Interaction processing method, device and equipment in virtual scene, computer readable storage medium and computer program product
By introducing a dynamic interactive rhythm adjustment mechanism into the virtual scenes of competitive sports games, the delay tactics and game deadlock caused by fixed duration are solved, and the tension, viewing and player experience of the game is enhanced.
Patent Information
- Application Number
- CN202510495311.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-18
- Publication Date
- 2025-06-06
AI Technical Summary
In competitive sports games, a fixed-duration interaction rhythm can easily lead to delaying tactics, leading to a deadlock in the game, weakening offensive enthusiasm and reducing the player's interactive experience.
By introducing a dynamic interactive rhythm adjustment mechanism in the virtual scene, the interactive rhythm is changed according to specific conditions (such as the remaining time of the game, the score difference, the exchange of control rights, etc.), increasing the tension and uncertainty of the game.
Effectively break the monotony of the traditional fixed rhythm, prompt players on both sides to attack and defend more actively, reduce the space for delaying tactics, improve the viewing and competitive nature of the game, and enhance the player's sense of participation and game experience.
Smart Images

Figure CN120094207A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to computer technology, and in particular to an interactive processing method, device, equipment, computer-readable storage medium and computer program product in a virtual scene. Background Art
[0002] In competitive sports games, when one side gains an advantage, based on the fixed time setting of the existing turn-based rules, the leading side often tends to adopt delaying tactics to maintain the advantage, causing the game to fall into a time-consuming but unconfrontational stalemate. This mode not only weakens the leading side's offensive enthusiasm, but also makes it difficult for the lagging side to organize an effective counterattack due to time pressure, resulting in a lose-lose situation for both sides. Summary of the invention
[0003] The embodiments of the present application provide a method, apparatus, device, computer-readable storage medium, and computer program product for interactive processing in a virtual scene, which can optimize the player's interactive experience by adjusting the interactive rhythm, enhancing tension and competitiveness.
[0004] The technical solution of the embodiment of the present application is implemented as follows:
[0005] The present application provides an interactive processing method in a virtual scene, the method comprising:
[0006] In a virtual scene corresponding to competitive sports, a first group and a second group performing a confrontational interaction at a first interaction rhythm are displayed, and the number of virtual objects in the first group and the second group is the same;
[0007] In response to satisfying an interaction rhythm adjustment condition, the first group and the second group are controlled to perform a confrontational interaction at a second interaction rhythm different from the first interaction rhythm.
[0008] The embodiment of the present application provides an interactive processing device in a virtual scene, the device comprising:
[0009] A first display module is used to display, in a virtual scene corresponding to competitive sports, a first group and a second group that are engaged in confrontational interaction at a first interaction rhythm, wherein the number of virtual objects in the first group and the second group is the same;
[0010] The control module is used for controlling the first group and the second group to perform confrontational interaction at a second interaction rhythm different from the first interaction rhythm in response to satisfying an interaction rhythm adjustment condition.
[0011] In the above scheme, the first display module is also used to display a screen of the target virtual object performing the target round action at a first interactive rhythm in response to the arrival of the timing for the target virtual object to perform the target round action; the control module is also used to display a screen of the target virtual object performing the target round action at a second interactive rhythm in response to the arrival of the timing for the target virtual object to perform the target round action; wherein the target virtual object is any virtual object in the first group and the second group, and the maximum round duration required for the target virtual object to perform the target round action under the first interactive rhythm is different from the maximum round duration required to perform the target round action under the second interactive rhythm.
[0012] In the above scheme, the control module is also used to determine that the interaction rhythm adjustment condition is met in response to the time left to the end of the confrontational interaction being lower than a time threshold and an exchange of control occurs between the first group and the second group; in response to the interaction rhythm adjustment condition being met, control the first group and the second group to perform confrontational interaction at a second interaction rhythm, the second interaction rhythm being faster than the first interaction rhythm.
[0013] In the above scheme, the control module is also used to determine that the interaction rhythm adjustment condition is met in response to the score difference between the first group and the second group in the first time period exceeding the first difference threshold; in response to the interaction rhythm adjustment condition being met, control the first group and the second group to perform confrontational interaction at a second interaction rhythm in a second time period, the second interaction rhythm is faster than the first interaction rhythm, and the second time period is located after the first time period.
[0014] In the above scheme, the interaction processing device in the virtual scene also includes: a recovery module, which is used for controlling the first group and the second group to perform adversarial interaction at a second interaction rhythm within a second time period, and in response to the score difference between the first group and the second group performing adversarial interaction at the second interaction rhythm being lower than the first difference threshold, restoring the interaction rhythm of the adversarial interaction between the first group and the second group from the second interaction rhythm to the first interaction rhythm.
[0015] In the above scheme, the control module is also used to determine that the interaction rhythm adjustment condition is met in response to the score difference between the first group and the second group in the third time period exceeding the third difference threshold; in response to the interaction rhythm adjustment condition being met, control the first group and the second group to perform confrontational interaction at a second interaction rhythm in a fourth time period, the second interaction rhythm is slower than the first interaction rhythm, and the fourth time period is located after the third time period.
[0016] In the above scheme, the control module is also used to determine that an interaction rhythm adjustment condition is met in response to the interaction progress between the first group and the second group reaching a target progress, and the interaction progress is determined based on at least one of the following interaction parameters: the time left until the end of the confrontational interaction, the score difference between the first group and the second group, the exchange of control between the first group and the second group, and the use of delaying tactics by the first group or the second group; in response to the interaction rhythm adjustment condition, the interaction rhythm of the confrontational interaction between the first group and the second group is adjusted from the first interaction rhythm to a second interaction rhythm that matches the target progress.
[0017] In the above scheme, the interaction processing device in the virtual scene also includes: a determination module, which is used to determine that the interaction rhythm adjustment condition is met before controlling the first group and the second group to perform confrontational interaction at a second interaction rhythm different from the first interaction rhythm, in response to the time from the end of the confrontational interaction being lower than a time threshold and the confrontational interaction between the first group and the second group entering a new round.
[0018] In the above scheme, the interaction processing device in the virtual scene also includes: a second display module, which is used to display adjustment indication information before controlling the first group and the second group to perform confrontational interaction at a second interaction rhythm different from the first interaction rhythm, when the confrontational interaction between the first group and the second group enters a new round; wherein the adjustment indication information is used to indicate at least one of the following: the interaction rhythm is adjusted from the first interaction rhythm to the second interaction rhythm, the multiple gain of the target virtual object performing the target interaction behavior to obtain the virtual reward is adjusted, and control rights are exchanged between the first group and the second group; the target virtual object includes at least one of the following: virtual objects with target virtual skills in the first group and the second group, all virtual objects in the first group, and all virtual objects in the second group.
[0019] In the above scheme, the interactive processing device in the virtual scene also includes: a display cancellation module, which is used to cancel the display of the adjustment instruction information in response to the display duration of the adjustment instruction information reaching the target duration.
[0020] In the above scheme, the interactive processing device in the virtual scene also includes: a third display module, which is used to display time indication information in a first special effect manner during the process of the first group and the second group performing confrontational interaction at the second interactive rhythm different from the first interactive rhythm after controlling the first group and the second group to perform confrontational interaction at the second interactive rhythm; wherein the time indication information is used to indicate at least one of the following: the time distance from restoring the interaction rhythm from the second interactive rhythm to the first interactive rhythm, the time distance from the first group and the second group to exchange control rights again, and the time distance from the end of the confrontational interaction.
[0021] In the above scheme, the third display module is also used to display the time indication information in a first special effect mode adapted to each position in response to the presence of multiple positions in the virtual scene for displaying the time indication information.
[0022] In the above scheme, the interactive processing device in the virtual scene also includes: a fifth display module, which is used to display time indication information corresponding to the second interactive rhythm after controlling the first group and the second group to conduct confrontational interaction at a second interactive rhythm different from the first interactive rhythm; wherein the time indication information is used to indicate the countdown from a first duration corresponding to the first interactive rhythm, and is updated to the countdown from a second duration corresponding to the second interactive rhythm, and the first duration is different from the second duration.
[0023] In the above scheme, the interactive processing device in the virtual scene also includes: a fourth display module, which is used to control the first group and the second group to perform confrontational interaction at a second interactive rhythm different from the first interactive rhythm, and then display the object identification of the target virtual object in a second special effect manner during the process of the first group and the second group performing confrontational interaction at the second interactive rhythm; wherein the target virtual object is a virtual object in the first group and the second group that obtains a multiple gain of the virtual reward by performing the target interactive behavior.
[0024] In the above scheme, the fourth display module is also used to display progress indication information for the object identifier of the target virtual object, wherein the progress indication information indicates the acquisition progress of the target virtual object for the virtual reward; in response to the progress prompt information indicating that the acquisition progress has reached the target acquisition progress, the object identifier of the target virtual object is displayed in a third special effect manner.
[0025] In the above scheme, the interactive processing device in the virtual scene also includes: a playing module, which is used to control the first group and the second group to perform confrontational interaction at a second interactive rhythm different from the first interactive rhythm, and then play background music matching the second interactive rhythm during the process of the first group and the second group performing confrontational interaction at the second interactive rhythm.
[0026] An embodiment of the present application provides an electronic device, including:
[0027] A memory for storing computer executable instructions or computer programs;
[0028] The processor is used to implement the interactive processing method in the virtual scene provided in the embodiment of the present application when executing the computer executable instructions or computer programs stored in the memory.
[0029] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions or a computer program for implementing an interactive processing method in a virtual scene provided by an embodiment of the present application when executed by a processor.
[0030] An embodiment of the present application provides a computer program product, including computer executable instructions or a computer program. When the computer executable instructions or the computer program are executed by a processor, the interactive processing method in the virtual scene provided by the embodiment of the present application is implemented.
[0031] The embodiments of the present application have the following beneficial effects:
[0032] By introducing a dynamic adjustment mechanism of the interactive rhythm in the virtual scene of competitive sports, the present application can change the interactive rhythm according to the interactive rhythm adjustment conditions at a specific stage, which can effectively break the monotony brought by the traditional fixed rhythm, increase the tension and uncertainty of the game, thereby prompting players on both sides to attack and defend more actively, reduce the space for delaying tactics, improve the viewing and competitiveness of the game, and enhance the players' sense of participation and gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0033] Figure 1 is a structural diagram of an interactive processing system in a virtual scene provided in an embodiment of the present application;
[0034] Figure 2 is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application;
[0035] Figure 3 It is a first flow chart of the interactive processing method in a virtual scene provided by an embodiment of the present application;
[0036] Figure 4This is a schematic diagram of the interface for interactive processing in a virtual scene provided in an embodiment of the present application. Figure 1 ;
[0037] Figure 5 This is a schematic diagram of the interface for interactive processing in a virtual scene provided in an embodiment of the present application. Figure 2 ;
[0038] Figure 6 This is a schematic diagram of the interface for interactive processing in a virtual scene provided in an embodiment of the present application. Figure 3 ;
[0039] Figure 7 This is a schematic diagram of the interface for interactive processing in a virtual scene provided in an embodiment of the present application. Figure 4 ;
[0040] Figure 8 This is a schematic diagram of the interface for interactive processing in a virtual scene provided in an embodiment of the present application. Figure 5 ;
[0041] Fig. 9 is a schematic diagram of progress indication information of a target virtual object provided in an embodiment of the present application;
[0042] Fig.10 It is a second flow chart of the interactive processing method in a virtual scene provided in an embodiment of the present application. DETAILED DESCRIPTION
[0043] In order to make the purpose, technical solutions and advantages of the present application clearer, the present application will be further described in detail below in conjunction with the accompanying drawings. The described embodiments should not be regarded as limiting the present application. All other embodiments obtained by ordinary technicians in the field without making creative work are within the scope of protection of this application.
[0044] In the following description, reference is made to “some embodiments”, which describe a subset of all possible embodiments, but it will be understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.
[0045] In the following description, the terms "first\second\third" involved are merely used to distinguish similar objects and do not represent a specific ordering of the objects. It can be understood that "first\second\third" can be interchanged with a specific order or sequence where permitted, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.
[0046] In the embodiments of the present application, the term "module" or "unit" refers to a computer program or a part of a computer program with a predetermined function, and works together with other related parts to achieve a predetermined goal, and can be implemented in whole or in part by using software, hardware (such as processing circuits or memories) or a combination thereof. Similarly, a processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be part of an overall module or unit that includes the function of the module or unit.
[0047] Unless otherwise defined, all technical and scientific terms used in the embodiments of the present application have the same meanings as those commonly understood by those skilled in the art. The terms used in the embodiments of the present application are only for the purpose of describing the embodiments of the present application and are not intended to limit the present application.
[0048] The relevant data collection and processing in the embodiments of this application should be strictly in accordance with the requirements of relevant laws and regulations when applied in examples, obtain the informed consent or separate consent of the personal information subject, and carry out subsequent data use and processing within the scope of authorization of laws and regulations and the personal information subject.
[0049] Before further describing the embodiments of the present application in detail, the nouns and terms involved in the embodiments of the present application are explained. The nouns and terms involved in the embodiments of the present application are subject to the following interpretations.
[0050] 1) In response, it is used to indicate the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more operations executed may be in real time or have a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations executed are executed.
[0051] 2) Client, also known as the user end, refers to the program corresponding to the server that provides local services to users. Except for some applications that can only run locally, it is generally installed on the terminal and needs to cooperate with the server to run, that is, it requires corresponding servers and service programs in the network to provide corresponding services. In this way, specific communication connections need to be established on the client and server sides to ensure the normal operation of the application, such as virtual scene clients (such as game clients) and video clients.
[0052] 3) Human-computer interaction interface, which is used to provide an interface for human-computer interaction functions / an interface for displaying interactive processing of target information in a virtual scene (i.e., an information display page). The interface can also be used to display the first content option and search results.
[0053] For example, graphical user interface (GUI) display, such as augmented reality (AR) interface, virtual reality (VR) interface, voice user interface (VUI), interactive projection interface (using projection technology to display information on a plane), eye movement detection interface (interface controlled by detecting the user's line of sight), holographic interface (three-dimensional hologram formed by projecting images through holographic projection technology, and stereoscopic images can be seen without wearing special glasses), multimodal interface (interface that combines multiple interaction methods, such as touch, vision, hearing, etc.), brain-machine interface (Brain-Machine Interface, BMI) interface, etc.
[0054] 4) Virtual scene is a virtual scene displayed (or provided) when the application is running on the terminal. The virtual scene can be a simulation of the real world, a semi-simulation and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene.
[0055] For example, the virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. The user may control the virtual object to perform activities in the virtual scene, including but not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. The virtual scene may be displayed from a first-person perspective (for example, the user plays the role of a virtual object in the game from his own perspective); it may also be displayed from a third-person perspective (for example, the user chases the virtual object in the game to play the game); it may also be displayed from a bird's-eye view perspective, and the above perspectives may be switched arbitrarily.
[0056] 5) Virtual objects, images of various people and objects that can interact in a virtual scene, or movable objects in a virtual scene. The movable objects can be virtual characters, virtual animals, cartoon characters, etc., such as: people, animals, plants, oil drums, walls, stones, vehicles, etc. displayed in a virtual scene. The virtual object can be a virtual image in the virtual scene that represents the user. A virtual scene can include multiple virtual objects, each of which has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene.
[0057] For example, the virtual object may be a user character controlled by an operation on the client, an artificial intelligence (AI) set in a virtual scene through training, or a non-player character (NPC) set in a virtual scene interaction. The number of virtual objects participating in the interaction in the virtual scene may be preset or dynamically determined according to the number of clients joining the interaction.
[0058] The embodiments of the present application provide a method, apparatus, device, computer-readable storage medium, and computer program product for interactive processing in a virtual scene, which can optimize the player's interactive experience by adjusting the interactive rhythm, enhancing tension and competitiveness.
[0059] The following describes the application scenarios of the interactive processing method in a virtual scene provided by an embodiment of the present application. The embodiment of the present application provides an interactive processing method, device, equipment, computer-readable storage medium and computer program product in a virtual scene, which can be applied to various scenarios. The following examples are given.
[0060] In some embodiments, the above method can be applied to basketball competitive games, that is, the interactive processing method in the virtual scene provided by the embodiment of the present application can be applied to a virtual basketball competitive scene. In the virtual scene corresponding to the basketball competitive game, the virtual characters (i.e., virtual objects) controlled by the players are divided into a first group and a second group, each group has five players, forming a 5v5 battle mode. When the game is in normal progress, the two sides confront each other with a first interactive rhythm, including a series of basketball actions such as passing, dribbling, shooting, and defense, and its rhythm conforms to the setting of conventional games, and the maximum round duration is the first duration (which can be set according to actual needs, such as 24 seconds). When the game enters the last minute and meets the interactive rhythm adjustment conditions, such as when the ball rights are exchanged or a new round is entered, the first group and the second group are controlled to confront each other with a second interactive rhythm. At this time, the maximum round duration is shortened to the second duration (less than the first duration, which can be set according to actual needs, such as 14 seconds), the game rhythm is accelerated, the actions of the players on both sides are faster, the frequency of passing and shooting increases, and the intensity of defense is also improved accordingly, and the entire game atmosphere becomes more tense and exciting, allowing players to experience a fierce confrontation different from the regular game rhythm.
[0061] In some embodiments, the above method can be applied to baseball competitive games, that is, the interactive processing method in the virtual scene provided by the embodiment of the present application can be applied to a virtual baseball competitive scene. In the virtual scene corresponding to the baseball competitive game, the first group and the second group represent two baseball teams, each with 9 players. In the regular game process, according to the traditional baseball game rules, the confrontation (corresponding to the first interactive rhythm) is carried out, and both sides perform operations such as batting, base running, and defense with the first interactive rhythm. When the game enters a critical stage, such as the last inning and the score difference between the two sides is within 3 points (satisfying the interactive rhythm adjustment condition), the game enters the "accelerated round" mode (corresponding to the second interactive rhythm), and the maximum round duration is significantly shortened, and the batter's batting duration limit is shortened from the original 10 seconds (corresponding to the first interactive rhythm) to 5 seconds (corresponding to the second interactive rhythm), and the pitcher's pitching interval duration is shortened from 15 seconds (corresponding to the first interactive rhythm) to 8 seconds (corresponding to the second interactive rhythm). In this way, the shortening of the maximum round duration makes the game rhythm instantly accelerate, the batter needs to make a batting decision more quickly, the pitcher's pitching frequency increases, and the reaction speed of the defender must also be improved. It not only increases the tension and viewing experience of the game, but also brings a more challenging gaming experience to players.
[0062] In some embodiments, the above method can be applied to boxing competitive games, that is, the interactive processing method in the virtual scene provided by the embodiment of the present application can be applied to virtual boxing competitive scenes. In the virtual scene corresponding to the boxing competitive game, the first group and the second group represent two boxers respectively, and they launch a fierce confrontation on the virtual boxing ring. In the regular stage of the game, the two sides confront each other with the first interactive rhythm, including punching, defense, dodge and other actions, and the rhythm conforms to the normal speed of the boxing match. When the game enters the last round and meets the interactive rhythm adjustment condition, such as the score of both sides is close or the game time is only the last 30 seconds (i.e., the duration of the distance confrontation interaction is lower than the duration threshold), the second interactive rhythm will be triggered. At this time, the maximum round duration is shortened, the boxer's punching speed and frequency are significantly increased, the defensive action becomes more agile, and the timing of dodge requires more precision. At the same time, the physical exertion of both sides will also be accelerated. The adjustment of this rhythm greatly improves the tension and viewing of the game, and the player needs to make faster reactions and decisions in a short time, which greatly enhances the excitement and interactivity of the boxing match.
[0063] It should be noted that in addition to the above-mentioned application scenarios, the interactive processing method in the virtual scene provided by this application can also be widely used in many other scenarios to meet the diverse needs of different user groups, and this application does not impose any restrictions.
[0064] See also Figure 1 , Figure 1is a structural diagram of an interactive processing system in a virtual scene provided in an embodiment of the present application, Figure 1 The interactive processing system 100 in the virtual scene shown is used to support an interactive processing application in a virtual scene. The terminal 400 is connected to the server 200 through the network 300. The network 300 can be a wide area network or a local area network, or a combination of the two.
[0065] The terminal 400 is used to display a first group and a second group that perform confrontational interaction at a first interaction rhythm in a virtual scene corresponding to competitive sports, and the number of virtual objects in the first group and the second group is the same.
[0066] The terminal 400 is further configured to send an adjustment request to the server 200 in response to satisfying the interactive rhythm adjustment condition.
[0067] The server 200 is used to respond to the adjustment request and control the first group and the second group to perform confrontational interaction at a second interaction rhythm different from the first interaction rhythm.
[0068] In this application, by introducing a dynamic adjustment mechanism of the interactive rhythm in the virtual scene of competitive sports, the interactive rhythm can be changed according to the interactive rhythm adjustment conditions at a specific stage, which can effectively break the monotony brought by the traditional fixed rhythm, increase the tension and uncertainty of the game, thereby prompting players on both sides to attack and defend more actively, reduce the space for delaying tactics, improve the viewing and competitiveness of the game, and enhance the players' sense of participation and gaming experience.
[0069] In some embodiments, the server 200 may be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDN), and big data and artificial intelligence platforms. The terminal 400 may be a smart phone, a tablet computer, a laptop computer, a desktop computer, a set-top box, an intelligent voice interaction device, a smart home appliance, a virtual reality device, a vehicle-mounted terminal, an aircraft, a portable music player, a personal digital assistant, a dedicated messaging device, a portable gaming device, an intelligent speaker, and a smart watch, but is not limited thereto. The terminal and the server may be directly or indirectly connected via wired or wireless communication, which is not limited in the embodiments of the present application.
[0070] Next, an electronic device that implements the interactive processing method in a virtual scene provided by an embodiment of the present application is described. Figure 2 , Figure 2It is a structural diagram of the electronic device provided in the embodiment of the present application. In actual applications, the electronic device can be implemented as various types of terminals such as laptops, tablet computers, desktop computers, smart phones, smart speakers, smart watches, smart TVs, and car terminals. It can also be implemented as a server, and can also be implemented as a device cluster consisting of a server and a terminal. Figure 2 The electronic device shown includes: at least one processor 510, a memory 550, at least one network interface 520 and a user interface 530. The various components in the electronic device are coupled together via a bus system 540. It is understood that the bus system 540 is used to achieve connection and communication between these components. In addition to the data bus, the bus system 540 also includes a power bus, a control bus and a status signal bus. However, for the sake of clarity, the bus system 540 is not shown in FIG. Figure 2 Various buses are labeled as bus system 540 .
[0071] The processor 510 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where the general-purpose processor can be a microprocessor or any conventional processor, etc.
[0072] The user interface 530 includes one or more output devices 531 that enable presentation of media content, including one or more speakers and / or one or more visual display screens. The user interface 530 also includes one or more input devices 532, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.
[0073] The memory 550 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard disk drives, optical disk drives, etc. The memory 550 may optionally include one or more storage devices that are physically remote from the processor 510.
[0074] The memory 550 includes a volatile memory or a non-volatile memory, and may also include both volatile and non-volatile memories. The non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 550 described in the embodiments of the present application is intended to include any suitable type of memory.
[0075] In some embodiments, the memory 550 can store data to support various operations, examples of which include programs, modules, and data structures, or a subset or superset thereof, as exemplarily described below.
[0076] The operating system 551 includes system programs for processing various basic system services and performing hardware-related tasks, such as a framework layer, a core library layer, a driver layer, etc., which are used to implement various basic businesses and process hardware-based tasks.
[0077] The network communication module 552 is used to reach other electronic devices via one or more (wired or wireless) network interfaces 520. Exemplary network interfaces 520 include: Bluetooth, Wireless LAN (WiFi), and Universal Serial Bus (USB).
[0078] The presentation module 553 is used to enable presentation of information (eg, a user interface for operating peripheral devices and displaying content and information) via one or more output devices 531 (eg, a display screen, a speaker, etc.) associated with the user interface 530 .
[0079] The input processing module 554 is used to detect one or more user inputs or interactions from one or more input devices 532, and translate the detected inputs or interactions.
[0080] In some embodiments, the interactive processing device in the virtual scene provided in the embodiments of the present application can be implemented in a software manner. Figure 2 The interactive processing device 555 in the virtual scene stored in the memory 550 is shown, which can be software in the form of programs and plug-ins, including the following software modules: a first display module 5551, a control module 5552, these modules are logical, and therefore can be arbitrarily combined or further split according to the functions implemented. The functions of each module will be described below.
[0081] In other embodiments, the device provided in the embodiments of the present application can be implemented in hardware. As an example, the interactive processing device in the virtual scene provided in the embodiments of the present application can be a processor in the form of a hardware decoding processor, which is programmed to execute the interactive processing method in the virtual scene provided in the embodiments of the present application. For example, the processor in the form of a hardware decoding processor can adopt one or more application-specific integrated circuits (Application Specific Integrated Circuit, ASIC), DSP, programmable logic device (Programmable Logic Device, PLD), complex programmable logic device (Complex Programmable Logic Device, CPLD), field programmable gate array (Field-Programmable Gate Array, FPGA) or other electronic components.
[0082] In some embodiments, the terminal or server can implement the interactive processing method in the virtual scene provided by the embodiment of the present application by running a computer program. For example, the computer program can be a native program or software module in the operating system; it can be a local (Native) application (Application, APP), that is, a local client, that is, a program that needs to be installed in the operating system to run, such as an instant messaging APP, a web browser APP; it can also be a small program, that is, a program that can be run only by downloading it to a browser environment; it can also be a small program that can be embedded in any APP. In short, the above-mentioned computer program can be any form of client, module or plug-in.
[0083] Next, based on the electronic device and system provided in the embodiments of the present application, the interactive processing method in the virtual scene provided in the embodiments of the present application will be described.
[0084] See also Figure 3 , Figure 3 1 is a first flow chart of the interactive processing method in the virtual scene provided by the embodiment of the present application. In practical applications, the method can be implemented by the terminal or the server alone, or by the terminal and the server in collaboration. Figure 3 The steps shown illustrate the interactive processing method in the virtual scene provided in the embodiment of the present application.
[0085] In step 101, in a virtual scene corresponding to competitive sports, a first group and a second group performing a confrontation interaction at a first interaction rhythm are displayed.
[0086] In actual implementation, a client supporting virtual scenes is installed on the terminal device. For example, when the virtual scene is a game, the corresponding client can be a game application. The user can install a client supporting competitive sports virtual scenes on the smart terminal device. When the user clicks the application icon on the screen of the terminal device to start the client, the game engine loads the virtual scene corresponding to competitive sports, and presents the real-time confrontation screen of two virtual teams (the first group and the second group) in the human-computer interaction interface through the rendering module. The number of virtual objects of each team is the same. The game client supports multiple interactive perspective switching. Users can choose to experience the sense of immersion in the operation from a first-person perspective, or switch to a third-person perspective to view the full-body movements of the virtual objects to observe the effects of skill releases, or switch to a tactical perspective to grasp the positions of virtual objects on the field from a bird's-eye view to assist in the formulation of tactical strategies. Different perspectives can be switched freely through touch screen gestures or buttons.
[0087] Here, the number of virtual objects in the first group and the second group is the same, the number of virtual objects in the first group and the second group can be one or more, the first group and the second group are two opposing teams in the virtual scene, and the first interaction rhythm refers to the initial time rules or interaction frequency of the confrontation interaction in the virtual scene, such as the maximum round duration, skill cooling time, game stage, etc. The maximum round duration corresponding to the first interaction rhythm is the first duration, and the maximum round duration corresponding to the second interaction rhythm is the second duration. The first duration and the second duration can be set according to actual needs.
[0088] For example, in a 3v3 basketball competitive game (a virtual scene corresponding to competitive sports), the two teams (the first group and the second group) each have three players, and they interact against each other with a maximum round length of 24 seconds as the first interaction rhythm; in a 1v1 fighting game (a virtual scene corresponding to competitive sports), the two teams (the first group and the second group) each have one character, and they interact against each other with a maximum round length of 60 seconds as the first interaction rhythm.
[0089] In step 102, in response to satisfying an interaction rhythm adjustment condition, the first group and the second group are controlled to perform a confrontational interaction at a second interaction rhythm different from the first interaction rhythm.
[0090] Here, the interaction rhythm adjustment condition refers to the specific conditions or events that trigger the change of the interaction rhythm. The second interaction rhythm refers to the new rhythm adopted after the first interaction rhythm is dynamically adjusted in the virtual scene of competitive sports when the specific interaction rhythm adjustment conditions are met. It aims to increase the tension and competitiveness of the game by changing the interaction frequency or time rules of the game, such as shortening the maximum round length, accelerating skill cooling, etc., and prompting players to adopt more active strategies and actions. Among them, different interaction rhythms correspond to different maximum round lengths, and the maximum round length can be longer or shorter. For example, in a basketball game (a virtual scene corresponding to competitive sports), when the game enters the last minute and the ball is exchanged, the original maximum round length of 24 seconds (corresponding to the first interaction rhythm) is shortened to 14 seconds (corresponding to the second interaction rhythm), and the rate of obtaining virtual rewards is accelerated, that is, the second interaction rhythm is used for confrontational interaction.
[0091] In some embodiments, the difference between the first interaction rhythm and the second interaction rhythm includes at least one of the following: the difference in the maximum round duration corresponding to performing the same round action under the first interaction rhythm and the second interaction rhythm; the difference in the multiple gain of the virtual reward obtained by performing the same interactive behavior under the first interaction rhythm and the second interaction rhythm.
[0092] Here, the difference in maximum round durations corresponding to performing the same round action under the first interaction rhythm and the second interaction rhythm refers to the different time limits for the virtual object to complete the same round action under different interaction rhythms; the difference in the multiple gain of the virtual reward for performing the same interactive behavior under the first interaction rhythm and the second interaction rhythm refers to that when the interaction rhythm is adjusted to the second rhythm, the multiple of the virtual reward obtained by the virtual object for performing a specific interactive behavior will change.
[0093] The multiple gain of virtual rewards includes at least one of the following: energy gain, attribute gain, and resource gain, among which energy gain refers to adjusting the speed or total amount of energy required for the target virtual object to obtain special skills; attribute gain refers to increasing or decreasing the basic attributes of the target virtual object, such as attack power, defense power, movement speed, hit rate, etc.; resource gain refers to adjusting the amount of virtual resources obtained by the target virtual object through interactive behavior.
[0094] As an example, taking the virtual scene of a basketball competitive game as an example, the difference between the first interactive rhythm and the second interactive rhythm includes at least one of the following: in the regular game stage (i.e., the first interactive rhythm), the maximum duration of the offensive side's round actions such as shooting and dribbling is 24 seconds; when the game enters the last minute and the ball is exchanged (i.e., the interactive rhythm adjustment conditions are met), the interactive rhythm switches to the second rhythm, at which time the offensive side's maximum round duration is shortened to 14 seconds, forcing both sides to speed up the offense and defense and increase the tension of the game; under the second interactive rhythm, when the ball-controlling player performs interactive behaviors such as successful passes and breakthroughs, the virtual reward multiplier of the "energy value" obtained is increased from 1 times to 2 times, and players can accumulate energy faster to release special skills. In this way, the game rhythm is accelerated, and players are encouraged to adopt active offensive strategies through reward gains, reduce the use of delaying tactics, and optimize the interactive experience.
[0095] In some embodiments, displaying the first group and the second group performing adversarial interaction at a first interaction rhythm can be achieved by: in response to the arrival of the timing for the target virtual object to perform the target turn action, displaying a screen of the target virtual object performing the target turn action at the first interaction rhythm. Correspondingly, controlling the first group and the second group to perform adversarial interaction at a second interaction rhythm different from the first interaction rhythm can be achieved by: in response to the arrival of the timing for the target virtual object to perform the target turn action, displaying a screen of the target virtual object performing the target turn action at the second interaction rhythm.
[0096] Among them, the target virtual object is any virtual object in the first group and the second group. The maximum round time required for the target virtual object to perform the target round action under the first interaction rhythm is different from the maximum round time required to perform the target round action under the second interaction rhythm. A round refers to an operation cycle of a player in the game. During this cycle, the player can perform a series of allowed actions, such as moving, jumping, using skills, etc. This series of actions is called target round actions. The maximum round time required for the target virtual object to perform the target round action under the first interaction rhythm is different from the maximum round time required to perform the target round action under the second interaction rhythm, which means that the same target virtual object performs the same action or action sequence in the first interaction rhythm and the second interaction rhythm, and the maximum round time required is different.
[0097] As an example, taking the virtual scene corresponding to competitive sports as a basketball game, when the game enters the last minute and the ball is exchanged to a certain team, the target virtual object, such as the ball-controlling player, is judged to perform the target round action, such as the time for shooting. The game engine displays the picture of the player performing the shooting action with a maximum round length of 24 seconds as the first duration (corresponding to the first interactive rhythm) in the human-computer interaction interface through the rendering module. When the interactive rhythm adjustment conditions are met, such as the game entering the last 30 seconds (the time from the end of the confrontation interaction is lower than the duration threshold), the "battle acceleration" mechanism is triggered, the maximum round length is shortened to 14 seconds, and the second interactive rhythm is entered for confrontation interaction, and the player is shown with a maximum round length of 14 seconds as the second duration (corresponding to the second interactive rhythm) The picture of performing the shooting action is displayed through prompts and special effects.
[0098] In this way, by dynamically adjusting the rhythm of the target virtual object executing the target turn action, the game rhythm can be accelerated at critical moments, the tension and competitiveness can be increased, and players can be prompted to adopt more active strategies and actions, thereby increasing the fun and strategic depth of the game. At the same time, this mechanism can also reduce the unfairness caused by delaying tactics, ensure the fairness of the game, and make the game experience richer and more diverse. It not only improves the competitiveness of the game, but also provides developers with more design space to create more exciting and varied game scenes.
[0099] In some embodiments, in response to satisfying the interaction rhythm adjustment condition, controlling the first group and the second group to perform adversarial interaction at a second interaction rhythm different from the first interaction rhythm can be achieved in the following way: in response to the time left to the end of the adversarial interaction being lower than a time threshold and an exchange of control occurs between the first group and the second group, determining that the interaction rhythm adjustment condition is satisfied, and in response to satisfying the interaction rhythm adjustment condition, controlling the first group and the second group to perform adversarial interaction at the second interaction rhythm, the second interaction rhythm being faster than the first interaction rhythm.
[0100] Here, the duration of the confrontation interaction end refers to the time remaining from the current moment to the end of the game or confrontation in competitive sports games, which can be measured in seconds or minutes to measure the remaining time until the end of the game. For example, in a basketball game, if there is 1 minute left before the end of the game, the duration of the confrontation interaction end is 1 minute or 60 seconds; in a football game, if there are 10 minutes left before the end of the game, the duration of the confrontation interaction end is 10 minutes or 600 seconds.
[0101] It should be noted that in competitive sports games, the exchange of control rights refers to the transfer of ball rights, offensive rights, etc. between the first group and the second group during the confrontation and interaction. The exchange of control rights is mainly reflected in two situations: one is entering a new round. For example, after one side successfully scores a goal, the ball rights will automatically switch to the other side, and the other side will serve to start a new offensive round, or if one side fails to complete an effective action within the specified time during the offense, such as the offense timeout, the ball rights will automatically switch to the other side, and the other side will serve to continue the game; the second is the exchange of ball rights, including offensive rebounds (that is, the offensive side fails to make a shot but grabs the rebound and continues to retain the ball rights), defensive rebounds (that is, the defensive side grabs the rebound of the offensive side's missed shot and obtains the ball rights), steals (that is, the defensive side takes the ball back from the offensive side by intercepting or stealing the ball) and blocks (that is, the defensive side successfully blocks the offensive side's shot and obtains the ball rights by grabbing the rebound after the block). Among them, the offensive side can be the first group or the second group, and the defensive side can be the first group or the second group. In the same competitive sports game, the offensive side and the defensive side are two different groups.
[0102] It should be noted that the time from the end of the confrontational interaction is lower than the time threshold, and a control exchange occurs between the first group and the second group, which means that the control exchange occurs for the first time after the time from the end of the confrontational interaction is lower than the time threshold, so as to determine that the interaction rhythm adjustment conditions are met.
[0103] The second interactive rhythm is faster than the first interactive rhythm, which means that the maximum round duration required for the same virtual object to perform the target round action under the second interactive rhythm is less than the maximum round duration required to perform the same target round action under the first interactive rhythm, and the speed of obtaining virtual rewards is accelerated. Specifically, when the interactive rhythm adjustment conditions are met, the maximum round duration will be shortened, skill cooldown will be accelerated, or special rules will be enabled under the second interactive rhythm, and the speed at which players obtain virtual rewards will be accelerated. The faster speed of obtaining virtual rewards means that players can accumulate energy faster, thereby using special skills or abilities more frequently, increasing the strategy and dynamism of the game and speeding up the game rhythm.
[0104] As an example, let's take competitive sports as a basketball game. In a basketball game, when the game enters the last minute (the time from the end of the confrontation interaction is less than the time threshold), if the ball is exchanged at this time (such as the first group's offensive error leading to the second group's successful steal), it is determined that the interactive rhythm adjustment conditions are met. Immediately, the game starts the "battle acceleration" mechanism, shortening the original maximum round length of 24 seconds (corresponding to the first interactive rhythm) to 14 seconds. At the same time, the speed at which players obtain virtual rewards is accelerated, and they can accumulate energy faster, so that they can use special skills or abilities more frequently, increasing the strategy and dynamics of the game (corresponding to the second interactive rhythm). It encourages players on both sides to speed up the offensive and defensive rhythms, reduce the space for delaying tactics, and make the game more exciting in the final stage.
[0105] In this way, in competitive sports games, by speeding up the interaction rhythm when the game enters a critical stage (the time left for the end of the confrontational interaction is lower than the time threshold) and an exchange of control occurs, the tension and competitiveness of the game can be significantly improved. This mechanism encourages players to adopt more proactive strategies and actions within a limited time, reducing the space for delaying tactics, thereby ensuring the fairness and viewing experience of the game.
[0106] In some embodiments, in response to satisfying an interaction rhythm adjustment condition, controlling the first group and the second group to perform adversarial interaction at a second interaction rhythm different from the first interaction rhythm can be achieved in the following manner: in response to a score difference between the first group and the second group in a first time period exceeding a first difference threshold, determining that the interaction rhythm adjustment condition is satisfied, and in response to satisfying the interaction rhythm adjustment condition, controlling the first group and the second group to perform adversarial interaction at the second interaction rhythm in a second time period.
[0107] Here, the second interaction rhythm is faster than the first interaction rhythm, the second time period is located after the first time period, the first time period is the time period before the interaction rhythm is adjusted, and the second time period is the time period after the interaction rhythm is adjusted, which is the time period immediately after the first time period, wherein the second interaction rhythm is faster than the first interaction rhythm means that the maximum round length required for the same virtual object to perform the target round action under the second interaction rhythm is less than the maximum round length required to perform the same target round action under the first interaction rhythm, and the speed of obtaining virtual rewards is accelerated. Specifically, when the interaction rhythm adjustment conditions are met, the maximum round length will be shortened, skill cooling will be accelerated, or special rules will be enabled under the second interaction rhythm, and the speed at which players obtain virtual rewards will be accelerated. The faster speed of obtaining virtual rewards means that players can accumulate energy faster, thereby using special skills or abilities more frequently, increasing the strategy and dynamics of the game, and speeding up the game rhythm.
[0108] As an example, take competitive sports as a basketball competitive game as an example. In the basketball competitive game, the first time period can be set as the first 10 minutes of the game, and the score difference between the two teams during this period is detected. If the score difference exceeds 10 points (i.e., the first difference threshold), it is determined that the interactive rhythm adjustment condition is met. Subsequently, in the second time period, such as the last 5 minutes of the game, the interactive rhythm is adjusted from the first interactive rhythm to the second interactive rhythm, such as adjusting the maximum round duration required to perform the same target round action from the first duration to the second duration, wherein the first duration is greater than the second duration, such as the first duration is 24 seconds and the second duration is 14 seconds, so as to speed up the game rhythm.
[0109] In this way, after detecting that the score difference between the first group and the second group exceeds the first difference threshold in the first period, the interaction rhythm is accelerated in the subsequent second period, which can significantly increase the tension and competitiveness of the game, not only prompting the leading party to speed up the offensive rhythm and reduce the opponent's counterattack opportunities, but also ensure the fairness and viewing of the game. By shortening the maximum round length and accelerating skill cooldown, the leading party is encouraged to adopt a more active strategy within a limited time, while forcing the lagging party to look for a chance to turn the tables under high pressure. This dynamic adjustment not only enriches the strategic depth of the game, but also enhances the player's immersion and participation, making the game more suspenseful and interesting in the final stage.
[0110] In some embodiments, after controlling the first group and the second group to perform adversarial interaction at a second interaction rhythm within a second time period, in response to the score difference between the first group and the second group performing adversarial interaction at the second interaction rhythm being lower than a first difference threshold, the interaction rhythm of the adversarial interaction between the first group and the second group is restored from the second interaction rhythm to the first interaction rhythm.
[0111] In competitive sports games, when the first group and the second group are interacting with each other at the second interaction rhythm, if the score difference between the two groups is reduced to below the first difference threshold, indicating that the game situation is becoming balanced, the interaction rhythm of the first group and the second group will be restored from the second interaction rhythm to the first interaction rhythm, and the previous adjustment made to speed up the game rhythm will be canceled. Specifically, the maximum round length will be extended from the shortened state to the initial length, the skill cooldown time will also return to normal, and the speed of obtaining virtual rewards will be slowed down to the initial state.
[0112] As an example, take competitive sports as a basketball competitive game as an example. In the basketball competitive game, when the game reaches a certain stage (i.e., the first period), if the score difference between the two teams exceeds 10 points (i.e., the first difference threshold), it is determined that the interactive rhythm adjustment condition is met. Subsequently, in the second period, the interactive rhythm is adjusted from the first interactive rhythm (corresponding to the maximum round length of 24 seconds) to the second interactive rhythm (corresponding to the maximum round length of 14 seconds), and the skill cooling and the dominant energy acquisition speed are accelerated at the same time to speed up the game rhythm, prompting the lagging party to speed up the offensive rhythm to catch up with the score, while the leading party needs to defend more actively. If the score difference is reduced to less than 10 points (i.e., the score difference is lower than the first difference threshold) under the second interactive rhythm, the interactive rhythm is restored from the second interactive rhythm (corresponding to the maximum round length of 14 seconds) to the first interactive rhythm (maximum round length of 24 seconds) to balance the game rhythm and ensure the fairness and viewing of the game.
[0113] Thus, in competitive sports games, by restoring the interaction rhythm from the second interaction rhythm to the first interaction rhythm when the score difference is lower than the first difference threshold, the tension and fairness of the game can be effectively balanced, ensuring that the game remains highly tense at critical moments while avoiding unilateral suppression due to an overly fast rhythm. When the score difference is reduced, the game returns to a more stable rhythm by extending the maximum round length, restoring skill cooldowns, and slowing down the speed of obtaining virtual rewards, which not only encourages players to adopt more active strategies in the catching-up stage, but also ensures that the leading party has enough time to consolidate its advantage after restoring the rhythm, thereby improving the overall competitive experience and viewing experience.
[0114] In some embodiments, this can be achieved by: in response to satisfying an interaction rhythm adjustment condition, controlling the first group and the second group to perform adversarial interaction at a second interaction rhythm different from the first interaction rhythm: in response to a score difference between the first group and the second group in a third time period exceeding a third difference threshold, determining that the interaction rhythm adjustment condition is satisfied; in response to satisfying the interaction rhythm adjustment condition, controlling the first group and the second group to perform adversarial interaction at the second interaction rhythm in a fourth time period.
[0115] Here, the second interaction rhythm is slower than the first interaction rhythm, the fourth time period is located after the third time period, the third time period is the time period before the interaction rhythm is adjusted, the fourth time period is the time period after the interaction rhythm is adjusted, and the time period immediately after the third time period, wherein the second interaction rhythm is slower than the first interaction rhythm means that the maximum round time required for the same virtual object to perform the target round action under the second interaction rhythm is greater than the maximum round time required to perform the same target round action under the first interaction rhythm, and the speed of obtaining virtual rewards is slowed down. Specifically, in competitive sports games, when the interaction rhythm adjustment conditions are met, such as when the score difference exceeds the third difference threshold, the interaction rhythm is adjusted to be slower than the initial first interaction rhythm, by extending the maximum round time, increasing the skill cooling time, or slowing down the speed of obtaining virtual rewards. For example, the maximum round time is extended from 24 seconds (corresponding to the first interaction rhythm) to 30 seconds (corresponding to the second interaction rhythm), the skill cooling time is extended from 10 seconds (corresponding to the first interaction rhythm) to 15 seconds (corresponding to the second interaction rhythm), and the speed of obtaining virtual rewards is halved. This adjustment is intended to give the lagging team more time and opportunities to catch up, while ensuring that the leading team has enough time to consolidate its advantage and avoid the game losing suspense too early.
[0116] As an example, let's take a basketball game as an example. In a basketball game, when the game reaches a certain stage (i.e., the third period), if the score difference between the two teams exceeds 15 points (i.e., the third difference threshold), it is determined that the interaction rhythm adjustment conditions are met. Subsequently, in the fourth period, the interaction rhythm is adjusted from the first interaction rhythm to the second interaction rhythm, while extending the skill cooling time and slowing down the speed of obtaining virtual rewards. This gives the lagging party more time and opportunities to organize offense and catch up with the score, while ensuring that the leading party has enough time to consolidate its advantage and avoid the game losing suspense too early.
[0117] Thus, in competitive sports games, after monitoring that the score difference between the first group and the second group exceeds the third difference threshold in the third period, the interaction rhythm is adjusted to the second interaction rhythm that is slower than the first interaction rhythm in the fourth period, which can effectively balance the tension and fairness of the game. By extending the maximum round length, increasing the skill cooldown time, or slowing down the speed of obtaining virtual rewards, the lagging party is given more time and opportunities to catch up with the score, while ensuring that the leading party has enough time to consolidate its advantage and avoid losing suspense too early in the game. This adjustment not only increases the strategic depth of the game, but also improves the overall viewing and competitiveness, keeping the game tense at critical moments, while providing the lagging party with more opportunities to turn the tables.
[0118] In some embodiments, after controlling the first group and the second group to perform adversarial interaction at the second interaction rhythm within a fourth time period, the method further includes: in response to the score difference between the first group and the second group performing adversarial interaction at the second interaction rhythm being lower than a second difference threshold, restoring the interaction rhythm of the adversarial interaction between the first group and the second group from the second interaction rhythm to the first interaction rhythm.
[0119] As an example, take competitive sports as a basketball competitive game as an example. In the basketball competitive game, when the game reaches a certain stage (i.e., the third period), if the score difference between the two teams exceeds 15 points (i.e., the third difference threshold), it is determined that the interactive rhythm adjustment condition is met. Subsequently, in the fourth period (e.g., the middle 10 minutes of the game), the interactive rhythm is adjusted from the first interactive rhythm (maximum round length of 24 seconds) to the second interactive rhythm (maximum round length of 30 seconds), while extending the skill cooling time and slowing down the speed of obtaining virtual rewards. This adjustment gives the lagging party more time and opportunities to catch up with the score. If the score difference between the two teams is reduced to less than 10 points (i.e., the second difference threshold) in the fourth period, the interactive rhythm will be restored to the first interactive rhythm (maximum round length of 24 seconds) to balance the game rhythm and ensure the fairness and viewing of the game. This mechanism dynamically adjusts the game rhythm, which not only avoids the game from losing suspense too early due to the leading party's excessive advantage, but also provides the lagging party with an opportunity to catch up, thereby improving the overall competitive experience.
[0120] In some embodiments, in response to satisfying the interaction rhythm adjustment condition, controlling the first group and the second group to perform adversarial interaction at a second interaction rhythm different from the first interaction rhythm can be achieved in the following manner: in response to the interaction progress between the first group and the second group reaching the target progress, determining that the interaction rhythm adjustment condition is satisfied, the interaction progress is determined based on at least one of the following interaction parameters: the time left until the end of the adversarial interaction, the score difference between the first group and the second group, the exchange of control between the first group and the second group, and the use of delaying tactics by the first group or the second group; in response to the interaction rhythm adjustment condition, the interaction rhythm of the adversarial interaction between the first group and the second group is adjusted from the first interaction rhythm to the second interaction rhythm that matches the target progress.
[0121] Here, the interaction progress is a comprehensive indicator used to measure the current progress status of the game. It evaluates the intensity of the game, the strength gap between the two sides, and the dynamic changes of the game by detecting multiple interaction parameters, such as the remaining time of the game, the score difference, the exchange of control, the use of delaying tactics, etc. When the interaction progress reaches the preset target progress, it will be determined that the interaction rhythm needs to be adjusted.
[0122] Among them, the time left for the end of the confrontation interaction refers to the remaining time until the end of the confrontation interaction, which is used to determine whether the game has entered a critical stage, such as the last 1 minute or the last 5 minutes. When the remaining time is lower than the set threshold, the interaction rhythm is adjusted, and the first group and the second group are controlled to interact with each other at the second interaction rhythm in the second period to increase the tension and viewing of the game; the score difference between the first group and the second group refers to the current score difference between the two teams in the game, which is used to evaluate the intensity of the game and the strength comparison between the two sides. For example, when the score difference is too large, the first group and the second group are controlled to interact with each other at the second interaction rhythm in the second period, and the rhythm is accelerated to give the lagging party more opportunities to catch up; the exchange of control rights between the first group and the second group refers to the frequency and number of control rights conversions between the two teams, which reflects the dynamic changes of the game and the intensity of the competition between the two sides. The interaction rhythm is adjusted according to the frequency or number of control rights exchanges to adapt to the real-time status of the game. For example, when the number of control exchanges reaches a certain threshold, the first group and the second group are controlled to interact with each other at the second interaction rhythm in the second period, and the rhythm is accelerated to further enhance the tension of the game; the use of delaying tactics by the first group or the second group refers to whether a team is deliberately delaying time to maintain a leading advantage or consume game time. It is usually judged by detecting indicators such as the maximum round duration usage rate and skill release frequency. For example, if the maximum round duration usage rate of a team (the first group or the second group) exceeds the set threshold, or the skill release frequency is lower than the normal range, it is determined that the team is using delaying tactics. In order to deal with this situation, the interaction rhythm is adjusted, and the first group and the second group are controlled to interact with each other at the second interaction rhythm in the second period, such as shortening the maximum round duration or accelerating the skill cooling, to encourage more active offense and defense, and ensure the fairness and viewing of the game.
[0123] In this way, in competitive sports games, by real-time detection of interactive parameters, such as the time left until the end of the game, the score difference, the exchange of control rights, the use of delaying tactics, etc., it is possible to dynamically determine whether the interactive progress has reached the target progress. When the target progress is reached, the interactive rhythm is adjusted from the first interactive rhythm to the second interactive rhythm that matches the target progress according to the current game status. This real-time adjustment mechanism can ensure that the game remains tense and enjoyable at critical moments. At the same time, by dynamically balancing the game rhythm, it can avoid unfairness caused by unilateral advantages or delaying tactics, provide a richer and more intense competitive experience at different stages, and encourage players to adopt more active strategies, thereby enhancing overall competitiveness and player participation.
[0124] In some embodiments, in response to satisfying the interaction rhythm adjustment condition, controlling the first group and the second group to perform adversarial interaction at a second interaction rhythm different from the first interaction rhythm can be achieved in the following way: in response to satisfying the interaction rhythm adjustment condition, when the adversarial interaction between the first group and the second group enters a new round, controlling the first group and the second group to perform adversarial interaction at a second interaction rhythm different from the first interaction rhythm.
[0125] Here, a new round refers to the beginning of a complete offensive or defensive cycle in the game. After the first new round starts when the interactive rhythm adjustment conditions are met, the first group and the second group are controlled to interact against each other at a second interactive rhythm that is different from the first interactive rhythm.
[0126] As an example, let's take a basketball game as an example. In the basketball game, in response to the interactive rhythm adjustment condition being met, the maximum round length is shortened from 24 seconds (corresponding to the first interactive rhythm) to 14 seconds (corresponding to the second interactive rhythm) at the beginning of the next new round. This adjustment prompts both sides to speed up the offensive and defensive rhythms, reduces the space for delaying tactics, makes the game more exciting in the final stage, and enhances competitiveness and viewing.
[0127] As another example, taking competitive sports as fighting games as an example, in fighting games, when a character (i.e., the first group) is knocked down and stands up again, it is determined to enter a new round. At this time, the game enters the last 30 seconds and the score difference between the two sides exceeds 5 points (i.e., the interactive rhythm adjustment conditions are met), the skill cooling time is reduced, and the energy acquisition speed is increased. This adjustment encourages players to use skills and combos more actively in the new round, forcing both sides to adopt more intense confrontation strategies within a limited time, and enhance the tension and viewing of the game.
[0128] In this way, in competitive sports games, by adjusting the interactive rhythm in the new round after the interactive rhythm adjustment conditions are met, it is possible to ensure that the game remains tense and entertaining at critical moments, and by dynamically adjusting the maximum round length, skill cooldown time, or virtual reward acquisition speed, players are encouraged to adopt more active strategies and actions in the new round. This not only improves the competitiveness and entertaining nature of the game, but also enhances the player's sense of immersion and participation, making the game experience richer and more intense.
[0129] In some embodiments, before controlling the first group and the second group to perform a confrontational interaction at a second interaction rhythm different from the first interaction rhythm, in response to the time left until the end of the confrontational interaction being lower than a time threshold and the confrontational interaction between the first group and the second group entering a new round, it is determined that the interaction rhythm adjustment condition is met.
[0130] Here, the time until the end of the confrontation interaction is lower than the time threshold, which means that the competitive sports confrontation in the virtual scene has entered the countdown stage. The time until the end of the confrontation interaction is less than the preset critical value, indicating that the game has entered the critical decisive stage. A new round refers to the beginning of a complete attack and defense cycle in the competitive game, such as the offensive round in basketball, the round restart in the fighting game, etc. At this time, the control may have been transferred or the two sides have re-entered the equal state. When these two conditions are met at the same time, it is determined that the interaction rhythm needs to be adjusted, so that the confrontation in the new round is carried out with a faster or slower second interaction rhythm to enhance the tension and competitiveness of the game.
[0131] As an example, taking the virtual scene of a basketball competitive game as an example, assuming that the total duration of the game is 10 minutes, and the preset duration threshold is 1 minute remaining, when the game reaches 9 minutes (i.e. 1 minute remaining), if the attacking side, such as the first group scores a goal, the game enters a new offensive round (i.e. a new round), it is determined that the interactive rhythm adjustment conditions are met.
[0132] In this way, by adjusting the interaction rhythm when the time left before the end of the confrontation interaction is less than the time threshold and the confrontation interaction enters a new round, the tension and competitiveness of the game can be significantly improved. By shortening the round time and increasing the reward multiplier gain, players are forced to adopt more active strategies within a limited time, reducing the space for delaying tactics, and at the same time, higher rewards motivate players to perform key interactive behaviors more frequently. In addition, the viewing experience of the game is enhanced, making the game more intense and full of suspense in the final stage, thereby optimizing the player's interactive experience and improving the fairness and strategic depth of the game.
[0133] In some embodiments, before controlling the first group and the second group to perform a competitive interaction at a second interaction rhythm different from the first interaction rhythm, when the competitive interaction between the first group and the second group enters a new round, adjustment indication information is displayed.
[0134] Here, the adjustment indication information is used to indicate at least one of the following: the interaction rhythm is adjusted from the first interaction rhythm to the second interaction rhythm, for example, in a basketball game, the interaction rhythm adjustment conditions are met, and at the beginning of the next new round, the adjustment indication information is displayed: "Fighting speeds up! The round length is shortened to 14 seconds", the multiple gain of the virtual reward obtained by the target virtual object performing the target interactive behavior is adjusted, for example, in a basketball game, the interaction rhythm adjustment conditions are met, and the adjustment indication information is displayed: "Energy gain increased! The speed of obtaining virtual rewards for the ball-controlling player is doubled", and control is exchanged between the first group and the second group. For example, in a basketball game, the interaction rhythm adjustment conditions are met, and at the beginning of the next new round, the adjustment indication information is displayed: "Possession of the ball is exchanged! The second group gets the ball."
[0135] It should be noted that before controlling the first group and the second group to perform a confrontational interaction at a second interactive rhythm different from the first interactive rhythm, the fourth special effects method is also used to display time indication information, wherein the time indication information is used to indicate at least one of the following: the time until the first group and the second group exchange control rights again, and the time until the confrontational interaction ends; after controlling the first group and the second group to perform a confrontational interaction at a second interactive rhythm different from the first interactive rhythm, the fifth special effects method is used to display the object identifier of the target virtual object.
[0136] The target virtual object includes at least one of the following: virtual objects with target virtual skills in the first group and the second group, all virtual objects in the first group, and all virtual objects in the second group. That is to say, the target virtual object can be a specific virtual object, or all virtual objects in a group, or all virtual objects in all groups. For example, in a basketball game, the target virtual object can be a ball-controlling player with key skills, such as fast dribbling or accurate shooting, or all players in the entire group. That is to say, the adjustment of the virtual reward can be targeted at a specific player, the entire team, or even all teams.
[0137] In competitive sports games, virtual rewards refer to virtual resources or ability enhancements that players obtain through specific game behaviors, such as scoring, ball control, etc. The speed and total amount of virtual rewards directly affect the frequency and intensity of special skills or abilities that players can use. For example, when players perform target interactive behaviors such as successful shots and steals, they will be awarded virtual rewards, and players can accumulate these energies to trigger more powerful virtual skills.
[0138] As an example, the duration of the confrontation interaction is less than one minute, and the control right exchange occurs between the first group and the second group, and the interaction rhythm adjustment condition is determined to be met. Figure 4 , Figure 4 This is a schematic diagram of the interface for interactive processing in a virtual scene provided in an embodiment of the present application. Figure 1In a virtual scene 401 corresponding to a basketball game (i.e., competitive sports), a top prompt message 402 indicating the time until the control right is exchanged again between the first group and the second group, a ground prompt message 403 indicating the time until the control right is exchanged again between the first group and the second group, and a prompt message 404 indicating the time until the confrontation interaction ends are displayed. At this time, the time until the control right is exchanged again between the first group and the second group is 6 seconds, and the time until the confrontation interaction ends is 58 seconds. When the time until the confrontation interaction ends is 56 seconds, the first group and the second group exchange control rights and enter a new round. The first interaction rhythm is adjusted to the second interaction rhythm. In a virtual scene 411 corresponding to a basketball game (i.e., competitive sports), a prompt message 404 indicating the time until the confrontation interaction ends is displayed with a fourth special effect. A top prompt message 405 indicating the time until the control right is exchanged again between the first group and the second group, a ground prompt message 406 indicating the time until the control right is exchanged again between the first group and the second group is displayed with the fourth special effect, a prompt message 407 indicating the time until the confrontation interaction ends is displayed with the fourth special effect, an object identifier 408 of the target virtual object is displayed with the fifth special effect, and prompt message 409 indicating that the interaction rhythm is adjusted from the first interaction rhythm to the second interaction rhythm and the multiple gain adjustment of the virtual reward obtained by the target virtual object by performing the target interaction behavior is displayed, prompt message 409 is "Dominate double the turn acceleration", and a prompt message 410 indicating that a control right exchange has occurred between the first group and the second group, and prompt message 410 is "Switch to defense".
[0139] In this way, in competitive sports games, by displaying adjustment instructions when a new round of competitive interaction begins, the player experience and game transparency can be significantly improved. Adjustment instructions can promptly inform players of upcoming changes in the rhythm of interaction, adjustments to virtual reward gains, or exchanges of control rights, helping players understand and adapt to new game states in advance. This mechanism not only ensures the fairness and transparency of the game, but also enhances the tension and strategic depth of the game by dynamically adjusting the rhythm of interaction and reward distribution, allowing players to quickly adjust their strategies to ensure they remain competitive at critical moments.
[0140] In some embodiments, after the adjustment indication information is displayed, in response to the display duration of the adjustment indication information reaching the target duration, the display of the adjustment indication information is cancelled.
[0141] Among them, the target duration is the preset display duration. When the display duration of the adjustment instruction information reaches the preset display duration, the adjustment instruction information is automatically cancelled to ensure that the information display time is sufficient for the player to understand and does not affect the smoothness of the game.
[0142] As an example, see Figure 5 , Figure 5 This is a schematic diagram of the interface for interactive processing in a virtual scene provided in an embodiment of the present application. Figure 2 In a virtual scene 501 corresponding to a basketball game (i.e., competitive sports), a prompt message 503 is displayed to indicate that the interaction rhythm is adjusted from the first interaction rhythm to the second interaction rhythm, and that the multiple gain of the virtual reward obtained by the target virtual object performing the target interactive behavior is adjusted. The prompt message 503 is "Dominate double round acceleration", and a prompt message 502 is displayed to indicate that a control exchange has occurred between the first group and the second group, and the prompt message 502 is "Switch to defense". When the display time of the adjustment instruction information reaches 3 seconds (i.e., the target time), in the virtual scene 504 corresponding to the basketball game (i.e., competitive sports), the display of the instruction message 502 and the instruction message 503 are cancelled.
[0143] Thus, in competitive sports games, after the adjustment instruction information is displayed, in response to the information display time reaching the target time, the information is automatically canceled, ensuring that players can understand the changes in the game status in a timely manner, while avoiding the information display being too long and interfering with the game experience. By reasonably setting the display time, while providing necessary prompts, the smoothness of the game is maintained, ensuring that players can focus on the game, enhancing the player's immersion and sense of participation, and ensuring that players have a clear understanding of the game process.
[0144] In some embodiments, after controlling the first group and the second group to perform a confrontational interaction at a second interaction rhythm different from the first interaction rhythm, the time indication information is displayed in a first special effect manner during the confrontational interaction between the first group and the second group at the second interaction rhythm.
[0145] Among them, the time indication information is used to indicate at least one of the following: the time from the second interactive rhythm to the first interactive rhythm, the time from the first group to the second group to exchange control rights again, and the time from the end of the confrontation interaction. The time from the second interactive rhythm to the first interactive rhythm refers to the time interval from the current moment to the time from the second interactive rhythm to the first interactive rhythm, which ensures that the adjustment of the second interactive rhythm will not last forever, but will automatically recover after a certain period of time according to preset conditions, such as the reduction of the score difference and the passage of time, so as to maintain the balance and fairness of the game. The time from the first group to the second group to exchange control rights again refers to the time interval from the current moment to the time from the first group to the second group to exchange control rights again, which reflects the stability of the current control rights. The time from the end of the confrontation interaction refers to the remaining time from the end of the confrontation interaction, which is used to help players understand the remaining time so as to adjust strategies and rhythms.
[0146] It should be noted that the first special effect and the fourth special effect may be the same or different. The first special effect may include flame breathing, a gradient time scale or a dynamic tail flame to indicate changes in the maximum round duration or rhythm adjustments.
[0147] As an example, see Figure 6 , Figure 6 This is a schematic diagram of the interface for interactive processing in a virtual scene provided in an embodiment of the present application. Figure 3 In a virtual scene 601 corresponding to a basketball game (i.e., competitive sports), after controlling the first group and the second group to interact against each other at a second interactive rhythm different from the first interactive rhythm, during the process of the first group and the second group interacting against each other at the second interactive rhythm, the time indication information 602 is displayed in a first special effect manner, the time indication information 603 is displayed in a first special effect manner, and the time indication information 604 is displayed in a first special effect manner.
[0148] In this way, during the process of the first group and the second group engaging in confrontational interaction at the second interaction rhythm, the first special effect method is used to display the time indication information, which can significantly improve the player's perception of the game status. The time indication information is presented through visual special effects and other methods to help players intuitively understand the remaining time before the interaction rhythm is restored, the control is exchanged, or the confrontational interaction ends, ensuring that players can adjust their strategies in time at critical moments to maintain competitiveness, while enhancing the tension and viewing experience of the game. By providing real-time feedback of time information, players can better plan their actions and reduce decision-making errors caused by insufficient information, thereby improving the overall game experience.
[0149] In some embodiments, the time indication information may be displayed in a first special effect manner by: in response to there being multiple positions for displaying the time indication information in the virtual scene, the time indication information is displayed in each position in a first special effect manner adapted to the position.
[0150] Here, there are multiple locations for displaying the time indication information means that in the virtual scene, there are multiple locations for displaying the time indication information, such as the center of the screen, the edge of the screen, the status bar, the floor area, etc., to ensure that the player can obtain the time indication information in time under different perspectives and operating states, and avoid information omissions due to perspective switching or operation occlusion.
[0151] Among them, displaying the time indication information in each position using the first special effect method adapted to the position means that, according to the characteristics of the display position, the first special effect method adapted to the position is adopted to ensure that the time indication information is displayed best in different positions while avoiding interference with the normal operation and game experience of the player. For example, in the center of the screen, eye-catching visual effects such as gradient time scales, dynamic countdowns, etc. can be used to ensure that players can see the time indication information under any circumstances. At the edge of the screen, breathing effects or pulse animations can be used to attract the player's attention without interfering with the main operation area. In the status bar, a simple digital countdown or progress bar can be used to ensure that the information is displayed clearly and does not take up too much screen space. In the floor area, time scale prompts or light and shadow effects can be used to enhance the sense of immersion, so that players can intuitively feel the changes in time in the game scene.
[0152] As an example, see Figure 7 , Figure 7 This is a schematic diagram of the interface for interactive processing in a virtual scene provided in an embodiment of the present application. Figure 4 In a virtual scene 701 corresponding to a basketball game (i.e., competitive sports), time indication information is displayed at the top of the screen, in the status bar, and in the floor area. In the status bar, time prompt information 704 is displayed using a special effect (i.e., a first special effect) that matches the status bar. At the top of the screen, time prompt information 702 is displayed using a flame special effect (i.e., a first special effect) that matches the top of the screen. In the floor area, time prompt information 703 is displayed using a special effect (i.e., a first special effect) that matches the floor area.
[0153] In this way, in competitive sports games, by displaying time indication information at multiple locations in the virtual scene and adopting the first special effects method adapted to each location, the player's information acquisition efficiency and game experience can be significantly improved. This multi-position, adaptive special effects display method ensures that players can obtain key time information in a timely manner under different perspectives and operating states, avoiding information omissions due to perspective switching or operation occlusion, which not only enhances the tension and viewing experience of the game, but also enhances the player's immersion and participation through real-time feedback.
[0154] In some embodiments, after controlling the first group and the second group to perform confrontational interaction at a second interaction rhythm different from the first interaction rhythm, time indication information corresponding to the second interaction rhythm is displayed, wherein the time indication information is used to indicate the countdown from a first duration corresponding to the first interaction rhythm, and is updated to the countdown from a second duration corresponding to the second interaction rhythm, and the first duration is different from the second duration.
[0155] Here, when the interaction rhythm of the first group and the second group is adjusted from the first rhythm to the second rhythm, the time indication information corresponding to the second interaction rhythm will be displayed, and the prompt information is used to switch the countdown determined based on the first interaction rhythm to the second countdown determined based on the second interaction rhythm, and through the visual time prompt, help players intuitively perceive the remaining time and rhythm changes of the current round. The display form of the time indication information can be a dynamic countdown number, a progress bar, a special effect animation, etc., so that players can quickly adapt to the new rhythm and adjust their strategies, thereby enhancing the tension and strategy of the game.
[0156] As an example, take the virtual scene of a basketball competitive game as an example. In the first interactive rhythm stage, the maximum round length of the offensive side is 24 seconds (i.e. the first duration). The countdown "24 seconds" is displayed in the upper right corner of the interface, and the white numbers dynamically decrease to remind the player of the remaining time. When the game enters the last 2 minutes (meeting the duration threshold condition) and the offense and defense switch into a new round, the second interactive rhythm is triggered, and the round length is shortened to 14 seconds (i.e. the second duration). At this time, the time indication information is synchronously updated to the countdown "14 seconds". When the player dribbles or passes the ball, the countdown starts to decrease from 14 seconds instead of continuing the previous 24 seconds, forcing the offensive side to complete the shot in a shorter time, and the defensive side needs to deploy the defensive strategy faster. The real-time update of the countdown not only allows players to clearly perceive the rhythm changes, but also enhances the sense of urgency of the confrontation through time pressure, avoids delaying tactics, and optimizes the interactive experience.
[0157] In some embodiments, after controlling the first group and the second group to perform confrontational interaction at a second interaction rhythm different from the first interaction rhythm, during the process of the first group and the second group performing confrontational interaction at the second interaction rhythm, the object identifier of the target virtual object is displayed in a second special effect manner.
[0158] Here, the target virtual object is a virtual object in the first group and the second group that performs the target interactive behavior to obtain a multiple gain of the virtual reward, and the target virtual object includes at least one of the following: a virtual object in the first group and the second group that has a target virtual skill, all virtual objects in the first group, and all virtual objects in the second group. In other words, the target virtual object can be a specific virtual object, or all virtual objects in a group, or all virtual objects in all groups. When the target virtual object performs the target interactive behavior, they will be given additional virtual rewards to encourage players to take positive strategies and actions.
[0159] Among them, the object identification of the target virtual object can be displayed in a variety of forms for uniquely identifying or distinguishing the virtual object, including avatar (i.e., the visual image of the virtual object), account (i.e., the login account of the virtual object), name (name or nickname of the virtual object), number (i.e., number assigned in sequence or rule), color or shape (i.e., different virtual objects are distinguished by color or shape). It should be noted that these identification forms can be used alone or in combination, and the embodiments of the present application are not limited thereto.
[0160] As an example, see Figure 8 , Figure 8 This is a schematic diagram of the interface for interactive processing in a virtual scene provided in an embodiment of the present application. Figure 5 In a virtual scene 801 corresponding to a basketball game (ie, competitive sports), an object identifier 802 of a target virtual object is displayed in a second special effect manner.
[0161] In this way, in competitive sports games, by displaying the object identification of the target virtual object in the second special effects manner under the second interactive rhythm, the player's strategic depth and gaming experience can be significantly improved. By highlighting the object identification of the target virtual object through visual effects and other means, players can be helped to quickly identify key roles and be encouraged to adopt more proactive strategies. This not only enhances the viewing experience and tension of the game, but also enhances the player's sense of immersion and participation through real-time feedback, making the game more competitive and attractive.
[0162] In some embodiments, the object identification of the target virtual object can be displayed in the second special effects manner by displaying progress indication information for the target virtual object, wherein the progress indication information indicates the acquisition progress of the target virtual object for the virtual reward, and in response to the progress prompt information indicating that the acquisition progress has reached the target acquisition progress, the object identification of the target virtual object is displayed in the third special effects manner.
[0163] Here, the progress indicator information is a visual or data display that reflects in real time the degree of completion of the target virtual object in the process of obtaining the virtual reward. It can be presented in the form of a progress bar, percentage, or dynamic value, etc., to intuitively show the player the remaining progress of the target virtual object to obtain the full reward. This information helps the player understand the status of the target virtual object's progress in obtaining the virtual reward so that the strategy can be adjusted in time.
[0164] Among them, the progress prompt information indicates that the acquisition progress has reached the target acquisition progress, which means that during the game, when the virtual reward acquisition progress of the target virtual object reaches the preset threshold, the player is informed that the object is ready to trigger special abilities or rewards through specific prompts, such as the progress bar filling up, the screen flashing, sound prompts, etc. This mechanism helps players grasp the status of key virtual objects in real time so that they can take strategic actions at the best time, thereby enhancing the strategic depth and tension of the game.
[0165] As an example, see Fig. 9 , Fig. 9 It is a schematic diagram of the progress indication information of the target virtual object provided in an embodiment of the present application, which displays the progress indication information 901 for the target virtual object. The progress indication information 901 reflects the degree of completion in the process of obtaining the virtual reward in the form of a progress bar. At this time, the target virtual object still has 75% of the remaining progress to obtain the full reward. When the progress prompt information indicates that the acquisition progress has reached 100% (i.e., the target acquisition progress), the object identifier 902 of the target virtual object is displayed in a third special effect manner.
[0166] In this way, in competitive sports games, by displaying progress indication information for the target virtual object, players can understand the progress of the object in obtaining virtual rewards in real time. When the progress reaches the target acquisition progress, the third special effect method is used to highlight the object logo of the target virtual object, which can significantly improve the player's perception and feedback. This mechanism helps players identify key virtual objects at critical moments, prompting them to adjust their strategies in time to maximize the benefits of the game. Through real-time feedback and significant prompts, the strategic depth, tension and viewing experience of the game are enhanced, while the player's sense of immersion and participation is improved.
[0167] In some embodiments, after controlling the first group and the second group to perform a confrontational interaction at a second interaction rhythm different from the first interaction rhythm, background music matching the second interaction rhythm is played during the confrontational interaction between the first group and the second group at the second interaction rhythm.
[0168] Here, background music that matches the second interaction rhythm refers to music that is dynamically adjusted according to the current game rhythm, aiming to enhance the player's immersion and emotional involvement. When the second interaction rhythm is faster than the first interaction rhythm, the background music adopts a high-energy, fast-paced style, such as rock and electronic music, whose beat and speed match the accelerated game rhythm, prompting players to speed up their actions and increase tension and excitement. Conversely, when the second interaction rhythm is slower than the first interaction rhythm, the background music switches to a soothing, low-tempo style, such as symphony and light music, to help players relieve stress and encourage more robust strategy execution.
[0169] In this way, by playing background music that matches the second interactive rhythm when the first group and the second group are interacting against each other at the second interactive rhythm, the players' sense of immersion and emotional involvement can be significantly improved. When the second interactive rhythm is faster than the first interactive rhythm, the fast-paced background music can enhance the sense of tension, prompting players to speed up their actions, and improve the viewing and competitiveness of the game. Conversely, when the second interactive rhythm is slower than the first interactive rhythm, the soothing background music helps relieve tension and encourages players to adopt more robust strategies. This dynamic music not only guides players' emotions through rhythm changes, but also provides instant feedback through sound effect layering at critical moments, ensuring that the music is seamlessly connected to the game state, thereby optimizing the overall game experience.
[0170] By applying the above-mentioned embodiments of the present application, in competitive sports games, the player's sense of immersion, strategic depth and gaming experience can be significantly improved by dynamically adjusting the interactive rhythm, displaying adjustment indication information, displaying time indication information and target virtual objects in a special effects manner, and playing background music with matching rhythm. Dynamic adjustment of the interactive rhythm can adapt to the critical moments of the game, increase tension and viewing experience; displaying adjustment indication information ensures that players are aware of rhythm changes in a timely manner to avoid information omissions; displaying time indication information and target virtual objects in a special effects manner helps players quickly identify key states and objects; playing background music with matching rhythm further guides player emotions and strategies by creating a suitable atmosphere. These mechanisms work together to ensure that the game remains highly competitive and fair at different stages, while enhancing the player's sense of participation and immersion through real-time feedback and dynamic adjustment.
[0171] The following is an explanation of an exemplary application of the embodiments of the present application in a practical application scenario.
[0172] In related technologies, competitive sports games usually adopt a fixed maximum round duration design to ensure the stability and predictability of the game rules so that the time of each round remains constant. For example, the 24-second rule in basketball games ensures that each team has the same time limit when attacking.
[0173] During the implementation process, the applicant discovered that the relevant technology for interactive processing in virtual scenes had the following problems:
[0174] The fixed maximum round duration design makes it easy for the leading party to adopt a delaying tactic, deliberately exhausting the maximum round duration to maintain the advantage, causing the game to fall into a time-consuming but unconfrontational stalemate, which not only weakens its offensive enthusiasm, but also makes it difficult for the lagging party to organize an effective counterattack due to time pressure, causing the game to fall into a time-consuming and unconfrontational stalemate. This fixed rhythm design reduces the fun and competitiveness of the game, making the experience of both players poor.
[0175] Based on this, the present application provides an interactive processing method in a virtual scene. When the game enters the final time (i.e., the time from the end of the confrontation interaction is less than the time threshold) and the ball (i.e., control) is exchanged or a new round is entered, the maximum round length is shortened, and prompt information such as flame breathing special effects and combat acceleration prompts are used to inform the player that the current acceleration stage is in progress. This adjustment mechanism speeds up the battle rhythm and reduces the space for delaying tactics, prompting players on both sides to attack more actively, thereby increasing the tension, competitiveness, and fun of the game, while enhancing the fairness and viewing value of the game.
[0176] Next, the interactive processing method in the virtual scene provided by the embodiment of the present application will be described from a technical perspective.
[0177] See also Fig.10 , Fig.10 1 is a second flow chart of the interactive processing method in the virtual scene provided by the embodiment of the present application. The method can be implemented by the terminal or the server alone, or by the terminal and the server in collaboration. Fig.10 The steps shown illustrate the interactive processing method in the virtual scene provided in the embodiment of the present application.
[0178] In step 1001, the end of the round is detected and an event is sent.
[0179] When the current round ends, for example, the game logic determines that the time of the current round has expired, or the target interactive behavior of the current round has been completed, this state change is detected and an event is triggered to notify the game engine that the current round has ended. This event contains context information of the current game (i.e., competitive sports), such as the current game time, the scores of the two teams (i.e., the first group and the second group), the ball possession status, etc.
[0180] In step 1002, it is determined whether the current condition is met through the universal trigger time tree.
[0181] If not, that is, the current condition is not satisfied, continue to execute step 1001; if yes, that is, the current condition is satisfied, execute step 1003. The universal trigger time tree is a data structure for storing and managing all conditions that may trigger a specific function, each node represents a condition, and the leaf node represents the final trigger action.
[0182] After receiving the round end event, the general trigger moment tree will be called to evaluate the current game status. The general trigger moment tree will check multiple conditions, such as whether the remaining time of the game is less than the set threshold, whether the score difference between the two teams exceeds the set threshold, whether the ball exchange occurs, etc. If all conditions are met, the current moment is considered to be a trigger moment, and subsequent interactive rhythm adjustment operations can be performed.
[0183] In step 1003, the logical frame event is buffered.
[0184] After determining that the interactive rhythm needs to be adjusted (i.e., the interactive rhythm adjustment conditions are met), the event information of the current logical frame is cached. The logical frame is the basic time unit used to process game status updates within the game. The purpose of caching logical frame events is to accurately trace back and adjust the game status in subsequent processing, ensuring the accuracy and consistency of the interactive rhythm adjustment.
[0185] In step 1004, a logical frame event of one frame is packaged and sent to the presentation layer.
[0186] All events that occur in the current logical frame are packaged, including turn end events, interactive rhythm adjustment trigger events, etc. These events are packaged into a logical frame event package and sent to the presentation layer of the game. The presentation layer is responsible for processing the visual performance and user interaction of the game. It will update the visual effects and user interface of the game according to the received logical frame event package.
[0187] In step 1005, the created special effects and prompt information are displayed to the player.
[0188] After receiving the logical frame event package, the presentation layer will create corresponding visual effects and prompt information according to the event content. For example, if the interaction rhythm is adjusted to the battle acceleration state, a prompt message "Domination doubled, battle accelerated" will pop up in the game interface, and the fire breathing special effect will be displayed in the user interface panel. The floor in the game scene will display a time prompt, the top will display the ball possession countdown, and the player's domination progress bar will also add a breathing special effect. These special effects and prompt information are designed to intuitively convey the changes in the current game state to the player, helping the player quickly understand and adapt to the new interaction rhythm.
[0189] In step 1006, end.
[0190] After completing the operations from step 1001 to step 1006, it is considered that the processing of the current round has been completed and the interaction rhythm adjustment has been successfully executed, so the current process is ended and the game will continue at the new interaction rhythm until the next round ends or a new event occurs.
[0191] By applying the above-mentioned embodiments of the present application, the problem of slow rhythm and single experience in the final stage of traditional basketball games is effectively solved by introducing a dynamic maximum round duration adjustment mechanism. When the game enters the critical final time and the ball is exchanged or a new round is entered, the maximum round duration is automatically shortened. At the same time, through user interface special effects such as flame breathing and battle acceleration prompts, the player's sense of immersion is enhanced, which not only speeds up the pace of the game and reduces the space for delaying tactics, but also prompts players on both sides to attack more actively, thereby enhancing the tension, competitiveness and fun of the game. In addition, by modifying the maximum round duration of the logic layer in real time and directly reflecting it in the user interface layer, the smoothness and response speed of the game are ensured, the fairness and viewing value of the game are enhanced, and a better gaming experience is provided for players.
[0192] The following is a description of an exemplary structure of the interactive processing device 555 in the virtual scene provided by the present application as a software module. In some embodiments, Figure 2 As shown, the software modules of the interactive processing device 555 in the virtual scene may include: a first display module 5551 and a control module 5552 .
[0193] A first display module 5551 is used to display, in a virtual scene corresponding to competitive sports, a first group and a second group that are engaged in confrontational interaction at a first interaction rhythm, wherein the number of virtual objects in the first group and the second group is the same;
[0194] The control module 5552 is used for controlling the first group and the second group to perform confrontational interaction at a second interaction rhythm different from the first interaction rhythm in response to satisfying the interaction rhythm adjustment condition.
[0195] In some embodiments, the first display module 5551 is further used to display a screen of the target virtual object performing the target round action at a first interactive rhythm in response to the arrival of the timing for the target virtual object to perform the target round action; the control module 5552 is further used to display a screen of the target virtual object performing the target round action at a second interactive rhythm in response to the arrival of the timing for the target virtual object to perform the target round action; wherein the target virtual object is any virtual object in the first group and the second group, and the maximum round duration required for the target virtual object to perform the target round action under the first interactive rhythm is different from the maximum round duration required to perform the target round action under the second interactive rhythm.
[0196] In some embodiments, the control module 5552 is also used to determine that an interaction rhythm adjustment condition is satisfied in response to the time left to the end of the confrontational interaction being lower than a time threshold and an exchange of control occurs between the first group and the second group; in response to the interaction rhythm adjustment condition being satisfied, control the first group and the second group to perform a confrontational interaction at a second interaction rhythm, the second interaction rhythm being faster than the first interaction rhythm.
[0197] In some embodiments, the control module 5552 is also used to determine that an interaction rhythm adjustment condition is satisfied in response to the score difference between the first group and the second group in the first time period exceeding a first difference threshold; in response to the interaction rhythm adjustment condition being satisfied, control the first group and the second group to perform adversarial interaction at a second interaction rhythm in a second time period, the second interaction rhythm being faster than the first interaction rhythm, and the second time period being located after the first time period.
[0198] In some embodiments, the interaction processing device in the virtual scene also includes: a recovery module, which is used for controlling the first group and the second group to perform adversarial interaction at a second interaction rhythm within a second time period, and in response to the score difference between the first group and the second group performing adversarial interaction at the second interaction rhythm being lower than the first difference threshold, restoring the interaction rhythm of the adversarial interaction between the first group and the second group from the second interaction rhythm to the first interaction rhythm.
[0199] In some embodiments, the control module 5552 is also used to determine that an interaction rhythm adjustment condition is satisfied in response to a score difference between the first group and the second group in a third time period exceeding a third difference threshold; in response to satisfying the interaction rhythm adjustment condition, control the first group and the second group to perform adversarial interaction at a second interaction rhythm in a fourth time period, the second interaction rhythm being slower than the first interaction rhythm, and the fourth time period being located after the third time period.
[0200] In some embodiments, the control module 5552 is also used to determine that an interaction rhythm adjustment condition is met in response to the interaction progress between the first group and the second group reaching a target progress, and the interaction progress is determined based on at least one of the following interaction parameters: the time left until the end of the confrontational interaction, the score difference between the first group and the second group, the exchange of control between the first group and the second group, and the use of delaying tactics by the first group or the second group; in response to the interaction rhythm adjustment condition, the interaction rhythm of the confrontational interaction between the first group and the second group is adjusted from the first interaction rhythm to a second interaction rhythm that matches the target progress.
[0201] In some embodiments, the interaction processing device in the virtual scene also includes: a determination module, which is used to determine that the interaction rhythm adjustment condition is met before controlling the first group and the second group to perform a confrontational interaction at a second interaction rhythm different from the first interaction rhythm, in response to the time left to the end of the confrontational interaction being lower than a time threshold and the confrontational interaction between the first group and the second group entering a new round.
[0202] In some embodiments, the interaction processing device in the virtual scene also includes: a second display module, which is used to display adjustment indication information before controlling the first group and the second group to perform confrontational interaction at a second interaction rhythm different from the first interaction rhythm, when the confrontational interaction between the first group and the second group enters a new round; wherein the adjustment indication information is used to indicate at least one of the following: the interaction rhythm is adjusted from the first interaction rhythm to the second interaction rhythm, the multiple gain of the target virtual object performing the target interaction behavior to obtain the virtual reward is adjusted, and control rights are exchanged between the first group and the second group; the target virtual object includes at least one of the following: virtual objects with target virtual skills in the first group and the second group, all virtual objects in the first group, and all virtual objects in the second group.
[0203] In some embodiments, the interactive processing device in the virtual scene further includes: a display cancellation module, configured to cancel the display of the adjustment indication information in response to the display duration of the adjustment indication information reaching a target duration.
[0204] In some embodiments, the interactive processing device in the virtual scene also includes: a third display module, which is used to display time indication information in a first special effect manner during the process of the first group and the second group performing confrontational interaction at the second interactive rhythm after controlling the first group and the second group to perform confrontational interaction at the second interactive rhythm different from the first interactive rhythm; wherein the time indication information is used to indicate at least one of the following: the time distance from restoring the interaction rhythm from the second interactive rhythm to the first interactive rhythm, the time distance from the first group and the second group to exchange control rights again, and the time distance from the end of the confrontational interaction.
[0205] In some embodiments, the third display module is further used to display the time indication information at each position in response to there being multiple positions in the virtual scene for displaying the time indication information using a first special effect method adapted to the position.
[0206] In some embodiments, the interactive processing device in the virtual scene also includes: a fifth display module, which is used to display time indication information corresponding to the second interactive rhythm after controlling the first group and the second group to interact against each other at a second interactive rhythm different from the first interactive rhythm; wherein the time indication information is used to indicate the countdown from a first duration corresponding to the first interactive rhythm, and is updated to the countdown from a second duration corresponding to the second interactive rhythm, and the first duration is different from the second duration.
[0207] In some embodiments, the interaction processing device in the virtual scene also includes: a fourth display module, which is used to control the first group and the second group to interact in a confrontational manner at a second interaction rhythm different from the first interaction rhythm, and then display the object identification of the target virtual object in a second special effect manner during the process of the first group and the second group interacting in a confrontational manner at the second interaction rhythm; wherein the target virtual object is a virtual object in the first group and the second group that obtains a multiple gain of the virtual reward by performing the target interaction behavior.
[0208] In some embodiments, the fourth display module is also used to display progress indication information for the object identifier of the target virtual object, wherein the progress indication information indicates the acquisition progress of the target virtual object for the virtual reward; in response to the progress prompt information indicating that the acquisition progress has reached the target acquisition progress, the object identifier of the target virtual object is displayed in a third special effect manner.
[0209] In some embodiments, the interactive processing device in the virtual scene also includes: a playback module, which is used to control the first group and the second group to perform confrontational interaction at a second interactive rhythm different from the first interactive rhythm, and then play background music matching the second interactive rhythm during the process of the first group and the second group performing confrontational interaction at the second interactive rhythm.
[0210] The embodiment of the present application provides a computer program product, which includes a computer program or a computer executable instruction, and the computer program or the computer executable instruction is stored in a computer-readable storage medium. The processor of the electronic device reads the computer executable instruction from the computer-readable storage medium, and the processor executes the computer executable instruction, so that the electronic device executes the interactive processing method in the virtual scene described in the embodiment of the present application.
[0211] The present application embodiment provides a computer-readable storage medium in which computer executable instructions or computer programs are stored. When the computer executable instructions or computer programs are executed by a processor, the processor will execute the interactive processing method in the virtual scene provided by the present application embodiment, for example, Figure 3 The method shown in .
[0212] In some embodiments, the computer-readable storage medium may be a memory such as RAM, ROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; or may be various devices including one or any combination of the above memories.
[0213] In some embodiments, computer executable instructions may be in the form of a program, software, software module, script or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine or other unit suitable for use in a computing environment.
[0214] As an example, computer-executable instructions may, but need not, correspond to a file in a file system, may be stored as part of a file that stores other programs or data, such as in one or more scripts in a HyperText Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple coordinated files (e.g., files storing one or more modules, subroutines, or code portions).
[0215] As an example, computer executable instructions may be deployed to be executed on one electronic device, or on multiple electronic devices located at one site, or on multiple electronic devices distributed at multiple sites and interconnected by a communication network.
[0216] In summary, the dynamic maximum round duration adjustment mechanism introduced by the embodiment of the present application effectively solves the problem of slow rhythm and single experience in the final stage of traditional basketball games. When the game enters the critical final time and the ball is exchanged or a new round is entered, the maximum round duration is automatically shortened. At the same time, through user interface special effects, such as flame breathing and combat acceleration prompts, the player's sense of immersion is enhanced, which not only speeds up the pace of the game and reduces the space for delaying tactics, but also prompts players on both sides to attack more actively, thereby enhancing the tension, competitiveness and fun of the game. In addition, by modifying the maximum round duration of the logic layer in real time and directly reflecting it in the user interface layer, the smoothness and response speed of the game are ensured, the fairness and viewing value of the game are enhanced, and a better gaming experience is provided for players.
[0217] The above is only an embodiment of the present application and is not intended to limit the protection scope of the present application. Any modifications, equivalent substitutions and improvements made within the spirit and scope of the present application are included in the protection scope of the present application.
Claims
1. An interactive processing method in a virtual scene, characterized in that: The method comprises: In a virtual scene corresponding to competitive sports, a first group and a second group performing a confrontational interaction at a first interaction rhythm are displayed, and the number of virtual objects in the first group and the second group is the same; In response to satisfying an interaction rhythm adjustment condition, the first group and the second group are controlled to perform a confrontational interaction at a second interaction rhythm different from the first interaction rhythm.
2. The method according to claim 1, characterized in that The difference between the first interaction rhythm and the second interaction rhythm includes at least one of the following: The difference between the maximum round duration corresponding to executing the same round action under the first interaction rhythm and the second interaction rhythm; The difference in the multiple gain of the virtual reward obtained by performing the same interactive behavior under the first interactive rhythm and the second interactive rhythm.
3. The method according to claim 1, characterized in that The display of the first group and the second group performing confrontational interaction at the first interaction rhythm includes: In response to the arrival of a timing for the target virtual object to perform a target turn action, displaying a screen in which the target virtual object performs the target turn action at a first interaction rhythm; The controlling the first group and the second group to perform confrontational interaction at a second interaction rhythm different from the first interaction rhythm includes: In response to the arrival of a timing for the target virtual object to perform the target turn action, displaying a screen in which the target virtual object performs the target turn action at a second interactive rhythm; Among them, the target virtual object is any virtual object in the first group and the second group, and the maximum round time required for the target virtual object to perform the target round action under the first interactive rhythm is different from the maximum round time required to perform the target round action under the second interactive rhythm.
4. The method according to claim 1, characterized in that: In response to satisfying the interaction rhythm adjustment condition, controlling the first group and the second group to perform confrontational interaction at a second interaction rhythm different from the first interaction rhythm includes: In response to the time from the end of the confrontational interaction being less than a time threshold and a control right exchange occurring between the first group and the second group, determining that an interaction rhythm adjustment condition is met; In response to satisfying an interaction rhythm adjustment condition, the first group and the second group are controlled to perform a confrontational interaction at a second interaction rhythm, where the second interaction rhythm is faster than the first interaction rhythm.
5. The method according to claim 1, characterized in that In response to satisfying the interaction rhythm adjustment condition, controlling the first group and the second group to perform confrontational interaction at a second interaction rhythm different from the first interaction rhythm includes: In response to a score difference between the first group and the second group in the first time period exceeding a first difference threshold, determining that an interaction rhythm adjustment condition is met; In response to satisfying the interaction rhythm adjustment condition, the first group and the second group are controlled to perform confrontational interaction at a second interaction rhythm within a second time period, the second interaction rhythm is faster than the first interaction rhythm, and the second time period is located after the first time period.
6. The method according to claim 5, characterized in that After controlling the first group and the second group to perform confrontational interaction at a second interaction rhythm within a second time period, the method further includes: In response to the score difference between the first group and the second group performing adversarial interaction at a second interaction rhythm being lower than the first difference threshold, the interaction rhythm of the adversarial interaction between the first group and the second group is restored from the second interaction rhythm to the first interaction rhythm.
7. The method according to claim 1, characterized in that In response to satisfying the interaction rhythm adjustment condition, controlling the first group and the second group to perform confrontational interaction at a second interaction rhythm different from the first interaction rhythm includes: In response to a score difference between the first group and the second group in a third time period exceeding a third difference threshold, determining that an interaction rhythm adjustment condition is met; In response to satisfying the interaction rhythm adjustment condition, the first group and the second group are controlled to perform confrontational interaction at a second interaction rhythm within a fourth time period, the second interaction rhythm is slower than the first interaction rhythm, and the fourth time period is located after the third time period.
8. The method according to claim 1, characterized in that In response to satisfying the interaction rhythm adjustment condition, controlling the first group and the second group to perform confrontational interaction at a second interaction rhythm different from the first interaction rhythm includes: In response to the interaction progress between the first group and the second group reaching the target progress, determining that the interaction rhythm adjustment condition is met, the interaction progress is determined according to at least one of the following interaction parameters: the time until the end of the confrontation interaction, the score difference between the first group and the second group, the exchange of control rights between the first group and the second group, and the use of delaying tactics by the first group or the second group; In response to the interaction rhythm adjustment condition, the interaction rhythm of the confrontational interaction between the first group and the second group is adjusted from the first interaction rhythm to a second interaction rhythm that matches the target progress.
9. The method according to claim 1, characterized in that: Before controlling the first group and the second group to perform confrontational interaction at a second interaction rhythm different from the first interaction rhythm, the method further includes: In response to the time from the end of the confrontation interaction being lower than the time threshold and the confrontation interaction between the first group and the second group entering a new round, it is determined that the interaction rhythm adjustment condition is met.
10. The method according to claim 1, characterized in that Before controlling the first group and the second group to perform confrontational interaction at a second interaction rhythm different from the first interaction rhythm, the method further includes: When the confrontation interaction between the first group and the second group enters a new round, displaying adjustment instruction information; The adjustment indication information is used to indicate at least one of the following: the interaction rhythm is adjusted from the first interaction rhythm to the second interaction rhythm, the multiple gain of the virtual reward obtained by the target virtual object performing the target interaction behavior is adjusted, and the control right is exchanged between the first group and the second group; The target virtual object includes at least one of the following: virtual objects with target virtual skills in the first group and the second group, all virtual objects in the first group, and all virtual objects in the second group.
11. The method according to claim 10, characterized in that After the display adjustment instruction information, the method further includes: In response to the display duration of the adjustment indication information reaching the target duration, the display of the adjustment indication information is canceled.
12. The method according to claim 1, characterized in that After controlling the first group and the second group to perform confrontational interaction at a second interaction rhythm different from the first interaction rhythm, the method further includes: During the process of the first group and the second group performing confrontational interaction at the second interaction rhythm, displaying time indication information in a first special effect manner; Among them, the time indication information is used to indicate at least one of the following: the time it takes to restore the interaction rhythm from the second interaction rhythm to the first interaction rhythm, the time it takes to exchange control rights between the first group and the second group again, and the time it takes to end the confrontational interaction.
13. The method according to claim 12, characterized in that The displaying of time indication information in a first special effect manner includes: In response to the fact that there are a plurality of positions in the virtual scene for displaying the time indication information, the time indication information is displayed at each position using a first special effect method adapted to the position.
14. The method according to claim 1, characterized in that After controlling the first group and the second group to perform confrontational interaction at a second interaction rhythm different from the first interaction rhythm, the method further includes: displaying time indication information corresponding to the second interactive rhythm; The time indication information is used to indicate that the countdown from a first duration corresponding to the first interaction rhythm is updated to a second duration corresponding to the second interaction rhythm, and the first duration is different from the second duration.
15. The method according to claim 1, characterized in that: After controlling the first group and the second group to perform confrontational interaction at a second interaction rhythm different from the first interaction rhythm, the method further includes: During the process of the first group and the second group performing confrontational interaction at the second interaction rhythm, displaying the object identifier of the target virtual object in a second special effect manner; The target virtual object is a virtual object in the first group and the second group that obtains a multiple gain of a virtual reward by performing a target interactive behavior.
16. The method according to claim 15, characterized in that The method of displaying the object identifier of the target virtual object in a second special effect manner includes: Displaying progress indication information for the object identifier of the target virtual object, wherein the progress indication information indicates the acquisition progress of the target virtual object for the virtual reward; In response to the progress prompt information indicating that the acquisition progress reaches the target acquisition progress, the object identifier of the target virtual object is displayed in a third special effect manner.
17. The method according to claim 1, characterized in that After controlling the first group and the second group to perform confrontational interaction at a second interaction rhythm different from the first interaction rhythm, the method further includes: During the process of the first group and the second group performing confrontational interaction at the second interactive rhythm, background music matching the second interactive rhythm is played.
18. An interactive processing device in a virtual scene, characterized in that: The device comprises: A first display module is used to display, in a virtual scene corresponding to competitive sports, a first group and a second group that are engaged in confrontational interaction at a first interaction rhythm, wherein the number of virtual objects in the first group and the second group is the same; The control module is used for controlling the first group and the second group to perform confrontational interaction at a second interaction rhythm different from the first interaction rhythm in response to satisfying an interaction rhythm adjustment condition.
19. An electronic device, characterized in that: The electronic device comprises: A memory for storing computer executable instructions or computer programs; A processor is used to implement the interactive processing method in a virtual scene as described in any one of claims 1 to 17 when executing the computer executable instructions or computer programs stored in the memory.
20. A computer-readable storage medium storing computer-executable instructions or a computer program, characterized in that: When the computer executable instructions or computer programs are executed by a processor, the interactive processing method in a virtual scene described in any one of claims 1 to 17 is implemented.
21. A computer program product comprising computer executable instructions or a computer program, characterized in that When the computer executable instructions or computer programs are executed by a processor, the interactive processing method in a virtual scene described in any one of claims 1 to 17 is implemented.