Virtual scene interaction processing method and device, electronic equipment, computer readable storage medium and computer program product
By introducing skill release controls and dance state mechanisms in fighting games, the problem of single interaction mode of virtual objects is solved, achieving richer game interaction and better player experience.
Patent Information
- Application Number
- CN202410118348.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-01-26
- Publication Date
- 2025-07-29
AI Technical Summary
In the prior art, the interaction between virtual objects in fighting games is single, resulting in poor game experience for players.
By introducing skill release controls in the virtual scene, the first virtual object releases the target skill to hit the second virtual object, causing it to enter a dance state, and attenuate the state value of the second virtual object according to the consistency of the dance movement.
It enriches the interaction methods in virtual scenes, provides a novel gaming experience, and improves players' sense of participation and game satisfaction.
Smart Images

Figure CN120381669A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the technical field of computer human-computer interaction, and in particular, to an interaction processing method, device, electronic device, computer-readable storage medium, and computer program product for a virtual scene. Background Art
[0002] The display technology based on graphics processing hardware has expanded the channels for perceiving the environment and obtaining information. In particular, the display technology for virtual scenes can achieve diverse interactions between virtual objects controlled by users (or players) or artificial intelligence according to actual application requirements, and has various typical application scenarios. For example, in virtual scenes such as games, it can simulate the real battle process between virtual objects.
[0003] Taking fighting games as an example, in the solutions provided by the related art, the interaction methods between virtual objects are relatively single, resulting in a poor gaming experience for players. Summary of the Invention
[0004] Embodiments of this application provide an interaction processing method, device, electronic device, computer-readable storage medium, and computer program product for a virtual scene, which can enrich the interaction methods in the virtual scene and thus improve the gaming experience of players.
[0005] The technical solution of the embodiments of this application is implemented as follows:
[0006] Embodiments of this application provide an interaction processing method for a virtual scene, including:
[0007] Display a virtual scene, where the virtual scene includes a first virtual object and a skill release control;
[0008] In response to a trigger operation on the skill release control, control the first virtual object to release a target skill;
[0009] In response to the target skill hitting at least one second virtual object in the virtual scene, control the at least one second virtual object to enter a dance state;
[0010] In response to the dance actions of the at least one second virtual object being inconsistent with the target dance actions, attenuate the state value of the at least one second virtual object.
[0011] Embodiments of this application provide an interaction processing device for a virtual scene, including:
[0012] A display module for displaying a virtual scene, where the virtual scene includes a first virtual object and a skill release control;
[0013] A control module, configured to control the first virtual object to release a target skill in response to a trigger operation on the skill release control;
[0014] The control module is further configured to control at least one second virtual object in the virtual scene to enter a dancing state in response to the target skill hitting the at least one second virtual object;
[0015] An attenuation module, configured to attenuate the state value of the at least one second virtual object in response to the dancing action of the at least one second virtual object not being consistent with the target dancing action.
[0016] An embodiment of the present application provides an interactive processing method for a virtual scene, including:
[0017] Display a virtual scene, where the virtual scene includes second virtual objects;
[0018] In response to the second virtual object being hit by a target skill released by a first virtual object in the virtual scene, control the second virtual object to enter a dancing state;
[0019] In response to the dancing action of the second virtual object not being consistent with the target dancing action, attenuate the state value of the second virtual object.
[0020] An embodiment of the present application provides an interactive processing device for a virtual scene, including:
[0021] A display module, configured to display a virtual scene, where the virtual scene includes second virtual objects;
[0022] A control module, configured to control the second virtual object to enter a dancing state in response to the second virtual object being hit by a target skill released by a first virtual object in the virtual scene;
[0023] An attenuation module, configured to attenuate the state value of the second virtual object in response to the dancing action of the second virtual object not being consistent with the target dancing action.
[0024] An embodiment of the present application provides an electronic device, including:
[0025] A memory, configured to store executable instructions;
[0026] A processor, configured to implement the interactive processing method for the virtual scene provided by the embodiment of the present application when executing the executable instructions stored in the memory.
[0027] An embodiment of the present application provides a computer-readable storage medium, storing computer-executable instructions, which are configured to implement the interactive processing method for the virtual scene provided by the embodiment of the present application when being executed by a processor.
[0028] An embodiment of the present application provides a computer program product, including a computer program or computer-executable instructions, which, when executed by a processor, implement the interactive processing method for a virtual scene provided by the embodiment of the present application.
[0029] The embodiment of the present application has the following beneficial effects:
[0030] After the target skill released by the first virtual object hits at least one second virtual object in the virtual scene, it can control the at least one hit second virtual object to enter a dancing state. Subsequently, it can be determined whether the dance actions of the at least one second virtual object are consistent with the target dance actions. If not, the state value of the at least one second virtual object is attenuated. In this way, by adding a gameplay mechanism of dance elements in the virtual scene, the interactive methods in the virtual scene are enriched, giving players a novel gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0031] Figure 1 is a schematic architecture diagram of the interactive processing system 100 for a virtual scene provided by the embodiment of the present application;
[0032] Figure 2A is a schematic structural diagram of the first terminal device 600 provided by the embodiment of the present application;
[0033] Figure 2B is a schematic structural diagram of the second terminal device 700 provided by the embodiment of the present application;
[0034] Figure 3 is a schematic flowchart of the interactive processing method for a virtual scene provided by the embodiment of the present application;
[0035] Figure 4 is a schematic flowchart of the interactive processing method for a virtual scene provided by the embodiment of the present application;
[0036] Figure 5 is a schematic flowchart of the interactive processing method for a virtual scene provided by the embodiment of the present application;
[0037] Figure 6 is a schematic flowchart of the interactive processing method for a virtual scene provided by the embodiment of the present application;
[0038] Figures 7A to 7F is a schematic diagram of an application scenario of the interactive processing method for a virtual scene provided by the embodiment of the present application;
[0039] Figure 8 is a schematic flowchart of the interactive processing method for a virtual scene provided by the embodiment of the present application. DETAILED DESCRIPTION OF THE EMBODIMENTS
[0040] To make the objectives, technical solutions, and advantages of this application clearer, the following will further describe this application in detail with reference to the accompanying drawings. The described embodiments should not be construed as limiting this application. All other embodiments obtained by those of ordinary skill in the art without creative efforts shall fall within the scope of protection of this application.
[0041] In the following description, reference is made to "some embodiments", which describe a subset of all possible embodiments. However, it can be understood that "some embodiments" can be the same subset or different subsets of all possible embodiments and can be combined with each other without conflict.
[0042] It can be understood that in the embodiments of this application, data related to user information, etc. (such as data of a game character controlled by a user) is involved. When the embodiments of this application are applied to specific products or technologies, user permission or consent needs to be obtained, and the collection, use, and processing of relevant data need to comply with relevant laws, regulations, and standards of relevant countries and regions.
[0043] In the following description, the terms "first / second / ..." are only used to distinguish similar objects and do not represent a specific order for the objects. It can be understood that "first / second / ..." can be interchanged with a specific order or sequence when permitted, so that the embodiments of this application described here can be implemented in an order other than that illustrated or described here.
[0044] In the embodiments of this application, the term "module" or "unit" refers to a computer program with a predetermined function or a part of a computer program, which 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 a processing circuit or a memory), 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 a part of an overall module or unit that includes the function of that module or unit.
[0045] Unless otherwise defined, all technical and scientific terms used in the embodiments of this application have the same meaning as commonly understood by those skilled in the technical field to which this application belongs. The terms used in the embodiments of this application are only for the purpose of describing the embodiments of this application and are not intended to limit the embodiments of this application.
[0046] Before further elaborating on the embodiments of this application, the nouns and terms involved in the embodiments of this application are explained. The nouns and terms involved in the embodiments of this application are subject to the following explanations.
[0047] 1) Responsive to: Used to represent the conditions or states upon which the executed operations depend. When the dependent conditions or states are met, one or more of the executed operations can be real-time or can have a set delay; without special instructions, there is no restriction on the execution order of multiple executed operations.
[0048] 2) Virtual scene: The scene displayed (or provided) when an application runs on a terminal device. This scene can be a simulation environment of the real world, a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5D virtual scene, or a three-dimensional virtual scene. The embodiments of the present application do not limit the dimension of the virtual scene. For example, the virtual scene can include the sky, land, ocean, etc. The land can include environmental elements such as deserts and cities. Users can control virtual objects to move in this virtual scene.
[0049] 3) Virtual object: The images of various people and objects that can interact in a virtual scene, or movable objects in the virtual scene. The movable objects can be virtual characters, virtual animals, anime characters, etc., such as the characters and animals displayed in the virtual scene. The virtual object can be a virtual image in the virtual scene that represents the user. The virtual scene can include multiple virtual objects, and each virtual object has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene.
[0050] 4) Cloud game: Also known as Gaming on Demand, that is, a game program is deployed in a server, and an instance of the game program (abbreviated as a game instance) is run. The game instance sends the game data output during the running process to the browser page of the user terminal. The page calls the media component of the browser to decode the game data and renders the real-time game screen during the game process according to the decoding result. When the page detects an operation performed by the user in the game screen, it reports it to the game instance running in the server. When receiving the game data of the response operation generated by the game instance, it repeats the decoding and rendering process, so that the game screen presented in the page changes according to the user's operation.
[0051] That is to say, cloud gaming is an online gaming technology based on cloud computing technology. Cloud gaming technology enables thin client devices with relatively limited graphics processing and data computing capabilities to run high-quality games. In the cloud gaming scenario, the game does not run on the user terminal (such as the player's gaming terminal), but on the cloud server. The cloud server renders the game scene into an audio-video stream and transmits it to the user terminal through the network. In this way, the user terminal only needs to have basic streaming media playback capabilities and the ability to obtain the player's input instructions and send them to the cloud server.
[0052] The embodiments of the present application provide a method, apparatus, electronic device, computer-readable storage medium, and computer program product for interactive processing of virtual scenes, which can enrich the interactive methods in virtual scenes and thus enhance the gaming experience of players. The electronic device provided by the embodiments of the present application will be described below. The electronic device provided by the embodiments of the present application can be implemented as a terminal device. For example, it includes a terminal device associated with the attacking party (i.e., the player controlling the first virtual object) (hereinafter referred to as the first terminal device) and a terminal device associated with the attacked party (i.e., the player controlling the second virtual object) (hereinafter referred to as the second terminal device), or can be jointly implemented by a server and a terminal device. The method for interactive processing of virtual scenes provided by the embodiments of the present application will be described below by taking the case where it is jointly implemented by a server and a terminal device as an example.
[0053] Before introducing the architecture of the interactive processing system for virtual scenes provided by the embodiments of the present application, the game modes involved in the embodiments of the present application will be introduced first. For the solution jointly implemented by a terminal device and a server, it mainly involves two game modes, namely the local game mode and the cloud game mode. Among them, the local game mode means that the terminal device and the server jointly run the game processing logic. Some of the operation instructions input by the player in the terminal device are processed by the terminal device running the game logic, and the other part is processed by the server running the game logic. Moreover, the game logic processing run by the server is often more complex and requires more computing power. The cloud game mode means that the game logic processing is completely run by the server (such as a cloud server), and the cloud server renders the game scene data into an audio-video stream and then transmits it to the terminal device for display through the network. That is to say, the terminal device only needs to have basic streaming media playback capabilities and the ability to obtain the player's operation instructions and send them to the server.
[0054] The architecture of the interactive processing system for virtual scenes provided by the embodiments of the present application will be described below.
[0055] Exemplarily, refer to Figure 1 , Figure 1It is a schematic architecture diagram of the interactive processing system 100 for virtual scenarios provided by an embodiment of the present application. To implement an application that supports rich interactive methods for virtual scenarios and thus enhances the gaming experience of players, such as Figure 1 As shown, the interactive processing system 100 for virtual scenarios includes: a server 200, a network 300, a terminal device 400 associated with an attacker (such as player 1), and a terminal device 500 associated with a target (such as player 2). Among them, the server 200 can be a background server (such as a game background server) of the client 410 running on the terminal device 400 and the client 510 running on the terminal device 500. The network 300 can be a local area network or a wide area network, or a combination of the two. The terminal device 400 is a terminal device associated with the attacker, and a client 410 can be run on the terminal device 400. The terminal device 500 is a terminal device associated with the target, and a client 510 is run on the terminal device 500. The client 410 and the client 510 are of the same type of client. For example, they can be fighting game clients, dancing game clients, shooting game clients, and browsers, etc.
[0056] In some embodiments, taking the terminal device 400 associated with the attacker (such as player 1) as an example, a virtual scenario can be displayed in the human-computer interaction interface of the client 410. Among them, the virtual scenario can include a first virtual object (such as the game character A controlled by player 1) and a skill release control. Then, the client 410 can respond to the trigger operation (such as a click operation, a swipe operation, etc.) of player 1 on the skill release control, control the game character A to release a target skill, and determine whether the target skill released by the game character A hits other virtual objects in the virtual scenario. When it is detected that the target skill released by the game character A hits at least one second virtual object (such as the game character B controlled by player 2) in the virtual scenario, the game character B can be controlled to enter a dancing state. Finally, the client 410 can detect whether the dancing action of the game character B is consistent with the target dancing action (such as a pre-set dancing action). When it is detected that the dancing action of the game character B is inconsistent with the target dancing action, the state value of the game character B can be attenuated. For example, a corresponding number of health points of the game character B can be deducted. In this way, the interactive methods between virtual objects in the virtual scenario are enriched, and the gaming experience of players is enhanced.
[0057] It should be noted that the virtual scene in the interactive processing method of the virtual scene provided in the embodiments of the present application can be completely output based on the terminal device, or output based on the cooperation of the terminal device and the server. For example, it can completely rely on the graphics processing hardware computing power of the terminal device 400 to complete the relevant data calculation and output of the virtual scene. Among them, the types of graphics processing hardware include the central processing unit (CPU, Central Processing Unit) and the graphics processing unit (GPU, Graphics Processing Unit). For example, when forming the visual perception of the virtual scene, the terminal device 400 calculates the data required for display through the graphics computing hardware, and completes the loading, parsing, and rendering of the display data. The graphics output hardware outputs a video frame that can form a visual perception of the virtual scene. For example, a two-dimensional video frame is presented on the display screen of a smart phone, or a video frame that realizes a three-dimensional display effect is projected on the lens of an augmented reality / virtual reality glasses; in addition, in order to enrich the perception effect, the terminal device 400 can also use different hardware to form one or more of auditory perception, tactile perception, motion perception, and taste perception.
[0058] Of course, it can also rely on the computing power of the server 200 to complete the virtual scene calculation and output the virtual scene on the terminal device 400. For example, taking the formation of the visual perception of the virtual scene as an example, the server 200 calculates the relevant display data (such as scene data) of the virtual scene and sends it to the terminal device 400 through the network 300. The terminal device 400 relies on the graphics computing hardware to complete the loading, parsing, and rendering of the calculation display data, and relies on the graphics output hardware to output the virtual scene to form a visual perception. For example, a two-dimensional video frame can be presented on the display screen of a smart phone, or a video frame that realizes a three-dimensional display effect is projected on the lens of an augmented reality / virtual reality glasses; for the perception of the form of the virtual scene, it can be understood that it can be output by the corresponding hardware of the terminal device 400. For example, a microphone is used to form auditory perception, and a vibrator is used to form tactile perception, etc.
[0059] In some other embodiments, the embodiments of the present application can also be implemented by means of cloud technology. Cloud technology refers to a hosting technology that unifies a series of resources such as hardware, software, and networks within a wide area network or a local area network to realize data calculation, storage, processing, and sharing.
[0060] Cloud technology is the general term for network technology, information technology, integration technology, management platform technology, and application technology based on the cloud computing business model. It can form a resource pool, be used on demand, and be flexible and convenient. Cloud computing technology will become an important support. The background services of the technical network system require a large amount of computing and storage resources.
[0061] For example,Figure 1 The server 200 in can be an independent physical server, a server cluster or a 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 (CDNs), and big data and artificial intelligence platforms. The terminal devices 400 and 500 can be smartphones, tablets, laptops, desktop computers, smart speakers, smart watches, vehicle-mounted terminals, virtual reality devices, augmented reality devices, etc., but are not limited thereto. The terminal devices 400, 500, and the server 200 can be directly or indirectly connected through wired or wireless communication methods, and there is no limitation in the embodiments of the present application.
[0062] In some embodiments, the terminal device or the server can also implement the interactive processing method of the virtual scene provided in the embodiments of the present application by running various computer-executable instructions or computer programs. For example, the computer-executable instructions can be commands at the microprogram level, machine instructions, or software instructions. The computer program can be a native program or a software module in the operating system; it can be a local (Native) application (APPlication, APP), that is, a program that needs to be installed in the operating system to run, such as a MOBA game APP; it can also be a small program that can be embedded in any APP, that is, a program that only needs to be downloaded to the browser environment to run. In short, the above computer-executable instructions can be instructions in any form, and the above computer programs can be application programs, modules, or plugins in any form.
[0063] Next, the structure of the electronic device provided in the embodiments of the present application will be further described. Taking the electronic device as the first terminal device (i.e., the terminal device associated with the attacker) as an example, see Figure 2A , Figure 2A is a schematic structural diagram of the first terminal device 600 provided in the embodiments of the present application. Figure 2A The first terminal device 600 shown in includes: at least one processor 610, a memory 650, at least one network interface 620, and a user interface 630. Each component in the first terminal device 600 is coupled together through a bus system 640. It can be understood that the bus system 640 is used to realize the connection and communication between these components. In addition to the data bus, the bus system 640 also includes a power bus, a control bus, and a status signal bus. However, for the sake of clarity, in Figure 2A all kinds of buses are labeled as the bus system 640.
[0064] The processor 610 may be an integrated circuit chip with the ability to process signals, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. Among them, the general-purpose processor may be a microprocessor or any conventional processor, etc.
[0065] The user interface 630 includes one or more output devices 631 that enable the presentation of media content, including one or more speakers and / or one or more visual display screens. The user interface 630 also includes one or more input devices 632, including user interface components that facilitate user input, such as a keyboard, a mouse, a microphone, a touch screen display, a camera, and other input buttons and controls.
[0066] The memory 650 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard disk drives, optical disc drives, etc. The memory 650 optionally includes one or more storage devices that are physically remote from the processor 610.
[0067] The memory 650 includes volatile memory or non-volatile memory, and may also include both volatile and non-volatile memory. The non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 650 described in the embodiments of the present application is intended to include any suitable type of memory.
[0068] In some embodiments, the memory 650 is capable of storing data to support various operations. Examples of such data include programs, modules, and data structures, or subsets or supersets thereof, which are exemplarily described below.
[0069] The operating system 651 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., for implementing various basic services and processing hardware-based tasks;
[0070] The network communication module 652 is used to reach other computing devices via one or more (wired or wireless) network interfaces 620. Exemplary network interfaces 620 include: Bluetooth, Wi-Fi (Wireless Fidelity), and USB (Universal Serial Bus), etc.;
[0071] A presentation module 653 for enabling presentation of information (e.g., a user interface for operating peripheral devices and displaying content and information) via one or more output devices 631 associated with the user interface 630 (e.g., a display screen, a speaker, etc.);
[0072] An input processing module 654 for detecting and translating one or more user inputs or interactions from one of one or more input devices 632.
[0073] In some embodiments, the device provided by the embodiments of the present application may be implemented in software. Figure 2A An interaction processing device 655 for a virtual scene stored in the memory 650 is shown, which may be software in the form of a program and a plug-in, etc., including the following software modules: a display module 6551, a control module 6552, an attenuation module 6553, and a determination module 6554. These modules are logical, so they can be arbitrarily combined or further split according to the functions implemented. It should be noted that, Figure 2A For the convenience of expression, all the above modules are shown at once, but it should not be considered that the interaction processing device 655 for the virtual scene excludes embodiments that may only include the display module 6551, the control module 6552, and the attenuation module 6553. The functions of each module will be described below.
[0074] Next, the electronic device will continue to be used as an example of the second terminal device (i.e., the terminal device associated with the attacker) for description. Refer to Figure 2B , Figure 2B is a schematic structural diagram of the second terminal device 700 provided by the embodiments of the present application. As Figure 2B shown, the second terminal device 700 includes: at least one processor 710, at least one network interface 720, a user interface 730 (including an output device 731 and an input device 732), a bus system 740, and a memory 750. Among them, the memory 750 includes: an operating system 751, a network communication module 752, a presentation module 753, an input processing module 754, and an interaction processing device 755 for a virtual scene. The interaction processing device 755 for the virtual scene stored in the memory 750 may be software in the form of a program and a plug-in, etc., including the following software modules: a display module 7551, a control module 7552, and an attenuation module 7553. These modules are logical, so they can be arbitrarily combined or further split according to the functions implemented. The functions of each module will be described below.
[0075] Next, the interaction processing method for a virtual scene provided by the embodiments of the present application will be specifically described in combination with the exemplary applications and implementations of the terminal device provided by the embodiments of the present application.
[0076] First, the interactive processing method for the virtual scenario provided in the embodiments of the present application will be described from the perspective of an attacker.
[0077] Exemplarily, referring to Figure 3 , Figure 3 which is a schematic flowchart of the interactive processing method for the virtual scenario provided in the embodiments of the present application, and will be described in combination with the steps shown in Figure 3 .
[0078] It should be noted that Figure 3 the method shown in Figure 1 can be executed by various forms of computer programs running on the first terminal device (i.e., the terminal device associated with the attacker, such as the terminal device 400 shown in
[0079] In step 101, a virtual scenario is displayed.
[0080] Here, the virtual scenario may include a first virtual object (such as the game character A controlled by player 1) and a skill release control.
[0081] In some embodiments, a client (such as a fighting game client) may be running on the terminal device (i.e., the first terminal device) associated with the attacker (such as player 1). In the human-computer interaction interface of the client, a virtual scenario may be displayed. In the virtual scenario, a first virtual object (such as the game character A controlled by player 1) and a skill release control (such as a skill release button) may be displayed. For example, the game character A controlled by player 1 may be displayed in the virtual scenario from the first-person perspective, and at least one skill release button may be displayed in the lower right corner of the virtual scenario.
[0082] In other embodiments, the virtual scenario may be displayed in the first-person perspective in the human-computer interaction interface of the client (such as playing the first virtual object in the game from the perspective of the current player himself); it may also be displayed in the third-person perspective (such as the player chasing the first virtual object in the game); it may also be displayed in a bird's-eye view; among them, any switching can be performed between the above different perspectives.
[0083] As an example, the first virtual object can be a virtual object controlled by the current player in the game. Of course, the virtual scene can also include other virtual objects, such as virtual objects that can be controlled by other users or controlled by a robot program. The virtual objects can be divided into any one of multiple teams, and the teams can be in a hostile or cooperative relationship. The teams in the virtual scene can include one or all of the above relationships.
[0084] Taking the display of the virtual scene from the first-person perspective as an example, the virtual scene displayed in the human-computer interaction interface can include: determining the field-of-view area of the first virtual object according to the viewing position and field-of-view angle of the first virtual object in the complete virtual scene, and presenting the part of the virtual scene in the field-of-view area in the complete virtual scene, that is, the displayed virtual scene can be a partial virtual scene relative to the panoramic virtual scene. Since the first-person perspective is the viewing perspective that can give the user the most impact, in this way, an immersive perception of the user being on the scene during the operation can be achieved.
[0085] Taking the display of the virtual scene from a bird's-eye large perspective as an example, the virtual scene displayed in the human-computer interaction interface can include: in response to a zoom operation on the panoramic virtual scene, presenting a partial virtual scene corresponding to the zoom operation in the human-computer interaction interface, that is, the displayed virtual scene can be a partial virtual scene relative to the panoramic virtual scene. In this way, the operability of the user during the operation can be improved, and thus the efficiency of human-computer interaction can be improved. In addition, switching can also be performed between the above different perspectives. For example, assuming that the virtual scene is currently displayed from the first-person perspective, when a perspective switching operation triggered by the player is received, the first-person perspective can be switched to the bird's-eye large perspective.
[0086] In step 102, in response to a trigger operation on the skill release control, control the first virtual object to release the target skill.
[0087] Here, the target skill refers to the skill associated with the triggered skill release control.
[0088] In some embodiments, taking the game character A controlled by player 1 (i.e., the attacker) as the first virtual object as an example, when player 1 receives a trigger operation (such as a click operation, a swipe operation, etc.) on the skill release control displayed in the virtual scene, the game character A can be controlled to release the target skill (i.e., the skill associated with the skill release control triggered by player 1). Among them, the skills associated with different skill release controls are different. For example, assuming that 2 skill release controls can be displayed in the virtual scene, namely skill release control 1 and skill release control 2, the above target skill can be the skill associated with skill release control 1, that is, the player needs to click on skill release control 1 to control the first virtual object to release the target skill.
[0089] In step 103, in response to the target skill hitting at least one second virtual object in the virtual scene, control at least one second virtual object to enter a dancing state.
[0090] Here, at least one second virtual object and the first virtual object may be in mutually adversarial virtual camps, that is, the first virtual object and at least one second virtual object may be in a hostile relationship in the virtual scene.
[0091] In some embodiments, step 103 may be implemented in the following manner: in response to the target skill hitting at least one second virtual object in the virtual scene, control the first virtual object and at least one second virtual object to enter a dancing state, and display music elements (such as sound waves) for connecting the first virtual object and at least one second virtual object.
[0092] For example, taking the first virtual object as the game character A controlled by player 1 and at least one second virtual object as the game character B controlled by player 2 as an example, when receiving a click operation by player 1 on the skill release control displayed in the virtual scene, the game character A can be controlled to release the target skill (such as a sound wave skill). Subsequently, when it is detected that the sound wave skill released by the game character A hits the game character B in the virtual scene, the game character A and the game character B can be controlled to enter the dancing state simultaneously. Among them, the dancing state may be a state that cannot be forcibly cancelled, that is, when the sound wave skill released by the game character A hits the game character B, the game character A and the game character B can dance together, and the sound waves included in the sound wave skill released by the game character A can continue to exist to connect the game character A and the game character B.
[0093] It should be noted that when the number of at least one second virtual object is multiple (that is, the target skill released by the first virtual object hits multiple second virtual objects in the virtual scene), music elements for connection can be respectively displayed between the first virtual object and each second virtual object, or starting from the first virtual object, in the order from near to far from the first virtual object, use music elements (such as sound waves) to connect multiple second virtual objects in sequence. The embodiments of the present application do not make specific limitations on this.
[0094] Exemplarily, taking the first virtual object as the game character A controlled by player 1, and at least one second virtual object as the game character B controlled by player 2 and the game character C controlled by player 3 as an example, when it is detected that the target skill (such as a sound wave skill) released by the game character A hits both the game character B and the game character C at the same time, the game characters A, B, and C can be controlled to enter a dancing state, and at the same time, sound waves for connection can be displayed between the game character A and the game character B, and between the game character A and the game character C. Or sound waves for connection can be displayed between the game character A and the game character B (the distance between the game character B and the game character A is closer compared to the game character C), and between the game character B and the game character C. The embodiments of the present application do not make specific limitations on this.
[0095] In step 104, in response to the dancing actions of at least one second virtual object not being consistent with the target dancing action, the state value of at least one second virtual object is attenuated.
[0096] Here, the state value may include health value, magic value, defense value, movement speed, etc.
[0097] In some embodiments, referring to Figure 4 , Figure 4 is a schematic flowchart of an interactive processing method for a virtual scene provided by an embodiment of the present application. As shown in Figure 4 , Figure 3 the step 104 shown can be implemented by the step 1041 and step 1042 shown in Figure 4 , and will be described in combination with the steps shown in Figure 4 .
[0098] In step 1041, the first virtual object is controlled to send at least one dancing action identifier to at least one second virtual object.
[0099] Here, different dancing action identifiers (such as including dancing arrows, graphic symbols corresponding to dancing postures, etc.) can be used to represent different target dancing actions. For example, the dancing action identifier can be used to represent at least one of the following attributes of the target dancing action: the direction of the target dancing action (corresponding to the dancing arrow, that is, the direction of the target dancing action can be represented by the dancing arrow), the posture of the target dancing action (corresponding to the graphic symbol corresponding to the dancing posture, that is, the posture of the target dancing action can be represented by this graphic symbol, that is, the overall form of the virtual object when dancing), the speed of the target dancing action (such as including the movement speed and rotation speed in a specific direction, for example, the speed of the target dancing action can be represented by a specific text description).
[0100] In some embodiments, step 1041 may be implemented in the following manner: in response to a dance action identifier sending operation, control the first virtual object to send at least one dance action identifier to at least one second virtual object; or, in response to not receiving a dance action identifier sending operation within a set duration (e.g., 10 seconds), control the first virtual object to automatically send at least one dance action identifier to at least one second virtual object.
[0101] Here, the type of the dance action identifier sending operation may include at least one of the following: a trigger operation for a direction control (i.e., a direction key) or a handle, a selection operation for a candidate dance action identifier, a somatosensory action trigger operation, and a voice command input operation.
[0102] Exemplarily, taking the first virtual object as the game character A controlled by player 1 and at least one second virtual object as the game character B controlled by player 2 as an example, after controlling the game characters A and B to enter the dance state, it can be detected whether player 1 pulls the direction key displayed in the virtual scene. If it is detected that player 1 pulls the upward direction key, the game character A can be controlled to send an upward dance arrow to the game character B. Subsequently, assuming that it is detected that player 1 pulls the downward direction key again, after a set duration (e.g., 0.3 seconds), the game character A can be controlled to send a downward dance arrow to the game character B.
[0103] Exemplarily, taking the first virtual object as the game character A controlled by player 1 and at least one second virtual object as the game character B controlled by player 2 as an example, in the virtual scene, there may also be displayed a plurality of candidate dance action identifiers (e.g., a plurality of candidate dance arrows, namely a downward dance arrow, an upward dance arrow, a leftward dance arrow, and a rightward dance arrow). After controlling the game characters A and B to enter the dance state, it can be detected whether player 1 selects among the plurality of candidate dance arrows displayed in the virtual scene. For example, when receiving a click operation by player 1 on the downward dance arrow, the game character A can be controlled to send a downward dance arrow to the game character B. Subsequently, assuming that a click operation by player 1 on the leftward dance arrow is received again, after a set duration, the game character A can be controlled to send a leftward dance arrow to the game character B. Of course, when player 1 selects multiple dance arrows at one time, the game character A can be controlled to sequentially send the selected multiple dance arrows to the game character B in the order of player 1's selection. The embodiments of the present application do not make specific limitations thereto.
[0104] It should be noted that the above operation of sending dance action identifiers can also be implemented by a somatosensory action trigger operation. For example, taking the first virtual object as the game character A controlled by player 1 and at least one second virtual object as the game character B controlled by player 2 as an example, after controlling the game characters A and B to enter the dance state, the somatosensory actions of player 1 can also be detected. For example, when it is detected that player 1 shakes the arm to the left or swings the first terminal device (such as a mobile phone) to the left, the game character A can be controlled to send a left dance arrow to the game character B. In addition, the above operation of sending dance action identifiers can also be implemented by a voice command input operation. For example, after controlling the game characters A and B to enter the dance state, the voice commands issued by player 1 can be detected. For example, assuming that the voice command issued by player 1 is detected as "jump up", the game character A can be controlled to send an upward dance arrow to the game character B. That is to say, the types of operations for sending dance action identifiers can be various, and the embodiments of the present application do not make specific limitations on this.
[0105] For example, taking the first virtual object as the game character A controlled by player 1 and at least one second virtual object as the game character B controlled by player 2 as an example, after controlling the game characters A and B to enter the dance state, it can be detected whether player 1 triggers the operation of sending dance action identifiers. When no operation of sending dance action identifiers triggered by player 1 is received within a set time period (such as 10 seconds), the game character A can be controlled to automatically send at least one dance action identifier to the game character B. For example, the game character A can be first controlled to send a downward dance arrow to the game character B, and after 0.3 seconds, the game character A can be controlled to send a left dance arrow to the game character B, and so on until all the dance arrows are sent.
[0106] In some embodiments, when the number of at least one dance action identifier is multiple, the above step 1041 can also be implemented in the following manner: controlling the first virtual object to send multiple dance action identifiers to at least one second virtual object, where the sending intervals of the multiple dance action identifiers can be fixed (such as sending one dance action identifier every 3 seconds) or variable (such as the sending interval can be getting longer or shorter).
[0107] Exemplarily, taking the first virtual object as the game character A controlled by player 1 and at least one second virtual object as the game character B controlled by player 2 as an example, when the number of at least one dance action identifier is multiple, for example, assuming there are a total of 18 dance arrows, the game character A can be controlled to send these 18 dance arrows to the game character B in sequence at a fixed sending interval (such as 0.3 seconds); alternatively, the game character A can also be controlled to send these 18 dance arrows to the game character B in sequence at a varying sending interval. For example, the sending interval for the game character A to send dance arrows to the game character B can be getting shorter and shorter. For example, the sending interval between the first dance arrow and the second dance arrow is 1 second, and the sending interval between the second dance arrow and the third dance arrow is 0.8 seconds, and so on, with the duration of the sending interval getting shorter and shorter.
[0108] In some other embodiments, when the number of at least one second virtual object is multiple, the above step 1041 can also be implemented in the following manner: controlling the first virtual object to send at least one dance action identifier to each of the multiple second virtual objects, wherein at least one of the number and type of the dance action identifiers sent to different second virtual objects is the same or different.
[0109] Exemplarily, taking the first virtual object as the game character A controlled by player 1, the multiple second virtual objects as the game character B controlled by player 2 and the game character C controlled by player 3 as an example, after the target skill (such as the sound wave skill) released by the game character A hits both the game character B and the game character C at the same time, the game characters A, B, and C can be controlled to enter the dance state. Subsequently, in response to the operation of sending the dance action identifier triggered by player 1, for example, receiving the operation of pulling the direction keys displayed in the virtual scene by player 1, the game character A can be controlled to send at least one dance action identifier (such as dance arrows) to the game characters B and C respectively. Among them, the number of dance arrows sent to the game characters B and C can be the same. For example, 18 dance arrows can be sent to the game characters B and C respectively. Of course, the number of dance arrows sent to the game characters B and C can also be different. For example, it can be related to the distance from the game character A. The closer the distance to the game character A, the more the number of dance arrows sent. Assuming that the game character B is closer to the game character A than the game character C, more dance arrows can be sent to the game character B. For example, the game character A can be controlled to send 20 dance arrows to the game character B and 15 dance arrows to the game character C. The embodiments of the present application do not make specific limitations on this.
[0110] In addition, it should be noted that the types of dance arrows sent by game character A to game character B and game character C can be the same or different. For example, when controlling game character A to send a downward dance arrow to game character B, game character A can be controlled to simultaneously send a downward dance arrow to game character C; or, when controlling game character A to send a downward dance arrow to game character B, game character A can also be controlled to simultaneously send a downward dance arrow to game character C. The embodiments of the present application do not make specific limitations on this.
[0111] In some embodiments, when the number of at least one dance action identifier is multiple and the number of at least one second virtual object is multiple, the above step 1041 can also be implemented in the following manner: Based on the number of multiple dance action identifiers and the number of multiple second virtual objects, determine the number of dance action identifiers to be sent to each second virtual object; control the first virtual object to send the determined number of dance action identifiers to each second virtual object.
[0112] In other embodiments, continuing with the above example, the following method can be used to determine the number of dance action identifiers to be sent to each second virtual object based on the number of multiple dance action identifiers and the number of multiple second virtual objects: For each second virtual object, perform any one of the following processes: Determine the result of dividing the number of multiple dance action identifiers by the number of multiple second virtual objects as the number of dance action identifiers to be sent to the second virtual object; Based on the characteristic data of the second virtual object (such as including the distance from the first virtual object, the type of the second virtual object, and the current state value of the second virtual object, etc.), weight the result of dividing the number of multiple dance action identifiers by the number of multiple second virtual objects, and determine the weighted result as the number of dance action identifiers to be sent to the second virtual object.
[0113] Exemplarily, taking the first virtual object as the game character A controlled by player 1, and multiple second virtual objects as the game character B controlled by player 2 and the game character C controlled by player 3 respectively, assuming that there are 18 dance action identifiers for multiple dance actions, the division result of the number of multiple dance action identifiers and the number of multiple second virtual objects (i.e., 18÷2 = 9) can be determined as the number of dance action identifiers to be sent to each second virtual object. That is, it can be controlled that the game character A sends 9 dance arrows to the game character B and the game character C respectively. Of course, based on the characteristic data of the second virtual object, the division result of the number of multiple dance action identifiers and the number of multiple second virtual objects (i.e., 9) can be weighted, and the weighted result can be determined as the number of dance action identifiers to be sent to this second virtual object. For example, taking the game character B as an example, based on the characteristic data of the game character B (such as the distance from the game character A), the division result can be weighted. For example, when the distance between the game character A and the game character B is less than the distance threshold, the division result can be multiplied by a weight coefficient greater than 1 (such as 1.5); when the distance between the game character A and the game character B is greater than the distance threshold, the division result can be multiplied by a weight coefficient less than 1 (such as 0.8). Finally, the weighted result can be used as the final number of dance arrows to be sent to the game character B. In this way, different numbers of dance action identifiers can be sent to different types of second virtual objects according to the characteristic data of the second virtual object, further enhancing the gaming experience of the player.
[0114] In some embodiments, after controlling the first virtual object to send at least one dance action identifier to at least one second virtual object, the following processing can also be performed: controlling the first virtual object to send the music element associated with the target skill (such as strong volume) to at least one second virtual object, where the music element can be used to interact with at least one second virtual object, for example, it can be used to knock at least one second virtual object into the air.
[0115] Exemplarily, taking the first virtual object as the game character A controlled by player 1 and at least one second virtual object as the game character B controlled by player 2 as an example, after controlling the game character A to send at least one dance action identifier to the game character B, for example, after controlling the game character A to send 18 dance arrows to the game character B, it can be controlled that the game character A sends a strong volume to the game character B to knock the game character B into the air.
[0116] In step 1042, in response to the dance action of at least one second virtual object being inconsistent with the target dance action represented by the dance action identifier, the state value of at least one second virtual object is attenuated.
[0117] In some embodiments, step 1042 may be implemented in the following manner: for each dance move identifier, perform the following processing: during the period when the dance move identifier moves to the target area (such as the area where the second virtual object is located, or the middle area between the first virtual object and the second virtual object), if at least one second virtual object does not perform any dance moves, or at least one second virtual object performs a dance move that is inconsistent with the target dance move represented by the dance move identifier, display a hit identifier on at least one second virtual object and decay the status value of at least one second virtual object.
[0118] For example, taking the first virtual object as the game character A controlled by player 1 and at least one second virtual object as the game character B controlled by player 2 as an example, for each dance move identifier (such as a dance arrow) sent by the game character A to the game character B, the following processing may be performed: during the period when the dance arrow moves to the target area (such as the area where the game character B is located), determine whether player 2 has pulled the direction key corresponding to the dance arrow (that is, determine whether the game character B has performed the target dance move corresponding to the dance arrow). If player 2 has not pulled the direction key after the dance arrow moves out of the target area, or if player 2 has pulled the wrong direction key during the period when the dance arrow moves to the target area (that is, the dance move performed by the game character B is inconsistent with the target dance move represented by the dance arrow), a hit identifier (such as a hit special effect) may be displayed on the game character B, and a corresponding amount of health points of the game character B may be deducted. For example, 100 health points of the game character B may be deducted.
[0119] It should be noted that before the dance move identifier moves to the target area, the pulling operation of player 2 on the direction key may be blocked, that is, any operation of player 2 has no corresponding feedback.
[0120] In some other embodiments, continuing with the above example, the following processing may also be performed: during the period when the dance move identifier moves to the target area, if at least one second virtual object performs a dance move that is consistent with the target dance move represented by the dance move identifier, display a prompt identifier (such as "Good") on at least one second virtual object and keep the status value of at least one second virtual object unchanged, where the prompt identifier is used to indicate that the dance move of at least one second virtual object is consistent with the target dance move.
[0121] Exemplarily, taking the first virtual object as the game character A controlled by player 1 and at least one second virtual object as the game character B controlled by player 2 as an example, for each dance action identifier (such as a dance arrow) sent from the game character A to the game character B, the following processing can also be performed: During the period when the dance arrow moves to the target area (such as the area where the game character B is located), it is judged whether player 2 has pulled the direction key corresponding to the dance arrow. If player 2 has pulled the direction key corresponding to the dance arrow, that is, the dance action performed by the game character B is consistent with the target dance action represented by the dance arrow, a praise identifier such as "Good" can be displayed on the game character B, and the health value of the game character B will not be deducted.
[0122] In some embodiments, when the number of target dance actions is multiple, the above step 104 can also be implemented in the following manner: For each second virtual object, any one of the following processing is performed: Whenever it is detected that the dance action of the second virtual object is inconsistent with the target dance action, a hit identifier is displayed on the second virtual object, and the state value of the second virtual object is attenuated by a corresponding amount (such as deducting the health value of the second virtual object in real time); The number of inconsistent dance actions of the second virtual object among multiple dance actions is counted, the attenuation value corresponding to this number is determined, and the state value of the second virtual object is attenuated based on the determined attenuation value (that is, the final settlement is performed, and the health value of the second virtual object is deducted according to the settlement result).
[0123] Exemplarily, taking the first virtual object as the game character A controlled by player 1 and at least one second virtual object as the game character B controlled by player 2 as an example, assuming that there are 18 target dance actions, and each target dance action can be represented by a corresponding dance action identifier. During the period when the game character A is controlled to sequentially send these 18 dance action identifiers to the game character B, whenever it is detected that the dance action of the game character B is inconsistent with the target dance action represented by the current dance action identifier (such as a dance arrow), a hit special effect can be displayed on the game character B, and 10 health points of the game character B are deducted; Of course, it is also possible to count the number of inconsistent dance actions of the game character B among multiple dance actions with these 18 target dance actions. For example, assuming that player 2 has pulled the wrong direction key 5 times in total, the corresponding attenuation value (such as assuming it is 5×10 = 50) can be determined according to the finally counted number, and finally 50 health points of the game character B are deducted. In addition, during the period of deducting 50 health points of the game character B, 5 hit special effects can also be displayed on the game character B, or only one hit special effect can be displayed on the game character B, and 50 health points of the game character B are deducted. The embodiments of the present application do not make specific limitations on this.
[0124] Next, the interactive processing method for the virtual scenario provided in the embodiments of the present application will be described from the perspective of the attacked party.
[0125] Exemplarily, refer to Figure 5 , Figure 5 which is a schematic flowchart of the interactive processing method for the virtual scenario provided in the embodiments of the present application, and will be described in conjunction with the steps shown in Figure 5 .
[0126] It should be noted that Figure 5 the method shown in can be executed by various forms of computer programs running on a second terminal device (i.e., the terminal device associated with the attacked party, such as the terminal device 500 shown in Figure 1 ), and is not limited to the client. For example, it can also be the operating system, software module, script, and applet described above. Therefore, the examples of the client in the following should not be regarded as a limitation to the embodiments of the present application. In addition, for the sake of convenience of expression, the second terminal device and the client running on the second terminal device will not be specifically distinguished in the following.
[0127] In step 201, a virtual scenario is displayed.
[0128] Here, the virtual scenario may include a second virtual object. For example, the second virtual object may be the game character B controlled by player 2. In addition, a first virtual object may also be displayed in the virtual scenario. For example, the first virtual object may be the game character A controlled by player 1, and the first virtual object and the second virtual object may be in two opposing camps in the virtual scenario, that is, the game character A controlled by player 1 and the game character B controlled by player 2 may be in a hostile relationship.
[0129] In step 202, in response to the second virtual object being hit by a target skill released by the first virtual object in the virtual scenario, control the second virtual object to enter a dancing state.
[0130] In some embodiments, the above control of the second virtual object to enter the dancing state can be achieved by the following method: control the first virtual object and the second virtual object to enter the dancing state, and display music elements for connecting the first virtual object and the second virtual object.
[0131] In some embodiments, taking the first virtual object as the game character A controlled by player 1 and the second virtual object as the game character B controlled by player 2 as an example, when it is detected that the game character B controlled by player 2 is hit by a target skill released by the game character A controlled by player 1 in the virtual scenario, the game character A and the game character B can be controlled to enter the dancing state at the same time. Among them, the dancing state can be an irreversible forced state. In addition, music elements (such as sound waves) for connection can also be displayed between the game character A and the game character B.
[0132] In step 203, in response to the dance action of the second virtual object not being consistent with the target dance action, the state value of the second virtual object is attenuated.
[0133] In some embodiments, referring to Figure 6 , Figure 6 is a schematic flowchart of an interactive processing method for a virtual scene provided by an embodiment of the present application. As Figure 6 shown, Figure 5 the step 203 shown can be implemented through Figure 6 the steps 2031 to 2033 shown, and will be described in conjunction with Figure 6 the steps shown.
[0134] In step 2031, at least one dance action identifier sent by the first virtual object to the second virtual object is displayed.
[0135] Here, different dance action identifiers can be used to represent different target dance actions.
[0136] In some embodiments, taking the first virtual object as the game character A controlled by player 1 and the second virtual object as the game character B controlled by player 2 as an example, after controlling the game characters A and B to enter the dance state, at least one dance action identifier sent by the game character A to the game character B can also be displayed. For example, 18 dance arrows sent by the game character A to the game character B in sequence can be displayed, where the sending interval between two adjacent dance arrows can be a set duration (for example, 0.3 seconds).
[0137] In some embodiments, after displaying at least one dance action identifier sent by the first virtual object to the second virtual object, the following processing can also be performed: displaying the music element (such as strong volume) associated with the target skill sent by the first virtual object to the second virtual object, where the music element can be used to interact with the second virtual object, for example, can be used to knock the second virtual object away.
[0138] By way of example, taking the first virtual object as the game character A controlled by player 1 and the second virtual object as the game character B controlled by player 2 as an example, after displaying at least one dance action identifier sent by the game character A to the game character B, for example, after displaying 18 dance arrows sent by the game character A to the game character B, a strong volume sent by the game character A to the game character B can also be displayed, where the strong volume can be used to knock the game character B away. That is to say, after displaying 18 dance arrows sent by the game character A to the game character B, a picture of the game character B being knocked away by the strong volume sent by the game character A can also be displayed.
[0139] In step 2032, in response to a dance action trigger operation, control the second virtual object to perform the corresponding dance action.
[0140] Here, the types of dance action trigger operations may include at least one of the following: a trigger operation for a direction control (such as a direction key) or a handle, a selection operation for a candidate dance action identifier, a specific somatosensory trigger operation, and a voice command input operation.
[0141] In some embodiments, taking the second virtual object as the game character B controlled by player 2 as an example, after controlling the game character B to enter the dance state, it can also be determined whether player 2 has performed a dance action trigger operation. For example, it can be determined whether player 2 has pulled a direction key. If player 2 has pulled the up direction key, the game character B can be controlled to jump upward. Or, it can be determined whether player 2 has performed a specific somatosensory action. For example, assuming that it is detected that player 2 shakes the arm to the left, the game character B can be controlled to jump to the left. Or, in the virtual scene, there may also be displayed a plurality of candidate dance arrows, such as an upward dance arrow, a downward dance arrow, a leftward dance arrow, and a rightward dance arrow. When receiving a click operation from player 2 on the downward dance arrow, the game character B can be controlled to squat down. Of course, player 2 can also control the game character B to perform the corresponding dance action by voice. For example, after receiving the voice command input by player 2, the game character B can be controlled to perform the dance action corresponding to the voice command input by player 2. For example, assuming that the voice command input by player 2 is "jump upward", the game character B can be controlled to jump upward. The embodiments of the present application do not make specific limitations on the types of dance action trigger operations.
[0142] In step 2033, in response to the dance action of the second virtual object being inconsistent with the target dance action represented by the dance action identifier, attenuate the state value of the second virtual object.
[0143] In some embodiments, the above step 2033 can be implemented in the following manner: for each dance action identifier, perform the following processing: in response to the period during which the dance action identifier moves to the target area, if the second virtual object does not perform any dance action, or the dance action performed by the second virtual object is inconsistent with the target dance action represented by the dance action identifier, display a hit identifier on the second virtual object and attenuate the state value of the second virtual object.
[0144] Exemplarily, taking the first virtual object as the game character A controlled by player 1 and the second virtual object as the game character B controlled by player 2 as an example, for each dance action identifier (such as a dance arrow) sent from the game character A to the game character B, the following processing can be performed: During the period when the dance arrow moves to the target area (such as the area where the game character B is located), it is judged whether player 2 has pulled the direction key corresponding to the dance arrow. If player 2 has not pulled the direction key or has pulled the wrong direction key, that is, the game character B has not performed any dance action or the dance action performed by the game character B is inconsistent with the target dance action represented by the dance arrow, then a hit special effect can be displayed on the game character B, and a corresponding amount of health points of the game character B can be deducted. For example, 50 health points of the game character B can be deducted.
[0145] In some other embodiments, following the above example, the following processing can also be performed: In response to the dance action identifier moving to the target area, if the dance action performed by the second virtual object is consistent with the target dance action represented by the dance action identifier, a prompt identifier is displayed on the second virtual object, and the state value of the second virtual object is kept unchanged, where the prompt identifier is used to represent that the dance action of the second virtual object is consistent with the target dance action.
[0146] Exemplarily, taking the first virtual object as the game character A controlled by player 1 and the second virtual object as the game character B controlled by player 2 as an example, for each dance action identifier (such as a dance arrow) sent from the game character A to the game character B, the following processing can also be performed: During the period when the dance arrow moves to the target area (such as the area where the game character B is located), it is judged whether player 2 has pulled the direction key corresponding to the dance arrow. If player 2 has pulled the direction key corresponding to the dance arrow, that is, the dance action performed by the game character B is consistent with the target dance action represented by the dance arrow, then an appreciation identifier such as "Good" can be displayed on the game character B, and the health points of the game character B will not be deducted.
[0147] In the interactive processing method of the virtual scene provided by the embodiments of the present application, after the target skill released by the first virtual object hits at least one second virtual object in the virtual scene, the at least one hit second virtual object can be controlled to enter the dance state. Subsequently, it can be judged whether the dance action of the at least one second virtual object is consistent with the target dance action. If not, the state value of the at least one second virtual object is attenuated. In this way, by adding a gameplay mechanism of dance elements in the virtual scene, the interactive methods in the virtual scene are enriched, giving players a novel gaming experience.
[0148] Next, the exemplary application of the embodiments of the present application in an actual application scenario will be described.
[0149] An embodiment of this application provides an interactive processing method for a virtual scenario. After player 1 controls the game character A (i.e., the first virtual object) to release a target skill and hit the game character B (i.e., the second virtual object) controlled by player 2, the game character B can be forced into a dancing state. Subsequently, player 1 can control the game character A to shoot dancing arrows at the game character B by pressing the direction keys, so that player 2 (i.e., the opponent) can quickly respond to the dancing arrows shot by the game character A. The more incorrect dancing arrows player 2 responds to, the more health points the game character B loses. That is, the embodiment of this application provides a brand-new gameplay of assessing the opponent's key presses by shooting dancing arrows using the direction keys.
[0150] That is to say, the embodiment of this application applies the mechanism originally based on the gameplay of dance classification to fighting games, giving players a more novel gaming experience in fighting games. On the original basis, a gameplay mechanism with dance elements is added, which can greatly enhance players' experience in fighting games and provides a novel gameplay of interacting and competing with opponents. This gameplay mechanism is both novel and in line with the personality and abilities of the game characters, providing a highly executable and suitable reference case for the design of game characters.
[0151] The following specifically describes the interactive processing method for the virtual scenario provided by the embodiment of this application.
[0152] In some embodiments, refer to Figure 7A , Figure 7A which is a schematic diagram of the application scenario of the interactive processing method for the virtual scenario provided by the embodiment of this application. As Figure 7AAs shown, in the human-computer interaction interface of Player 1, a first virtual object 701 (such as the game character A controlled by Player 1) and a skill release control 702 can be displayed. When a click operation of Player 1 on the skill release control 702 is received, a columnar sound wave 703 can be controlled to be released forward by the first virtual object 701. If the columnar sound wave 703 released by the first virtual object 701 hits a second virtual object 704 (such as the game character B controlled by Player 2) in the virtual scene, the first virtual object 701 and the second virtual object 704 can be controlled to enter a dancing state. Among them, the dancing state can be a state that cannot be forcibly cancelled. That is to say, the first virtual object 701 and the second virtual object 704 can dance together, and the columnar sound wave 703 can continue to exist to connect the first virtual object 701 and the second virtual object 704. Subsequently, every set time period (such as 0.3 seconds), the current direction key input of Player 1 will be detected once, and corresponding direction dance arrows will be output on the sound wave 703 and launched towards the second virtual object 704. For example, assuming that Player 1 toggles the direction key 705 to the right, a rightward dance arrow 706 can be controlled to be launched from the first virtual object 701 towards the second virtual object 704. After the rightward dance arrow 706 appears, assuming that Player 1 then toggles the direction key 705 downwards, a downward dance arrow 707 can be controlled to be launched from the first virtual object 701 towards the second virtual object 704 after 0.3 seconds.
[0153] It should be noted that, in addition to the Figure 7A compass shape shown in Figure 7B , the style of the direction key can also be Figure 7A the cross shape shown in Figure 7B . That is, the compass-shaped direction key 705 shown in
[0154] can be replaced with the cross-shaped direction key 708 shown in Figure 7C , so that the direction operation and visual feedback can be clearer. The embodiments of the present application do not make specific limitations on the style of the direction key. Figure 7C is a schematic diagram of the application scenario of the interactive processing method for the virtual scene provided by the embodiments of the present application. As Figure 7C shown, assuming that Player 1 then toggles the direction key 705 upwards, an upward dance arrow 709 can be controlled to be launched from the first virtual object 701 towards the second virtual object 704 after 0.3 seconds. Subsequently, assuming that Player 1 immediately toggles the direction key 705 to the left, a leftward dance arrow 710 can be controlled to be launched from the first virtual object 701 towards the second virtual object 704 after 0.3 seconds.
[0155] In some embodiments, referring to Figure 7D ,Figure 7D This is a schematic diagram of the application scenario of the interactive processing method for virtual scenarios provided by an embodiment of the present application. As Figure 7D shown, in the human-computer interaction interface of player 2, multiple dance arrows emitted by the first virtual object 701 (such as the game character A controlled by player 1) towards the second virtual object 704 (such as the game character B controlled by player 2) can be displayed. Among them, the dance arrows can have a certain flying speed. Before the dance arrows fly to the area 712 where the second virtual object 704 is located, when player 2 pulls the direction key 711, the second virtual object 704 will not perform the corresponding dance action (that is, before the dance arrows fly to the area 712 where the second virtual object 704 is located, the pulling operation of player 2 on the direction key 711 can be blocked). For example, taking the rightward dance arrow 706 as an example, when the rightward dance arrow 706 flies to the area 712 where the second virtual object 704 is located, player 2 needs to pull the direction key 711 in the direction corresponding to the dance arrow 706. If when the dance arrow 706 flies out of the area 712 and player 2 still has not pulled the direction key 711, or player 2 pulls the direction key 711 in the wrong direction, a certain amount of health value 714 of the second virtual object 704 can be deducted, and at the same time, a hit special effect 713 (that is, a hit mark) can also be displayed on the second virtual object 704. Among them, the hit special effect 713 is used to represent that the direction of the dance action performed by the second virtual object 704 is inconsistent with the direction of the dance action indicated by the dance arrow 706. For example, the hit special effect 713 can be an effect in the shape of an "X" to prompt player 2 that the direction is wrong.
[0156] In some other embodiments, refer to Figure 7E , Figure 7E This is a schematic diagram of the application scenario of the interactive processing method for virtual scenarios provided by an embodiment of the present application. As Figure 7E shown, if when the dance arrow 706 flies to the area 712, player 2 pulls the direction key 711 in the direction corresponding to the dance arrow 706. For example, player 2 pulls the direction key 711 to the right, then a text prompt 715 such as "Good" can be displayed on the second virtual object 704, and the health value of the second virtual object 704 will not be deducted.
[0157] In some embodiments, refer to Figure 7F , Figure 7F This is a schematic diagram of the application scenario of the interactive processing method for virtual scenarios provided by an embodiment of the present application. As Figure 7FAs shown, after the first virtual object 701 (e.g., game character A controlled by player 1) has launched all the dance arrows (e.g., 18 dance arrows) at the second virtual object 704 (e.g., game character B controlled by player 2), it can further control the first virtual object 701 to launch a powerful sound volume 716 at the second virtual object 704 to knock the second virtual object 704 away, and at the same time, a certain amount of health value 714 of the second virtual object 704 can be deducted.
[0158] Next, continue to describe in combination with Figure 8 the interactive processing method for the virtual scene provided in the embodiments of the present application.
[0159] For example, refer to Figure 8 , Figure 8 which is a flowchart of the interactive processing method for the virtual scene provided in the embodiments of the present application, and will be described in combination with Figure 8 the steps shown.
[0160] In step 301, control game character A to release a skill.
[0161] In step 302, determine whether the skill hits game character B this time. If so, execute step 303; if not, execute step 313.
[0162] In step 303, control game character A and game character B to enter the dance state together.
[0163] In step 304, detect the input of the direction keys of player 1.
[0164] In some embodiments, taking player 1 as the attacking party as an example, when receiving the click operation of player 1 on the skill release control, game character A can be controlled to release a skill, and then a hit determination can be made on the skill released by game character A. If the enemy (e.g., game character B controlled by player 2) is not hit, it is determined that the skill release fails, and the skill logic loop ends; if the enemy is hit, game character A controlled by player 1 and game character B controlled by player 2 enter the dance state together, and at this time, the input of the direction keys of player 1 starts to be detected.
[0165] In step 305, determine whether player 1 has input the direction keys. If so, execute step 306; if not, execute step 307.
[0166] In step 306, output the direction keys input by player 1 as dance arrows in the corresponding directions and launch them to game character B.
[0167] In step 307, output the dance arrows in the right direction and launch them to game character B.
[0168] In some embodiments, if player 1 inputs the direction keys, the input direction keys of player 1 can be output as dance arrows and sent to the enemy (for example, the game character B controlled by player 2); if player 1 does not input the direction keys, a dance arrow in the right direction can be output and sent to the enemy.
[0169] In step 308, it is determined whether player 2 pulls the direction key corresponding to the dance arrow at the corresponding time. If so, step 309 is executed; if not, step 310 is executed.
[0170] In step 309, the health value of game character B is not deducted.
[0171] In step 310, a small amount of the health value of game character B is deducted.
[0172] In some embodiments, when the dance arrow moves to the area where game character B is located, it is necessary to determine whether player 2 presses the direction key corresponding to the dance arrow at the corresponding time. If player 2 presses the direction key corresponding to the dance arrow, the health value of game character B is not deducted, and a text prompt such as "Good" is displayed on game character B; if player 2 does not press the corresponding direction key, a small amount of the health value of game character B can be deducted.
[0173] In step 311, the dance arrow is incremented by 1, and it is determined whether 18 dance arrows have been sent. If so, step 312 is executed; if not, step 304 is executed.
[0174] In step 312, control game character A to emit an end sound wave to knock game character B away.
[0175] In step 313, it is determined that the skill release fails.
[0176] In some embodiments, the number of dance arrows can be incremented by 1, and at the same time, a settlement of the number of dance arrows that have been sent is performed to detect whether 18 dance arrows have been sent. If not, the detection and determination of the next direction key input of player 1 can continue; if 18 dance arrows have been sent, game character A can be controlled to emit an end sound wave to knock game character B away. Thus, the skill release logic loop ends.
[0177] In summary, the technical solution provided by the embodiments of the present application has the following beneficial effects: A novel and unique gameplay mechanism is added to the game, giving players a novel gaming experience. At the same time, it also provides an executable and role-ability-setting-compliant mechanism gameplay reference for the design of game characters.
[0178] Next, the implementation of the interactive processing device 655 of the virtual scene provided by the embodiments of the present application as an exemplary structure of software modules will be continued. In some embodiments, such asFigure 2A As shown, the software modules in the interactive processing device 655 of the virtual scene stored in the memory 650 may include: a display module 6551, a control module 6552, and an attenuation module 6553.
[0179] The display module 6551 is used to display a virtual scene, where the virtual scene includes a first virtual object and a skill release control; the control module 6552 is used to control the first virtual object to release a target skill in response to a trigger operation on the skill release control; the control module 6552 is further used to control at least one second virtual object to enter a dancing state in response to the target skill hitting at least one second virtual object in the virtual scene; the attenuation module 6553 is used to attenuate the state value of at least one second virtual object in response to the dancing action of at least one second virtual object not being consistent with the target dancing action.
[0180] In some embodiments, the control module 6552 is further used to control the first virtual object and at least one second virtual object to enter a dancing state in response to the target skill hitting at least one second virtual object in the virtual scene; the display module 6551 is further used to display music elements for connecting the first virtual object and at least one second virtual object.
[0181] In some embodiments, the control module 6552 is further used to control the first virtual object to send at least one dancing action identifier to at least one second virtual object, where different dancing action identifiers are used to represent different target dancing actions; the attenuation module 6553 is further used to attenuate the state value of at least one second virtual object in response to the dancing action of at least one second virtual object not being consistent with the target dancing action represented by the dancing action identifier.
[0182] In some embodiments, the control module 6552 is further used to control the first virtual object to send at least one dancing action identifier to at least one second virtual object in response to a dancing action identifier sending operation, where the dancing action identifier sending operation includes at least one of the following: a trigger operation on a direction control or a handle, a selection operation on a candidate dancing action identifier, a somatosensory action trigger operation, a voice command input operation; or, in response to not receiving a dancing action identifier sending operation within a set duration, the control module 6552 is used to control the first virtual object to automatically send at least one dancing action identifier to at least one second virtual object.
[0183] In some embodiments, the dancing action identifier is used to represent at least one of the following attributes of the target dancing action: the direction of the target dancing action, the posture of the target dancing action, the speed of the target dancing action.
[0184] In some embodiments, the attenuation module 6553 is further configured to perform the following processing for each dance movement identifier: during the period when the dance movement identifier moves to the target area, if at least one second virtual object does not perform any dance movement, or the dance movement performed by at least one second virtual object is inconsistent with the target dance movement represented by the dance movement identifier, a hit identifier is displayed on at least one second virtual object, and the status value of at least one second virtual object is attenuated.
[0185] In some embodiments, the display module 6551 is further configured to, during the period when the dance movement identifier moves to the target area, if the dance movement performed by at least one second virtual object is consistent with the target dance movement represented by the dance movement identifier, display a prompt identifier on at least one second virtual object, where the prompt identifier is used to represent that the dance movement of at least one second virtual object is consistent with the target dance movement, and keep the status value of at least one second virtual object unchanged.
[0186] In some embodiments, when the number of at least one dance movement identifier is multiple, the control module 6552 is further configured to control the first virtual object to send multiple dance movement identifiers to at least one second virtual object, where the sending interval of the multiple dance movement identifiers is fixed or variable.
[0187] In some embodiments, when the number of at least one second virtual object is multiple, the control module 6552 is further configured to control the first virtual object to send at least one dance movement identifier to each of the multiple second virtual objects, where at least one of the number and type of the dance movement identifiers sent to different second virtual objects is the same or different.
[0188] In some embodiments, when the number of at least one dance movement identifier is multiple and the number of at least one second virtual object is multiple, the interactive processing device 655 of the virtual scene further includes a determination module 6554, configured to determine the number of dance movement identifiers to be sent to each second virtual object based on the number of the multiple dance movement identifiers and the number of the multiple second virtual objects; the control module 6552 is further configured to control the first virtual object to send the determined number of dance movement identifiers to each second virtual object.
[0189] In some embodiments, the determination module 6554 is further configured to perform any one of the following processing for each second virtual object: determine the division result of the number of the multiple dance movement identifiers by the number of the multiple second virtual objects as the number of dance movement identifiers to be sent to the second virtual object; weight the division result of the number of the multiple dance movement identifiers by the number of the multiple second virtual objects based on the feature data of the second virtual object, and determine the weighted result as the number of dance movement identifiers to be sent to the second virtual object.
[0190] In some embodiments, after controlling the first virtual object to send at least one dance action identifier to at least one second virtual object, the control module 6552 is further configured to control the first virtual object to send music elements associated with the target skill to at least one second virtual object, where the music elements are used to interact with at least one second virtual object.
[0191] In some embodiments, when the number of target dance actions is multiple, the attenuation module 6553 is further configured to perform any one of the following processes for each second virtual object: whenever it is detected that the dance action of the second virtual object is inconsistent with the target dance action, display a hit identifier on the second virtual object and attenuate the state value of the second virtual object by a corresponding number; count the number of dance actions of the second virtual object that are inconsistent with the multiple target dance actions, determine the attenuation value corresponding to the number, and attenuate the state value of the second virtual object based on the attenuation value.
[0192] Next, the implementation of the interactive processing device 755 of the virtual scene provided by the embodiments of the present application as an exemplary structure of software modules will be continued. In some embodiments, as Figure 2B shown, the software modules in the interactive processing device 755 of the virtual scene stored in the memory 750 may include: a display module 7551, a control module 7552, and an attenuation module 7553.
[0193] The display module 7551 is configured to display a virtual scene, where the virtual scene includes a second virtual object; the control module 7552 is configured to control the second virtual object to enter a dance state in response to the target skill released by the first virtual object in the virtual scene hitting the second virtual object; the attenuation module 7553 is configured to attenuate the state value of the second virtual object in response to the dance action of the second virtual object being inconsistent with the target dance action.
[0194] In some embodiments, the display module 7551 is further configured to display at least one dance action identifier sent by the first virtual object to the second virtual object, where different dance action identifiers are used to represent different target dance actions; the control module 7552 is further configured to control the second virtual object to perform the corresponding dance action in response to a dance action trigger operation; the attenuation module 7553 is further configured to attenuate the state value of the second virtual object in response to the dance action of the second virtual object being inconsistent with the target dance action represented by the dance action identifier.
[0195] In some embodiments, the attenuation module 7553 is further configured to perform the following processing for each dance movement identifier: during the period when the dance movement identifier moves to the target area, if the second virtual object does not perform any dance movement or the dance movement performed by the second virtual object is inconsistent with the target dance movement represented by the dance movement identifier, a hit identifier is displayed on the second virtual object, and the status value of the second virtual object is attenuated.
[0196] In some embodiments, the display module 7551 is further configured to, during the period when the dance movement identifier moves to the target area, if the dance movement performed by the second virtual object is consistent with the target dance movement represented by the dance movement identifier, display a prompt identifier on the second virtual object and keep the status value of the second virtual object unchanged, where the prompt identifier is used to indicate that the dance movement of the second virtual object is consistent with the target dance movement.
[0197] In some embodiments, after displaying at least one dance movement identifier sent by the first virtual object to the second virtual object, the display module 7551 is further configured to display the music elements associated with the target skill sent by the first virtual object to the second virtual object, where the music elements are used to interact with the second virtual object.
[0198] In some embodiments, the control module 7552 is further configured to control the first virtual object and the second virtual object to enter the dance state; the display module 7551 is further configured to display the music elements for connecting the first virtual object and the second virtual object.
[0199] It should be noted that the description of the device in the embodiments of the present application is similar to the description of the above method embodiments and has similar beneficial effects as the method embodiments, so it will not be elaborated here. For the technical details not covered in the virtual scene interaction processing device provided in the embodiments of the present application, they can be understood according to Figure 3 、 Figure 4 、 Figure 5 、or Figure 6 the description of any one of the accompanying drawings.
[0200] The embodiments of the present application provide a computer program product, which includes a computer program or computer-executable instructions, and the computer program or computer-executable instructions are stored in a computer-readable storage medium. The processor of the computer device reads the computer-executable instructions from the computer-readable storage medium, and the processor executes the computer-executable instructions, so that the computer device executes the virtual scene interaction processing method described above in the embodiments of the present application.
[0201] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions, where the computer-executable instructions, when executed by a processor, cause the processor to execute the interactive processing method of the virtual scenario provided by the embodiment of the present application. For example, as Figure 3 , Figure 4 , Figure 5 , or Figure 6 shown in the interactive processing method of the virtual scenario.
[0202] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disc, or CD-ROM; it may also be various devices including one or any combination of the above memories.
[0203] In some embodiments, the executable instructions may be in the form of a program, software, software module, script, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including being deployed as an independent program or being deployed as a module, component, subroutine, or other unit suitable for use in a computing environment.
[0204] As an example, the executable instructions may be deployed to execute on one electronic device, or on multiple electronic devices located at one location, or, on multiple electronic devices distributed at multiple locations and interconnected by a communication network.
[0205] As described above, only the embodiments of the present application are provided, and they are not intended to limit the protection scope of the present application. Any modifications, equivalent replacements, and improvements made within the spirit and scope of the present application are all included in the protection scope of the present application.
Claims
1. An interactive processing method for a virtual scenario, characterized in that The method includes: Displaying a virtual scene, where the virtual scene includes a first virtual object and a skill release control; In response to a trigger operation on the skill release control, controlling the first virtual object to release a target skill; In response to the target skill hitting at least one second virtual object in the virtual scene, controlling the at least one second virtual object to enter a dancing state; In response to the dancing action of the at least one second virtual object being inconsistent with the target dancing action, attenuating the status value of the at least one second virtual object.
2. The method according to claim 1, wherein The controlling the at least one second virtual object to enter a dancing state in response to the target skill hitting at least one second virtual object in the virtual scene includes: In response to the target skill hitting at least one second virtual object in the virtual scene, controlling the first virtual object and the at least one second virtual object to enter a dancing state, and Displaying music elements for connecting the first virtual object and the at least one second virtual object.
3. The method according to claim 1, characterized in that The attenuating the status value of the at least one second virtual object in response to the dancing action of the at least one second virtual object being inconsistent with the target dancing action includes: Controlling the first virtual object to send at least one dancing action identifier to the at least one second virtual object, where different dancing action identifiers are used to represent different target dancing actions; In response to the dancing action of the at least one second virtual object being inconsistent with the target dancing action represented by the dancing action identifier, attenuating the status value of the at least one second virtual object.
4. The method according to claim 3, wherein The controlling the first virtual object to send at least one dancing action identifier to the at least one second virtual object includes: In response to a dancing action identifier sending operation, controlling the first virtual object to send at least one dancing action identifier to the at least one second virtual object, where the dancing action identifier sending operation includes at least one of the following: a trigger operation on a direction control or a handle, a selection operation on a candidate dancing action identifier, a somatosensory action trigger operation, a voice command input operation; or, In response to no dancing action identifier sending operation being received within a set duration, controlling the first virtual object to automatically send at least one dancing action identifier to the at least one second virtual object.
5. The method according to claim 3, wherein The dancing action identifier is used to represent at least one of the following attributes of the target dancing action: the direction of the target dancing action, the posture of the target dancing action, the speed of the target dancing action.
6. The method according to claim 3, wherein The attenuating the status value of the at least one second virtual object in response to the dancing action of the at least one second virtual object being inconsistent with the target dancing action represented by the dancing action identifier includes: Performing the following processing for each of the dancing action identifiers: During the period of moving to the target area in response to the dance action identifier, if none of the at least one second virtual object performs any dance action, or the dance action performed by the at least one second virtual object is inconsistent with the target dance action represented by the dance action identifier, a hit identifier is displayed on the at least one second virtual object, and the status value of the at least one second virtual object is attenuated.
7. The method according to claim 6, wherein The method further includes: During the period of moving to the target area in response to the dance action identifier, if the dance action performed by the at least one second virtual object is consistent with the target dance action represented by the dance action identifier, a prompt identifier is displayed on the at least one second virtual object, where the prompt identifier is used to represent that the dance action of the at least one second virtual object is consistent with the target dance action, and the status value of the at least one second virtual object remains unchanged.
8. The method according to claim 3, characterized in that, When the number of the at least one dance action identifier is multiple, the controlling the first virtual object to send at least one dance action identifier to the at least one second virtual object includes: Controlling the first virtual object to send multiple dance action identifiers to the at least one second virtual object, where the sending intervals of the multiple dance action identifiers are fixed or variable.
9. The method according to claim 3, characterized in that, When the number of the at least one second virtual object is multiple, the controlling the first virtual object to send at least one dance action identifier to the at least one second virtual object includes: Controlling the first virtual object to send at least one dance action identifier to each of the multiple second virtual objects, where at least one of the number and type of the dance action identifiers sent to different second virtual objects is the same or different.
10. The method according to claim 3, wherein When the number of the at least one dance action identifier is multiple and the number of the at least one second virtual object is multiple, the controlling the first virtual object to send at least one dance action identifier to the at least one second virtual object includes: Based on the number of the multiple dance action identifiers and the number of the multiple second virtual objects, determining the number of the dance action identifiers to be sent to each second virtual object; Controlling the first virtual object to send the number of the dance action identifiers to each second virtual object.
11. The method according to claim 10, wherein The based on the number of the multiple dance action identifiers and the number of the multiple second virtual objects, determining the number of the dance action identifiers to be sent to each second virtual object includes: For each second virtual object, performing any one of the following processes: Determining the result of dividing the number of the multiple dance action identifiers by the number of the multiple second virtual objects as the number of the dance action identifiers to be sent to the second virtual object; Weighting the result of dividing the number of the multiple dance action identifiers by the number of the multiple second virtual objects based on the characteristic data of the second virtual object, and determining the weighted result as the number of the dance action identifiers to be sent to the second virtual object.
12. The method according to any one of claims 3 to 11, characterized in that After controlling the first virtual object to send at least one dance action identifier to the at least one second virtual object, the method further includes: Controlling the first virtual object to send music elements associated with the target skill to the at least one second virtual object, where the music elements are used to interact with the at least one second virtual object.
13. The method according to claim 1, wherein When the number of target dance actions is multiple, the attenuating the state value of the at least one second virtual object in response to the dance action of the at least one second virtual object being inconsistent with the target dance action includes: For each of the second virtual objects, performing any one of the following processes: Whenever it is detected that the dance action of the second virtual object is inconsistent with the target dance action, a hit identifier is displayed on the second virtual object, and the state value of the second virtual object corresponding to the number is attenuated; Counting the number of dance actions of the second virtual object that are inconsistent with the multiple target dance actions, determining an attenuation value corresponding to the number, and attenuating the state value of the second virtual object based on the attenuation value.
14. An interactive processing method for a virtual scenario, characterized in that, The method includes: Displaying a virtual scene, where the virtual scene includes a second virtual object; In response to the second virtual object being hit by a target skill released by a first virtual object in the virtual scene, controlling the second virtual object to enter a dance state; In response to the dance action of the second virtual object being inconsistent with the target dance action, attenuating the state value of the second virtual object.
15. The method according to claim 14, wherein The attenuating the state value of the second virtual object in response to the dance action of the second virtual object being inconsistent with the target dance action includes: Displaying at least one dance action identifier sent by the first virtual object to the second virtual object, where different dance action identifiers are used to represent different target dance actions; In response to a dance action trigger operation, controlling the second virtual object to perform a corresponding dance action; In response to the dance action of the second virtual object being inconsistent with the target dance action represented by the dance action identifier, attenuating the state value of the second virtual object.
16. The method according to claim 15, characterized in that, The attenuating the state value of the second virtual object in response to the dance action of the second virtual object being inconsistent with the target dance action represented by the dance action identifier includes: Performing the following process for each of the dance action identifiers: During the period when the dance action identifier moves to the target area, if the second virtual object does not perform any dance action or the dance action performed by the second virtual object is inconsistent with the target dance action represented by the dance action identifier, a hit identifier is displayed on the second virtual object, and the state value of the second virtual object is attenuated.
17. The method according to claim 16, wherein The method further includes: During the period of moving to the target area in response to the dance movement identifier, the dance movement performed by the second virtual object is consistent with the target dance movement represented by the dance movement identifier. A prompt identifier is displayed on the second virtual object, and the status value of the second virtual object is kept unchanged, where the prompt identifier is used to represent that the dance movement of the second virtual object is consistent with the target dance movement.
18. The method according to any one of claims 15 to 17, characterized in that, After displaying at least one dance movement identifier sent by the first virtual object to the second virtual object, the method further includes: Displaying music elements associated with the target skill sent by the first virtual object to the second virtual object, where the music elements are used to interact with the second virtual object.
19. The method according to claim 14, wherein The controlling the second virtual object to enter the dance state includes: Controlling the first virtual object and the second virtual object to enter the dance state, and displaying music elements for connecting the first virtual object and the second virtual object.
20. An interactive processing device for a virtual scene, characterized in that The apparatus includes: A display module, configured to display a virtual scene, where the virtual scene includes a first virtual object and a skill release control; A control module, configured to control the first virtual object to release a target skill in response to a trigger operation on the skill release control; The control module is further configured to control at least one second virtual object to enter the dance state in response to the target skill hitting at least one second virtual object in the virtual scene; An attenuation module, configured to attenuate the status value of at least one second virtual object in response to the dance movement of at least one second virtual object being inconsistent with the target dance movement.
21. An interactive processing device for a virtual scenario, characterized in that, The apparatus includes: A display module, configured to display a virtual scene, where the virtual scene includes a second virtual object; A control module, configured to control the second virtual object to enter the dance state in response to the second virtual object being hit by a target skill released by a first virtual object in the virtual scene; An attenuation module, configured to attenuate the status value of the second virtual object in response to the dance movement of the second virtual object being inconsistent with the target dance movement.
22. An electronic device, characterized in that, Includes: A memory, configured to store executable instructions; A processor, configured to implement the interactive processing method of the virtual scene according to any one of claims 1 to 13, or any one of claims 14 to 19 when executing the executable instructions stored in the memory.
23. A computer-readable storage medium stores computer-executable instructions, characterized in that, When the computer executable instructions are executed by the processor, the interactive processing method of the virtual scene according to any one of claims 1 to 13, or any one of claims 14 to 19 is implemented.
24. A computer program product, comprising a computer program or computer-executable instructions, characterized in that, When the computer program or computer executable instructions are executed by the processor, the interactive processing method of the virtual scene according to any one of claims 1 to 13, or any one of claims 14 to 19 is implemented.