Virtual scene interaction processing method and device, electronic equipment, computer readable storage medium and computer program product
By displaying and knocking down the third virtual object in the virtual scene to strengthen the first virtual object, the poor game experience caused by the ultra-high difficulty boss challenge is solved, increasing the strategic and fun of the game.
Patent Information
- Application Number
- CN202510900718.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-06-30
- Publication Date
- 2025-08-08
AI Technical Summary
In the prior art, the ultra-difficulty boss virtual monster challenge leads to poor game experience for players and lacks diverse interaction methods.
The third virtual objects around the second virtual objects are displayed in the virtual scene, and the first virtual object is strengthened after knocking down the objects, and then the second virtual object is attacked by the reinforced first virtual object to reduce its health.
By knocking down the third virtual object, the threshold for players to knock down the second virtual object is reduced, the game is increased strategic and fun, and the player's gaming experience is improved.
Smart Images

Figure CN120437604A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of Internet technology, and in particular to a method, device, electronic device, computer-readable storage medium, and computer program product for interactive processing of a virtual scene. Background Art
[0002] Display technology based on graphics processing hardware has expanded the channels for perceiving the environment and obtaining information. In particular, display technology for virtual scenes can achieve diversified interactions between virtual objects controlled by players or artificial intelligence (AI) according to actual application needs. It 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 action games as an example, in related art, the virtual monster (i.e., boss) that fights the player's character at the end of a game level is often designed to be extremely difficult, challenging the player's skills and muscle memory. However, for most average players, extremely difficult bosses can cause significant frustration, resulting in a poor gaming experience. Summary of the Invention
[0004] The embodiments of the present application provide a method, device, electronic device, computer-readable storage medium, and computer program product for interactive processing of a virtual scene, which can enrich the interactive mode of the virtual scene and thereby enhance the player's gaming experience.
[0005] The technical solution of the embodiment of the present application is implemented as follows:
[0006] The present invention provides a method for interactively processing a virtual scene, including:
[0007] displaying a virtual scene, wherein the virtual scene includes a first virtual object;
[0008] displaying a second virtual object and at least one third virtual object surrounding the second virtual object in the virtual scene;
[0009] When at least one of the third virtual objects is knocked down by the first virtual object, strengthening the first virtual object;
[0010] In response to the second virtual object being attacked by the strengthened first virtual object, the health value of the second virtual object is reduced.
[0011] The embodiment of the present application provides an interactive processing device for a virtual scene, comprising:
[0012] A display module, configured to display a virtual scene, wherein the virtual scene includes a first virtual object;
[0013] The display module is further configured to display a second virtual object and at least one third virtual object surrounding the second virtual object in the virtual scene;
[0014] a strengthening module, configured to strengthen the first virtual object when at least one of the third virtual objects is knocked down by the first virtual object;
[0015] The control module is configured to reduce the health value of the second virtual object in response to the attack of the first virtual object after the second virtual object is strengthened.
[0016] An embodiment of the present application provides an electronic device, including:
[0017] a memory for storing computer-executable instructions;
[0018] The processor is used to implement the interactive processing method of the virtual scene provided in the embodiment of the present application when executing the computer executable instructions stored in the memory.
[0019] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions for implementing the interactive processing method of a virtual scene provided in an embodiment of the present application when executed by a processor.
[0020] 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, implements the interactive processing method of the virtual scene provided in the embodiment of the present application.
[0021] The embodiments of the present application have the following beneficial effects:
[0022] When a second virtual object is displayed in a virtual scene, at least one third virtual object is also displayed around the second virtual object. After the player controls the first virtual object to knock down at least one third virtual object, the player can strengthen the first virtual object. At this time, the player can control the strengthened first virtual object to attack the second virtual object, thereby reducing the health value of the second virtual object. In other words, the player needs to knock down the third virtual object so that the attack of the first virtual object can cause damage to the second virtual object. In this way, the threshold for the player to knock down the second virtual object is lowered, while the challenge difficulty is retained, so that the player can explore a variety of strategies for knocking down the second virtual object during the game, thereby effectively improving the player's gaming and interactive experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0023] Figure 11 is a schematic diagram of the architecture of a virtual scene interactive processing system 100 provided in an embodiment of the present application;
[0024] Figure 2 is a structural diagram of an electronic device 500 provided in an embodiment of the present application;
[0025] Figure 3 1 is a flow chart of an interactive processing method for a virtual scene provided in an embodiment of the present application;
[0026] Figure 4 This is a schematic diagram of a first application scenario of the interactive processing method for a virtual scene provided in an embodiment of the present application;
[0027] Figure 5 2 is a schematic diagram of a second application scenario of the interactive processing method for a virtual scene provided in an embodiment of the present application;
[0028] Figure 6 2 is a schematic diagram of a third application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application;
[0029] Figure 7 It is a process diagram of the interactive processing method of the virtual scene provided in the embodiment of the present application. DETAILED DESCRIPTION
[0030] In order to make the purpose, technical solutions and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limiting this application. All other embodiments obtained by ordinary technicians in this field without making creative work are within the scope of protection of this application.
[0031] In the following description, reference is made to “some embodiments”, which describes a subset of all possible embodiments, but it will be understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.
[0032] It is understandable that in the embodiments of the present application, when user information and other related data are involved, when the embodiments of the present application are applied to specific products or technologies, user permission or consent must be obtained, and the collection, use and processing of relevant data must comply with relevant laws, regulations and standards.
[0033] In the following description, the terms "first\second\..." are merely used to distinguish similar objects and do not represent a specific ordering of the objects. It is understandable that "first\second\..." can be interchanged with a specific order or sequence where permitted, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.
[0034] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by those skilled in the art to which this application pertains. The terms used herein are for the purpose of describing the embodiments of this application only and are not intended to limit this application.
[0035] Before further describing the embodiments of the present application in detail, the nouns and terms involved in the embodiments of the present application are explained. The nouns and terms involved in the embodiments of the present application are subject to the following interpretations.
[0036] 1) In response to: used to indicate the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more operations executed can be in real time or with a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations executed are executed.
[0037] 2) Virtual scene: It is the scene displayed (or provided) when the application is running on the terminal device. The scene can be a simulation of the real world, a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. The embodiment of the present application does not limit the dimension of the virtual scene. For example, the virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. The user can control the movement of virtual objects in the virtual scene.
[0038] 3) Virtual Objects: These are images of people and objects that can interact in a virtual scene, or movable objects within the virtual scene. These movable objects can be virtual people, virtual animals, animated characters, and so on, such as people or animals displayed within the virtual scene. For example, a virtual object can be a virtual avatar that represents a user within the virtual scene. A virtual scene can include multiple virtual objects, each of which has its own shape and volume within the virtual scene and occupies a portion of the space within the virtual scene.
[0039] 4) Human-computer interaction interface: refers to an interface used to provide human-computer interaction functions or to display virtual scenes. For example, a human-computer interaction interface can be a graphical user interface (GUI), an augmented reality (AR) interface, a virtual reality (VR) interface, a voice user interface (VUI), an interactive projection interface (i.e., using projection technology to display information on a plane), an eye movement detection interface (i.e., an interface controlled by detecting the user's line of sight), a holographic interface (i.e., a three-dimensional hologram projected using holographic projection technology, which can be seen without wearing special glasses), a multimodal interface (i.e., an interface that combines multiple interaction methods, such as an interface that combines touch, vision, and hearing), a brain-machine interface (BMI), etc.
[0040] 5) Cloud Gaming: Also known as Gaming on Demand, this involves deploying a game program on a server and running an instance of the game program (referred to as a game instance). The game instance sends the game data generated during operation to the browser page on the user's terminal. The page then calls the browser's media component to decode the game data and renders the real-time game screen based on the decoded results. When the page detects user actions on the game screen, it reports them to the game instance running on the server. Upon receiving the game data generated by the game instance in response to the action, the decoding and rendering process is repeated, presenting the game screen changes based on the user's actions on the page.
[0041] In other words, cloud gaming is an online gaming technology based on cloud computing. Cloud gaming technology enables thin clients with relatively limited graphics and data processing capabilities to run high-quality games. In a cloud gaming scenario, the game is not played on the user terminal (e.g., the player's gaming terminal), but rather on a cloud server. The cloud server renders the game scene into an audio and video stream, which is transmitted to the user terminal over the network. This eliminates the need for powerful graphics and data processing capabilities, requiring only basic streaming media playback capabilities and the ability to receive player input and send it to the cloud server.
[0042] The embodiments of the present application provide a method, device, electronic device, computer-readable storage medium and computer program product for interactive processing of a virtual scene, which can enrich the interactive mode of the virtual scene, thereby effectively improving the game experience of the player. The electronic device provided by the embodiment of the present application is described below. The electronic device provided by the embodiment of the present application can be implemented as a terminal device (corresponding to a stand-alone game application), or can be implemented in collaboration with a terminal device and a server (corresponding to a networked game application). The following is an example of an interactive processing method for a virtual scene provided by an embodiment of the present application being implemented in collaboration with a server and a terminal device.
[0043] Before introducing the architecture of the interactive processing system of the virtual scene provided by the embodiment of the present application, the game mode involved in the embodiment of the present application is first introduced. The solution for the collaborative implementation of the terminal device and the server mainly involves two game modes, namely local game mode and cloud game mode, wherein the local game mode refers to the terminal device and the server collaboratively running the game processing logic, the operation instructions input by the player in the terminal device, part of which is processed by the terminal device running the game logic, and the other part is processed by the server running the game logic, and the game logic processing run by the server is often more complicated and requires more computing power; the cloud game mode refers to the game logic processing run entirely by the server (such as a cloud server), and the cloud server renders the game scene data into an audio and video stream, which is then transmitted to the terminal device via the network for display. In other words, 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.
[0044] The following describes the architecture of the interactive processing system for virtual scenes provided in an embodiment of the present application.
[0045] For example, see Figure 1 , Figure 1 is a schematic diagram of the architecture of the interactive processing system 100 of the virtual scene provided in the embodiment of the present application, such as Figure 1 As shown, the interactive processing system 100 of the virtual scene provided by the embodiment of the present application includes: a server 200 (such as a game background server), a network 300 and a terminal device 400, wherein the network 300 can be a local area network or a wide area network, or a combination of the two, the terminal device 400 is a terminal device associated with the player, and a client 410 runs on the terminal device 400. The client 410 can be various types of game clients, such as action game clients, open world game clients, role-playing game clients and browsers.
[0046] In some embodiments, taking the client 410 as an action game client as an example, a virtual scene can be displayed in the human-computer interaction interface of the client 410, wherein the virtual scene can include a first virtual object (for example, it can be a game character A controlled by the player); then, in response to meeting the display conditions (for example, starting a boss battle), the client 410 can display a second virtual object (for example, a boss in the game) and at least one third virtual object surrounding the second virtual object (for example, it can be at least one monster surrounding the boss) in the virtual scene; then, when at least one third virtual object is knocked down by the first virtual object, the first virtual object can be strengthened (for example, skills or virtual props for attacking the boss can be added to the game character A controlled by the player); finally, the client 410 can reduce the health value of the second virtual object in response to the first virtual object attacking after the second virtual object is strengthened (for example, the player can control the game character A to attack the boss with the obtained virtual props, or control the game character A to attack the boss by releasing the obtained skills).
[0047] It should be noted that the virtual scene in the interactive processing method of the virtual scene provided in the embodiment of the present application can be completely based on the output of the terminal device, or based on the coordinated output of the terminal device and the server, for example, it can be completely based on the output of the terminal device and the server. Figure 1 The graphics processing hardware computing power of the terminal device 400 shown in the figure completes the relevant data calculation and output of the virtual scene, wherein the types of graphics processing hardware include central processing units (CPU) and graphics processing units (GPU). For example, when forming the visual perception of the virtual scene, the terminal device 400 calculates the data required for display through the graphics computing hardware, and completes the loading, parsing and rendering of the display data, and the graphics output hardware outputs the video frames that can form the visual perception of the virtual scene, for example, presenting two-dimensional video frames on the display screen of a smartphone, or projecting video frames on the lenses of augmented reality / virtual reality glasses to achieve a three-dimensional display effect; 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.
[0048] Of course, it is also possible to 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 visual perception of the virtual scene as an example, the server 200 calculates the virtual scene-related display data (such as scene data) and sends it to the terminal device 400 through the network 300. The terminal device 400 relies on the graphics computing hardware to complete the loading, parsing and rendering of the calculated display data, and relies on the graphics output hardware to output the virtual scene to form visual perception. For example, a two-dimensional video frame can be presented on the display screen of a smartphone, or a video frame with a three-dimensional display effect can be projected on the lenses of augmented reality / virtual reality glasses. As for the perception of the form of the virtual scene, it can be understood that the corresponding hardware output of the terminal device 400 can be used, such as using a microphone to form auditory perception, using a vibrator to form tactile perception, and so on.
[0049] In addition, it should be noted that Figure 1 The server 200 in the example can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content distribution networks (CDNs), and big data and artificial intelligence platforms. The terminal device 400 can be a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, a car terminal, etc., but is not limited to these. The terminal device 400 and the server 200 can be directly or indirectly connected via wired or wireless communication, which is not limited in the embodiments of the present application.
[0050] In some embodiments, the terminal device can also implement the interactive processing method of the virtual scene provided in the embodiment of the present application by running various computer executable instructions or computer programs. For example, computer executable instructions can be commands, machine instructions or software instructions at the microprogram level. The computer program can be a native program or software module in the operating system; it can be a local (Native) application (APPlication, APP), that is, a program that needs to be installed in the operating system to run, such as an action game APP; it can also be a small program that can be embedded in any APP, that is, a program that can be run only by downloading it to a browser environment. In short, the above-mentioned computer executable instructions can be instructions in any form, and the above-mentioned computer program can be an application, module or plug-in in any form.
[0051] The following continues to describe the structure of the electronic device provided by the embodiment of the present application. Take the electronic device as an example, see Figure 2 , Figure 2 is a structural diagram of an electronic device 500 provided in an embodiment of the present application, Figure 2 The electronic device 500 shown includes: at least one processor 510, a memory 550, at least one network interface 520 and a user interface 530. The various components in the electronic device 500 are coupled together via a bus system 540. It is understood that the bus system 540 is used to achieve connection and communication between these components. In addition to including a data bus, the bus system 540 also includes a power bus, a control bus and a status signal bus. However, for the sake of clarity, the bus system 540 is not shown in FIG. Figure 2 Various buses are labeled as bus system 540 .
[0052] The processor 510 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where the general-purpose processor can be a microprocessor or any conventional processor, etc.
[0053] The user interface 530 includes one or more output devices 531 that enable presentation of media content, including one or more speakers and / or one or more visual display screens. The user interface 530 also includes one or more input devices 532, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.
[0054] The memory 550 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard drives, optical drives, etc. The memory 550 may optionally include one or more storage devices that are physically remote from the processor 510.
[0055] The memory 550 includes volatile memory or non-volatile memory, or may 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 550 described in the embodiments of the present application is intended to include any suitable type of memory.
[0056] In some embodiments, the memory 550 can store data to support various operations, examples of which include programs, modules, and data structures, or a subset or superset thereof, as exemplified below.
[0057] Operating system 551, including system programs for processing various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, driver layer, etc., for implementing various basic services and processing hardware-based tasks;
[0058] A network communication module 552 for reaching other computing devices via one or more (wired or wireless) network interfaces 520 , exemplary network interfaces 520 including Bluetooth, WiFi, and USB;
[0059] a presentation module 553 for enabling presentation of information via one or more output devices 531 (e.g., a display screen, a speaker, etc.) associated with the user interface 530 (e.g., a user interface for operating peripheral devices and displaying content and information);
[0060] The input processing module 554 is configured to detect one or more user inputs or interactions from one of the one or more input devices 532 and to translate the detected inputs or interactions.
[0061] In some embodiments, the apparatus provided in the embodiments of the present application may be implemented in software. Figure 2 The interactive processing device 555 of the virtual scene stored in the memory 550 is shown. It can be software in the form of a program or plug-in, and includes the following software modules: a display module 5551, an enhancement module 5552, a control module 5553, and a determination module 5554. These modules are logical and can be arbitrarily combined or further divided according to the functions implemented. It should be noted that in Figure 2 For the sake of convenience, all the above modules are shown at once, but it should not be regarded as that the interactive processing device 555 of the virtual scene excludes the implementation of only including the display module 5551, the enhancement module 5552 and the control module 5553. The functions of each module will be explained below.
[0062] The interactive processing method of the virtual scene provided in the embodiment of the present application will be specifically described below in combination with the exemplary application and implementation of the terminal device provided in the embodiment of the present application.
[0063] For example, see Figure 3 , Figure 3 This is a flow chart of the interactive processing method of the virtual scene provided by the embodiment of the present application, which will be combined with Figure 3 The steps shown are explained.
[0064] It should be noted that Figure 3The illustrated methods can be executed by various computer programs running on a terminal device, not limited to a client. For example, they can also be executed by the operating system, software module, script, and applet described above. Therefore, the examples below using a client should not be considered as limiting the embodiments of the present application. In addition, for ease of description, the following description does not specifically distinguish between a terminal device and a client running on the terminal device.
[0065] In step 101, a virtual scene is displayed.
[0066] Here, the virtual scene may include a first virtual object. For example, the first virtual object may be a game character A controlled by a player.
[0067] In some embodiments, in the human-computer interaction interface, the virtual scene can be displayed from the first-person perspective of a first virtual object (e.g., a game character A controlled by a player) (e.g., the player plays the game character A in the game from his own perspective, i.e., the virtual camera bound to the game character A in the game can be set near the head of the game character A); or the virtual scene can be displayed from the third-person perspective of the first virtual object (e.g., the player chases the game character A in the game to play the game, i.e., the virtual camera bound to the game character A in the game can be set behind the game character A). In addition, it is also possible to switch arbitrarily between the above-mentioned different perspectives according to a perspective switching instruction triggered by the player (e.g., a click operation on the "Tab" key on the keyboard). For example, assuming that the current perspective is a first-person perspective, when the player presses the "Tab" key on the keyboard, the perspective can be switched from the first-person perspective to the third-person perspective; when the player presses the "Tab" key again, the perspective can be switched back to the first-person perspective from the third-person perspective.
[0068] As an example, the first virtual object may be a virtual object controlled by the current player in the game. Of course, the virtual scene may also include other virtual objects, such as virtual objects controlled by other users or by bots. Virtual objects in the virtual scene may be divided into any of multiple teams. Teams may have adversarial or collaborative relationships. Teams in the virtual scene may include any or all of the aforementioned relationships.
[0069] Taking the first-person perspective display of a virtual scene as an example, the virtual scene displayed in the human-computer interaction interface may include: determining the field of view area of the first virtual object based on the viewing position and field of view angle of the first virtual object in the complete virtual scene (i.e., the range of the scene that can be captured by the virtual camera bound to the first virtual object and located near the head of the first virtual object in the virtual scene, and the size of the field of view angle directly determines how large the scene the player can see), and presenting the portion of the virtual scene in the field of view area in the complete virtual scene, that is, the displayed virtual scene may be a portion of the virtual scene relative to the panoramic virtual scene. Because the first-person perspective is the viewing perspective that can most impact the user, this can achieve an immersive perception of the player during the operation.
[0070] Taking the bird's-eye view of a virtual scene as an example, the virtual scene displayed in the human-computer interaction interface may include: in response to a zoom operation on a panoramic virtual scene, a portion of the virtual scene corresponding to the zoom operation is presented in the human-computer interaction interface, that is, the displayed virtual scene may be a portion of the virtual scene relative to the panoramic virtual scene. In this way, the operability of the player during the operation can be improved, thereby improving the efficiency of human-computer interaction. In addition, the above-mentioned different perspectives can also be switched. For example, assuming that the virtual scene is currently displayed from a first-person perspective, when a perspective switching operation triggered by the player is received, the first-person perspective can be switched to a bird's-eye view.
[0071] In step 102 , a second virtual object and at least one third virtual object surrounding the second virtual object are displayed in a virtual scene.
[0072] Here, the second virtual object can be the in-game leader (i.e., Boss), and the third virtual object can be the monsters surrounding the Boss. A Boss is a rare and powerful enemy with exceptional performance in the game. Games typically have levels, which the player (i.e., player) must clear to advance to the next level. To increase the fun and difficulty of the game, a powerful non-player character (NPC), or Boss, is typically featured at the end of each level. After the player defeats the Boss, it drops a variety of rare game items or triggers important game plot points. Furthermore, monsters are virtual monsters that are the counterpart to the Boss in the game. Generally, NPC monsters with lower performance in various aspects, which are the counterpart to the Boss, can be collectively referred to as monsters. For example, the Boss's minions in the game can be referred to as monsters. Monsters generally have low health (i.e., health points), low defense, and low damage.
[0073] In some embodiments, step 102 can be implemented in the following manner: in response to satisfying a display condition, a second virtual object (at this time, the second virtual object is in a first state, i.e., an invincible state) and at least one third virtual object surrounding the second virtual object are displayed in the virtual scene, wherein the display condition may include one of the following: completing a set task in the virtual scene, reaching a set area of the virtual scene; and, the at least one third virtual object surrounding the second virtual object may be summoned by the second virtual object, or may also be summoned by the first virtual object.
[0074] For example, taking the first virtual object as a game character A controlled by the player, the second virtual object as the boss in the game, and the third virtual object as the monsters in the game (e.g., the boss's subordinates), the player can start a boss battle when controlling the game character A to complete a set task in the virtual scene, or controlling the game character A to reach a set area in the virtual scene. At this time, the boss and multiple monsters surrounding the boss can be loaded into the virtual scene. The monsters can include multiple types, such as melee monsters and ranged monsters. The melee monsters can be used to attract the player's attacks, and the ranged monsters can be used to cause damage to the game character A controlled by the player. At the same time, the multiple monsters can also be mixed with monsters that can restore the boss's health. If the player accidentally knocks down a monster that restores health, it will cause the boss's health to recover. In other words, in the initial stage of the boss battle, the boss can be in an invincible state. Even if the player controls the game character A to attack the boss, it cannot cause the boss to lose health. The only way is to first knock down the monsters to switch the boss from an invincible state to a state that can be directly damaged. At this time, the player can control the game character A to attack the boss to reduce the boss's health.
[0075] It should be noted that the monsters surrounding the Boss can be summoned by the Boss. Of course, during the attack, the player can also choose to summon monsters. For example, after the player controls the game character A to release the summoning skill, the monsters summoned by the game character A can be displayed in the virtual scene. That is, the player can increase the damage to the Boss by summoning monsters and knocking down the monsters, which can bring more interesting challenges to the players.
[0076] In other embodiments, the at least one third virtual object may include a first type of third virtual object (e.g., a health-recovering monster), wherein the first type of third virtual object may be used to increase the health of the second virtual object (e.g., may be used to restore the health of the Boss). Figure 3After step 102 shown, the following processing can also be performed: in response to an attack trigger operation for the third virtual object of the first type, controlling the first virtual object to attack the third virtual object of the first type; in response to the third virtual object of the first type being knocked down by the first virtual object, increasing the health value of the second virtual object.
[0077] For example, taking the first virtual object as a game character A controlled by the player, the second virtual object as the boss in the game, and the third virtual object as the monsters in the game (e.g., the boss's subordinates), when the boss battle begins, the boss and at least one monster surrounding the boss can be loaded into the virtual scene. Among the at least one monster, there can be monsters that can restore the boss's health (e.g., assumed to be monster 1). When an attack trigger operation is received for the blood-recovering monster, the game character A can be controlled to attack the blood-recovering monster. When the blood-recovering monster is knocked down by the game character A (e.g., the blood volume of the blood-recovering monster drops to zero due to the attack of the game character A), the boss's health can be increased. In other words, if the player accidentally knocks down the blood-recovering monster during the battle, it will cause the boss's health to recover. In this way, the player needs to make a decision between knocking down the monster and preventing the boss from recovering his health, which increases the strategy and fun of the game.
[0078] In some embodiments, the at least one third virtual object may further include a third virtual object of a second type, wherein the third virtual object of the second type and the second virtual object share a life value. Figure 3 After step 102 shown, the following processing may also be performed: in response to an attack trigger operation for the third virtual object of the second type, controlling the first virtual object to attack the third virtual object of the second type, and reducing the health values of the third virtual object of the second type and the second virtual object.
[0079] For example, in a scenario where the first virtual object is a game character A controlled by a player, the second virtual object is a boss in the game, and the third virtual object is a monster in the game (e.g., a subordinate of the boss), when a battle with the boss begins, the boss and at least one monster surrounding the boss can be loaded into the virtual scene. Among the at least one monster, there can be monsters (e.g., Monster 2) that share health with the boss. When an attack trigger operation is received targeting a monster that shares health with the boss, the game character A can be controlled to attack the monster that shares health with the boss. When the monster that shares health with the boss is hit by the game character A, the health of the boss can also be reduced while the health of the monster that shares health with the boss is reduced. In other words, when the player controls the game character A to attack the monster that shares health with the boss, the boss will also be damaged. This can further lower the threshold for players to defeat the boss, thereby increasing the appeal and fun of the game.
[0080] It should be noted that the health value reduced by the third virtual object of the second type and the health value reduced by the second virtual object can be the same. For example, when the player controls the game character A to attack the monster 2, the health of the monster 2 is reduced by 10 points, and at the same time, the health of the Boss is also reduced by 10 points. Of course, the health value reduced by the third virtual object of the second type and the health value reduced by the second virtual object can also be different. For example, the health value reduced by the third virtual object of the second type can be greater than the health value reduced by the second virtual object. For example, when the player controls the game character A to attack the monster 2, since the monster 2 is directly attacked, the health of the monster 2 is reduced by 10 points, while the health of the Boss is only reduced by 5 points. This embodiment of the present application does not specifically limit this.
[0081] In other embodiments, the at least one third virtual object mentioned above may include a third virtual object of a third type and a third virtual object of a fourth type, wherein the attack distance of the third virtual object of the third type is less than a distance threshold (for example, melee monsters), and the attack distance of the third virtual object of the fourth type is greater than the distance threshold (for example, ranged monsters), and the third virtual object of the third type can be used to attract the attack of the first virtual object, and the third virtual object of the fourth type can be used to cause damage to the first virtual object, and the attack distance is the farthest distance that the third virtual object can reach when attacking.
[0082] For example, taking the first virtual object as a game character A controlled by the player, the second virtual object as the boss in the game, and the third virtual object as the monsters in the game (such as the boss's subordinates) as an example, when the boss battle begins, the boss and at least one monster surrounding the boss can be loaded into the virtual scene. Monsters can include multiple types, such as melee monsters and ranged monsters, wherein melee monsters can be used to attract the player's attacks (that is, the player will give priority to controlling the game character A to attack the melee monsters), while ranged monsters can be used to cause damage to the game character A controlled by the player. For example, the ranged monsters can be archers, shooting virtual arrows at the game character A controlled by the player from a distance to cause damage to the game character A controlled by the player. In other words, the melee monsters are responsible for attracting firepower, and the ranged monsters are responsible for attacking from a distance. In the process of controlling the game character A to fight, the player needs to better coordinate these two different types of monsters, which increases the strategy and fun of the game.
[0083] In some embodiments, the at least one third virtual object may include a fifth type of third virtual object, wherein the fifth type of third virtual object may be used to reduce the attribute value of the second virtual object, and the attribute value may include at least one of attack power, defense power, and movement speed. Figure 3 After step 102 shown, the following processing can also be performed: in response to an attack trigger operation against the third virtual object of the fifth type, controlling the first virtual object to attack the third virtual object of the fifth type; in response to the third virtual object of the fifth type being knocked down by the first virtual object, reducing the attribute value of the second virtual object.
[0084] For example, assuming that the first virtual object is a game character A controlled by a player, the second virtual object is a boss in the game, and the third virtual object is a monster in the game (e.g., the boss's subordinates), when a boss battle begins, the boss and at least one monster surrounding the boss can be loaded into the virtual scene. Among the at least one monster, there can be a monster (e.g., monster 3) that can reduce the boss's attributes (e.g., including attack power, defense power, movement speed, etc.). When an attack trigger operation is received targeting a monster that can reduce the boss's attributes, the game character A can be controlled to attack the monster in the at least one monster that can reduce the boss's attributes. When a monster that can lower the Boss's attribute values is knocked down by game character A (for example, due to the attack of game character A, the health of the monster that can lower the Boss's attribute values drops to zero), the Boss's attribute values can be lowered. For example, every time the player controls game character A to knock down a monster that can lower the Boss's attribute values, the Boss's attack power can be reduced by 10 points. In this way, the player can lower the Boss's attribute values by controlling game character A to knock down at least one monster that can lower the Boss's attribute values, thereby reducing the challenge difficulty of the Boss and further enhancing the player's gaming experience.
[0085] In other embodiments, the at least one third virtual object may further include a sixth type of third virtual object, wherein the sixth type of third virtual object may be used to increase the attribute value of the first virtual object, and the attribute value may include at least one of attack power, defense power, and movement speed. Figure 3 After step 102 shown, the following processing can also be performed: in response to an attack trigger operation for the third virtual object of the sixth type, controlling the first virtual object to attack the third virtual object of the sixth type; in response to the third virtual object of the sixth type being knocked down by the first virtual object, increasing the attribute value of the first virtual object.
[0086] For example, consider a scenario where the first virtual object is a game character A controlled by a player, the second virtual object is a boss in the game, and the third virtual object is a monster (e.g., the boss's subordinates). When a boss battle begins, the boss and at least one monster surrounding the boss can be added to the virtual scene. Among the at least one monster, there can be a monster (e.g., Monster 4) that can increase the attributes of game character A (e.g., attack power, defense power, movement speed, etc.). When an attack trigger action is received targeting Monster 4, game character A can be controlled to attack Monster 4. When monster 4 is knocked down by game character A (for example, the health of monster 4 drops to zero due to the attack of game character A), the attribute value of game character A can be increased. For example, every time the player controls game character A to knock down a monster that can increase the attribute value of game character A, the attack power of game character A can be increased by 10 points. In this way, the player can increase the attack power of game character A by controlling game character A to knock down at least one monster that can increase the attribute value of game character A, thereby improving the attack efficiency against the Boss in the subsequent battle with the Boss.
[0087] In some embodiments, a weak point can be set for the second virtual object. Then, the at least one third virtual object can also include a seventh type of third virtual object. The seventh type of third virtual object can be used to expose the weak point of the second virtual object. The weak point can be a vital part of the second virtual object (for example, the head, heart, tail, etc. of the second virtual object). After the execution is completed, Figure 3 After step 102 shown, the following processing can also be performed: in response to an attack trigger operation on the third virtual object of the seventh type, controlling the first virtual object to attack the third virtual object of the seventh type; in response to the third virtual object of the seventh type being knocked down by the first virtual object, highlighting the weak position of the second virtual object (for example, the weak position of the second virtual object can be highlighted), wherein the damage value caused by the attack on the weak position of the second virtual object is greater than the damage value caused by the attack on other positions except the weak position, that is, when the player controls the first virtual object to attack the weak position of the second virtual object, the health value of the second virtual object can be reduced more.
[0088] For example, let's assume that the first virtual object is a game character A controlled by a player, the second virtual object is a boss in the game (the boss has a weak point), and the third virtual object is a monster in the game (e.g., a subordinate of the boss). When a boss battle begins, the boss and at least one monster surrounding the boss can be loaded into the virtual scene. Among the at least one monster, there may also be a monster (e.g., monster 5) that is used to expose the boss's weak point (e.g., a vital part of the boss. Compared to other parts of the boss, when the player controls game character A to attack the vital part of the boss, the boss can cause greater damage to the boss, i.e., the boss loses more health). When an attack trigger operation is received for the monster that is used to expose the boss's weak point, game character A can be controlled to attack the monster that is used to expose the boss's weak point. When the monster used to expose the boss's weak point is knocked down by game character A (for example, the health of the monster used to expose the boss's weak point drops to zero due to the attack of game character A), the boss's weak point can be highlighted to remind the player that in the subsequent process of controlling game character A to fight the boss, the player can control game character A to attack the boss's weak point first, so as to cause greater damage to the boss in a short time, thereby further lowering the threshold for players to knock down the boss.
[0089] In some other embodiments, the at least one third virtual object may include an eighth type of third virtual object, wherein the eighth type of third virtual object may carry virtual props. Figure 3 After step 102 shown, the following processing can also be performed: in response to an attack trigger operation on the third virtual object of the eighth type, controlling the first virtual object to attack the third virtual object of the eighth type; in response to the third virtual object of the eighth type being knocked down by the first virtual object, displaying the virtual props dropped by the third virtual object of the eighth type in the virtual scene; in response to a pickup trigger operation on the virtual props, controlling the first virtual object to pick up the virtual props, wherein the virtual props can be used to strengthen the first virtual object, for example, after the first virtual object is equipped with the virtual props, additional skills can be added to the first virtual object or the attack power, defense power and movement speed of the first virtual object can be increased.
[0090] For example, in a scenario where the first virtual object is a game character A controlled by a player, the second virtual object is a boss in the game, and the third virtual object is a monster in the game (e.g., a subordinate of the boss), when a boss battle begins, the boss and at least one monster surrounding the boss can be loaded into the virtual scene. Among the at least one monster, there may also be monsters carrying virtual items (e.g., Monster 6). When an attack trigger operation is received targeting a monster carrying a virtual item, game character A can be controlled to attack the monster carrying the virtual item. When the monster carrying the virtual item is knocked down by game character A (e.g., the health of the monster carrying the virtual item drops to zero due to game character A's attack), the virtual item dropped by the monster can be displayed in the virtual scene. When a pickup trigger operation is received targeting the virtual item, game character A can be controlled to pick up the virtual item. After picking up the virtual item, game character A can automatically equip the virtual item to game character A to enhance game character A. For example, when game character A is equipped with virtual props, the attack power or defense power of game character A can be improved; or, when game character A is equipped with virtual props, additional passive skills can be provided to game character A, thereby further improving the ability of game character A to defeat the boss, which is equivalent to lowering the threshold for players to control game character A to defeat the boss, effectively improving the player's gaming experience.
[0091] In some embodiments, the first virtual object may have skills (for example, the player can control the first virtual object to attack the third virtual object and the second virtual object by releasing skills), and the at least one third virtual object may include a ninth type of third virtual object, wherein the ninth type of third virtual object can be used to reduce the cooldown time of the skill of the first virtual object. Figure 3 After step 102 shown, the following processing can also be performed: in response to an attack trigger operation for the third virtual object of the ninth type, controlling the first virtual object to attack the third virtual object of the ninth type; in response to the third virtual object of the ninth type being knocked down by the first virtual object, reducing the cooldown period of the skill of the first virtual object.
[0092] For example, consider a scenario where the first virtual object is a game character A controlled by a player (game character A may have skills), the second virtual object is a boss in the game, and the third virtual object is a monster in the game (e.g., the boss's subordinates). When a boss battle begins, the boss and at least one monster surrounding the boss may be added to the virtual scene. Among the at least one monster may also be a monster (e.g., Monster 7) that reduces the cooldown time of game character A's skills. Upon receiving an attack trigger action targeting a monster that reduces the cooldown time of game character A's skills, game character A may be controlled to control the monster that reduces the cooldown time of game character A's skills. When the monster used to reduce the cooldown time of game character A's skills is knocked down by game character A (for example, due to the attack of game character A, the health of the monster used to reduce the cooldown time of game character A's skills drops to zero), the cooldown time of game character A's skills can be reduced. For example, the cooldown time of game character A's skills can be reduced from 60 seconds to 50 seconds. That is to say, after the player controls game character A to knock down the monster used to reduce the cooldown time of game character A's skills, the interval for the player to control game character A to release skills becomes shorter. In this way, the player can control game character A to release more skills in the subsequent process of controlling game character A to fight the Boss, thereby improving the efficiency of the player controlling game character A to knock down the Boss and effectively improving the player's gaming experience.
[0093] In some embodiments, the second virtual object may also have skills (i.e., the second virtual object may cause damage to the first virtual object controlled by the player by releasing skills), then the at least one third virtual object may include a third virtual object of a tenth type, wherein the third virtual object of the tenth type may be used to increase the cooldown time of the skill of the second virtual object, then after the execution is completed, Figure 3 After step 102 shown, the following processing can also be performed: in response to an attack trigger operation against the third virtual object of the tenth type, controlling the first virtual object to attack the third virtual object of the tenth type; in response to the third virtual object of the tenth type being knocked down by the first virtual object, increasing the cooldown time of the skill of the second virtual object.
[0094] For example, let's assume that the first virtual object is a game character A controlled by a player, the second virtual object is a boss in the game (the boss may have skills, meaning the boss can use these skills to damage the player-controlled game character A), and the third virtual object is a monster in the game (e.g., the boss's subordinates). When a battle with the boss begins, the boss and at least one monster surrounding the boss may be added to the virtual scene. Among the at least one monster may also be a monster (e.g., monster 8) used to increase the cooldown time of the boss's skills. When an attack trigger is received targeting the monster used to increase the cooldown time of the boss's skills, the game character A may be controlled to attack the monster used to increase the cooldown time of the boss's skills. When the monster used to increase the cooldown time of the Boss's skills is knocked down by game character A (for example, due to the attack of game character A, the health of the monster used to increase the cooldown time of the Boss's skills drops to zero), the cooldown time of the Boss's skills can be increased. For example, the cooldown time of the Boss's skills can be increased from 50 seconds to 60 seconds. In this way, when the subsequent player controls game character A to fight with the Boss, the number of skills released by the Boss becomes less, which reduces the difficulty for the player to control game character A to knock down the Boss, thereby effectively improving the player's gaming experience.
[0095] It should be noted that the first virtual object's attack method against the third virtual object may include physical attack and magic attack. For example, the player can control the first virtual object to attack the third virtual object by punching or kicking. Of course, the player can also control the first virtual object to attack the third virtual object by releasing skills. This embodiment of the present application does not specifically limit this.
[0096] In some embodiments, the third virtual object may appear gradually in the virtual scene. Figure 3 After step 102 shown, one of the following processes may also be performed: in response to at least one third virtual object being knocked down by the first virtual object, displaying at least one new third virtual object in the virtual scene; in response to any third virtual object being knocked down by the first virtual object, displaying a new third virtual object in the virtual scene; in response to the number of third virtual objects displayed in the virtual scene (i.e., third virtual objects surviving in the virtual scene) being less than a fourth number threshold (for example, assumed to be 5), displaying a new third virtual object in the virtual scene.
[0097] For example, take the first virtual object as a game character A controlled by the player, the second virtual object as the boss in the game, and at least one third virtual object as 10 monsters surrounding the boss in the game (for example, the boss's 10 subordinates). When the player controls the game character A to defeat any of the 10 monsters, a new monster can be immediately refreshed in the virtual scene, that is, the number of monsters displayed in the virtual scene always remains at 10. In this way, the smoothness and coherence of the game can be maintained, avoiding the situation where the monsters are too dense or too scarce, making the player's gaming experience more consistent and comfortable. In addition, since the number of monsters remains unchanged, the player needs to concentrate more and use different strategies to defeat them, which also increases the challenge of the game. Of course, it is also possible that after the player controls the game character A to knock down the above-mentioned 10 monsters, 10 new monsters are refreshed in the virtual scene. That is, the player needs to knock down all the monsters before new monsters are displayed in the virtual scene; or it is also possible that when the number of surviving monsters in the virtual scene is less than a pre-set number threshold (for example, assuming it is 5), new monsters are displayed in the virtual scene. This embodiment of the present application does not specifically limit this. In other words, during the game process, the monsters are gradually released. In this way, it is possible to avoid the pressure on the player due to the excessive number of monsters, which in turn leads to a poor gaming experience for the player.
[0098] It should be noted that, in actual applications, the first virtual object may also have a summoning skill. For example, the player can control the first virtual object to release the summoning skill to summon at least one partner object. The at least one partner object summoned by the first virtual object can assist the first virtual object in attacking the third virtual object or the second virtual object. For example, taking the first virtual object as the game character A controlled by the player, the second virtual object as the boss in the game, and the third virtual object as the monsters surrounding the boss as an example, when the game character A has a summoning skill, the player can control the game character A to release the summoning skill. At this time, the partner object summoned by the game character A can be displayed in the virtual scene. When the player controls the game character A to attack the monsters summoned by the boss, the partner object summoned by the game character A can assist the game character A in attacking the monsters surrounding the boss to improve the efficiency of the attack on the monsters.
[0099] In step 103 , in response to at least one third virtual object being knocked down by the first virtual object, the first virtual object is strengthened.
[0100] Here, strengthening the first virtual object may include at least one of the following: adding a skill to the first virtual object that can damage a second virtual object, or equipping the first virtual object with a virtual item that can damage the second virtual object. For example, if the first virtual object is a game character A controlled by a player, the second virtual object is a boss in the game, and the third virtual object is the monsters surrounding the boss, after the player controls game character A to defeat at least one monster, the player may add an attack skill to game character A that can damage the boss, or equip game character A with a virtual attack item that can damage the boss.
[0101] In some embodiments, step 103 can be implemented as follows: when at least one third virtual object is knocked down by the first virtual object, a skill control for a skill added to the first virtual object is displayed in the virtual scene, wherein the skill can cause damage to the second virtual object.
[0102] For example, the first virtual object is a game character A controlled by the player, the second virtual object is a boss in the game, and at least one third virtual object is 10 monsters surrounding the boss in the game (for example, the boss's 10 subordinates). When an attack trigger operation is received for at least one monster, the game character A can be controlled to attack the at least one monster. For example, the game character A can be controlled to attack the at least one monster in sequence through a single attack, or the game character A can be controlled to attack multiple monsters at the same time through a range attack. When the health of any monster attacked by the game character A is less than 5%, a knockdown mark can be displayed on the monster, for example, a knockdown mark can be displayed above the monster's head to remind the player to control the game character A to knock down the monster. When at least one monster is knocked down by game character A, the skill controls for the skills added for game character A can be displayed in the virtual scene. For example, a skill icon for the skill of attacking the Boss can be added to the skill bar of game character A. That is to say, the player can obtain the skill of attacking the Boss by controlling game character A to knock down the monsters, which effectively improves the player's gaming experience.
[0103] In other embodiments, continuing with the above example, the skill added to the first virtual object may have an validity period (for example, a validity period of 30 seconds). Then, after the skill control for the skill added to the first virtual object is displayed in the virtual scene, the following processing may be performed: in response to the existence duration of the skill exceeding the validity period, the skill control associated with the skill is canceled from being displayed in the virtual scene.
[0104] For example, take the first virtual object as a game character A controlled by the player, the second virtual object as the boss in the game, and at least one third virtual object as 10 monsters surrounding the boss in the game (for example, the 10 subordinates of the boss). When the player controls the game character A to knock down at least one monster surrounding the boss, a skill icon for a skill for attacking the boss (for example, assuming it is skill 1) can be added to the skill bar of the game character A. The player can control the game character A to release skill 1 to the boss by clicking on the skill icon to cause damage to the boss. After adding the skill icon of skill 1 to the skill bar of the game character A, the existence time of skill 1 can also be detected. When it is detected that the existence time of skill 1 exceeds the validity period, that is, skill 1 has expired, the skill icon of skill 1 can be cancelled in the skill bar of the game character A. At this time, the player needs to control the game character A again to knock down the monsters surrounding the boss to regain skill 1. The above process is repeated, and the player can eventually complete the task of knocking down the boss.
[0105] In some embodiments, when displaying a skill control for a skill added to a first virtual object in a virtual scene, the following processing may also be performed: displaying a countdown control for the skill in the virtual scene, wherein the style of the countdown control changes continuously with time. The above-mentioned response to the skill's existence duration exceeding the validity period and the cancellation of the skill control associated with the skill in the virtual scene may be achieved in the following manner: in response to the countdown control's style changing to the set style, determining that the skill's existence duration exceeds the validity period and canceling the display of the skill control associated with the skill in the virtual scene.
[0106] It should be noted that the above-mentioned countdown control can be a countdown progress circle, and the length of the countdown progress circle can continue to decrease as time goes by. When the length of the countdown progress circle is reduced to 0 (i.e., it changes to the set style), it can be determined that the skill is invalid (i.e., the existence duration of the skill exceeds the validity period); of course, the above-mentioned countdown control can also be a virtual hourglass, and the sand in the virtual hourglass will continue to fall down as time goes by. When all the sand in the virtual hourglass falls to the lower half (i.e., it changes to the set style), it can be determined that the skill is invalid. In addition, the above-mentioned countdown control can also be a virtual rope in a burning state. As time goes by, the length of the virtual rope will continue to decrease. When the virtual rope is burned out (i.e., it changes to the set style), it is determined that the skill is invalid. The embodiment of the present application does not specifically limit the form of the countdown control.
[0107] For example, see Figure 4 , Figure 4 This is a schematic diagram of a first application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application. Figure 4As shown, a first virtual object 402 (e.g., a game character A controlled by a player) is displayed in a virtual scene 401. After the player controls first virtual object 402 to complete a set task in virtual scene 401, a second virtual object 403 (e.g., a boss in a game) may be displayed in virtual scene 401. At this time, second virtual object 403 may be in an invincible state. That is, when the player directly controls first virtual object 402 to attack second virtual object 403, it cannot cause damage to second virtual object 403 (that is, the boss has an invincibility period, and the player directly controls game character A to attack the boss, which does not cause the boss to lose health). Next, second virtual object 403 may summon a third virtual object 404 (e.g., a monster in the game, i.e., a subordinate of the boss) in virtual scene 401. The player may first control first virtual object 402 to attack third virtual object 404. When the health of third virtual object 404 is less than a health threshold (e.g., the monster's health is less than 5%), a knockdown indicator 405 may be displayed above the head of third virtual object 404 to remind the player to knock it down. When third virtual object 404 is knocked down by first virtual object 402 controlled by the player (e.g., the health of third virtual object 404 drops to zero), skill control 406 for the skill added to first virtual object 402 may be displayed in virtual scene 401, and a countdown progress circle 407 may be displayed around skill control 406. The player may click skill control 406 to control first virtual object 402 to release the skill at second virtual object 403, thereby causing damage to second virtual object 403. Furthermore, when the length of countdown progress circle 407 decreases to zero, it is determined that the skill added to first virtual object 402 has expired, and skill control 406 may be removed from virtual scene 401.
[0108] In some embodiments, when the skill controls for the skills added for the first virtual object are displayed in the virtual scene, the following processing can also be performed: determining the validity period of the skill by any of the following methods: determining the validity period of the skill based on the number of third virtual objects currently knocked down by the first virtual object, wherein the duration of the validity period is positively correlated with the number, that is, the more third virtual objects knocked down by the player controlling the first virtual object, the longer the validity period; determining the validity period of the skill based on the current health value of the second virtual object, wherein the duration of the validity period is positively correlated with the current health value of the second virtual object, that is, the greater the current health value of the second virtual object, the longer the validity period.
[0109] For example, taking the first virtual object as the game character A controlled by the player, the second virtual object as the boss in the game, and the third virtual object as the monsters surrounding the boss (such as the boss's subordinates), the duration of the validity period of the skill added to the game character A can be related to the number of monsters knocked down by the player controlling the game character A. For example, the more monsters the player controls the game character A to knock down, the longer the validity period of the skill added to the game character A. For example, every time the player controls the game character A to knock down a monster, the validity period of the skill can be increased by 5 seconds. In this way, the player can be encouraged to control the game character A to knock down as many monsters as possible to increase the validity period of the skill, so that the player can cause as much damage as possible to the boss by controlling the game character A to release skills. Of course, the duration of the validity period of the skill added to game character A may also be related to the current health of the Boss. For example, the more health the Boss currently has, the longer the skill will be valid. Assuming that when the player controls game character A to knock down at least one monster, the Boss's health is 100, then the duration of the validity period of the skill added to game character A may be 10 seconds (that is, after 10 seconds, the player will no longer be able to control game character A to release the skill). Assuming that when the subsequent player controls game character A to knock down at least one monster again, the Boss's health is only 50, then the duration of the validity period of the skill added to game character A may be reduced to 5 seconds accordingly. That is to say, when the player controls game character A to knock down at least one monster, the duration of the validity period of the skill added to game character A is not fixed, but will change with the change of Boss's health. The embodiments of the present application do not make specific limitations on this.
[0110] In other embodiments, when a skill control for a skill added to a first virtual object is displayed in a virtual scene, the following processing may also be performed: the remaining number of uses of the skill is displayed around the skill control, and then after the first virtual object is controlled to release the skill in response to a trigger operation on the skill control, the following processing may also be performed: the remaining number of uses displayed around the skill control is reduced by 1; in response to the remaining number of uses of the skill being reduced to 0, the skill control associated with the skill is undisplayed in the virtual scene.
[0111] For example, see Figure 5 , Figure 5 : is a schematic diagram of a second application scenario of the interactive processing method of the virtual scene provided in the embodiment of the present application, such as Figure 5As shown, a first virtual object 502 (e.g., a game character A controlled by a player) is displayed in a virtual scene 501. After the player controls the first virtual object 502 to complete a set task in the virtual scene 501, a second virtual object 503 (e.g., a boss in the game) may be displayed in the virtual scene 501. At this time, the second virtual object 503 may be in an invincible state. That is, when the player directly controls the first virtual object 502 to attack the second virtual object 503, it cannot cause damage to the second virtual object 503 (that is, the boss has an invincibility period, and the player directly controls the game character A to attack the boss, which does not cause the boss to lose health). Next, the second virtual object 503 may summon a third virtual object 504 (e.g., a monster in the game, i.e., a subordinate of the boss) in the virtual scene 501. The player may first control the first virtual object 502 to attack the third virtual object 504. When the health of the third virtual object 504 is less than a health threshold (e.g., the monster's health is less than 5%), a knockdown indicator 505 may be displayed above the head of the third virtual object 504 to remind the player to knock it down. When the third virtual object 504 is knocked down by the first virtual object 502 controlled by the player (for example, the health of the third virtual object 504 drops to zero), the skill control 506 of the skill added for the first virtual object 502 can be displayed in the virtual scene 501, and the remaining number of uses 507 of the skill can be displayed in the lower right corner of the skill control 506 (for example, assuming it is 3, it means that the skill added for attacking the boss by the game character A has only 3 uses). The player can control the first virtual object 502 to release the skill to the second virtual object 503 by clicking on the skill control 506 to cause damage to the second virtual object 503. It should be noted that each time the player clicks on the skill control 506, the remaining number of uses 507 displayed in the lower right corner of the skill control 506 will be reduced by 1. When the remaining number of uses 507 is reduced to zero, the skill control 506 can be cancelled from being displayed in the virtual scene 501.
[0112] In some embodiments, before the remaining number of uses of the skill is displayed around the skill control (for example, in the lower right corner), one of the following processes may also be performed: determining the remaining number of uses of the skill based on the number of third virtual objects currently knocked down by the first virtual object, wherein the remaining number of uses may be positively correlated with the number of third virtual objects currently knocked down, that is, the more third virtual objects knocked down by the player controlling the first virtual object, the more remaining uses; determining the remaining number of uses of the skill based on the current health value of the second virtual object, wherein the remaining number of uses may be positively correlated with the current health value of the second virtual object, that is, the higher the current health value of the second virtual object, the more remaining uses.
[0113] For example, taking the first virtual object as a game character A controlled by the player, the second virtual object as the boss in the game, and the third virtual object as the monsters surrounding the boss (such as the boss's subordinates), the remaining number of uses of the skill increased for the game character A can be related to the number of monsters knocked down by the player controlling the game character A. For example, the more monsters the player controls the game character A to knock down, the more remaining uses of the skill increased for the game character A. For example, every time the player controls the game character A to knock down a monster, the remaining number of uses of the skill can be increased by 1. In this way, the player can be encouraged to control the game character A to knock down as many monsters as possible to increase the remaining number of uses of the skill. Of course, the remaining number of uses of the skill added for game character A may also be related to the current health of the Boss. For example, the more health the Boss currently has, the more remaining uses of the skill. For example, assuming that when the player controls game character A to knock down at least one monster, the Boss's health is 100, then the remaining number of uses of the skill added for game character A may be 5 times. Assuming that when the subsequent player controls game character A to knock down at least one monster again, the Boss's health is only 50, then the remaining number of uses of the skill added for game character A may be reduced to 3 times accordingly. That is to say, when the player controls game character A to knock down at least one monster, the remaining number of uses of the skill added for game character A is not fixed, but will change with the change of the Boss's health. The embodiments of the present application do not make specific limitations on this.
[0114] In some embodiments, when the number of at least one third virtual object displayed in step 102 is multiple, the above-mentioned display of skill controls for skills added to the first virtual object in the virtual scene when at least one third virtual object is knocked down by the first virtual object can be achieved in the following manner: in response to multiple third virtual objects being knocked down by the first virtual object, the skill controls for skills added to the first virtual object are displayed in the virtual scene; or, in response to the number of third virtual objects knocked down by the first virtual object reaching a first number threshold (for example, assuming it is 3), the skill controls for skills added to the first virtual object are displayed in the virtual scene.
[0115] For example, take the first virtual object as a game character A controlled by the player, the second virtual object as the boss in the game, and at least one third virtual object as 10 monsters surrounding the boss in the game (for example, the 10 subordinates of the boss). When the player controls the game character A to knock down any of the 10 monsters, a skill icon for the skill of attacking the boss can be added to the skill bar of the game character A. That is, the player only needs to control the game character A to knock down one monster to obtain the skill for attacking the boss; or, when the number of monsters knocked down by the player's control of the game character A reaches a threshold value preset by the game planner (for example, If it is assumed to be 4), a skill icon for the skill of attacking the Boss can be added to the skill column of game character A, that is, the player needs to control game character A to knock down a certain number of monsters before obtaining the skill of attacking the Boss; or, when the player controls game character A to knock down the above-mentioned 10 monsters (that is, knock down all the monsters), a skill icon for the skill of attacking the Boss can be added to the skill column of game character A, that is, the player needs to control game character A to knock down all the monsters displayed in the current game scene before obtaining the skill of attacking the Boss. The embodiment of the present application does not specifically limit the conditions for obtaining the skill of attacking the Boss.
[0116] In some embodiments, when the number of at least one third virtual object displayed in step 102 is multiple and they are different types of third virtual objects, the above-mentioned display of skill controls for skills added to the first virtual object in the virtual scene when at least one third virtual object is knocked down by the first virtual object can also be achieved in the following manner: in response to an attack trigger operation for a third virtual object of a specified type among different types of third virtual objects, controlling the first virtual object to attack the specified type of third virtual object; in response to the specified type of third virtual object being knocked down by the first virtual object, displaying skill controls for skills added to the first virtual object in the virtual scene.
[0117] For example, taking the first virtual object as a game character A controlled by the player, the second virtual object as the boss in the game, and at least one third virtual object as 10 monsters of 4 different types (for example, assuming they are type 1 to type 4) surrounding the boss in the game (for example, assuming they include 3 monsters of type 1, 2 monsters of type 2, 2 monsters of type 3, and 3 monsters of type 4), the player needs to control the game character A to knock down monsters of a specified type among the 4 different types of monsters in order to obtain skills for attacking the boss. For example, taking the specified type as type 1, when an attack trigger operation is received for a monster of type 1 among the above 4 different types of monsters, the game character A can be controlled to attack the monster of type 1; when the monster of type 1 is knocked down by the game character A (for example, the health of the monster of type 1 drops to zero due to the attack of the game character A), a skill icon for the skill for attacking the boss can be displayed in the skill bar of the game character A. That is to say, when the player controls the game character A to knock down other types of monsters, he cannot obtain the skills used to attack the Boss. Therefore, when the player controls the game character A to fight with the Boss's men, he needs to make reasonable decisions, which further enhances the game's strategy and the player's gaming experience.
[0118] In other embodiments, continuing with the above, the above-mentioned displaying of a skill control for a skill added to the first virtual object in the virtual scene in response to a third virtual object of a specified type being knocked down by the first virtual object can be achieved in the following manner: in response to the health value of the third virtual object of the specified type dropping to a preset value (e.g., assumed to be zero), determining that the third virtual object of the specified type has been knocked down by the first virtual object; and in response to the number of third virtual objects of the specified type knocked down by the first virtual object reaching a second threshold (e.g., assumed to be 2), displaying a skill control for the skill added to the first virtual object in the virtual scene. For example, when the player controls the first virtual object to knock down two third virtual objects of the specified type, the skill control for the skill added to the first virtual object can be displayed in the virtual scene.
[0119] For example, taking the first virtual object as the game character A controlled by the player, the second virtual object as the boss in the game, and at least one third virtual object as 10 monsters of 4 different types (for example, assuming they are type 1 to type 4) surrounding the boss in the game (for example, assuming they include 3 monsters of type 1, 2 monsters of type 2, 2 monsters of type 3, and 3 monsters of type 4), the player needs to control the game character A to knock down a set number of monsters of a specified type among the 4 different types of monsters in order to obtain skills for attacking the boss. For example, taking the specified type as type 1, when an attack trigger operation is received for a monster of type 1 among the above 4 different types of monsters, the game character A can be controlled to attack the monster of type 1 among the above 10 monsters. When the number of type 1 monsters knocked down by the player-controlled game character A reaches a threshold value preset by the game planner (for example, 2), a skill icon for the skill of attacking the boss can be added to the skill bar of game character A. That is, only when the player controls game character A to knock down 2 type 1 monsters can the skill of attacking the boss be obtained. That is, when the player controls game character A to knock down other types of monsters, the skill of attacking the boss will not be obtained. In this way, the player needs to make reasonable decisions when controlling game character A to fight the monsters surrounding the boss, which further enhances the player's gaming experience.
[0120] In some embodiments, when the number of at least one third virtual object displayed in step 102 is multiple and of different types, the above-mentioned display of a skill control for a skill added to the first virtual object in the virtual scene when the at least one third virtual object is knocked down by the first virtual object can also be achieved in the following manner: in response to an attack trigger operation for multiple different types of third virtual objects, the first virtual object is controlled to attack the multiple different types of third virtual objects; and in response to the number of types of third virtual objects knocked down by the first virtual object reaching a third threshold (e.g., assuming 3), the skill control for the skill added to the first virtual object is displayed in the virtual scene. For example, when the player controls the first virtual object to knock down three different types of third virtual objects, the skill control for the skill added to the first virtual object can be displayed in the virtual scene.
[0121] For example, let's assume that the first virtual object is a game character A controlled by the player, the second virtual object is a boss in the game, and at least one third virtual object is 10 monsters of four different types (e.g., types 1 to 4, respectively) surrounding the boss in the game (e.g., assuming that there are 3 monsters of type 1, 2 monsters of type 2, 2 monsters of type 3, and 3 monsters of type 4). Assume that the game planner sets the condition for the player to obtain a skill for attacking the boss as knocking down all three different types of monsters. That is, the player needs to control game character A to knock down all three different types of monsters in order to obtain the skill for attacking the boss. For example, when an attack trigger is received for a monster of type 1 among the 10 monsters of the four different types, game character A can be controlled to attack the monster of type 1. When a monster of type 1 is knocked down by game character A (e.g., the health of the monster of type 1 is reduced to zero due to the attack of game character A), the player can continue to control game character A to attack the monster of type 2. When a monster belonging to type 2 is knocked down by game character A, the player can continue to control game character A to attack monsters belonging to type 3. When the number of monster types knocked down by the player's control of game character A reaches 3, a skill icon for a skill used to attack the boss can be added to game character A's skill bar. In other words, when the number of monster types knocked down by the player's control of game character A does not meet the requirement, even if the player controls game character A to knock down many monsters, the player will not obtain the skill used to attack the boss. This can increase the player's strategy in controlling game character A to fight the monsters surrounding the boss, thereby improving the player's gaming experience.
[0122] In other embodiments, when the number of at least one third virtual object displayed in step 102 is multiple and of different types, the display of a skill control for a skill added to the first virtual object in the virtual scene when the at least one third virtual object is knocked down by the first virtual object can also be achieved in the following manner: in response to an attack trigger operation for multiple different types of third virtual objects, controlling the first virtual object to attack the multiple different types of third virtual objects; in response to any third virtual object being knocked down by the first virtual object, determining the target type of the knocked-down third virtual object; and displaying a skill control for a skill added to the first virtual object corresponding to the target type in the virtual scene, wherein different types correspond to different skills. In other words, when the player controls the first virtual object to knock down different types of third virtual objects, the skills acquired are different.
[0123] For example, the first virtual object is a game character A controlled by the player, the second virtual object is a boss in the game, and at least one third virtual object is 10 monsters of 4 different types (for example, assuming they are types 1 to 4 respectively) surrounding the boss in the game (for example, assuming they include 3 monsters of type 1, 2 monsters of type 2, 2 monsters of type 3, and 3 monsters of type 4). The player can control the game character A to attack the monsters surrounding the boss. When the player controls the game character A to knock down any monster, the type of the knocked down monster can be determined, for example Assuming that the player controls game character A to knock down a monster belonging to type 1, a skill icon of the skill corresponding to type 1 (for example, assuming it is skill 1) can be added to the skill column of game character A; assuming that the player controls game character A to knock down a monster belonging to type 2, a skill icon of the skill corresponding to type 2 (for example, assuming it is skill 2) can be added to the skill column of game character A, wherein skill 1 and skill 2 are two different skills, that is, when the player controls game character A to knock down different types of monsters, the skills obtained are different. This can increase the fun of the game and further enhance the player's gaming experience.
[0124] In some embodiments, step 103 can also be implemented in the following manner: when at least one third virtual object is knocked down by the first virtual object, a virtual prop is displayed in the virtual scene, wherein the virtual prop can cause damage to the second virtual object; in response to a pickup trigger operation for the virtual prop, the first virtual object is controlled to pick up the virtual prop (i.e., the first virtual object can be equipped with a virtual prop that can cause damage to the second virtual object).
[0125] For example, the first virtual object is a game character A controlled by the player, the second virtual object is a boss in the game, and at least one third virtual object is 10 monsters surrounding the boss in the game (for example, the boss's 10 subordinates). When an attack trigger operation is received for at least one monster, the game character A can be controlled to attack the at least one monster. For example, the game character A can be controlled to attack the at least one monster in sequence through a single attack, or the game character A can be controlled to attack multiple monsters at the same time through a range attack. When the health of any monster attacked by the game character A is less than 5%, a knockdown mark can be displayed on the monster, for example, a knockdown mark can be displayed above the monster's head to remind the player to control the game character A to knock down the monster. When at least one monster is knocked down by game character A, virtual props for attacking the Boss (i.e., virtual attack props) can be displayed in the virtual scene. At this time, the player can control game character A to pick up the virtual props displayed in the virtual scene. In other words, the player can obtain virtual props for attacking the Boss by controlling game character A to knock down monsters, which effectively improves the player's gaming experience.
[0126] In other embodiments, continuing with the above example, the above-mentioned virtual props may have an expiration date. Then, in response to a pickup trigger operation for the virtual prop, after controlling the first virtual object to pick up the virtual prop, the following processing may be performed: in response to the existence duration of the virtual prop exceeding the expiration date, the virtual prop equipped by the first virtual object is canceled from the display in the virtual scene.
[0127] For example, take the first virtual object as a game character A controlled by the player, the second virtual object as the boss in the game, and at least one third virtual object as 10 monsters surrounding the boss in the game (for example, the boss's 10 subordinates). When the player controls the game character A to knock down at least one monster surrounding the boss, a virtual prop for attacking the boss can be displayed in the virtual scene. The player can control the game character A to pick up the virtual prop. Then, the player can control the game character A to use the virtual prop to attack the boss to cause damage to the boss. In addition, after the player controls the game character A to pick up the virtual prop, the existence time of the virtual prop in the virtual scene can be detected. When it is detected that the existence time of the virtual prop exceeds the validity period, the virtual prop equipped by the game character A can be removed from the virtual scene. At this time, the player needs to control the game character A again to knock down the monsters surrounding the boss to regain the virtual prop. The above process is repeated, and the player can eventually complete the task of defeating the boss.
[0128] In some embodiments, when a virtual prop is displayed in a virtual scene, the validity period of the virtual prop can also be determined by any of the following methods: determining the validity period of the virtual prop based on the number of third virtual objects currently knocked down by the first virtual object, wherein the length of the validity period can be positively correlated with the number; determining the validity period of the virtual prop based on the current health value of the second virtual object, wherein the length of the validity period can be positively correlated with the current health value of the second virtual object.
[0129] For example, taking the first virtual object as the game character A controlled by the player, the second virtual object as the boss in the game, and the third virtual object as the monsters surrounding the boss (such as the boss's subordinates), the validity period of the virtual props can be related to the number of monsters knocked down by the player controlling the game character A. For example, the more monsters the player controls the game character A to knock down, the longer the validity period of the virtual props. For example, every time the player controls the game character A to knock down a monster, the validity period of the virtual props can be increased by 5 seconds. In this way, the player can be encouraged to control the game character A to knock down as many monsters as possible to increase the validity period of the virtual props, so that the player can cause as much damage as possible to the boss by controlling the game character A to use the virtual props. Of course, the validity period of the virtual props may also be related to the current health of the Boss. For example, the more health the Boss currently has, the longer the validity period of the virtual props. Assuming that when the player controls the game character A to knock down at least one monster, the Boss's health is 100, the validity period of the virtual props displayed in the virtual scene may be 10 seconds (that is, after 10 seconds, the player will no longer be able to control the game character A to use the virtual props). Assuming that when the subsequent player controls the game character A to knock down at least one monster again, the Boss's health is only 50, the validity period of the virtual props can be reduced to 5 seconds accordingly. That is to say, when the player controls the game character A to knock down at least one monster, the validity period of the virtual props displayed in the virtual scene is not fixed, but will change with the change of the Boss's health. The embodiments of the present application do not make specific limitations on this.
[0130] In some embodiments, when a virtual prop is displayed in a virtual scene, the following processing may also be performed: the remaining number of uses of the virtual prop is displayed on the virtual prop. Then, in response to controlling the first virtual object to use the virtual prop to attack the second virtual object and reducing the health value of the second virtual object, the following processing may also be performed: the remaining number of uses displayed on the virtual prop is reduced by 1; in response to the remaining number of uses being reduced to 0, the virtual prop equipped by the first virtual object is undisplayed in the virtual scene.
[0131] For example, consider a scenario where the first virtual object is a game character A controlled by a player, the second virtual object is a boss in the game, and at least one third virtual object is 10 monsters surrounding the boss in the game (e.g., the boss's 10 minions). Upon receiving an attack trigger action targeting at least one monster, game character A can be controlled to attack the at least one monster. For example, game character A can be controlled to attack the at least one monster sequentially using a single attack, or game character A can be controlled to attack multiple monsters simultaneously using a range attack. When the health of any monster attacked by game character A is less than 5%, a knockout indicator can be displayed on the monster, for example, above the monster's head, to remind the player to control game character A to knock out the monster. When at least one monster is knocked out by game character A, a virtual item used to attack the boss can be displayed in the virtual scene, and the remaining number of uses for the virtual item can be displayed on the item (e.g., the number 3 can be displayed in the lower right corner of the virtual item to indicate that the virtual item has 3 uses remaining). Afterwards, the player can control game character A to pick up the virtual item and control game character A to use the virtual item to attack the Boss. Each time the player controls game character A to use the virtual item to attack the Boss, the remaining number of uses displayed in the lower right corner of the virtual item can be reduced by 1. When the remaining number of uses is reduced to 0, the virtual item equipped by game character A can be removed from the virtual scene. In other words, the virtual item can have a limit on the number of uses. When the number of times the player controls game character A to use the virtual item reaches a threshold, the player will no longer be able to control game character A to use the virtual item. At this time, the player needs to control game character A to knock down the monsters surrounding the Boss again to regain the virtual item. By repeating the above process, the player can eventually complete the task of defeating the Boss.
[0132] In other embodiments, before the remaining number of uses of the virtual item is displayed on the virtual item, one of the following processes may be performed: determining the remaining number of uses of the virtual item based on the number of third virtual objects currently knocked down by the first virtual object, wherein the remaining number of uses may be positively correlated with the number; determining the remaining number of uses of the virtual item based on the current health value of the second virtual object, wherein the remaining number of uses may be positively correlated with the current health value of the second virtual object.
[0133] For example, taking the first virtual object as the game character A controlled by the player, the second virtual object as the boss in the game, and the third virtual object as the monsters surrounding the boss (such as the boss's subordinates), the remaining number of uses of the virtual props displayed in the virtual scene can be related to the number of monsters knocked down by the player controlling the game character A. For example, the more monsters the player controls the game character A to knock down, the more remaining uses of the virtual props. For example, every time the player controls the game character A to knock down a monster, the remaining number of uses of the virtual props can be increased by 1. In this way, the player can be encouraged to control the game character A to knock down as many monsters as possible to increase the remaining number of uses of the virtual props. Of course, the remaining number of uses of the virtual props may also be related to the current health of the Boss. For example, the more health the Boss currently has, the more remaining uses of the virtual props. For example, assuming that when the player controls the game character A to knock down at least one monster, the Boss's health is 100, then the remaining number of uses of the virtual props displayed in the virtual scene may be 5 times. Suppose that when the subsequent player controls the game character A to knock down at least one monster again, the Boss's health is only 50, then the remaining number of uses of the virtual props displayed in the virtual scene may be reduced to 3 times accordingly. That is to say, when the player controls the game character A to knock down at least one monster, the remaining number of uses of the virtual props displayed in the virtual scene is not fixed, but will change with the change of the Boss's health. The embodiments of the present application do not make specific limitations on this.
[0134] In some embodiments, when there are multiple third virtual objects displayed in step 102, the above-mentioned display of virtual props in the virtual scene when at least one third virtual object is knocked down by the first virtual object can be achieved in the following manner: in response to multiple third virtual objects being knocked down by the first virtual object, the virtual props are displayed in the virtual scene; or, in response to the number of third virtual objects knocked down by the first virtual object reaching a fourth number threshold, the virtual props are displayed in the virtual scene.
[0135] For example, take the first virtual object as a game character A controlled by the player, the second virtual object as a boss in the game, and at least one third virtual object as 10 monsters surrounding the boss in the game (for example, the boss's 10 subordinates). When the player controls the game character A to defeat any of the 10 monsters, a virtual prop for attacking the boss can be displayed in the virtual scene. That is, the player only needs to control the game character A to defeat a monster to obtain the virtual prop for attacking the boss; or, when the number of monsters defeated by the player's game character A reaches a threshold value preset by the game planner ( For example, assuming 4), virtual props for attacking the Boss can be displayed in the virtual scene, that is, the player needs to control the game character A to knock down a certain number of monsters in order to obtain virtual props for attacking the Boss; or, when the player controls the game character A to knock down the above-mentioned 10 monsters (that is, knock down all the monsters), the virtual props for attacking the Boss can be displayed in the virtual scene, that is, the player needs to control the game character A to knock down all the monsters displayed in the current game scene in order to obtain virtual props for attacking the Boss. The embodiment of the present application does not specifically limit the conditions for the player to obtain the virtual props for attacking the Boss.
[0136] In other embodiments, when the number of at least one third virtual object displayed in step 102 is multiple and they are different types of third virtual objects, the above-mentioned display of virtual props in the virtual scene when at least one third virtual object is knocked down by the first virtual object can also be achieved in the following manner: in response to an attack trigger operation for a third virtual object of a specified type among multiple different types, controlling the first virtual object to attack the third virtual object of the specified type; in response to the third virtual object of the specified type being knocked down by the first virtual object, displaying the virtual props in the virtual scene.
[0137] For example, taking the first virtual object as a game character A controlled by the player, the second virtual object as the boss in the game, and at least one third virtual object as 10 monsters of 4 different types (for example, assuming they are type 1 to type 4) surrounding the boss in the game (for example, assuming they include 3 monsters of type 1, 2 monsters of type 2, 2 monsters of type 3, and 3 monsters of type 4), the player needs to control the game character A to knock down monsters of a specified type among the 4 different types of monsters in order to obtain virtual props for attacking the boss. For example, taking the specified type as type 1, when an attack trigger operation is received for a monster of type 1 among the above 4 different types of monsters, the game character A can be controlled to attack the monster of type 1; when the monster of type 1 is knocked down by the game character A (for example, the health of the monster of type 1 drops to zero due to the attack of the game character A), the virtual props for attacking the boss can be displayed in the virtual scene. That is to say, when the player controls the game character A to knock down other types of monsters, he cannot obtain virtual props for attacking the Boss. Therefore, when the player controls the game character A to fight with the Boss's subordinates, he needs to make reasonable decisions, which further enhances the strategy of the game and the player's gaming experience.
[0138] In some embodiments, when the number of at least one third virtual object displayed in step 102 is multiple and they are different types of third virtual objects, the above-mentioned display of virtual props in the virtual scene when at least one third virtual object is knocked down by the first virtual object can also be achieved in the following manner: in response to an attack trigger operation for multiple different types of third virtual objects, controlling the first virtual object to attack multiple different types of third virtual objects; in response to the number of types of third virtual objects knocked down by the first virtual object reaching a fifth quantity threshold, displaying virtual props in the virtual scene.
[0139] For example, let's assume that the first virtual object is a game character A controlled by the player, the second virtual object is a boss in the game, and at least one third virtual object is 10 monsters of four different types (e.g., types 1 to 4, respectively) surrounding the boss in the game (e.g., assuming that there are 3 monsters of type 1, 2 monsters of type 2, 2 monsters of type 3, and 3 monsters of type 4). Assume that the game planner sets the condition for the player to obtain a virtual prop for attacking the boss as knocking down the three different types of monsters. That is, the player needs to control game character A to knock down the three different types of monsters in order to obtain the virtual prop for attacking the boss. For example, when an attack trigger is received for a monster of type 1 among the 10 monsters of the four different types, game character A can be controlled to attack the monster of type 1. When a monster of type 1 is knocked down by game character A (e.g., the health of the monster of type 1 is reduced to zero due to the attack of game character A), the player can continue to control game character A to attack the monster of type 2. When a monster belonging to type 2 is knocked down by game character A, the player can continue to control game character A to attack monsters belonging to type 3. When the number of monster types knocked down by the player's control of game character A reaches 3, virtual props for attacking the boss can be displayed in the virtual scene. In other words, when the number of monster types knocked down by the player's control of game character A does not meet the requirement, even if the player controls game character A to knock down many monsters, no virtual props for attacking the boss will be obtained. This can increase the player's strategy in controlling game character A to fight the monsters surrounding the boss, thereby improving the player's gaming experience.
[0140] In other embodiments, when the number of at least one third virtual object displayed in step 102 is multiple and they are different types of third virtual objects, the above-mentioned display of virtual props in the virtual scene when at least one third virtual object is knocked down by the first virtual object can also be achieved in the following manner: in response to an attack trigger operation for multiple different types of third virtual objects, controlling the first virtual object to attack multiple different types of third virtual objects; in response to any third virtual object being knocked down by the first virtual object, determining the target type to which the knocked down third virtual object belongs; and displaying virtual props corresponding to the target type in the virtual scene, wherein different types correspond to different virtual props.
[0141] For example, the first virtual object is a game character A controlled by the player, the second virtual object is a boss in the game, and at least one third virtual object is 10 monsters of 4 different types (for example, assuming they are types 1 to 4 respectively) surrounding the boss in the game (for example, assuming they include 3 monsters of type 1, 2 monsters of type 2, 2 monsters of type 3, and 3 monsters of type 4). The player can control the game character A to attack the monsters surrounding the boss. When the player controls the game character A to knock down any monster, the type of the knocked down monster can be determined. For example, assuming that the player controls the game character A to knock down a monster belonging to type 1, the virtual prop corresponding to type 1 can be displayed in the virtual scene (for example, assuming it is virtual prop 1); assuming that the player controls the game character A to knock down a monster belonging to type 2, the virtual prop corresponding to type 2 can be displayed in the virtual scene (for example, assuming it is virtual prop 2), wherein virtual prop 1 and virtual prop 2 are two different virtual props, that is, when the player controls the game character A to knock down different types of monsters, the virtual props obtained are different. This can increase the fun of the game and further enhance the player's gaming experience.
[0142] In step 104 , in response to the second virtual object being attacked by the strengthened first virtual object, the health value of the second virtual object is reduced.
[0143] In some embodiments, when the first virtual object is strengthened to add a skill for the first virtual object, step 104 can be implemented in the following manner: in response to a trigger operation on a skill control, the first virtual object is controlled to release the skill; in response to the skill hitting the second virtual object, the health value of the second virtual object is reduced.
[0144] For example, taking the first virtual object as a game character A controlled by the player, the second virtual object as a boss in the game, and the third virtual object as the monsters surrounding the boss (e.g., the boss's subordinates), the player can obtain a skill for attacking the boss by controlling the game character A to knock down at least one monster. For example, a skill icon for a skill for attacking the boss can be added to the skill bar of the game character A. When the player clicks on the skill icon, the game character A can be controlled to release the skill at the boss to cause damage to the boss. In other words, the player can obtain a skill for attacking the boss by controlling the game character A to knock down the monsters, and can then cause damage to the boss by controlling the game character A to release the skill.
[0145] In other embodiments, when the first virtual object is strengthened by equipping the first virtual object with a virtual prop, the above-mentioned step 104 can also be implemented in the following manner: in response to controlling the first virtual object to use the virtual prop to attack the second virtual object, the health value of the second virtual object is reduced.
[0146] For example, if the first virtual object is a game character A controlled by the player, the second virtual object is a boss in the game, and the third virtual object is the monsters surrounding the boss (such as the boss's subordinates), when the player controls the game character A to knock down at least one monster, a virtual prop for attacking the boss can be displayed in the virtual scene. The player can control the game character A to pick up the virtual prop, and then the player can control the game character A to use the virtual prop to attack the boss to cause damage to the boss. In other words, the player can obtain the virtual prop for attacking the boss by controlling the game character A to knock down the monsters, and then control the game character A to use the virtual prop to cause damage to the boss.
[0147] In some embodiments, after executing Figure 3 After step 104 shown, the following processing can also be performed: in response to the health value of the second virtual object being less than the health value threshold, the second virtual object is controlled to switch from the first attack mode to the second attack mode, wherein the skills included in the first attack mode are different from the skills included in the second attack mode, that is, when the health value of the second virtual object drops below the second health value threshold, the skills possessed by the second virtual object will change.
[0148] For example, taking the first virtual object as the game character A controlled by the player and the second virtual object as the Boss in the game, in an embodiment of the present application, the Boss can have different stages. For example, when the Boss's health is higher than 50%, the Boss can attack the game character A controlled by the player by releasing skill 1; when the Boss's health is lower than 50%, the skills possessed by the Boss will change. For example, the Boss can attack the game character A controlled by the player by releasing skill 2, wherein the damage value or influence range of skill 2 can be greater than that of skill 1. In this way, the fun of the game and the player's gaming experience can be further enhanced.
[0149] Below, taking action games as an example, an exemplary application of the embodiment of the present application in an actual application scenario is described.
[0150] In current traditional action games (i.e. games that use "action" as the main form of game expression), the final boss is usually designed to be extremely difficult to challenge the player's skills and muscle memory. However, for most ordinary players, an extremely difficult boss will bring great frustration to the player, resulting in a poor gaming experience.
[0151] In view of this, an embodiment of the present application provides an interactive processing method for a virtual scene. After the Boss battle begins, the Boss and the monsters surrounding the Boss are loaded into the game interface. The monsters can include multiple types, such as melee monsters and ranged monsters. The melee monsters can be used to attract the player's attacks, and the ranged monsters can be used to cause damage to the game character controlled by the player. At the same time, the above-mentioned monsters can also be mixed with monsters that can restore the Boss's health. When the player accidentally knocks down the monsters that restore health when controlling the game character, it will cause the Boss's health to recover. Specifically, in the initial stage of the Boss battle, even if the player controls the game character to attack the Boss, the Boss cannot lose health (i.e., the Boss is in an invincible state). The only way to damage the Boss is to attack the monsters. When the monsters that restore health are accidentally knocked down, the Boss will recover health accordingly. After a preset number of attacks on the Boss, the Boss will be in a state where it can be directly damaged for a certain period of time. The player can directly attack the Boss by controlling the game character to reduce its health. After repeating this many times, the player can eventually complete the task of knocking down the Boss. Furthermore, during the attack, players can also choose to summon monsters, that is, players can increase the damage to the Boss by summoning monsters and knocking down monsters. Of course, the summoned monsters will also perform corresponding functions according to their types, which can bring more interesting challenges to players.
[0152] It can be seen that the technical solution provided in the embodiment of the present application lowers the threshold for players to defeat the Boss while retaining the difficulty of the challenge, allowing players to explore a variety of strategies to defeat the Boss in the game, effectively improving the player's gaming and interactive experience.
[0153] The interactive processing method of the virtual scene provided in the embodiment of the present application is described in detail below.
[0154] In some embodiments, see Figure 6 , Figure 6 This is a schematic diagram of a third application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application. Figure 6As shown, after the Boss battle begins, Boss 602 can be loaded in the game interface 601. At this moment, Boss 602 is in an invincible state. Even if the player controls game character 603 to attack Boss 602, Boss 602 can not lose its health. That is, in the beginning stage of the Boss battle, Boss 602 can be allowed to have an invincible time, so that the player finds that Boss 602 cannot be damaged. Then, the little monster 604 (i.e., Boss 602 can summon little monster 604, for the player to attack) around Boss 602 can be loaded in the game interface 601. At this moment, the little monster 604 that the player controls game character 603 to summon Boss 602 is attacked. When little monster 604 is a little monster of the synchronous type that shares health with Boss 602, when the player controls game character 603 to attack little monster 604, Boss 602 can be damaged. That is to say, when the player controls game character 603 to attack little monster 604, Boss 602 also can lose blood synchronously. When monster 604 is the monster that is used to return blood to Boss 602, when the player controls game character 602 to knock down monster 604, on the contrary can cause the recovery of Boss 602's health. Therefore, in the course of battle, the player needs to avoid knocking down the monster that is used to return blood to Boss 602. In addition, when monster 604 is in the stage that can knock down (for example health volume is less than 5%), can show the mark 605 that can knock down on the head of monster 604, to remind the player. When player controls game character 603 to knock down monster 604, Boss 602 can be switched to the state that can be directly injured from invincible state, at this moment, when player controls game character 603 to attack Boss 602, can cause Boss 602 to be damaged, namely Boss 602 can cause Boss 602 to lose health volume when being attacked by game character 603. Then, the duration that Boss 602 is in a state where it can be directly damaged (i.e., not in an invincible state) can be detected. When it is detected that the duration that Boss 602 is in a state where it can be directly damaged reaches a threshold, Boss 602 can be switched from being in a state where it can be directly damaged back to being invincible. In other words, the player needs to defeat the monsters again to cause damage to the Boss, and this can be repeated multiple times until the player finally completes the task of defeating the Boss.
[0155] Next, continue to combine Figure 7 The interactive processing method of the virtual scene provided in the embodiment of the present application is described.
[0156] For example, see Figure 7 , Figure 7 This is a process diagram of the interactive processing method of the virtual scene provided by the embodiment of the present application, such as Figure 7As shown, when a player encounters a boss (i.e., initiates a boss battle), the boss is given an invincible period, preventing the player from damaging the boss. Specifically, when the player first encounters the boss, the boss is invincible. During this period, even if the player controls the game character to attack the boss, the boss cannot lose health. Subsequently, minions surrounding the boss are gradually released in stages for the player to attack. Minions can include various types, such as synchronized minions, which share health with the boss. When the player controls the game character to attack these minions, the boss can be damaged (i.e., when the player controls the game character to attack these minions, the boss will also lose health). Synchronized minions can be further divided into melee minions and ranged minions. Melee minions primarily attract the player's attacks (i.e., the player controls the game character to preferentially attack melee minions), while ranged minions primarily damage the player's game character. Furthermore, these minions can be mixed with minions that can restore health to the boss. If the player controls the game character to accidentally knock down a health-replenishing minion, the boss's health will actually recover. In addition, when any monster is in a state where it can be knocked down (for example, its health is less than 5%), a knockdown mark can be displayed on the monster. When the player controls the game character to knock down the monster, damage can be caused to the Boss. In addition, if the player fails to control the game character to knock down the monster in the knockdown state multiple times, a knockdown mark can be displayed on the monster multiple times until the player controls the game character to knock down the monster. After the player controls the game character to knock down the monster, the Boss will switch from an invincible state to a state where it can be directly damaged (i.e., a non-invincible state). At this time, the player can control the game character to attack the Boss to make it lose health. That is, after the Boss switches from an invincible state to a state where it can be directly damaged, the player can control the game character to continuously attack the Boss until the Boss is defeated. In other words, the player can repeat the following process: knock down the monster → the Boss switches from an invincible state to a state where it can be directly damaged → damage the Boss, and after repeating this process multiple times, the task of knocking down the Boss can be completed.
[0157] In summary, the interactive processing method of the virtual scene provided by the embodiment of the present application has the following beneficial effects:
[0158] Compared with the level design provided by the related technology, the technical solution provided by the embodiment of the present application is smoother and more fluent in the level design. Players can cause damage to the Boss by controlling the game character to knock down the monsters, so that the technical solution provided by the embodiment of the present application has richer strategic decision-making, allowing players to think instead of blindly pursuing direct damage, effectively improving the player's gaming and interactive experience in the Boss battle.
[0159] The following continues to describe the exemplary structure of the interactive processing device 555 of the virtual scene provided by the embodiment of the present application implemented as a software module. In some embodiments, such as Figure 2 As shown, the software modules stored in the virtual scene interactive processing device 555 of the memory 550 may include: a display module 5551 , an enhancement module 5552 and a control module 5553 .
[0160] The display module 5551 is used to display a virtual scene, wherein the virtual scene includes a first virtual object; the display module 5551 is also used to display a second virtual object and at least one third virtual object surrounding the second virtual object in the virtual scene; the strengthening module 5552 is used to strengthen the first virtual object when at least one third virtual object is knocked down by the first virtual object; the control module 5553 is used to reduce the health value of the second virtual object in response to the attack of the first virtual object after the second virtual object is strengthened.
[0161] In some embodiments, the display module 5551 is also used to display a skill control for a skill added to the first virtual object in a virtual scene when at least one third virtual object is knocked down by the first virtual object, wherein the skill can cause damage to the second virtual object; the control module 5553 is also used to control the first virtual object to release the skill in response to a trigger operation on the skill control; and reduce the health value of the second virtual object in response to the skill hitting the second virtual object.
[0162] In some embodiments, the skill has an expiration date; after the display module 5551 displays the skill control of the skill added for the first virtual object in the virtual scene, it is also used to cancel the display of the skill control associated with the skill in the virtual scene in response to the existence duration of the skill exceeding the expiration date.
[0163] In some embodiments, when the display module 5551 displays the skill control for the skill added to the first virtual object in the virtual scene, it is also used to display a countdown control for the skill in the virtual scene, wherein the style of the countdown control changes continuously with the passage of time; the interactive processing device 555 of the virtual scene also includes a determination module 5554, which is used to determine that the existence duration of the skill exceeds the validity period in response to the change of the style of the countdown control to the set style; the display module 5551 is also used to cancel the display of the skill control associated with the skill in the virtual scene.
[0164] In some embodiments, when the display module 5551 displays the skill controls of the skills added for the first virtual object in the virtual scene, the determination module 5554 is further used to determine the validity period of the skill in any of the following ways: determining the validity period of the skill based on the number of third virtual objects currently knocked down by the first virtual object, wherein the duration of the validity period is positively correlated with the number; determining the validity period of the skill based on the current health value of the second virtual object, wherein the duration of the validity period is positively correlated with the current health value of the second virtual object.
[0165] In some embodiments, when the display module 5551 displays the skill control of the skill added to the first virtual object in the virtual scene, it is also used to display the remaining number of uses of the skill around the skill control; after the control module 5553 controls the first virtual object to release the skill in response to the trigger operation for the skill control, it is also used to reduce the remaining number of uses displayed around the skill control by 1; the display module 5551 is also used to cancel the display of the skill control associated with the skill in the virtual scene in response to the remaining number of uses being reduced to 0.
[0166] In some embodiments, before the display module 5551 displays the remaining number of uses of the skill around the skill control, the determination module 5554 is also used to perform one of the following processes: determining the remaining number of uses based on the number of third virtual objects currently knocked down by the first virtual object, wherein the remaining number of uses is positively correlated with the number; determining the remaining number of uses based on the current health value of the second virtual object, wherein the remaining number of uses is positively correlated with the current health value of the second virtual object.
[0167] In some embodiments, when the number of at least one third virtual objects is multiple, the display module 5551 is also used to display skill controls for skills added to the first virtual object in the virtual scene in response to multiple third virtual objects being knocked down by the first virtual object; or to display skill controls for skills added to the first virtual object in the virtual scene in response to the number of third virtual objects knocked down by the first virtual object reaching a first number threshold.
[0168] In some embodiments, when there are multiple third virtual objects of different types, the control module 5553 is further used to control the first virtual object to attack the third virtual object of the specified type in response to an attack trigger operation for a third virtual object of a specified type among different types of third virtual objects; the display module 5551 is further used to display skill controls for skills added to the first virtual object in the virtual scene in response to the third virtual object of the specified type being knocked down by the first virtual object.
[0169] In some embodiments, the determination module 5554 is further used to determine that a third virtual object of the specified type is knocked down by the first virtual object in response to the health value of the third virtual object of the specified type dropping to a preset value; the display module 5551 is further used to display skill controls for skills added for the first virtual object in the virtual scene in response to the number of third virtual objects of the specified type knocked down by the first virtual object reaching a second number threshold.
[0170] In some embodiments, when there are multiple third virtual objects of different types, the control module 5553 is further used to control the first virtual object to attack multiple third virtual objects of different types in response to an attack trigger operation against multiple third virtual objects of different types; the display module 5551 is further used to display skill controls for skills added to the first virtual object in the virtual scene in response to the number of types of third virtual objects knocked down by the first virtual object reaching a third quantity threshold.
[0171] In some embodiments, when there are multiple third virtual objects of different types, the control module 5553 is further used to control the first virtual object to attack multiple third virtual objects of different types in response to an attack trigger operation against multiple third virtual objects of different types; the determination module 5554 is further used to determine the target type of the knocked-down third virtual object in response to any third virtual object being knocked down by the first virtual object; the display module 5551 is further used to display the skill controls of the skills corresponding to the target type added for the first virtual object in the virtual scene, wherein different types correspond to different skills.
[0172] In some embodiments, the display module 5551 is further used to display a virtual prop in the virtual scene when at least one third virtual object is knocked down by the first virtual object, wherein the virtual prop can cause damage to the second virtual object; the control module 5553 is further used to control the first virtual object to pick up the virtual prop in response to a pickup trigger operation for the virtual prop; the control module 5553 is also used to reduce the health value of the second virtual object in response to controlling the first virtual object to use the virtual prop to attack the second virtual object.
[0173] In some embodiments, the virtual props have an expiration date; after the control module 5553 controls the first virtual object to pick up the virtual props in response to a pickup trigger operation for the virtual props, the display module 5551 is further used to cancel the display of the virtual props equipped by the first virtual object in the virtual scene in response to the existence duration of the virtual props exceeding the expiration date.
[0174] In some embodiments, when the display module 5551 displays the virtual props in the virtual scene, the determination module 5554 is further used to determine the validity period of the virtual props in any of the following ways: determining the validity period of the virtual props based on the number of third virtual objects currently knocked down by the first virtual object, wherein the duration of the validity period is positively correlated with the number; determining the validity period of the virtual props based on the current health value of the second virtual object, wherein the duration of the validity period is positively correlated with the current health value of the second virtual object.
[0175] In some embodiments, when the display module 5551 displays a virtual prop in a virtual scene, it is also used to display the remaining number of uses of the virtual prop on the virtual prop; the control module 5553 is also used to reduce the remaining number of uses displayed on the virtual prop by 1 after responding to controlling the first virtual object to use the virtual prop to attack the second virtual object and reducing the health value of the second virtual object; the display module 5551 is also used to cancel the display of the virtual prop equipped by the first virtual object in the virtual scene in response to the remaining number of uses being reduced to 0.
[0176] In some embodiments, before the display module 5551 displays the remaining number of uses of the virtual prop on the virtual prop, the determination module 5554 is further used to perform one of the following processes: determining the remaining number of uses based on the number of third virtual objects currently knocked down by the first virtual object, wherein the remaining number of uses is positively correlated with the number; determining the remaining number of uses based on the current health value of the second virtual object, wherein the remaining number of uses is positively correlated with the current health value of the second virtual object.
[0177] In some embodiments, when the number of at least one third virtual objects is multiple, the display module 5551 is also used to display virtual props in the virtual scene in response to multiple third virtual objects being knocked down by the first virtual object; or to display virtual props in the virtual scene in response to the number of third virtual objects knocked down by the first virtual object reaching a fourth number threshold.
[0178] In some embodiments, when there are multiple third virtual objects of different types, the control module 5553 is further used to control the first virtual object to attack the third virtual object of the specified type in response to an attack trigger operation for a third virtual object of a specified type among multiple different types; the display module 5551 is further used to display virtual props in the virtual scene in response to the third virtual object of the specified type being knocked down by the first virtual object.
[0179] In some embodiments, when there are multiple third virtual objects of different types, the control module 5553 is further used to control the first virtual object to attack the multiple different types of third virtual objects in response to an attack trigger operation against the multiple different types of third virtual objects; the display module 5551 is further used to display virtual props in the virtual scene in response to the number of types of third virtual objects knocked down by the first virtual object reaching a fifth quantity threshold.
[0180] In some embodiments, when there are multiple third virtual objects of different types, the control module 5553 is further used to control the first virtual object to attack multiple third virtual objects of different types in response to an attack trigger operation against multiple third virtual objects of different types; the determination module 5554 is further used to determine the target type of the knocked-down third virtual object in response to any third virtual object being knocked down by the first virtual object; the display module 5551 is further used to display virtual props corresponding to the target type in the virtual scene, wherein different types correspond to different virtual props.
[0181] In some embodiments, the control module 5553 is also used to control the second virtual object to switch from a first state to a second state when at least one third virtual object is knocked down by the first virtual object, wherein the first state is a state in which the attack of the first virtual object cannot cause damage to the second virtual object, and the second state is a state in which the attack of the first virtual object can cause damage to the second virtual object; in response to an attack trigger operation against the second virtual object, the strengthened first virtual object is controlled to attack the second virtual object in the second state and reduce the health value of the second virtual object.
[0182] In some embodiments, after controlling the enhanced first virtual object to attack the second virtual object in the second state and reducing the health value of the second virtual object, the control module 5553 is also used to control the second virtual object to switch from the second state back to the first state in response to the duration of the second virtual object in the second state reaching a duration threshold and the health value of the second virtual object being greater than a preset value.
[0183] It should be noted that the description of the device in the embodiment of the present application is similar to the description of the method embodiment above, and has similar beneficial effects as the method embodiment, so it will not be repeated here. Figure 3 explanation and understand.
[0184] The present invention provides a computer program product comprising a computer program or computer-executable instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer-executable instructions from the computer-readable storage medium and executes the computer-executable instructions, causing the computer device to perform the virtual scene interactive processing method described in the present invention.
[0185] The embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions, wherein the computer-executable instructions are stored. When the computer-executable instructions are executed by a processor, the processor will execute the interactive processing method of the virtual scene provided by the embodiment of the present application, for example, Figure 3 The interactive processing method of the virtual scene is shown.
[0186] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface storage, optical disk, or CD-ROM; or various devices including one or any combination of the above memories.
[0187] In some embodiments, executable instructions may be in the form of a program, software, software module, script, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.
[0188] As an example, executable instructions may be deployed to be executed on one electronic device, or on multiple electronic devices located at one site, or on multiple electronic devices distributed across multiple sites and interconnected by a communication network.
[0189] The above description is merely an embodiment of the present application and is not intended to limit the scope of protection of the present application. Any modifications, equivalent replacements, and improvements made within the spirit and scope of the present application are included in the scope of protection of the present application.
Claims
1. A method for interactive processing of a virtual scene, characterized in that: The method comprises: displaying a virtual scene, wherein the virtual scene includes a first virtual object; displaying a second virtual object and at least one third virtual object surrounding the second virtual object in the virtual scene; When at least one of the third virtual objects is knocked down by the first virtual object, strengthening the first virtual object; In response to the second virtual object being attacked by the strengthened first virtual object, the health value of the second virtual object is reduced.
2. The method according to claim 1, characterized in that When at least one of the third virtual objects is knocked down by the first virtual object, strengthening the first virtual object includes: In a case where at least one of the third virtual objects is knocked down by the first virtual object, displaying a skill control for a skill added to the first virtual object in the virtual scene, wherein the skill can cause damage to the second virtual object; In response to the first virtual object attacking the strengthened second virtual object, reducing the health value of the second virtual object includes: In response to a triggering operation on the skill control, controlling the first virtual object to release the skill; In response to the skill hitting the second virtual object, the health value of the second virtual object is reduced.
3. The method according to claim 2, characterized in that The skills have an expiration date; After displaying the skill control for the skill added to the first virtual object in the virtual scene, the method further includes: In response to the existence duration of the skill exceeding the validity period, the skill control associated with the skill is cancelled from being displayed in the virtual scene.
4. The method according to claim 3, characterized in that When displaying a skill control for the skill added to the first virtual object in the virtual scene, the method further includes: Displaying a countdown control for the skill in the virtual scene, wherein the style of the countdown control changes continuously as time increases; In response to the existence duration of the skill exceeding the validity period, canceling the display of the skill control associated with the skill in the virtual scene includes: In response to the style of the countdown control changing to the set style, it is determined that the existence duration of the skill exceeds the validity period, and the skill control associated with the skill is canceled from being displayed in the virtual scene.
5. The method according to claim 3, characterized in that When displaying a skill control for the skill added to the first virtual object in the virtual scene, the method further includes: Determine the validity period of the skill by any of the following methods: determining a validity period of the skill based on the number of the third virtual objects currently knocked down by the first virtual object, wherein a duration of the validity period is positively correlated with the number; Based on the current health value of the second virtual object, a validity period of the skill is determined, wherein the duration of the validity period is positively correlated with the current health value of the second virtual object.
6. The method according to claim 2, characterized in that When displaying a skill control for the skill added to the first virtual object in the virtual scene, the method further includes: Displaying the remaining number of uses of the skill around the skill control; After controlling the first virtual object to release the skill in response to the triggering operation on the skill control, the method further includes: Subtract 1 from the remaining number of uses displayed around the skill control; In response to the remaining number of uses being reduced to 0, the skill control associated with the skill is canceled from being displayed in the virtual scene.
7. The method according to claim 6, characterized in that Before displaying the remaining number of uses of the skill around the skill control, the method further includes: Perform one of the following actions: determining the remaining number of uses based on the number of the third virtual objects currently knocked down by the first virtual object, wherein the remaining number of uses is positively correlated with the number; The remaining number of uses is determined based on the current life value of the second virtual object, wherein the remaining number of uses is positively correlated with the current life value of the second virtual object.
8. The method according to claim 2, characterized in that When there are multiple third virtual objects, displaying, in the virtual scene, a skill control for a skill added for the first virtual object when the at least one third virtual object is knocked down by the first virtual object includes: In response to multiple third virtual objects being knocked down by the first virtual object, skill controls for the skills added to the first virtual object are displayed in the virtual scene; or, in response to the number of third virtual objects knocked down by the first virtual object reaching a first number threshold, skill controls for the skills added to the first virtual object are displayed in the virtual scene.
9. The method according to claim 2, characterized in that When there are multiple third virtual objects of different types, displaying a skill control for a skill added for the first virtual object in the virtual scene when the at least one third virtual object is knocked down by the first virtual object includes: In response to an attack triggering operation on a third virtual object of a specified type among the different types of third virtual objects, controlling the first virtual object to attack the third virtual object of the specified type; In response to the third virtual object of the specified type being knocked down by the first virtual object, a skill control for an added skill of the first virtual object is displayed in the virtual scene.
10. The method according to claim 9, characterized in that In response to the third virtual object of the specified type being knocked down by the first virtual object, displaying a skill control for an added skill for the first virtual object in the virtual scene includes: In response to a health value of the third virtual object of the specified type decreasing to a preset value, determining that the third virtual object of the specified type is knocked down by the first virtual object; In response to the number of third virtual objects of the specified type knocked down by the first virtual object reaching a second number threshold, a skill control for an added skill of the first virtual object is displayed in the virtual scene.
11. The method according to claim 2, characterized in that When there are multiple third virtual objects of different types, displaying a skill control for a skill added for the first virtual object in the virtual scene when the at least one third virtual object is knocked down by the first virtual object includes: In response to an attack triggering operation on the plurality of third virtual objects of different types, controlling the first virtual object to attack the plurality of third virtual objects of different types; In response to the number of the types of the third virtual objects knocked down by the first virtual object reaching a third number threshold, a skill control for an added skill of the first virtual object is displayed in the virtual scene.
12. The method according to claim 2, characterized in that When there are multiple third virtual objects of different types, displaying a skill control for a skill added for the first virtual object in the virtual scene when the at least one third virtual object is knocked down by the first virtual object includes: In response to an attack triggering operation on the plurality of third virtual objects of different types, controlling the first virtual object to attack the plurality of third virtual objects of different types; In response to any third virtual object being knocked down by the first virtual object, determining a target type to which the knocked down third virtual object belongs; In the virtual scene, a skill control of the skill corresponding to the target type added for the first virtual object is displayed, wherein different types correspond to different skills.
13. The method according to claim 1, wherein When at least one of the third virtual objects is knocked down by the first virtual object, strengthening the first virtual object includes: In a case where at least one of the third virtual objects is knocked down by the first virtual object, displaying a virtual prop in the virtual scene, wherein the virtual prop can cause damage to the second virtual object; In response to a pickup trigger operation for the virtual item, controlling the first virtual object to pick up the virtual item; In response to the first virtual object attacking the strengthened second virtual object, reducing the health value of the second virtual object includes: In response to controlling the first virtual object to attack the second virtual object using the virtual prop, the health value of the second virtual object is reduced.
14. The method according to claim 13, characterized in that The virtual props have a validity period; After controlling the first virtual object to pick up the virtual item in response to the pickup trigger operation for the virtual item, the method further includes: In response to the existence time of the virtual prop exceeding the validity period, the virtual prop equipped with the first virtual object is cancelled from being displayed in the virtual scene.
15. The method according to claim 14, characterized in that When displaying virtual props in the virtual scene, the method further includes: Determine the validity period of the virtual item by any of the following methods: determining a validity period of the virtual item based on the number of the third virtual objects currently knocked down by the first virtual object, wherein the duration of the validity period is positively correlated with the number; Based on the current health value of the second virtual object, the validity period of the virtual item is determined, wherein the duration of the validity period is positively correlated with the current health value of the second virtual object.
16. The method according to claim 13, characterized in that When displaying virtual props in the virtual scene, the method further includes: Displaying the remaining number of uses of the virtual item on the virtual item; After the step of controlling the first virtual object to attack the second virtual object using the virtual prop to reduce the health value of the second virtual object, the method further includes: Subtract 1 from the remaining number of uses displayed on the virtual item; In response to the remaining usage count being reduced to 0, the virtual item equipped with the first virtual object is canceled from being displayed in the virtual scene.
17. The method according to claim 16, characterized in that Before displaying the remaining number of uses of the virtual item on the virtual item, the method further includes: Perform one of the following actions: determining the remaining number of uses based on the number of the third virtual objects currently knocked down by the first virtual object, wherein the remaining number of uses is positively correlated with the number; The remaining number of uses is determined based on the current life value of the second virtual object, wherein the remaining number of uses is positively correlated with the current life value of the second virtual object.
18. The method according to claim 13, characterized in that When there are multiple third virtual objects, displaying a virtual prop in the virtual scene when at least one third virtual object is knocked down by the first virtual object includes: In response to multiple third virtual objects being knocked down by the first virtual object, displaying a virtual prop in the virtual scene; or, in response to the number of the third virtual objects knocked down by the first virtual object reaching a fourth number threshold, displaying a virtual prop in the virtual scene.
19. The method according to claim 13, wherein When there are multiple third virtual objects of different types, displaying a virtual prop in the virtual scene when at least one third virtual object is knocked down by the first virtual object includes: In response to an attack triggering operation on a third virtual object of a specified type among the multiple different types, controlling the first virtual object to attack the third virtual object of the specified type; In response to the third virtual object of the specified type being knocked down by the first virtual object, a virtual prop is displayed in the virtual scene.
20. The method according to claim 13, wherein When there are multiple third virtual objects of different types, displaying a virtual prop in the virtual scene when at least one third virtual object is knocked down by the first virtual object includes: In response to an attack triggering operation on the plurality of third virtual objects of different types, controlling the first virtual object to attack the plurality of third virtual objects of different types; In response to the number of the types of the third virtual objects knocked down by the first virtual object reaching a fifth number threshold, a virtual prop is displayed in the virtual scene.
21. The method according to claim 13, wherein When there are multiple third virtual objects of different types, displaying a virtual prop in the virtual scene when at least one third virtual object is knocked down by the first virtual object includes: In response to an attack triggering operation on the plurality of third virtual objects of different types, controlling the first virtual object to attack the plurality of third virtual objects of different types; In response to any third virtual object being knocked down by the first virtual object, determining a target type to which the knocked down third virtual object belongs; Displaying virtual props corresponding to the target type in the virtual scene, wherein different types correspond to different virtual props.
22. An interactive processing device for a virtual scene, characterized in that: The device comprises: A display module, configured to display a virtual scene, wherein the virtual scene includes a first virtual object; The display module is further configured to display a second virtual object and at least one third virtual object surrounding the second virtual object in the virtual scene; a strengthening module, configured to strengthen the first virtual object when at least one of the third virtual objects is knocked down by the first virtual object; The control module is configured to reduce the health value of the second virtual object in response to the attack of the first virtual object after the second virtual object is strengthened.
23. An electronic device, characterized in that: include: a memory for storing computer-executable instructions; A processor is configured to implement the interactive processing method of a virtual scene according to any one of claims 1 to 21 when executing the computer-executable instructions stored in the memory.
24. A computer-readable storage medium storing computer-executable instructions, characterized in that: When the computer executable instructions are executed by a processor, the interactive processing method of the virtual scene described in any one of claims 1 to 21 is implemented.
25. 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 a processor, the interactive processing method of the virtual scene described in any one of claims 1 to 21 is implemented.