Virtual scene interaction processing method and device, electronic equipment, computer readable storage medium and computer program product
By displaying prompts when virtual objects approach in role-playing games, the problem of information display interfaces obstructing the view is solved, thus improving the player's gaming experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-09-05
- Publication Date
- 2026-03-10
AI Technical Summary
In existing technology, in role-playing games, information display interfaces obstruct the player's view, preventing them from reacting promptly to attacks from hostile virtual objects and impacting the gaming experience.
When players browse the information display interface, the system detects the approach of other virtual objects in the virtual scene and outputs prompts to remind players to avoid having their view obstructed.
It improves the player's gaming experience, prevents players from missing interactive responses due to focusing on the information interface, and enhances the game's playability and relaxation.
Smart Images

Figure CN121623296A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of Internet technology, and in particular to a method, apparatus, electronic device, computer-readable storage medium, and computer program product for interactive processing of virtual scenes. Background Technology
[0002] Display technologies based on graphics processing hardware have expanded the channels for perceiving the environment and acquiring information. In particular, virtual scene display technologies can realize diverse interactions between virtual objects controlled by users (or players) or artificial intelligence according to actual application needs. They have various typical application scenarios. For example, in virtual scenes such as games, they can simulate the real battle process between virtual objects.
[0003] Taking role-playing games as an example, in related technologies, to avoid completely obstructing the player's field of vision in the game scene, a half-screen or edge-bar design is usually used to display information. However, this design places stricter demands on information processing and has a more limited capacity for displaying information. Furthermore, it can easily cause additional interference with information reading. In other words, there is currently no effective solution in related technologies for how to satisfy players' browsing needs for the information display interface while simultaneously alerting them to any areas of the game scene covered (or obstructed) by the information display interface. Summary of the Invention
[0004] This application provides a method, apparatus, electronic device, computer-readable storage medium, and computer program product for interactive processing in virtual scenes. These methods can provide timely reminders about interactive situations covered by the information display interface in the virtual scene when players are browsing the information display interface, thereby enhancing the player's gaming experience.
[0005] The technical solution of this application embodiment is implemented as follows:
[0006] This application provides an interactive processing method for a virtual scene, including:
[0007] Displaying a virtual scene, wherein the virtual scene includes a first virtual object;
[0008] In response to an information viewing operation, an information display interface is displayed in a manner that covers at least a portion of the virtual scene;
[0009] In response to the fact that the distance between at least one second virtual object and the first virtual object is less than a distance threshold, a prompt message is output.
[0010] This application provides an interactive processing device for a virtual scene, comprising:
[0011] A display module is used to display a virtual scene, wherein the virtual scene includes a first virtual object;
[0012] The display module is also used to respond to information viewing operations by displaying an information display interface in a manner that covers at least a portion of the virtual scene;
[0013] The output module is used to output a prompt message in response to the fact that the distance between at least one second virtual object and the first virtual object is less than a distance threshold.
[0014] This application provides an electronic device, including:
[0015] Memory is used to store executable instructions or computer programs.
[0016] The processor, when executing computer-executable instructions or computer programs stored in the memory, implements the interactive processing method for virtual scenes provided in the embodiments of this application.
[0017] This application provides a computer-readable storage medium storing computer-executable instructions or computer programs, which, when executed by a processor, implement the interactive processing method for virtual scenes provided in this application.
[0018] This 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 for virtual scenes provided in this application.
[0019] The embodiments of this application have the following beneficial effects:
[0020] When players browse the information display interface, the system detects the parts of the virtual scene covered by the information display interface. When it detects that another virtual object (i.e., at least one second virtual object) is approaching the virtual object currently controlled by the player (i.e., the first virtual object), it outputs a prompt message. In this way, without affecting the player's reading of the information, the prompt message can convey the interactive situation in the virtual scene that is obscured by the information display interface, so as to remind the player in a timely manner and prevent the player from being unable to react because they are focused on the information display interface, thereby improving the player's gaming experience. Attached Figure Description
[0021] Figure 1 This is a schematic diagram of the architecture of the virtual scene interactive processing system 100 provided in the embodiments of this application;
[0022] Figure 2 This is a schematic diagram of the structure of the electronic device 500 provided in the embodiments of this application;
[0023] Figure 3This is a first flowchart illustrating the interactive processing method for virtual scenes provided in this application embodiment;
[0024] Figure 4 This is a schematic diagram of the second process of the interactive processing method for virtual scenes provided in the embodiments of this application;
[0025] Figure 5 This is a schematic diagram of the third process of the interactive processing method for virtual scenes provided in the embodiments of this application;
[0026] Figure 6 This is a schematic diagram of a first application scenario of the interactive processing method for virtual scenes provided in the embodiments of this application;
[0027] Figure 7 This is a schematic diagram of a second application scenario of the interactive processing method for virtual scenes provided in the embodiments of this application;
[0028] Figure 8 This is a schematic diagram illustrating the principle of depth testing provided in the embodiments of this application;
[0029] Figure 9 This is a schematic diagram of the fourth process of the interactive processing method for virtual scenes provided in the embodiments of this application;
[0030] Figure 10 This is a schematic diagram of the fifth process of the interactive processing method for virtual scenes provided in the embodiments of this application. Detailed Implementation
[0031] To make the objectives, 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 limitations on this application. All other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.
[0032] In the following description, references are made to “some embodiments,” which describe a subset of all possible embodiments. However, it is 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.
[0033] It is understood that in the embodiments of this application, data related to user information (such as data of game characters controlled by players) is involved. When the embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of related data must comply with relevant laws, regulations and standards.
[0034] In the following description, the terms “first, second, ...” are used merely to distinguish similar objects and do not represent a specific ordering of objects. It is understood that “first, second, ...” may be interchanged in a specific order or sequence where permitted, so that the embodiments of this application described herein can be implemented in an order other than that illustrated or described herein.
[0035] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this application belongs. The terminology used herein is for the purpose of describing embodiments of this application only and is not intended to limit this application.
[0036] Before providing a further detailed description of the embodiments of this application, the nouns and terms involved in the embodiments of this application will be explained, and the nouns and terms involved in the embodiments of this application shall be interpreted as follows.
[0037] 1) Responding to: used to indicate the conditions or states on which the operation is performed depends. When the conditions or states on which it depends are met, one or more operations can be performed in real time or with a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations are performed.
[0038] 2) Virtual Scene: This refers to the scene displayed (or provided) by the application when it runs on the terminal device. This scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene; this application does not limit the dimension of the virtual scene. For example, a virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. Users can control virtual objects to move within this virtual scene.
[0039] 3) Virtual Objects: These are interactive representations of people and objects within a virtual scene, or movable objects within the virtual scene. These movable objects can be virtual characters, virtual animals, anime characters, etc., such as people or animals displayed in a virtual scene. For example, a virtual object can be a virtual avatar representing the user within a virtual scene. A virtual scene can include multiple virtual objects, each with its own shape and volume, occupying a portion of the space within the virtual scene.
[0040] 4) 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 output during its operation to the user's browser page. The page uses the browser's media components to decode the game data and renders the real-time game screen based on the decoding results. When the page detects user actions in the game screen, it reports this to the game instance running on the server. Upon receiving the game data generated by the game instance in response to the action, the page repeats the decoding and rendering process, thus displaying the changes in the game screen based on the user's actions.
[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 processing and data processing capabilities to run high-quality games. In a cloud gaming scenario, the game does not run on the user's terminal (e.g., the player's gaming terminal), but rather on a cloud server. The cloud server renders the game scene as an audio and video stream, which is then transmitted to the user's terminal via the network. Therefore, the user's terminal does not need powerful graphics processing and data processing capabilities; it only needs basic streaming media playback capabilities and the ability to receive player input commands and send them to the cloud server.
[0042] With each generation of upgrades in mobile device performance, 3D role-playing games (RPGs) are becoming increasingly common on mobile, especially with the rise of open-world concepts. Gameplay elements previously found in PC and console games, such as action and massively multiplayer online (MMO) games, have been ported to mobile. However, due to the limitations of mobile screen size, the complex information displays of systems like character progression, equipment, and inventory can obstruct the player's view, impacting the safety of their character within the game environment (e.g., a virtual world). For instance, when players access the equipment system in unsafe areas of the wilderness to check their character's attributes, they often become so focused on the equipment information that they overlook the danger of being attacked by other characters. They only close the equipment interface when they hear an enemy skill being used and hear the sound effects of being attacked, at which point it's too late.
[0043] To address the aforementioned technical issues, two solutions have been proposed: First, avoid full-screen interfaces that obstruct the view, opting instead for half-screen or edge-bar design. However, this design places stricter demands on information processing and limits the amount of information it can hold; it can also easily interfere with the player's reading. Second, determine absolute danger conditions, typically by entering combat or being attacked, to automatically close the player's interface or add a red breathing warning animation. However, this approach can disrupt the player's reading and interrupt current tasks, often too late, resulting in a loss of the initiative in combat.
[0044] It's clear that the solutions offered by these technologies either only address the symptoms, failing to address the root cause and being unfriendly to information design while significantly limiting gameplay planning, or they only handle extreme situations like being attacked or interrupted, leaving players with insufficient time to react and impacting victory. Over time, this can lead to excessive tension and caution in such games, preventing players from deeply understanding the core gameplay information, reducing the game's playability and longevity. Furthermore, excessive tension can cause anxiety, preventing players from achieving the relaxing pleasure and comfort of the game.
[0045] In view of this, embodiments of this application provide a method, apparatus, electronic device, computer-readable storage medium, and computer program product for interactive processing in virtual scenes. These methods can provide timely reminders about interactive elements covered by the information display interface in the virtual scene when the player is browsing the interface, thereby enhancing the player's gaming experience. The electronic device provided in this application embodiment will be described below. The electronic device provided in this application embodiment can be implemented as a terminal device (corresponding to a standalone game), or implemented collaboratively by a terminal device and a server (corresponding to an online game). The following description uses the interactive processing method for virtual scenes provided in this application embodiment, implemented collaboratively by a server and a terminal device, as an example.
[0046] Before introducing the architecture of the virtual scene interactive processing system provided in this application embodiment, the game modes involved in this application embodiment are first introduced. For the scheme implemented collaboratively by terminal devices and servers, two main game modes are involved: local game mode and cloud game mode. In local game mode, the terminal device and server collaboratively run the game processing logic. The operation commands input by the player on the terminal device are partly processed by the terminal device's game logic and partly by the server's game logic. Furthermore, the game logic processed by the server is often more complex and requires more computing power. In cloud game mode, the game logic is entirely processed by the server (e.g., a cloud server), and the cloud server renders the game scene data into audio and video streams, which are then transmitted to the terminal device for display via the network. In other words, the terminal device only needs basic streaming media playback capabilities and the ability to obtain player operation commands and send them to the server.
[0047] The architecture of the virtual scene interactive processing system provided in the embodiments of this application will be described below.
[0048] For example, see Figure 1 , Figure 1 This is a schematic diagram of the architecture of the virtual scene interactive processing system 100 provided in the embodiments of this application, as shown below. Figure 1 As shown, the virtual scene interactive processing system 100 includes: server 200, network 300, and terminal device 400. Server 200 is the backend server (e.g., game backend server) for client 410 running on terminal device 400. Network 300 can be a local area network or a wide area network, or a combination of both. Terminal device 400 is the terminal device associated with the user (or player). Client 410 runs on terminal device 400. Client 410 can be various types of clients, such as shooting game clients, role-playing game clients, massively multiplayer online game clients, and browsers.
[0049] In some embodiments, taking a role-playing game as an example, a virtual scene can be displayed in the human-computer interaction interface of the client 410. The virtual scene includes a first virtual object (for example, a game character A controlled by the current player can be displayed in the virtual scene). Then, in response to the information viewing operation triggered by the player, the client 410 displays an information display interface in a manner that covers at least part of the virtual scene. The information display interface can be used to display information related to the first virtual object (such as the attribute information of the first virtual object, or the information of the virtual props equipped by the first virtual object). That is to say, the information display interface will obstruct the player's field of vision in the virtual scene. For example, the information display interface can at least cover the first virtual object in the virtual scene. That is, due to the existence of the information display interface, the player cannot know the situation of the first virtual object in the virtual scene at this time. The client 410 can then detect the virtual scene. When it detects that the distance between at least one second virtual object (e.g., a game character B controlled by another player) and the first virtual object is less than a distance threshold, that is, when it detects that another game character is approaching the game character controlled by the current player, it can output a prompt message. In this way, without interrupting the player's information reading, the prompt message can convey the situation in the part of the virtual scene covered by the information display interface, and promptly remind the player, thereby improving the player's gaming experience.
[0050] It should be noted that the virtual scene in the interactive processing method of the virtual scene provided in this application embodiment can be entirely based on the output of the terminal device, or based on the collaborative output of the terminal device and the server. For example, it can rely entirely on the graphics processing hardware computing power of the terminal device 400 to complete the relevant data calculation and output of the virtual scene. The types of graphics processing hardware include central processing units (CPUs) and graphics processing units (GPUs). For example, when forming visual perception of the virtual scene, the terminal device 400 calculates the data required for display through graphics computing hardware, and completes the loading, parsing and rendering of the display data. The graphics output hardware outputs video frames that can form visual perception of the virtual scene. For example, it presents two-dimensional video frames on the display screen of a smartphone, or projects video frames that achieve a three-dimensional display effect onto the lenses of augmented reality / virtual reality glasses. In addition, in order to enrich the perception effect, the terminal device 400 can also use different hardware to form one or more of auditory perception, tactile perception, motion perception and taste perception.
[0051] Of course, the computing power of server 200 can also be used to complete the virtual scene calculation and output the virtual scene to terminal device 400. For example, taking the visual perception of forming a virtual scene as an example, server 200 calculates the display data (such as scene data) related to the virtual scene and sends it to terminal device 400 through network 300. Terminal device 400 relies on graphics computing hardware to complete the loading, parsing and rendering of the calculated display data, and relies on graphics output hardware to output the virtual scene to form a visual perception. For example, two-dimensional video frames can be presented on the display screen of a smartphone, or video frames that achieve a three-dimensional display effect can be projected onto 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 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.
[0052] It should be noted that, Figure 1 The server 200 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. The terminal device 400 can be a smartphone, tablet, laptop, desktop computer, smart speaker, smartwatch, in-vehicle 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 this embodiment.
[0053] In some embodiments, the terminal device or server can also implement the interactive processing method of the virtual scene provided in this application embodiment by running various computer-executable instructions or computer programs. For example, computer-executable instructions can be microprogram-level commands, machine instructions, or software instructions. Computer programs can be native programs or software modules in the operating system; they can be native applications (APPs), i.e., programs that need to be installed in the operating system to run, such as role-playing game APPs; or they can be applets that can be embedded in any APP, i.e., programs that only need to be downloaded to the browser environment to run. In summary, the above-mentioned computer-executable instructions can be any form of instruction, and the above-mentioned computer programs can be any form of application, module, or plugin.
[0054] The structure of the electronic device provided in the embodiments of this application will be further described below. Taking the electronic device as a terminal device as an example, see... Figure 2 , Figure 2 This is a schematic diagram of the structure of the electronic device 500 provided in the embodiments of this application. Figure 2 The illustrated electronic device 500 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 implement communication between these components. In addition to a data bus, the bus system 540 also includes a power bus, a control bus, and a status signal bus. However, for clarity, ... Figure 2 The general labeled all buses as Bus System 540.
[0055] 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. The general-purpose processor can be a microprocessor or any conventional processor, etc.
[0056] User interface 530 includes one or more output devices 531 that enable the presentation of media content, including one or more speakers and / or one or more visual displays. 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.
[0057] The memory 550 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state storage, hard disk drives, optical disk drives, etc. The memory 550 may optionally include one or more storage devices physically located away from the processor 510.
[0058] The memory 550 may include volatile memory or non-volatile memory, or both. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random access memory (RAM). The memory 550 described in this application embodiment is intended to include any suitable type of memory.
[0059] In some embodiments, memory 550 is capable of storing data to support various operations, examples of which include programs, modules, and data structures or subsets or supersets thereof, as illustrated below.
[0060] Operating system 551 includes system programs for handling various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, driver layer, etc., for implementing various basic business functions and handling hardware-based tasks;
[0061] The network communication module 552 is used to reach other computing devices via one or more (wired or wireless) network interfaces 520, exemplary network interfaces 520 including: Bluetooth, WiFi, and Universal Serial Bus (USB), etc.
[0062] Presentation module 553 is configured to enable the presentation of information (e.g., a user interface for operating peripheral devices and displaying content and information) via one or more output devices 531 (e.g., a display screen, a speaker, etc.) associated with user interface 530;
[0063] The input processing module 554 is used to detect and translate one or more user inputs or interactions from one or more input devices 532.
[0064] In some embodiments, the apparatus provided in this application can be implemented in software. Figure 2 An interactive processing device 555 for a virtual scene stored in memory 550 is shown. This device can be software in the form of programs and plugins, and includes the following software modules: a display module 5551, an output module 5552, a control module 5553, an acquisition module 5554, and a determination module 5555. These modules are logically connected and can therefore be arbitrarily combined or further separated according to the functions implemented. It should be noted that... Figure 2 For ease of explanation, all the above modules are shown at once, but this should not be interpreted as excluding the implementation of the interactive processing device 555 in the virtual scene, which may only include the display module 5551 and the output module 5552. The functions of each module will be described below.
[0065] The interactive processing method for virtual scenes provided in this application will be specifically described below with reference to exemplary applications and implementations of the terminal devices provided in the embodiments of this application.
[0066] For example, see Figure 3 , Figure 3 This is a first flowchart illustrating the interactive processing method for virtual scenes provided in this application embodiment, which will be combined with... Figure 3 The steps shown are explained.
[0067] It should be noted that, Figure 3The method illustrated can be executed by various forms of computer programs running on the terminal device, and is not limited to a client. For example, it can also be the operating system, software module, script, and applet mentioned above. Therefore, the client-side examples used below should not be considered as limiting the embodiments of this application. Furthermore, for ease of description, no specific distinction will be made between the terminal device and the client running on the terminal device below.
[0068] In step 101, a virtual scene is displayed.
[0069] Here, the virtual scene can include a first virtual object, such as a game character A controlled by the current player (e.g., player 1) in the virtual scene (e.g., a game scene). Of course, the virtual scene can also include other virtual objects, such as game characters controlled by other players or non-player characters.
[0070] In some embodiments, a client (e.g., a role-playing game app) may run on the terminal device associated with the current player. The human-computer interaction interface of the client may display multiple virtual objects (e.g., game character B and game character C, etc.), including the first virtual object controlled by the current player (e.g., game character A). For example, these may be multiple virtual objects participating in the same virtual game.
[0071] For example, taking a client-side massively multiplayer online role-playing game (MMORPG) app as an example, the MMORPG app can run on the terminal device (such as a mobile phone) associated with the player. When the player clicks on the app icon, a virtual scene can be displayed on the screen of the terminal device (i.e., the human-computer interaction interface of the MMORPG app). The virtual scene can include multiple game characters, including the game character currently controlled by the player.
[0072] In some embodiments, the virtual scene in the human-computer interaction interface of the client can be displayed in a first-person perspective (e.g., playing the virtual object in the game from the perspective of the current player); it can also be displayed in a third-person perspective (e.g., the player chases the virtual object in the game); or it can be displayed in a bird's-eye view; wherein, the above different perspectives can be switched arbitrarily.
[0073] As an example, the first virtual object can be a virtual object controlled by the current player in the game. Of course, the virtual scene can also include other virtual objects (i.e., second virtual objects), such as virtual objects controlled by other users or by bot programs. In other words, the second virtual object can be a player character or a non-player character. Virtual objects can be assigned to any of multiple teams, and the teams can be in an adversarial or cooperative relationship. Teams in the virtual scene can include one or all of the above relationships.
[0074] Taking the display of a virtual scene from a first-person perspective as an example, the virtual scene displayed in the human-computer interaction interface can include: determining the field of view area of the first virtual object based on its viewing position and field of view angle within the complete virtual scene, and presenting a portion of the virtual scene located within that field of view area. In other words, the displayed virtual scene can be a portion of the virtual scene relative to the panoramic virtual scene. Because the first-person perspective is the most impactful viewing angle for users, this allows for an immersive experience during operation.
[0075] Taking a bird's-eye view virtual scene as an example, the virtual scene displayed in the human-computer interaction interface can include: in response to zooming operations on the 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 can be a portion of the panoramic virtual scene. This improves the user's operability during operation, thereby increasing the efficiency of human-computer interaction. Furthermore, switching between the different perspectives mentioned above is also possible. For example, assuming the virtual scene is currently displayed in a first-person perspective, when a perspective switching operation is triggered by the player, the first-person perspective can be switched to a bird's-eye view.
[0076] In step 102, in response to the information viewing operation, an information display interface is displayed based on covering at least part of the virtual scene.
[0077] Here, the information display interface can be used to display information related to the first virtual object (such as the attribute information of the first virtual object itself, or the virtual item information equipped by the first virtual object, etc.), and covers at least part of the virtual scene. For example, the information display interface covers the first virtual object displayed in the virtual scene (that is, the first virtual object is obscured by the information display interface, causing the player to not see the first virtual object in the virtual scene).
[0078] In some embodiments, the above-mentioned information display interface based on covering at least part of the virtual scene can be implemented by displaying the information display interface in a manner that completely covers the virtual scene, wherein the information display interface may include a first virtual object, for example, the first virtual object included in the virtual scene (e.g., game character A controlled by the current player in the game scene) can be displayed in the information display interface.
[0079] For example, taking the first virtual object as a game character A controlled by player 1, when receiving an information viewing operation triggered by player 1 (such as opening the backpack interface), the information display interface (such as the backpack interface) can be displayed in a way that completely covers the game scene. For example, the information display interface can be displayed in full screen, and the game character A can be displayed in the information display interface. For example, the upper body of the game character A facing player 1 can be displayed in the information display interface.
[0080] In some embodiments, the above-mentioned information display interface based on covering at least part of the virtual scene can also be implemented by displaying the information display interface in a manner that covers part of the virtual scene and canceling the display of at least one control included in the virtual scene, wherein the information display interface at least covers the first virtual object included in the virtual scene, and at least one control is used to control the first virtual object.
[0081] For example, taking the game character A controlled by player 1 as the first virtual object, when player 1 triggers an information viewing operation in the game scene, the information display interface (e.g., the inventory interface) can be displayed by partially covering the virtual scene. That is, the size of the information display interface is smaller than the size of the virtual scene; for example, the size of the information display interface is only one-quarter of the size of the virtual scene. Furthermore, the information display interface can be displayed in a floating manner in the center of the virtual scene (i.e., the center of the virtual scene and the center of the information display interface coincide). In addition, while displaying the information display interface, the controls used to control game character A in the game scene can also be hidden. This is because the player's focus at this time is on reading the content displayed in the information display interface, rather than controlling game character A. Therefore, to save resources, the controls used to control game character A displayed in the game scene can be hidden.
[0082] In other embodiments, following the examples above, the following processing can also be performed: displaying a preview window in a virtual scene, wherein the preview window includes at least the portion of the virtual scene covered by the information display interface, and the preview window and the information display interface are two independent areas in the virtual scene.
[0083] For example, when the information display interface is displayed in a way that covers part of the virtual scene, a preview window can also be displayed in the virtual scene. For instance, a preview window can be displayed on the left side of the information display interface, and the part of the virtual scene covered by the information display interface can be displayed in the preview window. In other words, while reading relevant information in the information display interface, players can also observe the situation of the part of the virtual scene that is covered by the information display interface through the preview window.
[0084] In some embodiments, following the above examples, the following processing may also be performed: in response to at least one second virtual object being less than a fourth distance threshold (e.g., 80 meters) and at least one second virtual object not being completely covered by the information display interface, at least one second virtual object included in the preview window is highlighted (e.g., highlighted) to remind the player.
[0085] For example, taking a game character A controlled by player 1 as the first virtual object and at least one second virtual object B controlled by player 2 as the second virtual object, assuming that game character A controlled by player 1 and game character B controlled by player 2 are in an adversarial relationship, if the distance between game character B and game character A is detected to be less than 80 meters in the game scene, and game character B is not completely covered by the information display interface, game character B displayed in the preview window can be highlighted to remind player 1. In other words, player 1 can be reminded through the preview window without interrupting their reading task.
[0086] In step 103, in response to the distance between at least one second virtual object and the first virtual object being less than a distance threshold, a prompt message is output.
[0087] Here, the types of prompts can include danger prompts and safety prompts. For example, when at least one second virtual object is in an adversarial relationship with the first virtual object (e.g., at least one second virtual object and the first virtual object are in two opposing virtual factions in a virtual scene), a danger prompt can be output when at least one second virtual object is detected approaching the first virtual object; when at least one second virtual object is in a cooperative relationship with the first virtual object (e.g., at least one second virtual object and the first virtual object are in the same virtual faction in a virtual scene), a safety prompt can be output when at least one second virtual object is detected approaching the first virtual object; when at least one second virtual object is a neutral virtual object in a virtual scene, a danger prompt can be output when at least one second virtual object is detected approaching the first virtual object and launching an attack on the first virtual object.
[0088] In some embodiments, step 103 above can be implemented as follows: in response to at least one second virtual object being less than a distance threshold with respect to the first virtual object, and at least one second virtual object being in an adversarial relationship with the first virtual object, a danger warning message is output.
[0089] For example, taking the first virtual object as game character A controlled by the current player (e.g., player 1) and at least one second virtual object as game character B controlled by player 2 as an example, assuming that game character A and game character B are two opposing factions in the game scene, that is, game character A controlled by player 1 and game character B controlled by player 2 are in an adversarial relationship (that is, player 2 is player 1's enemy), then when it is detected that game character B controlled by player 2 is approaching game character A controlled by player 1 (e.g., it is detected that the distance between game character B controlled by player 2 and game character A controlled by player 1 is less than 80 meters), a danger warning message can be output. For example, the danger warning message can be displayed on the screen, or the danger warning message can be played by voice, or the danger warning message can be displayed and a voice broadcast can be given at the same time to remind player 1, such as reminding player 1 that danger is approaching and to be prepared.
[0090] In other embodiments, step 103 above can also be implemented in the following way: in response to at least one second virtual object being less than a distance threshold with the first virtual object, and at least one second virtual object being in a cooperative relationship with the first virtual object, a security prompt message is output.
[0091] For example, taking the first virtual object as game character A controlled by the current player (e.g., player 1) and at least one second virtual object as game character B controlled by player 2, assuming that game character A controlled by player 1 and game character B controlled by player 2 are in the same virtual faction in the game scene, that is, game character A controlled by player 1 and game character B controlled by player 2 are in a cooperative relationship (that is, player 2 is player 1's teammate), then when it is detected that game character B controlled by player 2 is approaching game character A controlled by player 1, for example, when it is detected that the distance between game character B controlled by player 2 and game character A controlled by player 1 is less than 80 meters, a safety prompt message can be output. For example, the safety prompt message can be displayed on the screen, or played by voice, or the safety prompt message can be displayed and played by voice at the same time to remind player 1, for example, to remind player 1 that a teammate is approaching.
[0092] It should be noted that when there are multiple second virtual objects, some of them may be hostile to the first virtual object, while others may be cooperative. Therefore, when a second virtual object that is hostile to the first virtual object approaches the first virtual object, a danger warning message can be output; when a second virtual object that is cooperative with the first virtual object approaches the first virtual object, a safety warning message can be output.
[0093] For example, taking a game character A controlled by player 1 as the first virtual object, and at least one second virtual object controlled by player 2 (game character B) and player 3 (game character C) as examples, assuming game character B and game character A are in an adversarial relationship, and game character C and game character A are in a cooperative relationship, and assuming that game character B and game character C simultaneously approach game character A, then when the distance between game character B and game character A is detected to be less than a distance threshold, a danger warning message can be output; similarly, when the distance between game character C and game character A is detected to be less than a distance threshold, a safety warning message can be output. In other words, the type and number of warning messages can be related to the number and type of at least one second virtual object.
[0094] In some embodiments, step 103 above can also be implemented in the following way: in response to at least one second virtual object being less than a distance threshold with the first virtual object, and at least one second virtual object launching an attack on the first virtual object, a danger warning message is output.
[0095] For example, taking the first virtual object as game character A controlled by the current player (e.g., player 1) and at least one second virtual object as a neutral game character in the game scene (e.g., a neutral monster A), when it is detected that monster A is close to game character A controlled by player 1 and attacks game character A, a danger warning message can be output.
[0096] It should be noted that when there are multiple second virtual objects, a prompt message may be output as soon as the distance between any second virtual object and the first virtual object is less than the distance threshold; of course, a prompt message may also be output when the distance between multiple second virtual objects and the first virtual object is less than the distance threshold; or, a prompt message may be output once whenever the distance between any second virtual object and the first virtual object is less than the distance threshold. This application embodiment does not specifically limit this.
[0097] For example, taking the first virtual object as game character A controlled by player 1, and at least one second virtual object as game character B controlled by player 2 and game character C controlled by player 3, a prompt message is output when the distance between game character A and either game character B or game character C is detected to be less than a distance threshold (e.g., 80 meters); or, when the distance between game character A and both game character B and game character C is detected to be less than 80 meters, a prompt message is output; or, when the distance between game character B and game character A is detected to be less than 80 meters, a prompt message is output, and assuming that the distance between game character C and game character A is subsequently detected to be less than 80 meters, a prompt message is output again. It should be noted that the two output prompt messages can be the same or different. For example, the first output prompt message can carry relevant information about game character B, while the second output prompt message can carry relevant information about game character C. This embodiment of the application does not specifically limit this.
[0098] Furthermore, it should be noted that the distance threshold for triggering the output prompt message can be related to the type of the second virtual object. That is, the corresponding distance threshold can be different for different types of second virtual objects. For example, for a second virtual object with an attack power greater than the attack power threshold, this type of second virtual object is more dangerous, and the corresponding distance threshold can be set higher; while for a second virtual object with an attack power less than the attack power threshold, since this type of second virtual object is relatively safe, even if the distance to the first virtual object is relatively close, the threat to the first virtual object is not significant, and the corresponding distance threshold can be set lower. Of course, the distance threshold can also be a fixed value (for example, it can be preset by game developers or planners), that is, the distance threshold can also be independent of the type of the second virtual object. This application embodiment does not specifically limit this.
[0099] In some embodiments, when the information display interface (hereinafter referred to as the information interface) is displayed in a manner that completely covers the virtual scene, and the information display interface includes a first virtual object, step 103 can be implemented in the following way: in response to the distance between at least one second virtual object and the first virtual object being less than a first distance threshold (e.g., 80 meters), a prompt message is output in the information display interface based on the first virtual object.
[0100] For example, the above-mentioned output prompt information based on the first virtual object can be achieved by performing at least one of the following processes: displaying the prompt information output by the first virtual object; playing the prompt information based on the timbre of the first virtual object.
[0101] For example, taking the first virtual object as game character A controlled by player 1 and at least one second virtual object as game character B controlled by player 2 as an example, assuming that game character A and game character B are in an adversarial relationship, such as game character A and game character B being two opposing virtual factions in the game scene, when player 1 reads information related to game character A in a full-screen information display interface, the game scene obscured by the information display interface can be detected. When the distance between game character B and game character A in the game scene is detected to be less than 80 meters, the game character A displayed in the information display interface can be controlled to output a danger warning message. For example, a danger warning message can be displayed near game character A, such as "Be careful, there seems to be an enemy around", or a danger warning message can be played based on the voice of game character A.
[0102] It should be noted that, in order to further improve the reminder effect, when outputting reminder information based on the first virtual object, the first virtual object can also be controlled to perform corresponding actions. For example, an animation of the first virtual object nodding or shaking its head can be played in the information display interface to further improve the reminder effect.
[0103] In other embodiments, following the examples above, the following processing can also be performed: in response to the distance between at least one second virtual object and the first virtual object being less than a second distance threshold (e.g., 50 meters), the first virtual object is controlled to enter an interactive state (e.g., including a cooperative state and a combat state, depending on the relationship between at least one second virtual object and the first virtual object), and the location markers of at least one second virtual object are displayed around the first virtual object, wherein the second distance threshold is less than the first distance threshold mentioned above.
[0104] For example, taking the first virtual object as game character A controlled by player 1 and at least one second virtual object as game character B controlled by player 2 as an example, when the distance between game character B and game character A is less than 50 meters in the game scene, that is, when game character B gets closer to game character A, the game character A displayed in the information display interface can be controlled to enter the combat state. For example, game character A can be controlled to perform some combat actions or assume some combat stances. At the same time, the approximate location of game character B can be displayed around game character A to remind player 1 to counterattack at any time.
[0105] In some embodiments, the information display interface may further include a virtual camera (or virtual video camera) bound to the first virtual object. In response to the distance between at least one second virtual object and the first virtual object being less than a second distance threshold, the following processing may also be performed: increasing the distance between the virtual camera and the first virtual object, and increasing the height of the virtual camera in the information display interface, so as to display the full body of the first virtual object in the information display interface.
[0106] For example, continuing from the above example, when the distance between game character B and game character A is less than 50 meters in the game scene, in addition to controlling game character A to enter combat mode, the virtual camera bound to game character A can also be zoomed out to display the full body of game character A in the information display interface. Subsequently, the approximate location of game character B can be displayed around game character A to remind the player to be ready to enter combat mode at any time.
[0107] In other embodiments, following the examples above, when the distance between at least one second virtual object and the first virtual object is less than a second distance threshold, the first virtual object can be controlled to exit the interactive state, and the location markers of at least one second virtual object can be removed from the vicinity of the first virtual object.
[0108] For example, continuing with the case of the first virtual object being game character A controlled by player 1 and at least one second virtual object being game character B controlled by player 2, assuming game character A and game character B are in an adversarial relationship, when the distance between game character B and game character A is detected to be greater than 50 meters in the game scene (i.e., when the enemy is detected to be moving away), game character A displayed in the information display interface can be controlled to exit combat, and the location marker of game character B will be removed from the vicinity of game character A. In other words, the state of game character A will be dynamically adjusted as the enemy approaches and moves away. Thus, while reading information related to game character A in the information display interface, players can also learn about the enemy's situation in a timely manner.
[0109] In some embodiments, when the distance between at least one second virtual object and the first virtual object is less than a third distance threshold (e.g., 20 meters), the orientation of the first virtual object can be adjusted, and the transparency of at least a portion (e.g., the middle portion) of the information display interface can be increased so that at least one second virtual object can be displayed through the information display interface, wherein the third distance threshold is less than the second distance threshold.
[0110] For example, the above-mentioned adjustment of the orientation of the first virtual object can be achieved by adjusting the orientation of the first virtual object to face the target second virtual object, wherein the target second virtual object is at least one of the second virtual objects that satisfies one of the following conditions: closest to the first virtual object, or with the largest state parameter.
[0111] For example, taking the first virtual object as game character A controlled by player 1 and at least one second virtual object as game character B controlled by player 2 as an example, assuming that game character A and game character B are in an adversarial relationship, when the distance between game character B and game character A is detected to be less than 20 meters in the game scene, that is, when the enemy continues to approach and poses a great threat, the orientation of game character A displayed in the information display interface (for example, assuming that the original orientation of game character A is facing the player) can be adjusted to face the direction of game character B. At the same time, the transparency of the information display interface can be increased so that game character B can be displayed through the information display interface, that is, player 1 can see game character B in the game scene, so as to facilitate player 1 to counterattack.
[0112] It should be noted that when there are multiple second virtual objects, the orientation of the first virtual object (e.g., game character A) can be adjusted to face the second virtual object (i.e., game character C) that is closest to the first virtual object among the multiple second virtual objects (e.g., including game character B and game character C, where the distance between game character B and game character A is 70 meters and the distance between game character C and game character A is 60 meters). In other words, the first virtual object is controlled to counterattack the closest second virtual object first. Alternatively, the orientation of the first virtual object can be adjusted to face the second virtual object with the highest attack power among the multiple second virtual objects. In other words, the first virtual object is controlled to counterattack the second virtual object with the highest attack power first. This application embodiment does not specifically limit this.
[0113] For example, the orientation of the first virtual object can also be adjusted in the following way: adjust the orientation of the first virtual object to the default orientation of the first virtual object in the virtual scene (e.g., the orientation away from the player).
[0114] For example, taking the first virtual object as a game character A controlled by player 1, in order to facilitate player 1's observation, the game character A displayed in the information display interface can be facing the player. When an enemy is detected to be continuously approaching in the game scene, the orientation of the game character A can be adjusted from facing the player to facing away from the player, that is, the orientation of the game character A is adjusted to the default orientation of the game character A in the game scene (such as the direction facing away from the player).
[0115] In other embodiments, when the distance between at least one second virtual object and the first virtual object is less than a third distance threshold, the following processing may also be performed: displaying at least one control included in the virtual scene in the information display interface, wherein at least one control is used to control the first virtual object; and controlling the first virtual object to perform a corresponding operation in response to a trigger operation for any control, and canceling the display of the information display interface.
[0116] For example, continuing with the case of the first virtual object being game character A controlled by player 1 and at least one second virtual object being game character B controlled by player 2, when the distance between game character B and game character A is detected to be less than 20 meters in the game scene, controls used to control game character A (such as attack buttons, jump buttons, and skill release buttons) can be displayed in the information display interface (e.g., the inventory interface). When a click operation is received from player 1 on any control, for example, assuming a click operation is received on the attack button, game character A can be controlled to attack game character B, and the information display interface will be canceled. In other words, the controls displayed in the information display interface are not blocked by the system and can be directly activated when triggered, while the information display interface can be automatically closed, achieving a seamless switch between information reading and combat, further enhancing the player's gaming experience.
[0117] It should be noted that if Player 1 does not click on any control displayed in the information display interface, the information display interface will not close automatically until Player 1 clicks on any control or manually closes the information display interface.
[0118] In some embodiments, when the information display interface is displayed in a way that covers part of the virtual scene, and a preview window is displayed in the virtual scene, see [reference needed]. Figure 4 , Figure 4 This is a second flowchart illustrating the interactive processing method for virtual scenes provided in this application embodiment, as shown below. Figure 4 As shown, Figure 3 Step 103 shown can be achieved through Figure 4 The implementation of steps 1031 and 1032 shown will be combined with Figure 4 The steps shown are explained.
[0119] In step 1031, in response to the distance between at least one second virtual object and the first virtual object being less than a fifth distance threshold, the border of the preview window is highlighted.
[0120] Here, the fifth distance threshold (e.g., 50 meters) is less than the fourth distance threshold mentioned above (e.g., 80 meters).
[0121] In some embodiments, taking the first virtual object as a game character A controlled by player 1 and at least one second virtual object as a game character B controlled by player 2 as an example, assuming that game character A and game character B are in an adversarial relationship, when the distance between game character B and game character A is detected to be less than 50 meters in the game scene, the border of the preview window can be highlighted (e.g., highlighted or displayed in a flashing manner) to remind player 1.
[0122] In step 1032, a prompt message is output.
[0123] In some embodiments, step 1032 can be implemented by at least one of the following methods: displaying an identifier (e.g., an avatar) of the first virtual object in the virtual scene, and outputting prompt information based on the identifier; playing the prompt information based on the timbre of the first virtual object.
[0124] For example, continuing from the above example, when the distance between game character B and game character A is less than 50 meters in the game scene, in addition to highlighting the border of the preview window, the game scene can also display the avatar of game character A and the danger warning message output based on the avatar of game character A, such as "Enemies are around, be careful".
[0125] It should be noted that, in addition to displaying danger warnings in the game scene, they can also be played via voice. For example, danger warnings can be played based on the voice of game character A, that is, the voice of game character A can be used to remind player 1. This application embodiment does not specifically limit this.
[0126] In other embodiments, following the examples above, the following processing may also be performed: in response to the distance between at least one second virtual object and the first virtual object being less than a sixth distance threshold, the transparency of at least a portion (e.g., the middle portion) of the information display interface is increased so that the first virtual object is displayed through the information display interface, wherein the sixth distance threshold (e.g., 20 meters) is less than the fifth distance threshold mentioned above.
[0127] For example, taking the first virtual object as game character A controlled by player 1 (i.e., the current player) and at least one second virtual object as game character B controlled by player 2 as an example, assuming that game character A and game character B are in an adversarial relationship, when the distance between game character B and game character A is detected to be less than 20 meters in the game scene, that is, when the enemy continues to approach and poses a great threat, the transparency of the middle part of the information display interface (such as the backpack interface) can be increased so that game character A can be displayed through the information display interface. That is, player 1 can see game character A displayed in the game scene through the information display interface, thereby making it convenient for player 1 to control game character A to fight back.
[0128] In some embodiments, the information display interface and the first virtual object may be in the rendering queue of the rendering engine. The above-mentioned increase in the transparency of at least a portion of the information display interface, so that the first virtual object can be displayed through the information display interface, can be achieved by: disabling depth testing in the rendering engine and rendering the first virtual object included in the rendering queue; in response to the completion of rendering the first virtual object, increasing the transparency of at least a portion of the information display interface included in the rendering queue, and rendering the information display interface with increased transparency, so that the first virtual object can be displayed through the information display interface.
[0129] For example, taking the first virtual object as a game character A controlled by player 1 and the information display interface as the backpack interface, normally, when the rendering engine renders the game character A and the backpack interface, it first needs to perform a depth test, that is, test which is farther from the virtual camera, the backpack interface or the game character A. If the game character A is farther from the virtual camera, that is, the game character A is obscured by the backpack interface, then only the backpack interface can be rendered, and the game character A, which is obscured by the backpack interface, can be omitted. In this embodiment of the application, since it is necessary to display the game character A and the backpack interface simultaneously, the depth test can be turned off in the rendering engine, and the game character A can be rendered first. After the game character A is rendered, the backpack interface is rendered transparently so that the game character A can be displayed through the backpack interface.
[0130] In other embodiments, when the distance between at least one second virtual object and the first virtual object is less than a sixth distance threshold, the following processing may also be performed: displaying at least one control in the virtual scene; controlling the first virtual object to perform a corresponding operation in response to a trigger operation for any control, and canceling the display of the information display interface in the virtual scene.
[0131] For example, continuing with the case of the first virtual object being game character A controlled by player 1 and at least one second virtual object being game character B controlled by player 2, when the distance between game character B and game character A is detected to be less than 20 meters in the game scene, in addition to making the information display interface (such as the backpack interface) transparent, controls for controlling game character A can also be displayed in the game scene (these controls are hidden when the information display interface is displayed). When player 1 clicks on any control, the game character A can be controlled to perform the corresponding operation, and the information display interface in the game scene can be de-displayed, that is, the information display interface is automatically closed to seamlessly switch to the combat state.
[0132] In some embodiments, see Figure 5 , Figure 5 This is a schematic diagram of the third process of the virtual scene interaction processing method provided in the embodiments of this application, as shown below. Figure 5 As shown, during execution Figure 3 Before step 103 shown, the following steps can also be performed: Figure 5 Steps 104 and 105 shown will be combined Figure 5 The steps shown are explained.
[0133] In step 104, the first position of the first virtual object in the virtual scene and the at least one second position of at least one second virtual object in the virtual scene are obtained.
[0134] In some embodiments, taking the first virtual object as a game character A controlled by player 1 and at least one second virtual object as a game character B controlled by player 2 as an example, the first position of game character A in the game scene can be determined by the positioning service provided by the game engine, and the second position of game character B in the game scene can also be obtained from the game backend server.
[0135] In step 105, the distance between at least one second virtual object and the first virtual object is determined based on the first position and at least one second position.
[0136] In some embodiments, following the above example, taking the first virtual object as game character A controlled by player 1 and at least one second virtual object as game character B controlled by player 2 as an example, after obtaining the first position of game character A in the game scene and the second position of game character B in the game scene, the coordinates of the first position of game character A and the coordinates of the second position of game character B can be subtracted to obtain the distance between game character A and game character B.
[0137] The virtual scene interaction processing method provided in this application detects the portion of the virtual scene covered by the information display interface when the player is browsing the information display interface. When it is detected that another virtual object (i.e., at least one second virtual object) is close to the virtual object currently controlled by the player (i.e., the first virtual object), a prompt message is output. In this way, the interaction situation in the virtual scene that is obscured by the information display interface can be conveyed through the prompt message without affecting the player's reading of the information, so as to remind the player in a timely manner and prevent the player from being unable to react because he is focused on the information display interface, thereby improving the player's game experience.
[0138] The following will describe an exemplary application of the embodiments of this application in a real-world application scenario.
[0139] Taking mobile games as an example, due to the limitations of mobile phone screen size, the display of information in complex systems such as character development, equipment, and inventory can obstruct more of the player's field of vision. At this time, the safety of the game character controlled by the player in the virtual world will be affected. For example, when a player opens the equipment system to check his own attributes in an unsafe area in the wild, he often ignores the danger of being attacked by others (i.e., game characters controlled by other players) because he is focused on the equipment interface. He only closes the equipment interface when he hears the other party launch a skill and the sound effect of being attacked, which is too late.
[0140] In view of this, this application provides an interactive processing method for virtual scenes. By collecting various information for judgment and combining it with elements such as interface models, character portraits, or user interface (UI) prompts, it provides prompt information to help players resolve such safety issues when their field of vision is obstructed. It also simultaneously addresses the full-screen design layout issues under multiple information requirements and provides players with a better sense of security. Furthermore, the technical solution provided by this application can be reused to a certain extent in different types of games, thereby providing a better gaming experience for different players.
[0141] In other words, the technical solution provided in this application addresses the security issues encountered by games such as role-playing games and battle royale (BR) when processing large amounts of information to the greatest extent possible. It conveys obscured battlefield visibility through reasonable information interface content, providing more natural and clear prompts and offering more explicit advance warnings to prevent players from being caught off guard. Furthermore, by reasonably collecting models, character portraits, and UI information from the interface as design elements for prompts, more immersive prompt animations or effects can be designed, conveying the battle situation through information the player is currently focusing on, resulting in a smoother and more immersive experience.
[0142] The interactive processing method for virtual scenes provided in the embodiments of this application will be described in detail below.
[0143] In some embodiments, when a player opens the full-screen character system interface (corresponding to the information display interface mentioned above) to view equipment and attribute information, they are completely unaware of their in-game vision. At this time, animations and voice information can be added to the core elements of the interface, such as the character portrait / model of the player, to prompt the player about the safety status of their current in-game vision. For example, different levels of prompts and warnings can be given based on information collected in real time, such as the number, combat power, and location distance of other player-controlled characters within an 80-meter radius of the player's own character.
[0144] For example, see Figure 6 , Figure 6This is a schematic diagram of a first application scenario of the virtual scene interaction processing method provided in the embodiments of this application, such as... Figure 6 As shown, when an enemy player-controlled game character (corresponding to the second virtual object mentioned above) appears at the maximum distance (e.g., about 80 meters) of the field of view in the current scene, the game character 602 controlled by the current player (corresponding to the first virtual object mentioned above) will play an independent "alert" standby animation and issue a bubble prompt 603 (i.e., a prompt message) in the opened full-screen system interface 601 (corresponding to the information display interface that completely covers the virtual scene mentioned above), such as "Be careful, there seems to be an enemy around". When other player-controlled game characters focus on and approach the currently controlled game character—for example, if multiple other player-controlled game characters approach, say, within about 50 meters of the currently controlled game character—it is determined that the enemy players are inclined to attack, and the currently controlled player is in a state where they may be detected. This is the initial decision-making phase in combat. At this time, the perspective of the game character 602 displayed in the full-screen system interface 601 will change. For example, the animated pose of game character 602 will switch to a combat alert state, and the virtual camera bound to game character 602 will be slightly zoomed out and raised to display the full body of game character 602 in the full-screen system interface 601. The approximate direction 604 of the enemy is also marked in the vicinity of game character 602. This dynamic UI prompt reminds the player to enter combat at any time. The player can then close the interface to engage in combat. Of course, as other player-controlled game characters gradually move away, the prompt information will gradually disappear, thus not affecting the operation and information processing of the system interface at all.
[0145] See also Figure 6When an enemy player-controlled character is detected approaching continuously, for example, when the distance between the enemy and the player-controlled character is less than 20 meters, the system recognizes that the character poses a significant threat. At this point, the camera view of the player character 602 automatically zooms out to its highest and furthest point, and the character's orientation changes to its normal in-game state (e.g., facing away from the player). Simultaneously, the outline of the player character 602 glows red to alert the player to potential danger. Furthermore, the transparency of the central portion of the full-screen system interface 601 can be increased to display the actual field of view in the current game. For example, the enemy player-controlled character 605 can be displayed through the central portion of the full-screen system interface 601. Additionally, multiple in-game operation buttons 604 (such as attack buttons, combat buttons, and skill activation buttons) will also be displayed in the full-screen system interface 601 and will not be blocked by the system; they can be directly clicked and activated. If the player clicks the attack button at this time, the game character 602 will be controlled to attack, and the full-screen system interface 601 will be automatically closed, thus achieving a seamless switch; if the player remains in the browsing state, it will continue to remain in that state until the player actively attacks or closes the full-screen system interface.
[0146] In other embodiments, when a player operates using a non-full-screen interface that only obscures the central view, the information the player focuses on is usually plain text or system information, making it impossible to observe the safety status of the currently playing game character. In this case, a separate small camera preview window can be projected in the corner of the game interface, allowing the player to observe their own survival status even when the game character is obscured. Furthermore, the higher the camera is and the farther away it is, the larger the observed field of view. Additionally, different levels of prompts and warnings can be displayed on this window based on the severity of the danger.
[0147] For example, see Figure 7 , Figure 7 This is a schematic diagram of a second application scenario of the interactive processing method for virtual scenes provided in the embodiments of this application, such as... Figure 7 As shown, when a player operates using a non-full-screen interface 701 that only obscures the central view (corresponding to the information display interface covering a portion of the virtual scene mentioned above), a separate small camera preview window 703 (corresponding to the preview window mentioned above) can be projected into a corner (e.g., the upper left corner) of the game interface 702. The preview window 703 displays the content obscured by the non-full-screen interface 701 within the game interface 702. When a game character controlled by another player appears within an 80-meter field of view, since the window obstruction does not affect the detection of targets at the furthest point of view, the game character 704 controlled by the other player can be highlighted only in the preview window 703 to achieve early detection, thus preventing the player's visual attention from being focused on the non-full-screen interface 701 and resulting in a failure to detect enemies in time.
[0148] See also Figure 7 When the distance between the game character controlled by another player and the game character controlled by the current player is less than 50 meters, the threat posed by the other player increases. This presents an opportunity to seize the initiative in battle. In addition to highlighting the game character controlled by the other player 704 in the preview window 703, the border of the preview window 703 can also be highlighted (e.g., starting to glow red) to alert the player to potential danger. Furthermore, the game character controlled by the current player can issue voice and text prompts. For example, a prompt message 705 output by the game character controlled by the current player can be displayed in the game interface 702, such as "Enemy nearby! Be careful!" At this point, the player can immediately close the non-fullscreen interface 701 to seize the initiative in battle and ultimately win.
[0149] See also Figure 7 When the distance between a game character controlled by another player and the game character controlled by the current player is less than 20 meters, and an attack is launched, the transparency of the middle part of the non-full-screen interface 701 can be further increased, allowing the game character 706 controlled by the current player in the game interface 702 to be displayed through the non-full-screen interface 701. Furthermore, multiple skill operation buttons 707 can be displayed in the game interface 702. Players can attack or defend by clicking any button 707. At this time, the non-full-screen interface 701 will be automatically closed. This avoids the abruptness and slow response issues of the interface automatically closing upon being attacked, allowing players to smoothly check their field of vision based on distance.
[0150] The rendering technology involved in the technical solutions provided in the embodiments of this application will be further described below.
[0151] In some embodiments, refer to Table 1, which is a schematic table of the rendering queues built into the rendering engine provided in this application embodiment. As shown in Table 1, the rendering queue (Rendering Order) is a list that controls the rendering order. In the rendering method provided in this application embodiment, the depth test sorting rendering needs to be turned off after the trigger condition. With the depth test turned off, it can be seen that objects in the Background queue will be rendered first. If there is no depth test, it will be displayed at the back of the screen. If there are objects in the Geometry queue in front, the objects in the Geometry queue will be displayed first.
[0152] Table 1. Schematic diagram of the rendering queue built into the rendering engine.
[0153]
[0154]
[0155] The principles of depth testing will be explained below.
[0156] In some embodiments, see Figure 8 , Figure 8 This is a schematic diagram illustrating the principle of depth testing provided in the embodiments of this application, such as... Figure 8 As shown, depth testing, also known as Z-Buffering, records the distance between the surface of a 3D object and the camera for each pixel, and uses this information to determine which objects should be displayed and which should be occluded. If the rendering engine detects that a new pixel being written to by an object is located further away, it may prevent the write operation based on this result. This feature can be utilized when rendering transparent objects. To achieve the occlusion rendering effect provided in this embodiment, i.e., to ensure that the occluded part of the character still passes the depth test, the testing method can be modified to Greater. That is, the depth of the unoccluded part of the character is less than that of the occluder, while the occluded part, due to its infinite depth, fails the depth test and is rendered as a PASS output. At this time, the depth test can be performed normally, so the occluded part is not rendered, and only the unoccluded part is rendered. Finally, various shaders are added to the occluded part of the character to achieve different rendering effects.
[0157] The following section continues to explain the client identification and display process.
[0158] (1) Obtain location data
[0159] In some embodiments, each client needs to know the location of its own game character and the locations of all other player-controlled game characters. This is typically achieved by the server periodically broadcasting the location of each player character. For example, each client can register with the server upon startup and request the current location data of all other player characters. The server can then periodically send the latest location data of all player characters to each client via a broadcast mechanism (such as UDP or WebSocket transport protocols).
[0160] (2) Calculate distance
[0161] In some embodiments, on the client side, the distance between the current player character and other player characters can be calculated by comparing the current player character's own coordinates with the coordinates of other player characters received from the server. For example, the current player character's own coordinates can be obtained through calculations within the game engine or via GPS, and the distance calculation can be performed by iteratively processing the location data of other player characters received from the server.
[0162] (3) Player characters within the filter range
[0163] In some embodiments, a predefined radius (e.g., 80 meters, 50 meters, 20 meters) can be set, and then all other player characters within that radius can be filtered out. For example, the distance array calculated in the previous step can be iterated to filter out all elements less than or equal to the radius value.
[0164] (4) Statistical Quantities
[0165] In some embodiments, all valid targets within range can be calculated to determine how many other player characters are nearby; for example, the length of the filtered list can be used as the number of valid targets nearby.
[0166] (5) Update UI
[0167] In some embodiments, the results can be updated to a part of the user interface, such as a minimap or a counter in the corner of the screen, depending on the front-end framework or library used. For example, updates can be performed using technologies such as React, Vue.js, or DOM manipulation. DOM manipulation is a core concept in web development, allowing developers to read and modify the content, structure, and style of Hypertext Markup Language (HTML) documents using JavaScript. DOM manipulation includes retrieving elements, modifying element content, modifying element attributes, and modifying element styles.
[0168] The following will continue to combine Figure 9 The interactive processing method for virtual scenes provided in the embodiments of this application will be described.
[0169] For example, see Figure 9 , Figure 9 This is a schematic diagram of the fourth process of the interactive processing method for virtual scenes provided in the embodiments of this application, which will be combined with Figure 9 The steps shown are explained.
[0170] In step 201, a full-screen interface is displayed.
[0171] In some embodiments, players can open a full-screen system interface (such as the inventory interface) in the game to view relevant information.
[0172] In step 202, a location update request is sent to the server.
[0173] In step 203, the player's location is sent.
[0174] In step 204, the distance is calculated.
[0175] Here, distance calculation refers to calculating the distance between the game character currently controlled by the player and the game characters controlled by other players.
[0176] In step 205, it is determined whether the distance is less than 80 meters and greater than 50 meters. If yes, steps 206 and 207 are executed; otherwise, step 208 is executed.
[0177] In step 206, an alert standby animation is played.
[0178] In some embodiments, a game character controlled by the current player can be displayed in the full-screen interface. When it is detected that the distance between the game character controlled by another player and the game character controlled by the current player is less than 80 meters, the game character displayed in the full-screen interface can be controlled to perform corresponding actions.
[0179] In step 207, a bubble UI prompt is displayed.
[0180] In step 208, it is determined whether the distance is less than 50 meters and greater than 20 meters. If so, steps 209 and 210 are executed; otherwise, steps 211 to 213 are executed.
[0181] In step 209, the camera lens is raised.
[0182] In some embodiments, the virtual camera bound to the game character currently controlled by the player can be zoomed in or out to display the full body of the game character in a full-screen interface.
[0183] In step 210, the enemy UI location is displayed.
[0184] In step 211, the interface camera is turned off.
[0185] In step 212, adjust the rendering transparency.
[0186] In step 213, the operation area level is raised.
[0187] In some embodiments, when it is detected that the distance between the game character controlled by another player and the game character controlled by the current player is less than 20 meters, the transparency of the middle part of the full-screen interface can be increased so that the player can see the game interface through the full-screen interface to understand the current battle situation.
[0188] It should be noted that, Figure 9 Steps 201 to 213 shown correspond to Figure 6 For examples of full-screen interfaces, please refer to the section above. Figure 6 The description of the embodiments in this application will not be repeated here.
[0189] The following will continue to combine Figure 10The interactive processing method for virtual scenes provided in the embodiments of this application will be described.
[0190] For example, see Figure 10 , Figure 10 This is a schematic diagram of the fifth process of the interactive processing method for virtual scenes provided in the embodiments of this application, which will be combined with Figure 10 The steps shown are explained.
[0191] In step 301, a half-screen interface is displayed.
[0192] In step 302, a location update request is sent to the server.
[0193] In step 303, the player's location is sent.
[0194] In step 304, the distance is calculated.
[0195] In step 305, it is determined whether the distance is less than 80 meters and greater than 50 meters. If so, steps 306 to 308 are executed; otherwise, step 309 is executed.
[0196] In step 306, a small preview window is displayed.
[0197] In step 307, the location reported by the server is received.
[0198] In step 308, the enemy is highlighted.
[0199] In step 309, it is determined whether the distance is less than 50 meters and greater than 20 meters. If yes, steps 310 to 313 are executed; otherwise, steps 314 to 319 are executed.
[0200] In step 310, a small preview window is displayed.
[0201] In step 311, the location reported by the server is received.
[0202] In step 312, character dialogue prompts are displayed.
[0203] In step 313, the border of the small preview window is highlighted.
[0204] In step 314, the interface camera is turned off.
[0205] In step 315, the location reported by the server is received.
[0206] In step 316, character dialogue prompts are displayed.
[0207] In step 317, the border of the small preview window is highlighted.
[0208] In step 318, the operating area level is raised.
[0209] In step 319, adjust the rendering transparency.
[0210] It should be noted that, Figure 10 The technical solutions shown in steps 301 to 319 correspond to Figure 7 For examples of non-fullscreen interfaces, please refer to the section above. Figure 7 The description of the embodiments in this application will not be repeated here.
[0211] In summary, the technical solutions provided by the embodiments of this application have the following beneficial effects:
[0212] The technical solution provided in this application is applicable to various types of games. Besides the role-playing games and battle royale games mentioned above, it is also applicable to third-person shooter games. When players open a full-screen or half-screen interface in the scene space, obscuring the central area of their view, clearer battlefield prompts are needed to improve survivability and timely combat reactions. This ensures that players can view information and pay attention to the battlefield situation without conflict in fair competition, appropriately reducing player anxiety and tension, allowing them to focus more on attribute information and thus leverage the advantages of the gameplay system. Simultaneously, it allows gameplay design to be unaffected by excessive information obscuring the view, creating more interesting gameplay rules and numerical competition and strategy, further enhancing the player's gaming experience.
[0213] The following description continues to illustrate the exemplary structure of the virtual scene interaction processing device 555 provided in the embodiments of this application as a software module. In some embodiments, such as... Figure 2 As shown, the software modules in the interactive processing device 555 of the virtual scene stored in the memory 550 may include: a display module 5551 and an output module 5552.
[0214] Display module 5551 is used to display a virtual scene, wherein the virtual scene includes a first virtual object; display module 5551 is also used to display an information display interface in response to an information viewing operation, in a manner that covers at least part of the virtual scene; output module 5552 is used to output a prompt message in response to at least one second virtual object being less than a distance threshold.
[0215] In some embodiments, the display module 5551 is further configured to display an information display interface in a manner that completely covers the virtual scene, wherein the information display interface includes a first virtual object; the output module 5552 is further configured to output prompt information in the information display interface based on the first virtual object in response to at least one second virtual object being less than a first distance threshold.
[0216] In some embodiments, the output module 5552 is further configured to perform at least one of the following processes: displaying prompt information output by the first virtual object; playing the prompt information based on the timbre of the first virtual object.
[0217] In some embodiments, the virtual scene interaction processing device 555 further includes a control module 5553, configured to control the first virtual object to enter an interactive state in response to the distance between at least one second virtual object and the first virtual object being less than a second distance threshold; and a display module 5551, configured to display the location markers of at least one second virtual object around the first virtual object, wherein the second distance threshold is less than the first distance threshold.
[0218] In some embodiments, the information display interface further includes a virtual camera bound to the first virtual object; the control module 5553 is further configured to increase the distance between the virtual camera and the first virtual object and increase the height of the virtual camera in the information display interface when the distance between at least one second virtual object and the first virtual object is less than a second distance threshold, so as to display the full body of the first virtual object in the information display interface.
[0219] In some embodiments, the control module 5553 is further configured to control the first virtual object to exit the interactive state in response to the distance between at least one second virtual object and the first virtual object being greater than a second distance threshold; the display module 5551 is further configured to cancel the display of the orientation markers of at least one second virtual object around the first virtual object.
[0220] In some embodiments, the control module 5553 is further configured to adjust the orientation of the first virtual object and increase the transparency of at least a portion of the information display interface in response to the distance between at least one second virtual object and the first virtual object being less than a third distance threshold, so that at least one second virtual object is displayed through the information display interface, wherein the third distance threshold is less than the second distance threshold.
[0221] In some embodiments, the control module 5553 is further configured to perform one of the following processes: adjusting the orientation of the first virtual object to face the target second virtual object, wherein the target second virtual object is a second virtual object among at least one second virtual object that satisfies one of the following conditions: being closest to the first virtual object and having the largest state parameter; adjusting the orientation of the first virtual object to the default orientation of the first virtual object in the virtual scene.
[0222] In some embodiments, the display module 5551 is further configured to display at least one control included in the virtual scene in the information display interface when the distance between at least one second virtual object and the first virtual object is less than a third distance threshold, wherein the at least one control is used to control the first virtual object; the control module 5553 is further configured to control the first virtual object to perform a corresponding operation in response to a trigger operation for any control; and the display module 5551 is further configured to cancel the display of the information display interface.
[0223] In some embodiments, the display module 5551 is further configured to display an information display interface in a manner that covers part of the virtual scene, and to cancel the display of at least one control included in the virtual scene, wherein the information display interface at least covers a first virtual object included in the virtual scene, and at least one control is used to control the first virtual object.
[0224] In some embodiments, the display module 5551 is further configured to display a preview window in a virtual scene, wherein the preview window includes at least the portion of the virtual scene covered by the information display interface, and the preview window and the information display interface are two independent areas in the virtual scene.
[0225] In some embodiments, the display module 5551 is further configured to highlight at least one second virtual object included in the preview window in response to the distance between at least one second virtual object and the first virtual object being less than a fourth distance threshold and at least one second virtual object not being completely covered by the information display interface.
[0226] In some embodiments, the display module 5551 is further configured to highlight the border of the preview window in response to at least one second virtual object being less than a fifth distance threshold; the output module 5552 is further configured to output a prompt message, wherein the fifth distance threshold is less than a fourth distance threshold.
[0227] In some embodiments, the output module 5552 is further configured to perform at least one of the following processes: displaying an identifier of a first virtual object in a virtual scene and outputting prompt information based on the identifier; playing prompt information based on the timbre of the first virtual object.
[0228] In some embodiments, the control module 5553 is further configured to increase the transparency of at least a portion of the information display interface in response to at least one second virtual object being less than a sixth distance threshold, so that the first virtual object is displayed through the information display interface, wherein the sixth distance threshold is less than a fifth distance threshold.
[0229] In some embodiments, the information display interface and the first virtual object are in the rendering queue of the rendering engine. The control module 5553 is further configured to disable depth testing in the rendering engine and render the first virtual object included in the rendering queue; in response to the first virtual object being rendered, increase the transparency of at least a portion of the information display interface included in the rendering queue and render the information display interface with increased transparency so that the first virtual object is displayed through the information display interface.
[0230] In some embodiments, the display module 5551 is further configured to display at least one control in the virtual scene when the distance between at least one second virtual object and the first virtual object is less than a sixth distance threshold; the control module 5553 is further configured to control the first virtual object to perform a corresponding operation in response to a trigger operation for any control; and the display module 5551 is further configured to cancel the display of the information display interface in the virtual scene.
[0231] In some embodiments, the virtual scene interaction processing device 555 further includes an acquisition module 5554 and a determination module 5555, wherein the acquisition module 5554 is used to acquire a first position of a first virtual object in the virtual scene and at least one second position of at least one second virtual object in the virtual scene; the determination module 5555 is used to determine the distance between at least one second virtual object and the first virtual object based on the first position and at least one second position.
[0232] In some embodiments, the output module 5552 is further configured to output a danger warning message in response to at least one second virtual object being less than a distance threshold and at least one second virtual object being in an adversarial relationship with the first virtual object; output a danger warning message in response to at least one second virtual object being less than a distance threshold and at least one second virtual object launching an attack on the first virtual object; and output a safety warning message in response to at least one second virtual object being less than a distance threshold and at least one second virtual object being in a cooperative relationship with the first virtual object.
[0233] It should be noted that the description of the apparatus in this application embodiment is similar to the description of the method embodiment above, and has similar beneficial effects as the method embodiment, therefore, it will not be repeated. For any technical details not covered in the virtual scene interactive processing apparatus provided in this application embodiment, please refer to... Figure 3 , Figure 4 ,or Figure 5 The meaning is understood in accordance with the description of any of the accompanying drawings.
[0234] This application provides a computer program product, which includes 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 interaction processing method described above in this application.
[0235] This application provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are executed by a processor, they cause the processor to execute the interactive processing method for a virtual scene provided in this application. For example, ... Figure 3 , Figure 4 ,or Figure 5 The interactive processing method for the virtual scene is shown.
[0236] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; or it may be a variety of devices including one or any combination of the above-mentioned memories.
[0237] In some embodiments, executable instructions may take 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 standalone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.
[0238] As an example, executable instructions can be deployed to execute on a single electronic device, or on multiple electronic devices located in one location, or on multiple electronic devices distributed across multiple locations and interconnected via a communication network.
[0239] The above description is merely an embodiment of this application and is not intended to limit the scope of protection of this application. Any modifications, equivalent substitutions, and improvements made within the spirit and scope of this application are included within the scope of protection of this application.
Claims
1. A method for interaction processing of a virtual scene, characterized in that, The method comprises: displaying a virtual scene, wherein the virtual scene comprises a first virtual object; in response to an information viewing operation, displaying an information display interface based on a manner of covering at least part of the virtual scene; in response to a distance between at least one second virtual object and the first virtual object being less than a distance threshold, outputting prompt information.
2. The method of claim 1, wherein: the displaying of the information display interface based on the manner of covering at least part of the virtual scene comprises: displaying the information display interface in a manner of completely covering the virtual scene, wherein the information display interface comprises the first virtual object; the outputting of the prompt information in response to the distance between the at least one second virtual object and the first virtual object being less than the distance threshold comprises: in response to the distance between the at least one second virtual object and the first virtual object being less than a first distance threshold, outputting the prompt information based on the first virtual object in the information display interface.
3. The method of claim 2, wherein, the outputting of the prompt information based on the first virtual object comprises: performing at least one of the following: displaying the prompt information output by the first virtual object; playing the prompt information based on a timbre of the first virtual object.
4. The method of claim 2, wherein, The method further comprises: in response to the distance between the at least one second virtual object and the first virtual object being less than a second distance threshold, controlling the first virtual object to enter an interactive state and displaying a bearing mark of the at least one second virtual object around the first virtual object, wherein the second distance threshold is less than the first distance threshold.
5. The method of claim 4, wherein: the information display interface further comprises a virtual camera bound to the first virtual object; in response to the distance between the at least one second virtual object and the first virtual object being less than the second distance threshold, the method further comprises: increasing a distance between the virtual camera and the first virtual object and increasing a height of the virtual camera in the information display interface to display a full body of the first virtual object in the information display interface.
6. The method of claim 4, wherein, The method further comprises: in response to the distance between the at least one second virtual object and the first virtual object being greater than the second distance threshold, controlling the first virtual object to exit the interactive state and canceling display of the bearing mark of the at least one second virtual object around the first virtual object.
7. The method according to any one of claims 4 to 6, characterized in that, The method further comprises: in response to the distance between the at least one second virtual object and the first virtual object being less than a third distance threshold, adjusting an orientation of the first virtual object and increasing a transparency of at least part of the information display interface to display the at least one second virtual object through the information display interface, wherein the third distance threshold is less than the second distance threshold.
8. The method of claim 7, wherein, the adjusting of the orientation of the first virtual object comprises: performing one of the following: adjust the orientation of the first virtual object to face a direction of a target second virtual object, wherein the target second virtual object is a second virtual object in the at least one second virtual object that meets one of the following conditions: closest to the first virtual object, maximum state parameter; adjust the orientation of the first virtual object to a default direction of the first virtual object in the virtual scene.
9. The method of claim 7, wherein, When the distance between the at least one second virtual object and the first virtual object is less than a third distance threshold, the method further includes: displaying at least one control included in the virtual scene in the information display interface, wherein the at least one control is used to control the first virtual object; in response to a triggering operation on any of the controls, controlling the first virtual object to perform a corresponding operation, and canceling display of the information display interface.
10. The method of claim 1, wherein: displaying the information display interface in a manner of covering at least part of the virtual scene includes: displaying the information display interface in a manner of covering part of the virtual scene, and canceling display of at least one control included in the virtual scene, wherein the information display interface covers at least the first virtual object included in the virtual scene, and the at least one control is used to control the first virtual object.
11. The method of claim 10, wherein, The method further includes: displaying a preview window in the virtual scene, wherein the preview window includes at least part of the virtual scene covered by the information display interface, and the preview window and the information display interface are two independent areas in the virtual scene.
12. The method according to claim 10 or 11, characterized in that, The method further includes: in response to the distance between the at least one second virtual object and the first virtual object being less than a fourth distance threshold, and the at least one second virtual object not being completely covered by the information display interface, highlighting the at least one second virtual object included in the preview window.
13. The method of claim 12, wherein, The output of the prompt information in response to the distance between the at least one second virtual object and the first virtual object being less than a distance threshold includes: in response to the distance between the at least one second virtual object and the first virtual object being less than a fifth distance threshold, highlighting a border of the preview window, and outputting the prompt information, wherein the fifth distance threshold is less than the fourth distance threshold.
14. The method of claim 13, wherein, The output of the prompt information includes: performing at least one of the following: displaying an identifier of the first virtual object in the virtual scene, and outputting the prompt information based on the identifier; playing the prompt information based on the timbre of the first virtual object.
15. The method according to claim 13 or 14, characterized in that, The method further includes: in response to the distance between the at least one second virtual object and the first virtual object being less than a sixth distance threshold, increasing the transparency of at least part of the information display interface, so that the first virtual object is displayed through the information display interface, wherein the sixth distance threshold is less than the fifth distance threshold.
16. The method of claim 15, wherein: The information display interface and the first virtual object are in a rendering queue of a rendering engine; The increasing the transparency of at least part of the information display interface to display the first virtual object through the information display interface comprises: Turning off a depth test in the rendering engine, and rendering the first virtual object included in the rendering queue; In response to the rendering of the first virtual object being completed, increasing the transparency of at least part of the information display interface included in the rendering queue, and rendering the information display interface with increased transparency to display the first virtual object through the information display interface.
17. The method of claim 15, wherein, Before the responding to the distance between the at least one second virtual object and the first virtual object being less than the sixth distance threshold, the method further comprises: Displaying the at least one control in the virtual scene; In response to a triggering operation on any of the controls, controlling the first virtual object to perform a corresponding operation, and canceling the display of the information display interface in the virtual scene.
18. The method according to any one of claims 1 to 17, characterized in that, Before the responding to the distance between the at least one second virtual object and the first virtual object being less than the distance threshold, the method further comprises: Obtaining a first position of the first virtual object in the virtual scene, and at least one second position of the at least one second virtual object in the virtual scene; Based on the first position and the at least one second position, determining the distance between the at least one second virtual object and the first virtual object.
19. The method according to any one of claims 1 to 17, characterized in that, The responding to the distance between the at least one second virtual object and the first virtual object being less than the distance threshold, and outputting the prompt information, comprises: In response to the distance between the at least one second virtual object and the first virtual object being less than the distance threshold, and the at least one second virtual object being in an antagonistic relationship with the first virtual object, outputting a danger prompt information; In response to the distance between the at least one second virtual object and the first virtual object being less than the distance threshold, and the at least one second virtual object initiating an attack on the first virtual object, outputting a danger prompt information; In response to the distance between the at least one second virtual object and the first virtual object being less than the distance threshold, and the at least one second virtual object being in a cooperative relationship with the first virtual object, outputting a safety prompt information.
20. An interactive processing device for a virtual scene, characterized in that, The apparatus comprises: a display module configured to display a virtual scene, wherein the virtual scene comprises a first virtual object; the display module is further configured to, in response to an information viewing operation, display an information display interface in a manner of covering at least part of the virtual scene; an output module configured to, in response to a distance between at least one second virtual object and the first virtual object being less than a distance threshold, output a prompt information.
21. An electronic device, comprising: comprise: a memory configured to store computer executable instructions or computer programs; a processor configured to, when executing the computer executable instructions or computer programs stored in the memory, implement the virtual scene interaction processing method according to any one of claims 1 to 19.
22. A computer-readable storage medium storing computer-executable instructions or a computer program, wherein the computer-executable instructions or the computer program comprise the steps of claim 21. The computer program or computer executable instructions, when executed by a processor, implement the virtual scene interaction processing method of any one of claims 1-19.
23. A computer program product comprising computer programs or computer executable instructions, characterized in that, The computer program or computer executable instructions, when executed by a processor, implement the virtual scene interaction processing method of any one of claims 1-19.