Interaction method and device for virtual scene, equipment, medium and product

By displaying interactive controls and interactive elements when a virtual object is defeated, the problem of limited interaction methods in virtual scenes is solved, and a richer interactive experience is achieved.

CN121623318APending Publication Date: 2026-03-10TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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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

Technical Problem

The existing interaction methods between virtual objects in virtual scenes have limited applicability and affect the interaction effect.

Method used

When a virtual object is defeated, display the interactive controls of a second virtual object and respond to user actions by displaying interactive elements, extending the interactive behavior to the defeated state.

Benefits of technology

It improves the interaction between virtual objects, enables accurate interaction through interactive controls, and expands the interaction scenarios and methods.

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Abstract

The invention discloses an interaction method and device for a virtual scene, equipment, a medium and a product, and belongs to the field of virtual scenes. The method comprises the following steps: controlling a first virtual object to fight in a virtual scene; displaying an interaction control of a second virtual object under the condition that the first virtual object is in a corrupted state; and in response to a trigger operation on the interaction control, displaying an interaction element in the virtual scene, the interaction element being used for indicating interaction of the first virtual object with the second virtual object. According to the scheme, the interaction effect between the virtual objects is improved.
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Description

Technical Field

[0001] This application relates to the field of virtual scenes, and in particular to an interactive method, apparatus, device, medium and product for virtual scenes. Background Technology

[0002] In virtual game scenarios, interactive gameplay between virtual objects is usually provided.

[0003] In related technologies, the interface of a virtual scene can provide an interactive entry point. When a user controls a virtual object in the virtual scene, the interactive skill bar can be triggered through the interactive entry point. This bar contains various interactive skills, such as interactive expressions and interactive actions. When a user triggers an interactive skill, the virtual object can perform the corresponding interactive expression (such as laughing) or interactive action (such as dancing), thereby enabling interaction with other virtual objects around it.

[0004] However, the interaction methods between virtual objects in the above scheme are applicable to a limited range of scenarios, which affects the effectiveness of the interaction between virtual objects. Summary of the Invention

[0005] This application provides an interactive method, apparatus, device, medium, and product for virtual scenes. The technical solution is as follows:

[0006] According to one aspect of this application, an interaction method for a virtual scene is provided, the method comprising:

[0007] Control the first virtual object to fight in the virtual scene;

[0008] When the first virtual object is defeated, the interactive controls of the second virtual object are displayed;

[0009] In response to a triggering operation of the interactive control, an interactive element is displayed in the virtual scene, the interactive element being used to indicate the interaction of the first virtual object with the second virtual object.

[0010] According to another aspect of this application, an interactive device for a virtual scene is provided, the device comprising:

[0011] The object control module is used to control the first virtual object to fight in the virtual scene;

[0012] The control display module is used to display the interactive controls of the second virtual object when the first virtual object is in a defeated state;

[0013] An interactive module is used to display interactive elements in the virtual scene in response to a trigger operation of the interactive control, the interactive elements being used to indicate the interaction of the first virtual object with the second virtual object.

[0014] In one possible implementation, the control display module is used for,

[0015] If the first virtual object is defeated, display the spectator controls for the second virtual object.

[0016] In response to the first trigger operation received for the spectator control, the corresponding spectator control displays interactive controls.

[0017] In one possible implementation, the control display module is used to respond to receiving a first trigger operation on the spectator control, and if the relationship between the first virtual object and the second virtual object meets a specified condition, to display an interactive control corresponding to the spectator control.

[0018] In one possible implementation, the specified conditions include at least one of the following:

[0019] The first virtual object and the second virtual object are in a team relationship;

[0020] The first virtual object and the second virtual object represent a designated social relationship.

[0021] In one possible implementation, the above-mentioned device further includes:

[0022] The spectator module is used to respond to a second trigger operation received from the spectator control and display the virtual scene from the perspective of the second virtual object.

[0023] In one possible implementation, the spectator module is also used to replace the status icon and skill controls of the first virtual object with the status icon and skill controls of the second virtual object when the virtual scene is displayed from the perspective of the second virtual object.

[0024] The status icon is used to indicate at least one of the gain status and the debuff status; the skill control is used to indicate the skill and the skill's cooldown status.

[0025] In one possible implementation, an interactive module is used to trigger the display of interactive elements in the virtual scene that match the object relationships; the object relationships are the relationship between the first virtual object and the second virtual object.

[0026] In one possible implementation, the interaction module is used for,

[0027] Get the countdown time for the first virtual object to re-enter the virtual scene;

[0028] Trigger interactive elements in the virtual scene that correspond to the countdown duration.

[0029] In one possible implementation, the interaction module is used for,

[0030] In response to a triggering operation on an interactive control, display at least one interactive element selection control;

[0031] In response to receiving a trigger operation on the first interactive element selection control, the system triggers the display of an interactive element corresponding to the first interactive element selection control in the virtual scene; wherein the first interactive element selection control is one of at least one interactive element selection controls.

[0032] In one possible implementation, the interactive module is used to display at least one interactive element selection control associated with specified information;

[0033] The specified information includes one or more of the following:

[0034] The relationship between the first virtual object and the second virtual object;

[0035] The countdown time for the first virtual object to re-enter the virtual scene;

[0036] Permission information for the first virtual object;

[0037] Permission information for the second virtual object;

[0038] The role type of the first virtual object;

[0039] The role type of the second virtual object;

[0040] The state information of the second virtual object.

[0041] In one possible implementation, the above-mentioned device further includes:

[0042] The configuration interface display module is used to display the interactive element configuration interface before the control display module displays at least one interactive element selection control;

[0043] The information generation module is used to generate element indication information based on the element configuration operation performed in the interactive element configuration interface. The element indication information is used to indicate at least one interactive element.

[0044] The control display module is used to display the interactive element selection control corresponding to each of the at least one interactive element indicated by the element indication information.

[0045] In one possible implementation, the interaction module is used for,

[0046] In response to a triggering action on the interactive control, the interactive element editing interface is displayed;

[0047] Based on the editing operations performed in the interactive element editing interface, generate element information for the displayed elements;

[0048] Trigger interactive elements that correspond to the element information in the virtual scene.

[0049] In one possible implementation, the interaction module is used for,

[0050] The interactive elements are displayed on the device corresponding to the first virtual object and the device corresponding to the second virtual object; or,

[0051] This triggers the display of interactive elements on the devices of all virtual objects in the same faction as the first virtual object.

[0052] In one possible implementation, the interactive elements include at least one of the following:

[0053] It can broadcast voice messages, text elements, graphic elements, and dynamic effect elements.

[0054] In one possible implementation, the above-described apparatus further includes: a prompt element display module, used for,

[0055] In response to the countdown duration for the first virtual object to re-enter the virtual scene being not less than the duration threshold, a first prompt element is displayed, which is used to indicate the countdown duration.

[0056] In response to the countdown time for the first virtual object to re-enter the virtual scene being less than the duration threshold, the first prompt element is replaced with a second prompt element; the second prompt element is used to indicate that the first virtual object is about to re-enter the virtual scene.

[0057] In one possible implementation, the second cue element includes: dynamic lighting effects and one or more of the cue text.

[0058] According to another aspect of this application, a computer device is provided, the computer device comprising: a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the interactive method for a virtual scene as described above.

[0059] According to another aspect of this application, a computer-readable storage medium is provided that stores a computer program, which is loaded and executed by a processor to implement the interactive method for a virtual scene as described above.

[0060] According to another aspect of this application, a computer program product is provided, the computer program product including computer instructions stored in a computer-readable storage medium, wherein a processor retrieves the computer instructions from the computer-readable storage medium, causing the processor to load and execute them to implement the interactive method for a virtual scene as described above.

[0061] The beneficial effects of the technical solutions provided in this application include at least the following:

[0062] This application provides a solution for interacting with other virtual objects when a virtual object is defeated. Specifically, when a user-controlled first virtual object is defeated in a virtual scene and has not yet re-entered the virtual scene, the interface of the virtual scene can display interactive controls corresponding to other virtual objects. After the user triggers the interactive control, elements that allow the first virtual object to interact with the corresponding other virtual objects can be displayed in the virtual scene. The above solution extends the state of the first virtual object initiating interaction with other virtual objects to the state of the first virtual object being defeated. Furthermore, through the interactive controls with other virtual objects, the interaction with the desired virtual object can be accurately achieved, thereby expanding both the interaction scene and the interaction method, and improving the interaction effect between virtual objects. Attached Figure Description

[0063] Figure 1 This is a structural block diagram of a computer system provided in an exemplary embodiment of this application;

[0064] Figure 2 This is a flowchart of an interaction method for a virtual scene provided in an embodiment of this application;

[0065] Figure 3 These are interactive interface diagrams related to embodiments of this application;

[0066] Figure 4 This is a flowchart of an interaction method for a virtual scene provided in an embodiment of this application;

[0067] Figure 5 This is a flowchart illustrating the interaction of virtual objects in an embodiment of this application;

[0068] Figure 6 This is a schematic diagram of the interface for virtual object interaction involved in the embodiments of this application;

[0069] Figure 7 This is a flowchart of an interaction method for a virtual scene provided in an embodiment of this application;

[0070] Figure 8 This is a schematic diagram illustrating a selection control display according to an embodiment of this application;

[0071] Figure 9 This is a flowchart illustrating the process of re-entering a virtual scene as described in an embodiment of this application;

[0072] Figure 10 This is a schematic diagram of the interface for re-entering the virtual scene according to an embodiment of this application;

[0073] Figure 11 This is a structural block diagram of an interactive device for virtual scenes provided in an embodiment of this application;

[0074] Figure 12 This is a structural block diagram of the computer device provided in the embodiments of this application. Detailed Implementation

[0075] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.

[0076] First, let's introduce the terms used in the embodiments of this application:

[0077] 1) Virtual Scene: A virtual scene is a virtual environment displayed (or provided) by an application when it runs on a terminal. This virtual scene can be a simulation of a real-world environment, a semi-simulated / semi-fictional three-dimensional environment, or a purely fictional three-dimensional environment. A virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene. The following examples use a three-dimensional virtual scene as an illustration, but this is not a limitation. Optionally, the virtual scene can also be used for virtual scene battles / competitions between at least two virtual characters. Optionally, the virtual scene can also be used for battles between at least two virtual characters using virtual items within a target area.

[0078] Virtual scenes are typically generated by applications on computer devices such as terminals and displayed based on the hardware (such as a screen) on those terminals. These terminals can be mobile devices such as smartphones, tablets, or e-readers; alternatively, they can be personal computer devices such as laptops or stationary computers.

[0079] 2) Virtual Objects: Virtual objects refer to movable objects in a virtual scene. These movable objects can be at least one of the following: virtual characters, virtual roles, virtual pets, virtual animals, and virtual vehicles. Optionally, when the virtual scene is a three-dimensional virtual scene, the virtual objects are three-dimensional models created based on animation skeletal technology. Each virtual object has its own shape, volume, and orientation in the three-dimensional virtual scene and occupies a portion of the space within the three-dimensional virtual scene.

[0080] 3) MOBA (Multiplayer Online Battle Arena) games are a genre of video games characterized by players being divided into two teams (your team and the enemy team) who compete against each other on a dispersed game map. Each player controls their chosen character through an RTS (Real-Time Strategy Game) style interface, usually requiring the purchase of equipment, with the goal of being the first to destroy the enemy base.

[0081] Figure 1 A structural block diagram of a computer system provided in an exemplary embodiment of this application is given. The computer system 100 includes: a first terminal 110, a server 120, and a second terminal 130.

[0082] The first terminal 110 has a client 111 installed and running that supports virtual scenes. This client 111 can be a client for a MOBA game program, or it can be a client for other types of game programs, such as a shooting game program. When the first terminal runs the client 111, the user interface of the client 111 is displayed on the screen of the first terminal 110. The first terminal 110 is the terminal used by the first user 112.

[0083] The second terminal 130 has a client 131 installed and running that supports virtual scenes. This client 131 can be a client for a MOBA game program, or it can be a client for other types of games, such as a shooting game program. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. The second terminal 130 is the terminal used by the second user 132.

[0084] Optionally, the clients installed on the first terminal 110 and the second terminal 130 are the same, or the clients installed on the two terminals are the same type of client on different operating system platforms. The first terminal 110 can refer to one of a plurality of terminals, and the second terminal 130 can refer to another of a plurality of terminals; this embodiment only uses the first terminal 110 and the second terminal 130 as examples. The device types of the first terminal 110 and the second terminal 130 may be the same or different, and these device types include at least one of: smartphones, tablets, e-book readers, MP3 players, MP4 players, laptops, and desktop computers. The following embodiments use smartphones as examples.

[0085] Those skilled in the art will understand that the number of terminals described above can be more or less. For example, there may be only one terminal, or there may be six, eight, or more terminals. This application does not limit the number of terminals or the type of device.

[0086] Figure 1 Only two terminals are shown in the diagram, but in different embodiments, multiple other terminals 140 can access the server 120. Optionally, one or more terminals 140 may also be terminals corresponding to developers, on which a development and editing platform for clients supporting virtual scenes is installed. Developers can edit and update the client on the terminal 140 and transmit the updated client installation package to the server 120 via wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.

[0087] The first terminal 110, the second terminal 130, and other terminals 140 are connected to the server 120 via a wireless network or a wired network.

[0088] Server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 120 is used to provide backend services for clients supporting 3D virtual scenes (clients for MOBA games / auto chess games). Optionally, server 120 undertakes the main computing work, and the terminal undertakes the secondary computing work; or, server 120 undertakes the secondary computing work, and the terminal undertakes the main computing work; or, server 120 and the terminal use a distributed computing architecture for collaborative computing.

[0089] In an illustrative example, server 120 includes processor 122, user account database 123, battle service module 124, and user-facing input / output interface (I / O interface) 125. Processor 122 loads instructions stored in server 120 and processes data in user account database 123 and battle service module 124. User account database 123 stores data about user accounts used by first terminal 110, second terminal 130, and other terminals 140, such as user account avatars, nicknames, combat power indices, and the service area where the user account is located. Battle service module 124 provides multiple battle rooms for users to play against each other. User-facing I / O interface 125 establishes communication and exchanges data with first terminal 110 and / or second terminal 130 via wireless or wired network.

[0090] Please refer to Figure 2 It illustrates a flowchart of an interactive method for a virtual scene provided in an exemplary embodiment of this application, the method being executed by a computer device, so that the method is applied to Figure 1The method may include the following steps, illustrated by the example of the first terminal 110 or a client supporting virtual scenes installed on the first terminal 110, or the second terminal 130 or a client supporting virtual scenes installed on the second terminal 130.

[0091] Step 210: Control the first virtual object to fight in the virtual scene.

[0092] The first virtual object mentioned above can be the main virtual object currently controlled by the computer, that is, the virtual object currently controlled by the user.

[0093] The aforementioned control of the first virtual object in a virtual scene can refer to the computer device controlling the first virtual object to perform combat behaviors such as moving, attacking, releasing skills, and purchasing items in the virtual scene, based on the user's control operation, when the user manually controls the first virtual object.

[0094] The aforementioned control of the first virtual object to fight in a virtual scene can also refer to the computer device controlling the first virtual object to perform combat behaviors such as moving, attacking, releasing skills, and purchasing items in a virtual scene based on the operation instructions issued by artificial intelligence (AI) when the user activates the automatic battle function.

[0095] Step 220: If the first virtual object is in a defeated state, display the interactive controls of the second virtual object.

[0096] The aforementioned state of the first virtual object being defeated can refer to the state where the first virtual object has been defeated but has not yet re-entered the virtual scene.

[0097] In one possible implementation, the first virtual object can have specified attribute values ​​(such as health points). When the first virtual object is attacked in the virtual scene, it will lose a certain amount of the specified attribute values. When the specified attribute values ​​reach zero, the first virtual object is considered defeated. At this time, the first virtual object will exit for a period of time (or, in other words, be unable to move in the virtual scene for a period of time). After a period of time, the first virtual object can re-enter the virtual scene and perform combat actions. During the initial period of exiting after being defeated, the first virtual object can be considered to be in a defeated state.

[0098] In this embodiment of the application, the above-mentioned interactive control is a control that is displayed separately for the second virtual object. Optionally, when there are multiple second virtual objects, different second virtual objects can correspond to their respective interactive controls.

[0099] In one possible implementation, the aforementioned interactive control can be a control displayed when the first virtual object is in a defeated state. For example, the interactive control will not be displayed when the first virtual object is not in a defeated state.

[0100] In one possible implementation, the second virtual object can be a virtual object that is in the same game (or the same virtual scene) as the first virtual object; for example, the second virtual object can be a virtual object of the same faction that is in the same game as the first virtual object.

[0101] In another possible implementation, the second virtual object can be a virtual object in a different game (or a different virtual scene) than the first virtual object; for example, the second virtual object is a virtual object controlled by a friend of the user corresponding to the first virtual object in another game.

[0102] Step 230: In response to the triggering operation of the interactive control, display interactive elements in the virtual scene. The interactive elements are used to indicate the interaction between the first virtual object and the second virtual object.

[0103] In this embodiment of the application, when a user triggers the above-mentioned interactive control, the computer device can trigger the display of interactive elements in the virtual scene.

[0104] In one possible implementation, the aforementioned interactive elements can be displayed at a specified location within the virtual scene's interface, such as in the center of the scene interface, or slightly above the center of the scene interface, etc.

[0105] For example, please refer to Figure 3 The diagram illustrates the interactive interface involved in the embodiments of this application. Figure 3 As shown in part (a), when the first virtual object is not defeated, no interactive controls are displayed in the scene interface 310.

[0106] like Figure 3 As shown in part (b), when the first virtual object is defeated and does not re-enter the virtual scene, the interactive area 312 in the scene interface 310 displays interactive controls corresponding to multiple interactive virtual objects.

[0107] like Figure 3 As shown in section (c), when a user triggers (e.g., clicks) an interactive control 314 in the interactive area 312, the scene interface of the virtual scene can display interactive elements 320 between the first virtual object and the virtual object corresponding to the interactive control 314.

[0108] In summary, this application provides a solution for interacting with other virtual objects when a virtual object is defeated. Specifically, when a user-controlled first virtual object is defeated in a virtual scene and has not yet re-entered the virtual scene, the interface of the virtual scene can display interactive controls corresponding to other virtual objects. After the user triggers the interactive control, elements for interaction between the first virtual object and the corresponding other virtual objects can be displayed in the virtual scene. The above solution extends the state of the first virtual object initiating interaction with other virtual objects to the state of the first virtual object being defeated. Furthermore, through the interactive controls with other virtual objects, the interaction with the desired virtual object can be accurately achieved, thereby expanding both the interaction scene and the interaction method, and improving the interaction effect between virtual objects.

[0109] Based on the solution shown in the above embodiments, in one possible implementation, step 230 can be implemented in one of the following two ways:

[0110] (i) Trigger the display of interactive elements on the device corresponding to the first virtual object and the device corresponding to the second virtual object.

[0111] The aforementioned interactive elements can be displayed to the users corresponding to the first virtual object and the second virtual object.

[0112] In one exemplary scheme, when a computer device receives a user's trigger operation on an interactive control, it can report the trigger operation to a server. Based on the trigger operation, the server instructs the device corresponding to the first virtual object and the device corresponding to the second virtual object to display the aforementioned interactive elements respectively.

[0113] (ii) Trigger the display of interactive elements on the devices of various virtual objects in the same faction as the first virtual object.

[0114] In cases where the first virtual object and the second virtual object are in the same team in the same game, the interactive elements can be displayed to users in the same team as the first virtual object.

[0115] In one exemplary scheme, when a computer device receives a user's trigger operation on an interactive control, it can report the trigger operation to the server. Based on the trigger operation, the server instructs the devices corresponding to the virtual objects in the first virtual object's camp to display the aforementioned interactive elements.

[0116] (iii) Trigger the display of interactive elements on the devices of various virtual objects in the same faction as the second virtual object.

[0117] In cases where the first virtual object and the second virtual object are in different matches, the interactive elements can be displayed to users of the same faction as the second virtual object.

[0118] In one exemplary scheme, when a computer device receives a user's trigger operation on an interactive control, it can report the trigger operation to the server. Based on the trigger operation, the server instructs the devices corresponding to the virtual objects of the second virtual object's faction in another game to display the aforementioned interactive elements.

[0119] Optionally, in this scheme, the computer device can also trigger the display of interactive elements on the device corresponding to the first virtual object. That is, even when the first virtual object and the second virtual object are in different games, the interactive elements can still be displayed to the user of the first virtual object.

[0120] Based on the solutions shown in the above embodiments, in one possible implementation, the interactive elements include at least one of the following:

[0121] It can broadcast voice messages, text elements, graphic elements, and dynamic effect elements.

[0122] The aforementioned voice message can be played through the device's speaker or headphones, or other audio playback devices, to be displayed to the user.

[0123] The aforementioned text elements, graphic elements, and dynamic effect elements can be visually displayed in the scene interface shown on the device.

[0124] The aforementioned text elements may include at least one of the following: text describing the interaction between the first virtual object and the second virtual object, the name corresponding to the first virtual object, and the name corresponding to the second virtual object.

[0125] The aforementioned pattern elements may include at least one of the following: a pattern corresponding to the interaction between the first virtual object and the second virtual object, an avatar of the first virtual object, and an avatar of the second virtual object. Optionally, the aforementioned pattern may be at least one of dynamic patterns and static patterns, and the aforementioned avatar may also be at least one of dynamic avatars and static avatars.

[0126] The aforementioned dynamic effect elements can be at least one of dynamic glow effects and dynamic particle effects.

[0127] The solution shown in this application embodiment provides methods such as broadcasting voice, text elements, graphic elements, and dynamic effect elements to display the interaction between virtual objects. The aforementioned broadcasting voice, text elements, graphic elements, and dynamic effect element information can be directly displayed through an audio playback component or a display screen, without relying on the actions of the virtual objects in the virtual scene. Therefore, it can support the display of the interaction between the first virtual object and other virtual objects when the first virtual object is defeated, that is, it provides an achievable solution for the interaction between the first virtual object and other virtual objects when the first virtual object is defeated.

[0128] Based on the solutions shown in any one or more of the above embodiments, please refer to Figure 4 This illustrates a flowchart of an interactive method for a virtual scene provided by an exemplary embodiment of this application. Figure 4 As shown, step 220 above can be implemented as steps 220a and 220b.

[0129] Step 220a: If the first virtual object is defeated, display the spectator control for the second virtual object.

[0130] The aforementioned spectator control can be used to trigger spectating of other virtual objects.

[0131] The aforementioned spectator controls correspond to the controls displayed for the second virtual object. When multiple second virtual objects exist, the computer device can display separate spectator controls for each second virtual object; that is, different second virtual objects correspond to different spectator controls.

[0132] Step 220b: In response to receiving the first trigger operation on the spectator control, the corresponding interactive control is displayed on the spectator control.

[0133] In this embodiment, when a user performs a first trigger operation on the spectator control of the second virtual object, the computer device can display an interactive control corresponding to the spectator control. With this scheme, the interactive control is displayed when the corresponding spectator control is triggered and hidden at other times, avoiding the display of unnecessary controls. By displaying the interactive control through the spectator control of the corresponding second virtual object, it is not necessary to set additional elements for the interactive control of the second virtual object to indicate the second virtual object, thereby ensuring the simplicity of the interface.

[0134] Based on the scheme shown in the above embodiments, in one possible implementation, step 220b can be implemented as follows: in response to receiving a first trigger operation on the spectator control, and the relationship between the first virtual object and the second virtual object satisfies the specified conditions, the corresponding spectator control displays an interactive control.

[0135] In this embodiment of the application, when the relationship between the first virtual object and the second virtual object meets the specified conditions, the above-mentioned interactive control can be displayed, thereby avoiding the display of unnecessary or unauthorized interactive controls, thus ensuring the accuracy and simplicity of the interactive control display.

[0136] Based on the solutions shown in the above embodiments, in one possible implementation, the specified conditions include at least one of the following:

[0137] 1) The first virtual object and the second virtual object are in a team relationship.

[0138] In this scenario, when the first virtual object and the second virtual object are on the same team in the same game, the user corresponding to the second virtual object and the user corresponding to the first virtual object may be strangers. In this case, the user corresponding to the second virtual object may not want to accept the interaction from the first virtual object. Therefore, in this embodiment, when the first virtual object and the second virtual object are in a team relationship, if a first trigger operation on the spectator control is received, the corresponding interactive control can be displayed on the spectator control; conversely, if the first virtual object and the second virtual object are not in a team relationship, the aforementioned interactive control can be omitted.

[0139] The first virtual object and the second virtual object are in a team relationship, which means that the first virtual object and the second virtual object team up before the match and participate in the match together to be matched with the same team in the same match.

[0140] 2) The first virtual object and the second virtual object are designated social relationships.

[0141] In cases where the first virtual object and the second virtual object do not belong to a specified social relationship, the user corresponding to the second virtual object may not want to accept the interaction from the first virtual object. Therefore, in this embodiment, when the first virtual object and the second virtual object have a specified social relationship, if a first trigger operation on the spectator control is received, the corresponding interactive control can be displayed; conversely, if the first virtual object and the second virtual object do not have a specified social relationship, the interactive control can be left undisplayed.

[0142] The aforementioned social relationships can be the social relationships between the users or user accounts corresponding to the first and second virtual objects within an application (such as a game application) corresponding to the virtual scene; or, the aforementioned social relationships can be the social relationships between the users or user accounts corresponding to the first and second virtual objects within a social platform. The aforementioned specified social relationships are one or more social relationships pre-specified by the developers from among the possible social relationships between two users or user accounts; for example, the aforementioned specified social relationships can include one or more of the following social relationships: friend relationship, romantic relationship, classmate relationship, and mentor-apprentice relationship.

[0143] Based on the scheme shown in the above embodiments, in one possible implementation, the above-described interactive method for virtual scenes may further include: in response to receiving a second trigger operation on the spectator control, displaying the virtual scene from the perspective corresponding to the second virtual object.

[0144] In this embodiment of the application, when the computer device receives a second trigger operation from the user on the spectator control, it can switch the viewpoint to the viewpoint corresponding to the second virtual object, so that the user corresponding to the first virtual object can view the behavior of the second virtual object in the virtual scene.

[0145] Optionally, when the first virtual object and the second virtual object are not in the same game, in response to receiving the second trigger operation on the spectator control, the computer device can first switch to the virtual scene where the second virtual object is located and display the virtual scene from the perspective corresponding to the second virtual object.

[0146] In one possible implementation, the first trigger operation and the second trigger operation can be the same operation. That is, interactive controls are displayed while spectating, without requiring the user to trigger the display of interactive controls separately, which can simplify user operations.

[0147] For example, when the first virtual object is defeated, the computer device displays one or more spectator controls for the second virtual object in the scene interface of the virtual scene. When the user clicks on the spectator control of a second virtual object, the computer device displays the virtual scene from the perspective of that second virtual object, and at the same time, corresponding interactive controls appear near the spectator control of that second virtual object.

[0148] In another possible implementation, the first trigger operation and the second trigger operation can be different operations. While spectating one virtual object, the user can interact with another virtual object, thereby improving the flexibility of the interaction target selection between virtual objects.

[0149] For example, when the first virtual object is defeated, the computer device displays one or more spectator controls for second virtual objects in the virtual scene interface. The user long-presses a spectator control for a second virtual object, and the computer device displays the virtual scene from the perspective of that second virtual object A, allowing the user to observe the behavior of that second virtual object A within the virtual scene. While observing the behavior of second virtual object A, if the user wants to interact with another second virtual object B, they can click on the spectator control for second virtual object B. At this time, a corresponding interactive control appears near the spectator control of second virtual object B. The user can trigger this interactive control to control the interaction between the first virtual object and the second virtual object B while observing the behavior of second virtual object A within the virtual scene.

[0150] Based on the solution shown in the above embodiments, in one possible implementation, the above-described interactive method for virtual scenes may further include: when the virtual scene is displayed from the perspective corresponding to the second virtual object, replacing the status icon and skill control of the first virtual object with the status icon and skill control of the second virtual object.

[0151] The status icon is used to indicate at least one of the gain status and the debuff status; the skill control is used to indicate the skill and the skill's cooldown status.

[0152] In this embodiment of the application, when the user of the first virtual object is spectating the second virtual object, information such as the second virtual object's buff status, debuff status, and skill cooldown status can also be displayed, thereby improving the user's spectating experience.

[0153] Based on the scheme shown in the above embodiments, in one possible implementation, step 230 may include: triggering the display of interactive elements in the virtual scene that match the object relationship; the object relationship is the relationship between the first virtual object and the second virtual object.

[0154] Optionally, the above object relationships may include: whether the users or accounts corresponding to the first virtual object and the second virtual object are in a team relationship, and the social relationships (such as strangers, ordinary friends, close friends, lovers, classmates, mentors and apprentices, etc.) between the users or accounts corresponding to the first virtual object and the second virtual object.

[0155] In this embodiment of the application, the interactive elements can be associated with the relationship between virtual objects. That is, when the relationship between the first virtual object and the second virtual object is different, the interactive elements can also be different.

[0156] For example, taking the aforementioned object relationship as an example, which includes the social relationship between the users or accounts corresponding to the first virtual object and the second virtual object respectively, when the social relationship between the users or accounts corresponding to the first virtual object and the second virtual object is that they are strangers, the aforementioned interactive element can be a voice broadcast element, such as broadcasting the voice "Brother, keep going" in the respective devices of the first virtual object and the second virtual object.

[0157] For example, when the social relationship between the users or accounts corresponding to the first and second virtual objects is a regular friend relationship, the interactive elements can be image elements containing the avatars of the first and second virtual objects and interactive text.

[0158] For example, when the social relationship between the users or accounts corresponding to the first virtual object and the second virtual object is a close friend relationship, the interactive elements may include voice broadcast elements and image elements. For instance, the voice broadcasts "Go, baby!" on the devices of the first virtual object and the second virtual object, while simultaneously displaying the avatars of the first virtual object and the second virtual object, as well as the image elements of interactive text.

[0159] For example, when the social relationship between the users or accounts corresponding to the first virtual object and the second virtual object is a romantic relationship, the interactive elements may include image elements corresponding to the romantic relationship, such as displaying the avatars of the first virtual object and the second virtual object and image elements of a heart pattern on their respective devices.

[0160] For example, when the social relationship between the users or accounts corresponding to the first virtual object and the second virtual object is a classmate relationship, the interactive elements may include image elements corresponding to the classmate relationship. For example, the avatars of the first virtual object and the second virtual object and the image elements of mocking expressions of the first virtual object and the second virtual object may be displayed on their respective devices.

[0161] For example, when the social relationship between the users or accounts corresponding to the first and second virtual objects is a master-apprentice relationship, the interactive elements can include image elements corresponding to the classmate relationship. For example, the images of the first and second virtual objects, as well as encouraging emoticons and text (such as "Go, Master" and "Go, Apprentice" text) can be displayed on the devices of the first and second virtual objects respectively.

[0162] The interactive elements corresponding to the different social relationships between the users or accounts corresponding to the first virtual object and the second virtual object can be preset by the developers or manually configured by the user corresponding to the first virtual object.

[0163] According to the solution shown in the embodiments of this application, when a user triggers the interactive control corresponding to the second virtual object, the computer device can automatically select appropriate interactive elements to display based on the object relationship between the first and second virtual objects, thereby ensuring the diversity of interaction, simplifying the operation steps of interaction, and improving the efficiency of interaction between virtual objects.

[0164] Taking a MOBA game scenario as an example, please refer to the solutions shown in the above embodiments. Figure 5 and Figure 6 ;in, Figure 5 A flowchart illustrating virtual object interaction according to an embodiment of this application is shown; Figure 6 A schematic diagram of the interface for virtual object interaction according to an embodiment of this application is shown.

[0165] like Figure 5 and Figure 6 As shown, this solution can be applied to MOBA games. When a hero is defeated, a spectator button appears, allowing the user to select a player to spectate. If the spectated player is in a team with the user, an interaction button appears. Clicking the interaction button triggers different content depending on the user's in-game social relationship with the spectated teammate. Optionally, the interaction content can be more than just voice announcements; it could also include pop-up emoticons, custom interaction content, etc. Alternatively, appropriate interaction content can be triggered even if the user is not in a team.

[0166] like Figure 5 As shown, the flowchart for virtual object interaction described above may include the following steps:

[0167] Step S510: If the virtual object is detected to be in a defeated state, the spectator control is displayed.

[0168] For example, such as Figure 6 As shown in part (a), when the hero character controlled by the player is defeated, multiple interactive virtual objects and their corresponding spectator controls can be displayed in the interactive area 612 of the scene interface 610. Each interactive virtual object can correspond to its own spectator control.

[0169] The virtual objects that can be spectated can be other virtual objects that are in the same match and on the same side as the currently controlled virtual object. In other words, when the user-controlled virtual object is defeated, the user can choose to spectate other virtual objects of the same side in the current match.

[0170] Alternatively, the virtual objects that can be spectated can also be virtual objects controlled by other accounts that have a specified social relationship with the currently logged-in account, and these spectable virtual objects are not limited to the same game or the same faction as the currently controlled virtual object. For example, if a user and their friend are matched into different games, and the virtual object controlled by the user in their own game is defeated, the user can choose to spectate the virtual object controlled by their friend in another game.

[0171] Step S520: Detect whether the player clicks the spectator control.

[0172] For example, or as Figure 6 As shown in part (a), after displaying the spectator controls corresponding to multiple interactive virtual objects, the computer device can detect whether the user clicks on the spectator control corresponding to any virtual object; if yes, proceed to step S530, otherwise skip the operation, such as returning to continue executing step S520.

[0173] Step S530: Detect whether the player relationship is a team relationship.

[0174] For example, or as Figure 6 As shown in part (a), when the computer device detects that a user clicks on the spectator control 614 corresponding to a virtual object, it can detect whether the current player and the player corresponding to the clicked spectator control are in a team match relationship; if so, proceed to step S540, otherwise skip the operation.

[0175] When the computer device detects that a user has clicked on the spectator control 614 corresponding to a virtual object, it can switch the view to the view of the virtual object corresponding to the spectator control 614 and display the status bar and skill bar as the status bar and skill bar of the virtual object corresponding to the spectator control 614.

[0176] Step S540: Display the interactive controls.

[0177] For example, such as Figure 6 As shown in section (b), if the current player and the player corresponding to the clicked spectator control are in a team match relationship, the computer device displays an interactive control 616 above the clicked spectator control 614.

[0178] Step S550: Detect whether the player clicks on the interactive control.

[0179] For example, or as Figure 6 As shown in part (b), after displaying the interactive control, the computer device can detect whether the user clicks the interactive control 616; if yes, proceed to step S560, otherwise skip the operation, such as returning to continue executing step S550.

[0180] Step 560: Read the social relationships between players.

[0181] After detecting that a user clicks on the interactive control, the computer device can read the social relationship between the current player and the player corresponding to the interactive control from the server or database.

[0182] Step 570: Trigger interactive elements based on the social relationships between players.

[0183] The computer device triggers interactive elements corresponding to the social relationships between two players based on the information it reads. For example, ... Figure 6 As shown in section (c), after the computer device detects that the user clicks the interactive control 616, it can display an image element 620 consisting of the avatars of the virtual objects of the two players and interactive text in the scene interface; optionally, the image element 620 can be displayed in the scene interface of the two players respectively, and further, the image element 620 can also be displayed in the scene interface of other players in the same faction as the two players.

[0184] Based on the solution shown in the above embodiments, in one possible implementation, step 230 may include: obtaining the countdown duration for the first virtual object to re-enter the virtual scene; triggering the display of interactive elements in the virtual scene corresponding to the countdown duration.

[0185] In this embodiment of the application, the interactive elements can be associated with the countdown time for the first virtual object to re-enter the virtual scene. That is, for the first virtual object, the interactive elements can be different when the countdown time for its re-entry into the virtual scene is different.

[0186] The difference in the interactive elements mentioned above can refer to at least one of the following: element type, display method, element content, and display duration.

[0187] The correspondence between the countdown duration and the interactive elements can be preset by the developers or by the users.

[0188] The aforementioned element types may include, but are not limited to, at least two of the following types: voice, still image, animation, and text; the aforementioned display methods may include at least two of the following methods: voice playback, screen display, and vibration; and the aforementioned element content may include at least two of the following content: voice content, image content, animation content, and text content.

[0189] In one exemplary embodiment, the computer device can determine the duration range of the countdown and identify the interactive elements corresponding to that duration range as the interactive elements corresponding to the countdown duration. Different duration ranges can correspond to different interactive elements; the correspondence between the duration ranges and interactive elements can be preset by the developers or set by the user.

[0190] For example, the computer device has two preset time ranges: a time range of 0 to 10 seconds and a time range of more than 10 seconds. These two time ranges correspond to their respective interactive elements. The computer device detects a user's trigger operation on the interactive control and determines the countdown time for the first virtual object to re-enter the virtual scene at the moment of the trigger operation. When the countdown time is within the 0 to 10 second range, the computer device triggers the display of the first interactive element. For example, the first interactive element could be an image element containing the text "Brother, wait for me, I'll be right there." When the countdown time is greater than 10 seconds, the computer device triggers the display of a second interactive element different from the first interactive element in the virtual scene. For example, the second interactive element could be an image element containing the text "Keep going!"

[0191] According to the solution shown in the embodiments of this application, when a user triggers the interactive control corresponding to the second virtual object, the computer device can automatically select appropriate interactive elements to display based on the duration of the first virtual object re-entering the virtual scene, thereby ensuring the diversity of interaction, simplifying the operation steps of interaction, and improving the efficiency of interaction between virtual objects.

[0192] Based on the solution shown in the above embodiments, in one possible implementation, step 230 may include: obtaining permission information of the first virtual object; triggering the display of interactive elements corresponding to the permission information of the first virtual object in the virtual scene.

[0193] In this embodiment of the application, the interactive elements can be associated with the permission information of the first virtual object. That is, for the first virtual object, the interactive elements can also be different when its permission information is different.

[0194] The permission information of the first virtual object can be used to indicate the permissions of the user account corresponding to the first virtual object; specifically, the permission information of the first virtual object can include permission levels, and different permission levels can correspond to different interactive elements.

[0195] For example, taking the virtual objects in a virtual scene as having two permission levels as an example, please refer to Table 1, which shows the correspondence between permission levels and interactive elements.

[0196] Table 1

[0197] — Interactive Element 1 Interactive Element 2 Permission Level 1 √ × Access Level 2 √ √

[0198] As shown in Table 1, when the permission information of the first virtual object includes permission level 1, the interactive elements allowed to be used when the first virtual object interacts with other virtual objects include the aforementioned interactive element 1; when the permission information of the first virtual object includes permission level 2, the interactive elements allowed to be used when the first virtual object interacts with other virtual objects include the aforementioned interactive element 1 and interactive element 2.

[0199] In some exemplary solutions, when the interactive elements corresponding to the permission information of the first virtual object include multiple interactive elements, the aforementioned triggering the display of the interactive element corresponding to the permission information of the first virtual object in the virtual scene may refer to triggering the display of a randomly determined interactive element from among the multiple interactive elements in the virtual scene. For example, taking Table 1 above as an example, when the computer device detects a user's triggering operation on the interactive control, it queries the permission information of the first virtual object and determines that it contains permission level 2, corresponding to interactive element 1 and interactive element 2 in Table 1. At this time, the computer device can randomly determine one interactive element from interactive element 1 and interactive element 2 to display in the virtual scene.

[0200] In some exemplary solutions, when the interactive elements corresponding to the permission information of the first virtual object include multiple interactive elements, the aforementioned triggering of displaying the interactive elements corresponding to the permission information of the first virtual object in the virtual scene can refer to triggering the simultaneous display of multiple interactive elements in the virtual scene. For example, taking Table 1 above as an example, assuming that interactive element 1 is an image element and interactive element 2 is a voice element, when the computer device detects the user's triggering operation on the interactive control, it queries the permission information of the first virtual object and determines that it contains permission level 2, corresponding to interactive element 1 and interactive element 2 in Table 1. At this time, the computer device can display interactive element 1 in the scene interface of the virtual scene, and at the same time play interactive element 2 through an audio playback component (such as a speaker).

[0201] In some exemplary solutions, when the interactive elements corresponding to the permission information of the first virtual object include multiple interactive elements, triggering the display of the interactive element corresponding to the permission information of the first virtual object in the virtual scene can refer to triggering the display of the interactive element with the highest required permission level among the multiple interactive elements in the virtual scene. For example, taking Table 1 above as an example, when the computer device detects a user's trigger operation on the interactive control, it queries the permission information of the first virtual object and determines that it contains permission level 2, corresponding to interactive element 1 and interactive element 2 in Table 1. Interactive element 1 requires permission level 1, and interactive element 2 requires permission level 2. Permission level 2 is higher than permission level 1. In this case, the computer device can display interactive element 2 in the virtual scene. Optionally, when the interactive element with the highest required permission level among the multiple interactive elements includes at least two interactive elements, the computer device can randomly determine one interactive element from the at least two interactive elements to display in the virtual scene, or the computer device can simultaneously display the at least two interactive elements in the virtual scene.

[0202] Based on the solution shown in the above embodiments, in one possible implementation, step 230 may include: obtaining permission information of the second virtual object; triggering the display of interactive elements corresponding to the permission information of the second virtual object in the virtual scene.

[0203] In this embodiment of the application, the interactive elements can be associated with the permission information of the second virtual object. That is, for the second virtual object, the interactive elements can also be different when its permission information is different.

[0204] The permission information of the second virtual object can be used to indicate the permissions of the user account corresponding to the second virtual object.

[0205] Based on the solution shown in the above embodiments, in one possible implementation, step 230 may include: obtaining the role type of the first virtual object; triggering the display of interactive elements corresponding to the role type of the first virtual object in the virtual scene.

[0206] In this embodiment of the application, the interactive elements can be associated with the role type of the first virtual object. That is, the interactive elements can be different for first virtual objects with different role types.

[0207] The role type of the first virtual object can be used to indicate the role (such as support, damage output, etc.) and main activity area (such as lanes in MOBA games) of the first virtual object in the virtual scene.

[0208] For example, taking the virtual objects in a virtual scene as having two types of roles as an example, please refer to Table 2, which shows the correspondence between a role type and an interactive element.

[0209] Table 2

[0210] — Interactive Element 1 Interactive Element 2 Character Type 1 √ × Character Type 2 × √

[0211] As shown in Table 2, when the role type of the first virtual object is role type 1, the interactive elements that the first virtual object is allowed to use when interacting with other virtual objects include the aforementioned interactive element 1; when the role type of the first virtual object is role type 2, the interactive elements that the first virtual object is allowed to use when interacting with other virtual objects include the aforementioned interactive element 2.

[0212] For example, taking Table 2 above as an example, assuming that role type 1 is "support" and role type 2 is "damage output", when the computer device detects the user's trigger operation on the interactive control, it queries the role type of the first virtual object. If the role type of the first virtual object is role type 1, the computer device can display interactive element 1 in the scene interface of the virtual scene. For example, interactive element 1 can be an image element containing "develop in a low-key manner". If the role type of the first virtual object is role type 2, the computer device can display interactive element 2 in the scene interface of the virtual scene. For example, interactive element 2 can be an image element containing "go and collect the lane".

[0213] Based on the solution shown in the above embodiments, in one possible implementation, step 230 may include: obtaining the role type of the second virtual object; triggering the display of interactive elements corresponding to the role type of the second virtual object in the virtual scene.

[0214] In this embodiment of the application, the interactive elements can be associated with the role type of the second virtual object. That is, the interactive elements can be different for second virtual objects with different role types.

[0215] Based on the solution shown in the above embodiments, in one possible implementation, step 230 may include: obtaining the state information of the second virtual object; triggering the display of interactive elements in the virtual scene corresponding to the state information of the second virtual object.

[0216] In this embodiment of the application, the interactive elements can be associated with the state information of the second virtual object. That is, the interactive elements can be different for second virtual objects with different state information.

[0217] The state information of the second virtual object can indicate the state of the second virtual object in the virtual scene. For example, the state indicated by the state information of the second virtual object can include, but is not limited to, one or more of the following states: defeated state, not defeated state, actively initiated battle state, passively initiated battle state, jungle development state, etc.

[0218] For example, please refer to Table 3, which shows the correspondence between the state of a second virtual object and interactive elements.

[0219] Table 3

[0220] state Interactive elements Defeated state Interactive Element 1 (Mocking) Actively initiating battle Interactive Element 2 (Go for it!) passively initiated battle state Interactive Element 3 (Caution) Jungle development status Interactive Element 4 (Strive to Earn Money)

[0221] As shown in Table 3, when the status information of the second virtual object indicates that it has been defeated, the interaction element triggered by the interaction between the first virtual object and the second virtual object is interaction element 1; when the status information of the second virtual object indicates that it has initiated a battle, the interaction element triggered by the interaction between the first virtual object and the second virtual object is interaction element 2, and so on.

[0222] For example, taking Table 3 above as an example, when the computer device detects the user's trigger operation on the interactive control, it queries the current status information of the second virtual object. If the status information of the second virtual object indicates that it has been defeated, the computer device can display interactive element 1 in the scene interface of the virtual scene, in which the first virtual object mocks the second virtual object. For example, interactive element 1 can be an image element containing a mocking expression. If the status information of the second virtual object indicates that it has actively initiated a battle, the computer device can display interactive element 2 in the scene interface of the virtual scene, in which the first virtual object cheers for the second virtual object. For example, interactive element 2 can be an image element containing the text "Go for it!", and so on.

[0223] The above embodiments of this application describe a scheme in which a computer device automatically determines the interactive elements to be displayed based on one of the following information: the relationship between the first virtual object and the second virtual object, the countdown time for the first virtual object to re-enter the virtual scene, the permission information of the first virtual object, the permission information of the second virtual object, the role type of the first virtual object, and the role type of the second virtual object. Optionally, in other embodiments, the computer device may also automatically determine the interactive elements to be displayed by combining at least two of the above information.

[0224] For example, taking the relationship between the first virtual object and the second virtual object, and the countdown time for the first virtual object to re-enter the virtual scene as examples, when the social relationship between the users or accounts corresponding to the first and second virtual objects is that of strangers, and the countdown time for the first virtual object to re-enter the virtual scene is within the range of 0 to 10 seconds, the interactive element can be a voice broadcast element, such as broadcasting the voice message "Brother, wait for me, I'll be right there" on the respective devices of the first and second virtual objects. When the social relationship between the users or accounts corresponding to the first and second virtual objects is that of close friends, and the countdown time for the first virtual object to re-enter the virtual scene is within the range of more than 10 seconds, the interactive element can include a voice broadcast element, as well as image elements containing the avatars of the first and second virtual objects and interactive text, such as broadcasting the voice message "Baby, hang in there!" on the respective devices of the first and second virtual objects, while simultaneously displaying the avatars of the first and second virtual objects and the image elements containing interactive text.

[0225] Based on the solutions shown in any one or more of the above embodiments, please refer to Figure 7 This illustrates a flowchart of an interactive method for a virtual scene provided by an exemplary embodiment of this application. Figure 7 As shown, step 230 above can be implemented as steps 230a and 230b.

[0226] Step 230a: In response to a triggering operation on an interactive control, display at least one interactive element selection control.

[0227] In this embodiment of the application, multiple interactive elements can be provided to the user so that the user can actively select one of the interactive elements to display.

[0228] For example, in response to a triggering action on an interactive control, a computer device may display a control selection bar containing at least one interactive element selection control that allows the current user to select.

[0229] The triggering operation mentioned above can be a click operation, a long press operation, or a continuous pressing operation, etc.

[0230] Optionally, at least one of the above-mentioned interactive element selection controls can be displayed around the interactive control in a linear queue, circular queue, fan-shaped queue, or other manner.

[0231] Step 230b: In response to receiving a trigger operation on the first interactive element selection control, trigger the display of the interactive element corresponding to the first interactive element selection control in the virtual scene; wherein, the first interactive element selection control is one of at least one interactive element selection controls.

[0232] For example, please refer to Figure 8 This illustration shows a schematic diagram of a selection control display according to an embodiment of this application. Figure 8 As shown, in the scene interface 810, when a spectator control of a virtual object is clicked, an interactive control 812 is displayed on the corresponding spectator control. After detecting the click operation on the interactive control 812, a control selection bar 814 pops up, which contains multiple interactive element selection controls. After the user clicks the interactive element selection control 816 in the control selection bar 814, an image element 820 composed of the avatars of the virtual objects of the two players and interactive text can be displayed in the scene interface.

[0233] In this embodiment of the application, when a computer device receives a trigger operation on an interactive control, it can display one or more different interactive element selection controls corresponding to each interactive element, so that the user can select one of the interactive elements to display, thereby improving the selectivity and flexibility of interactive elements and ensuring the interactive effect.

[0234] In another possible implementation, the aforementioned interactive element selection control can also be displayed by the computer device upon receiving a trigger operation on the spectator control of the second virtual object. In this case, the interactive element selection control can also be considered as the aforementioned interactive control.

[0235] For example, in response to a triggering operation on the spectator control (such as a click operation, a long press operation, or a continuous press operation, etc.), at least one interactive element selection control is displayed around the spectator control. For example, at least one interactive element selection control is displayed above or below the spectator control in a straight queue, or at least one interactive element selection control is displayed around the spectator control in a circular queue or a fan-shaped queue.

[0236] Based on the above Figure 7 In one possible implementation of the scheme shown in the corresponding embodiment, the above-described display of at least one interactive element selection control includes:

[0237] Displays at least one interactive element selection control associated with the specified information;

[0238] The specified information includes one or more of the following:

[0239] The relationship between the first virtual object and the second virtual object;

[0240] The countdown time for the first virtual object to re-enter the virtual scene;

[0241] Permission information for the first virtual object;

[0242] Permission information for the second virtual object;

[0243] The role type of the first virtual object;

[0244] The role type of the second virtual object;

[0245] The state information of the second virtual object.

[0246] Among them, at least one interactive element selection control associated with the specified information can refer to an interactive element selection control associated with the interactive element corresponding to the specified information; the interactive element corresponding to the specified information can refer to the interactive elements corresponding to the relationship between the first virtual object and the second virtual object, the countdown time for the first virtual object to re-enter the virtual scene, the permission information of the first virtual object, the permission information of the second virtual object, the role type of the first virtual object, the role type of the second virtual object, and the status information of the second virtual object in the above embodiments, which will not be elaborated here.

[0247] In one possible implementation, when the specified information includes two or more types of information, the at least one interactive element selection control associated with the specified information can be the intersection of interactive element selection controls associated with the two or more types of information respectively. That is, the interactive element selection control displayed is associated with any one of the types of information in the specified information.

[0248] In one possible implementation, when the specified information includes two or more types of information, the at least one interactive element selection control associated with the specified information can be the union of interactive element selection controls associated with two or more types of information respectively. That is, the interactive element selection control displayed is associated with all the information in the specified information.

[0249] In this embodiment, the interactive element selection control provided for user selection can be associated with factors such as the relationship between virtual objects, the countdown time for the first virtual object to re-enter the virtual scene, the permission information of the virtual object, and the role type. Under different factors, the corresponding selectable interactive elements are also different, thereby improving the accuracy and diversity of interactive element display.

[0250] Based on the above Figure 7 In one possible implementation of the scheme shown in the corresponding embodiment, before displaying at least one interactive element selection control, the above-described interactive method for a virtual scene further includes:

[0251] Display the interactive element configuration interface;

[0252] Based on the element configuration operation performed in the interactive element configuration interface, element indication information is generated, which is used to indicate at least one interactive element.

[0253] The above-described step of displaying at least one interactive element selection control may include: displaying the interactive element selection control corresponding to each of the at least one interactive element indicated by the element indication information.

[0254] In this embodiment, the interactive element selection controls available for user selection can also be pre-set by the user corresponding to the first virtual object. For example, the interactive element configuration interface can include a control list containing all interactive element selection controls available to the user corresponding to the first virtual object. The user can click to select one or more interactive element selection controls from the control list as displayable interactive element selection controls. Subsequently, in response to the triggering operation of the interactive controls, the computer device can display one or more interactive element selection controls selected by the user in the interactive element configuration interface. The above solution can achieve the customizability of the interactive element selection controls, thereby ensuring the accuracy of the interactive element display.

[0255] Based on the solution shown in the above embodiments, in one possible implementation, step 230 may include:

[0256] In response to a triggering action on the interactive control, the interactive element editing interface is displayed;

[0257] Based on the editing operations performed in the interactive element editing interface, generate element information for the displayed elements;

[0258] Trigger interactive elements that correspond to the element information in the virtual scene.

[0259] In this embodiment of the application, the interactive elements can also be manually edited by the user when the interaction is triggered. For example, the user can edit the style, content, display duration and other element information of the interactive elements in the interactive element editing interface. Subsequently, the computer device can display the corresponding interactive elements based on these element information.

[0260] For example, the interactive element editing interface described above may include element type settings, appearance style settings, display duration settings, and content settings. Users can use the element type settings to define the type of the interactive element, such as setting it to a voice element or an image element. If a user sets the interactive element to an image element, they can further customize its appearance style using the appearance style settings, such as color and appearance template. Users can also set the display duration of the interactive element in the scene interface using the duration settings. Optionally, users can select or input the text content contained in the interactive element using the content settings. After the user completes the editing settings in the interactive element editing interface, the computer device can obtain the element information corresponding to these settings. This element information may include element type, color identifier, appearance template identifier, display duration, and content text. Then, the computer device generates and displays the corresponding interactive element based on this element information, thus ensuring the customizability of the interactive element.

[0261] In one possible implementation, in response to a triggering operation on the interactive control, the computer device can display an interactive element editing control; in response to receiving a triggering operation on the interactive element editing control, an interactive element editing interface can be displayed.

[0262] The interactive element editing control can be displayed together with other controls; for example, it can be displayed together with at least one interactive element selection control.

[0263] Based on the solution shown in the above embodiments, in one possible implementation, the method further includes:

[0264] In response to the countdown duration for the first virtual object to re-enter the virtual scene being not less than the duration threshold, a first prompt element is displayed, which is used to indicate the countdown duration.

[0265] In response to the countdown time for the first virtual object to re-enter the virtual scene being less than the duration threshold, the first prompt element is replaced with a second prompt element; the second prompt element is used to indicate that the first virtual object is about to re-enter the virtual scene.

[0266] In this embodiment, when the first virtual object is about to re-enter the virtual scene, the computer device can provide a prompt through a second prompt element so that the user can pay attention to the status of the first virtual object they control in a timely manner, ensuring the timeliness of the user's control over the first virtual object.

[0267] Based on the solution shown in the above embodiments, in one possible implementation, the second prompt element includes:

[0268] Dynamic lighting effects and one or more of the prompt text.

[0269] Based on the scheme shown in the above embodiments, in one possible implementation, a specified sound effect is played in response to the first virtual object re-entering the virtual scene.

[0270] Optionally, the specified sound effect can be a positively motivated sound effect.

[0271] Taking a MOBA game scenario as an example, please refer to the solutions shown in the above embodiments. Figure 9 and Figure 10 ;in, Figure 9 A flowchart illustrating re-entering a virtual scene according to an embodiment of this application is shown; Figure 10 This illustration shows a schematic diagram of the interface for re-entering a virtual scene according to an embodiment of this application.

[0272] like Figure 9 and Figure 10 As shown, when a hero is defeated, a resurrection countdown will appear at the top of the scene interface. In the last few seconds of the resurrection countdown, the background of the resurrection countdown will gradually change from red to gold, and a condensation effect will appear. The text will change from "View Replay" to "Resurrecting Soon". Positive sound effects and special effects will play during resurrection, such as cheerful and lively sound effects and encouraging voice messages, to give players a positive feeling of being ready to start again.

[0273] This solution can improve the monotonous experience when a hero is defeated, promote communication with teammates, and revitalize the user's emotions in the final seconds of the countdown before resurrection through positive audiovisual experiences.

[0274] like Figure 9 As shown, the flowchart for re-entering the virtual scene described above may include the following steps:

[0275] Step S910: A virtual object is detected to be in a defeated state, and a prompt element is displayed.

[0276] For example, such as Figure 10 As shown in section (a), when the hero character controlled by the player is defeated, a prompt element 1012 is displayed at the top of the scene interface 1010. The prompt element 1012 is used to display the countdown to resurrection. At the same time, the prompt element 1012 is also used to trigger the display of the replay.

[0277] Step S920: Check if the countdown is less than the first duration.

[0278] When the virtual object is in a defeated state, the computer device can detect whether the resurrection countdown is less than the first duration, such as whether the countdown is less than 5 seconds. If so, proceed to step S930; otherwise, return to step S920 to continue the detection.

[0279] Step S930: Display a prompt for positive feelings.

[0280] For example, such as Figure 10 As shown in part (b), when the computer device detects that the countdown to resurrection is less than 5 seconds, it can display a light and shadow / particle effect with a positive feel in the corresponding prompt element 1012, such as displaying a golden light and shadow / particle effect 1014 that gathers from the outside in.

[0281] Step S940: Check if the countdown is less than the second duration.

[0282] When the virtual object is in a defeated state, the computer device can detect whether the resurrection countdown is less than the second duration, such as whether the countdown is less than 3 seconds. If so, proceed to step S950; otherwise, return to step S940 to continue the detection.

[0283] Step S950: Modify the text content in the prompt element.

[0284] For example, or as Figure 10 As shown in section (b), when the computer device detects that the countdown to revival is less than 3 seconds, it can change the text "View Replay" in the prompt element to "Reviving Soon" to remind the user of the revival time.

[0285] Step S960: Check if the device has been revived; if yes, proceed to step S970; otherwise, return to step S960.

[0286] Step S970: Play a positive sound effect.

[0287] For example, or as Figure 10 As shown in section (c), when the hero revives, the prompt element 1012 is canceled and the hero revival effect 1016 is displayed, while a positive sound effect or voice is played.

[0288] Please refer to Figure 11 This illustration shows a structural block diagram of an interactive device for a virtual scene provided in an exemplary embodiment of this application. The device includes:

[0289] Object control module 1101 is used to control the first virtual object to fight in the virtual scene;

[0290] The control display module 1102 is used to display the interactive controls of the second virtual object when the first virtual object is in a defeated state;

[0291] The interactive module 1103 is used to display interactive elements in the virtual scene in response to a trigger operation of the interactive control, the interactive elements being used to indicate the interaction of the first virtual object with the second virtual object.

[0292] In one possible implementation, the control display module 1102 is used for,

[0293] If the first virtual object is defeated, display the spectator controls for the second virtual object.

[0294] In response to the first trigger operation received for the spectator control, the corresponding spectator control displays interactive controls.

[0295] In one possible implementation, the control display module 1102 is used to display interactive controls in response to receiving a first trigger operation on the spectator control and the relationship between the first virtual object and the second virtual object meets a specified condition.

[0296] In one possible implementation, the specified conditions include at least one of the following:

[0297] The first virtual object and the second virtual object are in a team relationship;

[0298] The first virtual object and the second virtual object represent a designated social relationship.

[0299] In one possible implementation, the above-mentioned device further includes:

[0300] The spectator module is used to respond to a second trigger operation received from the spectator control and display the virtual scene from the perspective of the second virtual object.

[0301] In one possible implementation, the spectator module is also used to replace the status icon and skill controls of the first virtual object with the status icon and skill controls of the second virtual object when the virtual scene is displayed from the perspective of the second virtual object.

[0302] The status icon is used to indicate at least one of the gain status and the debuff status; the skill control is used to indicate the skill and the skill's cooldown status.

[0303] In one possible implementation, the interaction module 1103 is used to trigger the display of interactive elements in the virtual scene that match the object relationship; the object relationship is the relationship between the first virtual object and the second virtual object.

[0304] In one possible implementation, the interaction module 1103 is used for,

[0305] Get the countdown time for the first virtual object to re-enter the virtual scene;

[0306] Trigger interactive elements in the virtual scene that correspond to the countdown duration.

[0307] In one possible implementation, the interaction module 1103 is used for,

[0308] In response to a triggering operation on an interactive control, display at least one interactive element selection control;

[0309] In response to receiving a trigger operation on the first interactive element selection control, the system triggers the display of an interactive element corresponding to the first interactive element selection control in the virtual scene; wherein the first interactive element selection control is one of at least one interactive element selection controls.

[0310] In one possible implementation, the interaction module 1103 is used to display at least one interactive element selection control associated with specified information;

[0311] The specified information includes one or more of the following:

[0312] The relationship between the first virtual object and the second virtual object;

[0313] The countdown time for the first virtual object to re-enter the virtual scene;

[0314] Permission information for the first virtual object;

[0315] Permission information for the second virtual object;

[0316] The role type of the first virtual object;

[0317] The role type of the second virtual object;

[0318] The state information of the second virtual object.

[0319] In one possible implementation, the above-mentioned device further includes:

[0320] The configuration interface display module is used to display the interactive element configuration interface before the control display module 1102 displays at least one interactive element selection control.

[0321] The information generation module is used to generate element indication information based on the element configuration operation performed in the interactive element configuration interface. The element indication information is used to indicate at least one interactive element.

[0322] The control display module 1102 is used to display the interactive element selection control corresponding to each of the at least one interactive element indicated by the element indication information.

[0323] In one possible implementation, the interaction module 1103 is used for,

[0324] In response to a triggering action on the interactive control, the interactive element editing interface is displayed;

[0325] Based on the editing operations performed in the interactive element editing interface, generate element information for the displayed elements;

[0326] Trigger interactive elements that correspond to the element information in the virtual scene.

[0327] In one possible implementation, the interaction module 1103 is used for,

[0328] The interactive elements are displayed on the device corresponding to the first virtual object and the device corresponding to the second virtual object; or,

[0329] This triggers the display of interactive elements on the devices of all virtual objects in the same faction as the first virtual object.

[0330] In one possible implementation, the interactive elements include at least one of the following:

[0331] It can broadcast voice messages, text elements, graphic elements, and dynamic effect elements.

[0332] In one possible implementation, the above-described apparatus further includes: a prompt element display module, used for,

[0333] In response to the countdown duration for the first virtual object to re-enter the virtual scene being not less than the duration threshold, a first prompt element is displayed, which is used to indicate the countdown duration.

[0334] In response to the countdown time for the first virtual object to re-enter the virtual scene being less than the duration threshold, the first prompt element is replaced with a second prompt element; the second prompt element is used to indicate that the first virtual object is about to re-enter the virtual scene.

[0335] In one possible implementation, the second cue element includes: dynamic lighting effects and one or more of the cue text.

[0336] It should be noted that the device provided in the above embodiments is only illustrated by the division of the above functional modules when implementing its functions. In actual applications, the above functions can be assigned to different functional modules according to actual needs, that is, the content structure of the device can be divided into different functional modules to complete all or part of the functions described above.

[0337] Regarding the apparatus in the above embodiments, the specific manner in which each module performs its operation has been described in detail in the embodiments of the relevant method; the technical effects achieved by each module performing its operation are the same as the technical effects in the embodiments of the relevant method, and will not be elaborated here.

[0338] Please refer to Figure 12 This illustrates a structural block diagram of a computer device provided in an exemplary embodiment of this application.

[0339] The computer device 1200 may be a portable mobile terminal, such as a smartphone, tablet, MP3 player (Moving Picture Experts Group Audio Layer III), or MP4 player (Moving Picture Experts Group Audio Layer IV). The computer device 1200 may also be referred to as a user device, portable terminal, or other names.

[0340] Typically, computer device 1200 includes a processor 1201 and a memory 1202.

[0341] Processor 1201 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc.

[0342] The memory 1202 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 1202 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1202 are used to store at least one instruction, which is executed by the processor 1201 to implement the interactive method for virtual scenes provided in the embodiments of this application.

[0343] In some embodiments, the computer device 1200 may also optionally include: a peripheral device interface 1203 and at least one peripheral device. Specifically, the peripheral device includes at least one of: a radio frequency circuit 1204, a touch display screen 1205, a camera 1206, an audio circuit 1207, and a power supply 1208.

[0344] In some embodiments, the computer device 1200 further includes one or more sensors 1209. The one or more sensors 1209 include, but are not limited to, an accelerometer 1210, a gyroscope 1211, a pressure sensor 1212, an optical sensor 1213, and a proximity sensor 1214.

[0345] Those skilled in the art will understand that Figure 12 The structure shown does not constitute a limitation on the computer device 1200, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.

[0346] In an exemplary embodiment, this application provides a chip that includes programmable logic circuits and / or program instructions. When the chip is run on a computer device, it is used to implement the interactive method for virtual scenes provided in the above method embodiments.

[0347] This application provides a computer-readable storage medium storing a computer program that is loaded and executed by a processor to implement the interactive method for virtual scenes provided in the above method embodiments.

[0348] This application provides a computer program product or computer program that includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, causing the processor to load and execute them to implement the interactive method for a virtual scene as provided in the above method embodiments.

[0349] The sequence numbers of the embodiments in this application are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.

[0350] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.

[0351] Those skilled in the art will recognize that the functions described in the embodiments of this application in one or more of the above examples can be implemented using hardware, software, firmware, or any combination thereof. When implemented using software, these functions can be stored in a computer-readable medium or transmitted as one or more instructions or code on a computer-readable medium. Computer-readable media include computer storage media and communication media, wherein communication media include any medium that facilitates the transfer of a computer program from one place to another. Storage media can be any available medium that can be accessed by a general-purpose or special-purpose computer.

[0352] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.

Claims

1. A method for interaction with a virtual scene, characterized in that, The method comprises: controlling the first virtual object to fight in the virtual scene; displaying an interaction control of a second virtual object in a case where the first virtual object is in a defeated state; in response to a triggering operation on the interaction control, triggering display of an interactive element in the virtual scene, the interactive element being used to indicate interaction of the first virtual object with the second virtual object.

2. The method of claim 1, wherein, The displaying of the interaction control of the second virtual object in the case where the first virtual object is in the defeated state comprises: displaying a spectating control of the second virtual object in the case where the first virtual object is in the defeated state; in response to receiving a first triggering operation on the spectating control, displaying the interaction control corresponding to the spectating control.

3. The method of claim 2, wherein, The displaying of the interaction control corresponding to the spectating control in response to the first triggering operation on the spectating control comprises: in response to receiving the first triggering operation on the spectating control and a relationship between the first virtual object and the second virtual object satisfying a specified condition, displaying the interaction control corresponding to the spectating control.

4. The method of claim 3, wherein, The specified condition comprises at least one of: the first virtual object and the second virtual object being in a team relationship; the first virtual object and the second virtual object being in a specified social relationship.

5. The method of claim 2, wherein, The method further comprises: in response to receiving a second triggering operation on the spectating control, displaying the virtual scene from a perspective corresponding to the second virtual object.

6. The method of claim 5, wherein, The method further comprises: in a case where the virtual scene is displayed from the perspective corresponding to the second virtual object, replacing a state icon and a skill control of the first virtual object with a state icon and a skill control of the second virtual object; wherein the state icon is used to indicate at least one of a gain state and a debuff state, and the skill control is used to indicate a skill and a cooldown state of the skill.

7. The method according to any one of claims 1 to 6, characterized in that, The triggering of the display of the interactive element in the virtual scene comprises: triggering display of the interactive element matching an object relationship between the first virtual object and the second virtual object in the virtual scene.

8. The method according to any one of claims 1 to 6, characterized in that, The triggering of the display of the interactive element in the virtual scene comprises: obtaining a countdown duration for the first virtual object to re-enter the virtual scene; triggering display of the interactive element corresponding to the countdown duration in the virtual scene.

9. The method according to any one of claims 1 to 6, characterized in that, The triggering of the display of the interactive element in the virtual scene in response to the triggering operation on the interaction control comprises: in response to the triggering operation on the interaction control, displaying at least one interactive element selection control; in response to receiving a triggering operation on a first interactive element selection control, triggering display of the interactive element corresponding to the first interactive element selection control in the virtual scene, the first interactive element selection control being one of the at least one interactive element selection control.

10. The method of claim 9, wherein, The displaying of the at least one interactive element selection control comprises: displaying at least one interactive element selection control associated with specified information; wherein the specified information comprises one or more of the following information: a relationship between the first virtual object and the second virtual object; a countdown duration for the first virtual object to re-enter the virtual scene; permission information of the first virtual object; permission information of the second virtual object; a role type of the first virtual object; a role type of the second virtual object; state information of the second virtual object.

11. The method of claim 9, wherein, Before displaying the at least one interactive element selection control, the method further includes: displaying an interactive element configuration interface; generating element indication information based on an element configuration operation performed in the interactive element configuration interface, the element indication information being used to indicate at least one interactive element; the displaying of the at least one interactive element selection control includes: displaying the interactive element selection control corresponding to each of the at least one interactive element indicated by the element indication information.

12. The method according to any one of claims 1 to 6, characterized in that, the displaying of the interactive element in the virtual scene in response to the triggering operation on the interaction control includes: displaying an interactive element editing interface in response to the triggering operation on the interaction control; generating element information of the displayed element based on an editing operation performed in the interactive element editing interface; triggering the display of the interactive element corresponding to the element information in the virtual scene.

13. The method according to any one of claims 1 to 6, characterized in that, the displaying of the interactive element in the virtual scene includes: triggering the display of the interactive element in the device corresponding to the first virtual object and the device corresponding to the second virtual object; or triggering the display of the interactive element in the device of each virtual object in the camp to which the first virtual object belongs.

14. The method according to any one of claims 1 to 6, characterized in that, the interactive element includes at least one of the following: a broadcast voice, a text element, a pattern element, and a dynamic effect element.

15. The method according to any one of claims 1 to 6, characterized in that, the method further includes: displaying a first prompt element in response to the countdown duration for the first virtual object to re-enter the virtual scene being not less than a duration threshold, the first prompt element being used to indicate the countdown duration; displaying a second prompt element in place of the first prompt element in response to the countdown duration for the first virtual object to re-enter the virtual scene being less than the duration threshold, the second prompt element being used to indicate that the first virtual object is about to re-enter the virtual scene.

16. The method of claim 15, wherein, the second prompt element includes: one or more of a dynamic light effect and a prompt text.

17. An interactive device for a virtual scene, characterized by the apparatus includes: an object control module configured to control a first virtual object in a battle in a virtual scene; a control display module configured to display an interaction control of a second virtual object in a case where the first virtual object is in a defeated state; an interaction module configured to display an interactive element in the virtual scene in response to a triggering operation on the interaction control, the interactive element being used to indicate an interaction of the first virtual object with the second virtual object.

18. A computer device, comprising: the computer device includes a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the interactive method for a virtual scene according to any one of claims 1 to 16.

19. A computer-readable storage medium, characterized in that, The computer readable storage medium stores a computer program, the computer program is loaded and executed by the processor to realize the interaction method for the virtual scene as any one of claims 1-16.

20. A computer program product, characterised in that, The computer program product comprises computer instructions stored in a computer readable storage medium, and the processor acquires the computer instructions from the computer readable storage medium, so that the processor is loaded and executed to realize the interaction method for the virtual scene as any one of claims 1-16.