimum vertical speed for each bounce. On the basis of the finally calculated bounce speed, the vertical speed is increased to at least a level greater than the minimum vertical speed, so as to ensure that there is a minimum guarantee for the height of each bounce, and thus it will not glide close to the ground like skipping stones on the water on the ground.
[0143] In some other embodiments, in order to achieve Figure 8For the effects shown, embodiments of the present application can also divide kinetic energy into two parts, namely horizontal and vertical. As long as the horizontal and vertical kinetic energies are kept unchanged, the effects of each bounce can be maintained at a relatively consistent level. For the vertical kinetic energy, gravitational potential energy can be introduced and converted into vertical kinetic energy according to a certain ratio, so that even when the initial velocity in the vertical direction is almost zero, a relatively stable height can be maintained, thus achieving predictable effects. However, problems also exist simultaneously. For example, when the height change is relatively large, the performance of the virtual star will become rather strange. For example, when climbing a slope, the momentum calculated for the virtual star in the vertical direction is downward, while when falling from a high cliff, the upward kinetic energy of the virtual star is very large and it will bounce very high, resulting in the landing point of the virtual star being very difficult to predict.
[0144] In view of the problems existing in the above two solutions, embodiments of the present application also provide another technical solution. Among them, the physical rules are only used to calculate the horizontal direction of the bounce, or the movement of the virtual star is still restricted within a plane, and the bounce direction has only two directions, front and back, or even only one direction is allowed. In addition, if the virtual star cannot move forward when encountering an obstacle, it can directly explode in place, and then, in combination with the charging level, determine the elevation angle and speed of the virtual star's bounce, that is, the elevation angle and speed of the virtual star's bounce are only related to the charging level. In this way, the performance of the virtual star can be maintained within a predictable range and will not be greatly affected by the throwing angle and terrain to cause unpredictable situations.
[0145] In some embodiments, the pure physical movement sometimes doesn't feel good to play. Therefore, embodiments of the present application add some post-processing on the basis of physical calculations to make the movement trajectory of the virtual star more magical. For example, the main adjustments are as follows: one is to multiply the displacement calculated for the virtual star in each frame by a coefficient to overall control the movement ability of the virtual star, and the other is to simulate air resistance, that is, on the basis of the speed calculated in each frame, make a decay, and the amount of decay is the current frame speed * DeltaTime * deceleration coefficient, where DeltaTime represents the time value. For example, for the first frame, the value of DeltaTime can be 1, for the second frame, the value of DeltaTime can be 2, and so on. That is to say, the flying speed of the virtual star can be reduced proportionally to simulate the actual situation in reality, and at the same time, it can also prevent the movement trajectory from being unclear due to the too fast speed of the virtual star.
[0146] Next, the terrain blocking logic of the virtual wind field will be further described.
[0147] In some embodiments, refer to Figure 9 , Figure 9It is a schematic diagram of the principle of the interaction method for a virtual scene provided by an embodiment of the present application. As Figure 9 shown, for the virtual object 902 entering the virtual wind field 901, the projection point of the virtual object 902 on the bottom plane of the virtual wind field 901 can be used as the detection starting point 903. Then, according to the slope value of the slope 904, the detection starting point 903 can be shifted upward by a certain distance. Among them, the offset amount can be positively correlated with the slope value. Subsequently, a ray detection can be performed from bottom to top between the shifted detection starting point 903 and the virtual object 902. If there is an obstruction, it is determined that the virtual object 902 will not be affected by the virtual wind field 901; if there is no obstruction, it is determined that the virtual object 902 will be affected by the virtual wind field 901. For example, the virtual object 902 will rise a certain distance due to the influence of the virtual wind field 901. In this way, the wind in the virtual wind field can be blocked by obstacles in the virtual scene, so as to simulate the real windshield logic.
[0148] In some other embodiments, refer to Figure 10 , Figure 10 It is a schematic diagram of the principle of the interaction method for a virtual scene provided by an embodiment of the present application. As Figure 10 shown, when the virtual wind field 1002 overlaps with the terrain object 1001, for the terrain object 1001, one-sided collision can filter the collision from bottom to top, that is, it can filter the obstruction of the terrain object 1001 in the overlapping part to the wind in the virtual wind field 1002, so as to obtain the effect of forming a virtual wind field on the slope.
[0149] In some embodiments, for non-terrain objects, collision channels can be used to filter objects that do not need to block the wind. In addition, as Figure 11 shown, for other windshield objects 1102, if the bottom area of the object 1102 overlaps with the virtual wind field 1101, the wind field still needs to be blocked. Here, a two-way ray can be used for detection. For example, first detect from bottom to top and then from top to bottom. Only when there is no collision is it considered that there is no obstruction. For example Figure 11 the star 1103 shown in represents a virtual object entering the virtual wind field 1101, and the point 1104 is the projection point of the star 1103. If the point 1104 is inside the object 1102, it can be considered that part of the wind in the virtual wind field 1101 is blocked by the object 1102. At this time, the star 1103 will not be affected by the virtual wind field 1101. The collision here can be understood as a problem of the normal line of the one-sided model, that is, there will be a collision on the side where the normal line faces, and there is no collision on the other side. Figure 11 The normal direction of the object 1102 in is upward. Therefore, there is no collision from the point 1104 to the star 1103, and there is a collision from the star 1103 to the point 1104.
[0150] Next, the point selection logic of the virtual wind field will be further described.
[0151] In some embodiments, referring to Figure 12 , Figure 12 is a schematic diagram of the principle of the interaction method for a virtual scene provided by an embodiment of the present application. As Figure 12 shown, first, a detection ray is emitted from the camera 1201 to obtain a terrain intersection point 1202; then, a ground intersection point 1203 located above the terrain intersection point 1202 is obtained. Subsequently, it is detected whether the horizontal distance between the collision point (such as the ground intersection point 1203) and the game character controlled by the player exceeds the maximum casting radius (i.e., the horizontal distance limit), and it is checked whether the slope value exceeds the defined slope value threshold (to filter out steep terrains). If neither of the above two conditions is met, the detection range is reduced, and the above process is repeated until a creation point for the virtual wind field is obtained; if both are met, the collision point can be directly used as the creation point for the virtual wind field.
[0152] It should be noted that when the detection range is reduced to the minimum and no legal creation point is found, a corresponding prompt message can be displayed in the human-computer interaction interface to remind the player. In addition, the above solution is easily blocked by small components when detecting terrain intersection points, and when obtaining ground intersection points, large obstacles will make the collision point too high and exceed the screen.
[0153] In view of the above problems, an embodiment of the present application provides another technical solution. First, a detection ray is emitted forward along the direction of the camera to obtain a collision point or the farthest point. As Figure 13 shown, taking the collision point as an example, the collision point can be attached to the terrain, and a spherical matrix 1302 is constructed with the collision point 1301 as the lower center of the spherical matrix 1302 to detect collisions forward. Subsequently, the ray collision rate of the spherical matrix 1302 is calculated ( Figure 13 the shaded spheres shown in represent the spheres that have collided). If the collision rate is greater than the collision rate threshold (such as 60%), it means there is a block, otherwise, it means there is no block. If there is a block, the distance is reduced along the direction of the game character controlled by the player, and the above process is repeated; if there is no block, the collision point 1301 is directly used as the creation point for the virtual wind field. In this way, the player can release the wind field magic in an open and flat area as much as possible to avoid the wind in the virtual wind field being blocked by obstacles and unable to produce the corresponding effects.
[0154] In summary, the interaction method for a virtual scene provided by an embodiment of the present application has the following beneficial effects: on the one hand, a set of means is used to achieve the purpose of multiple gameplay, which not only simplifies the complexity of player operations but also enhances the richness of a single system, thereby providing the possibility for players to explore the player space to achieve emergent gameplay; on the other hand, from the packaging level, it meets the player's imagination of the magic gameplay for the NRC project. In addition, it also provides good functional scalability.
[0155] Next, the implementation of the virtual scene interaction device 555 provided by the embodiments of the present application as an exemplary structure of software modules will be described. In some embodiments, as Figure 2 shown, the software modules in the virtual scene interaction device 555 stored in the memory 550 may include: a display module 5551, a switching module 5552, and a control module 5553.
[0156] The display module 5551 is configured to display a virtual scene, a skill selection control, and a skill release control in a human-computer interaction interface. Among them, the virtual scene includes a first virtual object, and the skill release control is in a first display style, and the first display style indicates that the skill release control is currently associated with a first skill; the switching module 5552 is configured to, in response to a trigger operation on the skill selection control, switch the skill release control from the first display style to a second display style, where the second display style indicates that the skill release control is currently associated with a second skill, and the second skill includes multiple types, and the skill selection control is used to select a target type from the multiple types; the control module 5553 is configured to, in response to a trigger operation on the skill release control, control the first virtual object to release the second skill of the target type.
[0157] In some embodiments, the skill selection control is default in a closed state, and the closed state indicates that the second skill is in an unactivated state; the switching module 5552 is further configured to, when responding to a trigger operation on the skill selection control, switch the skill selection control from the closed state to an open state, where the open state indicates that the second skill is in an activated state.
[0158] In some embodiments, the target type is a first type that is default selected from the multiple types, and the default display style of the skill selection control is a third display style, and the third display style indicates that the skill selection control is currently associated with the second skill of the first type, and the first type includes one of the following: the type selected last time, the type with the most selection times.
[0159] In some embodiments, the target type is a second type manually selected through the skill selection control; the display module 5551 is further configured to, in response to a trigger operation on the skill selection control in an open state, display multiple types of second skills; the switching module 5552 is further configured to, in response to the second type in the multiple types being selected, switch the skill selection control to a fourth display style, where the fourth display style indicates that the skill selection control is currently associated with the second skill of the second type.
[0160] In some embodiments, the types of triggering operations include click operations; the control module 5553 is further configured to, in response to a click operation on the skill release control, control the first virtual object to release a second skill of a target type in a first direction, so as to drive the first virtual prop to autonomously move in the first direction and apply a corresponding effect to the object collided with by the first virtual prop, where the first direction is the current orientation of the first virtual object.
[0161] In some embodiments, the types of triggering operations include press operations; the display module 5551 is further configured to, in response to a press operation on the skill release control, switch the virtual scene to an enlarged mode during the period when the press operation is not released, and display a virtual joystick and a sight corresponding to the orientation of the first virtual object; the control module 5553 is further configured to, in response to a shaking operation on the virtual joystick, control the sight to rotate synchronously; and to, in response to the release of the press operation, control the first virtual object to release a second skill of a target type in a second direction, so as to drive the first virtual prop to autonomously move in the second direction and apply a corresponding effect to the object collided with by the first virtual prop, where the second direction is the direction corresponding to the rotated sight.
[0162] In some embodiments, the control module 5553 is further configured to, when responding to a press operation on the skill release control, control the second skill of the target type to enter a charging state, so that at least one of the prominence of the first virtual prop and the influence range of the first virtual prop increases as the charging level increases, where the charging level is positively correlated with the duration of the press operation; and to, in response to the release of the press operation, control the second skill of the target type to exit the charging state.
[0163] In some embodiments, the display module 5551 is further configured to, when the control module 5553 controls the second skill of the target type to enter a charging state, display a status bar control in the human-computer interaction interface, where the length of the status bar control continuously decreases as the duration of the press operation increases, and the length of the status bar control is used to represent the remaining status value of the first virtual object.
[0164] In some embodiments, the control module 5553 is further configured to perform at least one of the following processes: knocking down the collided second virtual object; displaying a collision identifier on the collided third virtual object to increase the capture probability of the first virtual object for the collided third virtual object; destroying the collided virtual object; activating a level or mechanism associated with the collided specific interaction object.
[0165] In some embodiments, the interaction device 555 of the virtual scene further includes a driving module 5554, configured to, when driving the first virtual prop to autonomously move in the first direction or the second direction, drive the first virtual prop to bounce when it hits the ground or an obstacle, and the maximum number of bounces can be set.
[0166] In some embodiments, the driving module 5554 is further configured to perform the following processing when the first virtual prop hits the ground or an obstacle: determining the bouncing direction of the first virtual prop that conforms to the physical rules of the real world, or restricting the movement of the first virtual prop within a plane, and the bouncing direction is forward or backward along the plane, where the plane is composed of the throwing direction and the anti-gravity direction of the first virtual prop; determining the elevation angle and speed of the first virtual prop's bounce, where the elevation angle and speed are positively correlated with the charging level; driving the first virtual prop to bounce according to the bouncing direction, elevation angle, and speed.
[0167] In some embodiments, during the process of driving the first virtual prop to bounce, the driving module 5554 is further configured to perform at least one of the following processing: multiplying the displacement of the first virtual prop in each frame by a set adjustment coefficient to keep the height of the first virtual prop consistent during each bounce; obtaining a deceleration coefficient that conforms to the motion law of the real world, and attenuating the flight speed of the first virtual prop in each frame based on the deceleration coefficient.
[0168] In some embodiments, the type of the trigger operation includes a click operation; the control module 5553 is further configured to, in response to a click operation on the skill release control, control the first virtual object to release a second skill of a target type at a first position, so as to create a virtual wind field at the first position and apply a corresponding effect to the object entering the virtual wind field, where the first position is the position where the first virtual object is located.
[0169] In some embodiments, the type of the trigger operation includes a press operation; the display module 5551 is further configured to, in response to a press operation on the skill release control, display a virtual joystick and a wind field aiming circle corresponding to the orientation of the first virtual object during the period when the press operation is not released; the control module 5553 is further configured to, in response to a shaking operation on the virtual joystick, control the synchronous rotation of the wind field aiming circle; and to, in response to the release of the press operation, control the first virtual object to release a second skill of a target type at a second position, so as to create a virtual wind field at the second position and apply a corresponding effect to the object entering the virtual wind field, where the second position is the position where the rotated wind field aiming circle is located.
[0170] In some embodiments, the interaction device 555 of the virtual scene further includes a determination module 5555, which is configured to determine the second position in the following manner before the control module 5553 controls the first virtual object to release the second skill of the target type at the second position: taking the first virtual object as the starting point, emitting a detection ray along the orientation after the rotation of the first virtual object to obtain a collision point or the farthest point, and attaching the collision point or the farthest point to the terrain; constructing a spherical matrix with the collision point or the farthest point as the lower center of the spherical matrix; calculating the ray collision rate of the spherical matrix; when the collision rate is less than the collision rate threshold, taking the collision point or the farthest point as the second position; when the collision rate is greater than or equal to the collision rate threshold, iteratively perform the following process: obtaining a new point along the direction close to the first virtual object; constructing a spherical matrix with the new point as the lower center of the spherical matrix, and calculating the ray collision rate of the spherical matrix; when the collision rate is less than the collision rate threshold, taking the new point as the second position.
[0171] In some embodiments, the control module 5553 is further configured to perform at least one of the following processes: raising the height of the virtual vehicle entering the virtual wind field; raising the height of the virtual projectile entering the virtual wind field; activating the level or mechanism associated with the specific interactive object entering the virtual wind field.
[0172] In some embodiments, when the virtual wind field is located on a slope in the virtual scene, the determination module 5555 is further configured to, before the control module 5553 raises the height of the virtual vehicle or the virtual projectile entering the virtual wind field, take the projection point of the virtual vehicle or the virtual projectile on the plane close to the ground surface in the virtual wind field as the detection starting point; the control module 5553 is further configured to control the detection starting point to be offset upward by a distance corresponding to the slope value of the slope, where the distance is positively correlated with the slope value; emitting a detection ray from the offset detection starting point to the virtual vehicle or the virtual projectile; the determination module 5555 is further configured to determine to raise the height of the virtual vehicle or the virtual projectile entering the virtual scene when the detection result indicates no blockage; and to determine not to raise the height of the virtual vehicle or the virtual projectile entering the virtual scene when the detection result indicates blockage.
[0173] In some embodiments, the interaction device 555 of the virtual scene further includes a shielding module 5556, which is configured to shield the blockage of the terrain object to the wind in the virtual wind field during the process of controlling the wind in the virtual wind field to move upward from the ground surface after creating the virtual wind field when there is a terrain object at the second position.
[0174] In some embodiments, when there are non-terrain objects at the second position, after creating a virtual wind field at the second position, the shielding module 5556 is further configured to, when the non-terrain object is a wind-permeable object, shield the blocking of the wind in the virtual wind field by the non-terrain object during the process of controlling the upward movement of the wind from the ground surface in the virtual wind field; the determination module 5555 is further configured to, when the non-terrain object is a non-wind-permeable object, determine that at least part of the wind in the virtual wind field is blocked by the non-terrain object during the process of controlling the upward movement of the wind from the ground surface in the virtual wind field.
[0175] 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 as the method embodiments, so details will not be repeated. For the technical details not described in the virtual scene interaction device provided in the embodiments of the present application, they can be understood according to Figure 3 、 Figure 4 、or Figure 5 the description of any one of the drawings.
[0176] 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 method described above in the embodiments of the present application.
[0177] 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 method provided in the embodiments of the present application. For example, as Figure 3 、 Figure 4 、or Figure 5 shown in the virtual scene interaction method.
[0178] 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.
[0179] 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 an independent program or being deployed as a module, component, subroutine, or other unit suitable for use in a computing environment.
[0180] 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 on multiple electronic devices distributed at multiple locations and interconnected by a communication network.
[0181] As described above, the foregoing 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 all included in the protection scope of the present application.
Claims
1. An interaction method for a virtual scenario, characterized in that, the method includes: displaying a virtual scenario and a skill release control in a second display style on a human-computer interaction interface, wherein the virtual scenario includes a first virtual object, the second display style indicates that the skill release control is currently associated with a second skill, the second skill includes multiple types, and the skill release control includes materials corresponding to the second skill of the target type; in response to a click operation on the skill release control, controlling the first virtual object to release the second skill of the target type at a first position, so as to create a virtual wind field at the first position and apply a corresponding effect to an object entering the virtual wind field, wherein the first position is the position where the first virtual object is located.
2. The method according to claim 1, characterized in that, the method further includes: in response to a pressing operation on the skill release control, during the period when the pressing operation is not released, displaying a virtual joystick and a wind field aiming circle corresponding to the orientation of the first virtual object; in response to a shaking operation on the virtual joystick, controlling the wind field aiming circle to rotate synchronously; in response to the release of the pressing operation, controlling the first virtual object to release the second skill of the target type at a second position, so as to create a virtual wind field at the second position and apply a corresponding effect to an object entering the virtual wind field, wherein the second position is the position where the rotated wind field aiming circle is located.
3. The method according to claim 2, characterized in that, before controlling the first virtual object to release the second skill of the target type at the second position, the method further includes: determining the second position in the following manner: starting from the first virtual object, emitting a detection ray along the rotated orientation of the first virtual object to obtain a collision point or a farthest point, and attaching the collision point or the farthest point to the terrain; constructing a spherical matrix with the collision point or the farthest point as the lower center of the spherical matrix; calculating the ray collision rate of the spherical matrix; when the collision rate is less than the collision rate threshold, using the collision point or the farthest point as the second position; when the collision rate is greater than or equal to the collision rate threshold, iteratively execute the following process: acquiring a new point along the direction close to the first virtual object; constructing a spherical matrix with the new point as the lower center of the spherical matrix and calculating the ray collision rate of the spherical matrix; when the collision rate is less than the collision rate threshold, using the new point as the second position.
4. The method according to claim 1 or 2, characterized in that, applying a corresponding effect to an object entering the virtual wind field includes at least one of the following: raising the height of a virtual vehicle entering the virtual wind field; raising the height of a virtual projectile entering the virtual wind field; activating a level or mechanism associated with a specific interactive object entering the virtual wind field.
5. The method according to claim 4, characterized in that, When the virtual wind field is located on a slope in the virtual scene, before raising the height of the virtual vehicle or the virtual projectile entering the virtual wind field, the method further includes: Using the projection point of the virtual vehicle or the virtual projectile on the plane near the ground surface in the virtual wind field as the detection starting point; Controlling the detection starting point to shift upward by a distance corresponding to the slope value of the slope, where the distance is positively correlated with the slope value; Emitting a detection ray from the shifted detection starting point to the virtual vehicle or the virtual projectile; When the detection result indicates no obstruction, determining to raise the height of the virtual vehicle or the virtual projectile entering the virtual scene; When the detection result indicates an obstruction, determining not to raise the height of the virtual vehicle or the virtual projectile entering the virtual scene.
6. The method according to claim 2, wherein, when there is a terrain object at the second position, after creating a virtual wind field at the second position, the method further includes: During the process of controlling the wind in the virtual wind field to move upward from the ground surface, shielding the obstruction of the terrain object to the wind in the virtual wind field.
7. The method according to claim 2, wherein, when there is a non-terrain object at the second position, after creating a virtual wind field at the second position, the method further includes: Performing at least one of the following processes: When the non-terrain object is a wind-permeable object, during the process of controlling the wind in the virtual wind field to move upward from the ground surface, shielding the obstruction of the non-terrain object to the wind in the virtual wind field; When the non-terrain object is a non-wind-permeable object, during the process of controlling the wind in the virtual wind field to move upward from the ground surface, determining that at least part of the wind in the virtual wind field is blocked by the non-terrain object.
8. The method according to any one of claims 1 to 7, wherein, The displaying of the virtual scene and the skill release control in the second display style in the human-computer interaction interface includes: Displaying a virtual scene, a skill selection control, and a skill release control in the first display style in the human-computer interaction interface, where the first display style indicates that the skill release control is currently associated with the first skill; In response to a trigger operation on the skill selection control, switching the skill release control from the first display style to the second display style.
9. The method according to claim 8, wherein, The skill selection control is default in a closed state, and the closed state indicates that the second skill is in an unactivated state; When responding to a trigger operation on the skill selection control, the method further includes: Switching the skill selection control from the closed state to an open state, where the open state indicates that the second skill is in an activated state.
10. The method according to claim 9, wherein, The target type is the first type that is default selected among the multiple types, and the default display style of the skill selection control is the third display style, where the third display style indicates that the skill selection control is currently associated with the second skill of the first type, and the first type includes one of the following: the type selected last time, the type with the most selections.
11. The method according to claim 9, wherein, the target type is the second type manually selected through the skill selection control; the method further includes: responding to a trigger operation on the skill selection control in the enabled state, displaying the second skills of multiple types; responding to the selection of the second type among the multiple types, switching the skill selection control to the fourth display style, where the fourth display style indicates that the skill selection control is currently associated with the second skill of the second type.
12. An interaction device for a virtual scene, wherein, the device includes: a display module, configured to display a virtual scene and a skill release control in a second display style in a human-computer interaction interface, where the virtual scene includes a first virtual object, the second display style indicates that the skill release control is currently associated with a second skill, the second skill includes multiple types, and the skill release control includes materials corresponding to the second skill of the target type; a control module, configured to, in response to a click operation on the skill release control, control the first virtual object to release the second skill of the target type at a first position, so as to create a virtual wind field at the first position and apply a corresponding effect to an object entering the virtual wind field, where the first position is the position where the first virtual object is located.
13. An electronic device, wherein, it includes: a memory, configured to store executable instructions; a processor, configured to implement the interaction method for a virtual scene according to any one of claims 1 to 11 when executing the executable instructions stored in the memory.
14. A computer-readable storage medium storing computer-executable instructions, wherein, when the computer-executable instructions are executed by a processor, the interaction method for a virtual scene according to any one of claims 1 to 11 is implemented.
15. A computer program product including a computer program or computer-executable instructions, wherein, when the computer program or computer-executable instructions are executed by a processor, the interaction method for a virtual scene according to any one of claims 1 to 11 is implemented.