Interaction method and device in virtual scene, electronic equipment, computer readable storage medium and computer program product

By introducing interactive items into the game, players can accumulate interaction opportunities by attacking specific parts and use the items to defeat virtual objects, thus solving the problem of limited interaction methods and achieving a richer interactive experience and efficient use of hardware resources.

CN121891778APending Publication Date: 2026-04-21TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-01-23
Publication Date
2026-04-21

AI Technical Summary

Technical Problem

The existing game's boss interaction methods are simplistic, lacking diversity and with low utilization of hardware resources.

Method used

Interactive props are introduced. Players accumulate interaction opportunities by attacking specific parts of the body, and use the props to interact with the virtual object when preset progress conditions are met, thus controlling the virtual object to be defeated.

Benefits of technology

It enriches the interaction methods of virtual scenes, improves the diversity of interaction and the utilization rate of hardware resources, enhances the strategic nature and operational depth of games, and improves the efficiency of human-computer interaction.

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Abstract

The invention provides an interaction method and device in a virtual scene, electronic equipment, a computer readable storage medium and a computer program product, and the method comprises the steps: displaying a first virtual object and a second virtual object in the virtual scene, and displaying an interaction prop used for indicating the interaction progress between the first virtual object and the second virtual object; in response to the attack operation of the first virtual object on the target part of the second virtual object, increasing the number of times of interaction of the first virtual object for the interaction prop; when the number of times of interaction is greater than or equal to a preset number of times, in response to an interaction operation of the first virtual object on the interaction prop, controlling the number of times of interaction to be reduced, and updating an interaction progress indicated by the interaction prop; and when the interaction progress indicated by the interaction prop meets a preset progress condition, controlling the second virtual object to be in a damaged state. In this way, the interaction modes in the virtual scene can be enriched, and the interaction diversity and the hardware resource utilization rate are improved.
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Description

Technical Field

[0001] This application relates to the field of Internet technology, and in particular to an interaction method, device, electronic device, computer-readable storage medium, and computer program product in a virtual scene. Background Technology

[0002] In games using this technology, bosses typically possess a large health bar and powerful skills. Players must reduce the boss's health to zero through continuous attacks before it launches a fatal attack, or within a specific time window, to defeat the boss and complete the interaction. However, this interaction method is relatively simple, resulting in low diversity of interactions and low utilization of hardware resources. Summary of the Invention

[0003] This application provides an interaction method, device, electronic device, computer-readable storage medium, and computer program product in a virtual scene, which can enrich the interaction methods in the virtual scene, improve the diversity of interaction, and increase the utilization rate of hardware resources.

[0004] The technical solution of this application embodiment is implemented as follows: This application provides an interaction method in a virtual scene, including: In the virtual scene, a first virtual object and a second virtual object are displayed, along with interactive props, which are used to indicate the interaction progress between the first virtual object and the second virtual object. In response to the first virtual object's attack operation on the target part of the second virtual object, the number of times the first virtual object can interact with the interactive prop is increased; If the number of interactive opportunities is greater than or equal to a preset number, in response to the interaction operation of the first virtual object on the interactive prop, the number of interactive opportunities is reduced and the interaction progress indicated by the interactive prop is updated. When the interaction progress indicated by the interactive prop meets the preset progress conditions, the second virtual object is controlled to be in a defeated state.

[0005] This application provides an interactive device in a virtual scene, including: The display module is used to display a first virtual object and a second virtual object in a virtual scene, and to display interactive props, wherein the interactive props are used to indicate the interaction progress between the first virtual object and the second virtual object; The first response module is used to respond to the attack operation of the first virtual object on the target part of the second virtual object and increase the number of times the first virtual object can interact with the interactive prop. The second response module is used to, in response to the interaction operation of the first virtual object on the interactive prop, reduce the number of interactions and update the interaction progress indicated by the interactive prop when the number of interactions is greater than or equal to a preset number. The control module is used to control the second virtual object to be in a defeated state when the interaction progress indicated by the interactive prop meets the preset progress conditions.

[0006] In the above scheme, the first response module is further configured to respond to the attack operation of the first virtual object on the target part of the second virtual object, and control the first virtual object to attack the target part of the second virtual object; when the target part is hit, increase the number of times the first virtual object can interact with the interactive prop, and output a prompt message, the prompt message being used to indicate that the number of times the first virtual object can interact with the interactive prop has increased.

[0007] In the above scheme, the device further includes a second display module, which is used to display the target part having a first form on the second virtual object. The first form is used to indicate that the corresponding part is the target part and guide the first virtual object to attack the target part of the second virtual object. The first response module is also used to control the first virtual object to attack the target part based on the first form in response to an attack operation on the target part on the second virtual object. When the form of the target part is switched from the first form to the second form based on the attack result, the number of times the first virtual object can interact with the interactive prop is increased. The first form is different from the second form.

[0008] In the above scheme, the first response module is further configured to record the number of times the target part is hit when the target part is hit by the first virtual object; when the number of hits reaches the threshold, the form of the target part is switched from the first form to the second form.

[0009] In the above scheme, there are multiple target parts. The second display module is further configured to display multiple target parts with a first shape on the second virtual object. Each target part corresponds to at least one shape size, and different target sizes correspond to different frequency thresholds. The frequency threshold is directly proportional to the shape size of the corresponding target part. The first response module is further configured to switch the shape of the target part from the first shape to the second shape when the frequency reaches a target frequency threshold. The target frequency threshold is a frequency threshold corresponding to the shape size of the hit target part.

[0010] In the above scheme, the number of target parts is at least one. The second display module is further configured to display the process of the shape of each target part gradually switching from the first shape to the third shape, wherein the shape size indicated by the third shape is larger than the shape size indicated by the first shape. The first response module is further configured to, based on the shape size indicated by the third shape of each target part, respond to the selection operation of at least one target part, determine the selection operation as the attack operation, and control the first virtual object to attack the selected target part. The target parts of different shapes and sizes have different hitting difficulties.

[0011] In the above scheme, the display module is further configured to display the first virtual object and the second virtual object, wherein the target part of the second virtual object is in a normal state; the second display module is further configured to control the second virtual object to attack the first virtual object when the first virtual object is within the sensing range of the second virtual object, and to switch the target part of the second virtual object from the normal state to the first state.

[0012] In the above scheme, the number of target parts is at least one, and the device further includes a third response module, which is used to control the second virtual object to attack the first virtual object in response to an attack command against the first virtual object; when the second virtual object hits the first virtual object, the damage caused by the second virtual object to the first virtual object is displayed; wherein the magnitude of the damage is directly proportional to the number of target parts of the second virtual object.

[0013] In the above scheme, the display module is further configured to display the interactive prop using a first style, wherein the first style is used to indicate that the number of interactions is less than the preset number; when the number of interactions is greater than or equal to the preset number, the style of the interactive prop is switched from the first style to the second style.

[0014] In the above scheme, the second display module is further configured to display the interactive prop in an inactive state in the virtual scene; the display module is further configured to display the first virtual object in the virtual scene, and control the second virtual object to appear in the virtual scene when the first virtual object is within the target range; and control the interactive prop to switch from the inactive state to the active state when the first virtual object is within the target range.

[0015] In the above scheme, the control module is further configured to control the second virtual object to be in a non-attack state when the interaction progress indicated by the interactive prop meets the preset progress conditions, and to determine the non-attack state as the defeated state; and to display the process of the second virtual object in the non-attack state disappearing from the virtual scene.

[0016] In the above scheme, the third response module is further configured to control the first virtual object to move toward the interactive prop in response to a movement operation on the first virtual object; the second response module is further configured to control the number of interactive times to decrease in response to an interaction operation of the first virtual object on the interactive prop when the first virtual object moves to the interactive prop.

[0017] In the above scheme, there are multiple interactive props. The first response module is further configured to respond to the attack operation of the first virtual object on the target part of the second virtual object, increase the number of times the first virtual object can interact with the first interactive prop among the multiple interactive props, and the number of the first interactive props is less than the total number of interactive props; the second response module is further configured to respond to the interaction operation of the first virtual object on the first interactive prop, control the number of times the first virtual object can interact with the first interactive prop to decrease, and update the interaction progress.

[0018] In the above scheme, there are multiple interactive props. The first response module is further configured to respond to the attack operation of the first virtual object on the target part of the second virtual object, and increase the number of times the first virtual object can interact with each of the interactive props. The second response module is further configured to respond to the interaction operation of the first virtual object on the second interactive prop among the multiple interactive props, control the number of times the first virtual object can interact with the interactive prop to decrease, and update the interaction progress. The number of the second interactive props is less than the number of interactive props.

[0019] In the above scheme, the interactive prop is a virtual turntable, and the interactive operation includes a rotation operation on the virtual turntable; the first response module is further configured to respond to the attack operation of the first virtual object on the target part of the second virtual object, and increase the number of times the first virtual object can rotate the virtual turntable; the second response module is further configured to respond to the rotation operation of the first virtual object on the virtual turntable, control the first virtual object to rotate the virtual turntable, and control the number of rotations to decrease.

[0020] In the above scheme, the virtual turntable includes multiple icons; the second display module is further configured to display a first number of icons on the virtual turntable using a first display style, and to display a second number of icons using a second display style; wherein, the first number is used to indicate the number of times the first virtual object rotates the virtual turntable; in response to the rotation operation of the first virtual object on the virtual turntable, the target number of icons displayed using the second style are switched to be displayed using the first display style.

[0021] In the above scheme, the number of interactive props is multiple, and the interactive operation is a transport operation for the interactive props; the first response module is further configured to respond to the attack operation of the first virtual object on the target part of the second virtual object, and increase the number of times the first virtual object can transport the interactive props; the second response module is further configured to respond to the transport operation of the first virtual object on the interactive props, control the first virtual object to transport a target number of interactive props from the multiple interactive props to the target location, and control the number of transportable times to decrease.

[0022] In the above scheme, the first response module is further configured to respond to the attack operation of the first virtual object on the target number of times the target number of times the attack operation meets the target condition, and increment the number of times the first virtual object can interact with the interactive prop by a first count; when the attack operation of the target number of times does not meet the target condition, increment the number of times the first virtual object can interact with the interactive prop by a second count; wherein, the target condition includes: each of the attack operations hits the target part, at least one of the attack operations of the target number of times is executed continuously within the target duration, and the first count is greater than the second count.

[0023] In the above scheme, there are multiple target parts, and each target part has corresponding attack parameters. The attack parameters affect the hitting difficulty of the corresponding target part. The third response module is also used to respond to the first virtual object's attack operation on the target number of times the target part of the second virtual object is executed. When the attack operation of the target number of times meets the target conditions, the attack parameters corresponding to each target part are adjusted from the initial attack parameters to the target attack parameters. The target conditions include: each attack operation hits the target part, or at least one of the following is executed continuously within the target duration: the attack operation of the target number of times is executed. The attack difficulty of the target part corresponding to the target attack parameters is less than the attack difficulty of the target part corresponding to the initial attack parameters.

[0024] In the above scheme, the third response module is further configured to adjust the attribute value of the second virtual object based on the current number of interactions of the first virtual object; wherein, the current number of interactions is the number of times the first virtual object can interact with the interactive prop after increasing the number of interactions; the current number of interactions is directly proportional to the attribute value of the second virtual object; in response to an attack command against the first virtual object, the module controls the second virtual object with the adjusted attribute value to attack the first virtual object.

[0025] In the above scheme, the third response module is further configured to respond to the interaction operation of the first virtual object on the interactive prop, and control the first virtual object to enter the target state; wherein, when the first virtual object is in the target state, the probability of the first virtual object being attacked by the second virtual object is greater than the probability of the first virtual object being attacked by the second virtual object when it is not in the target state; and in response to an attack command against the first virtual object, control the second virtual object to attack the first virtual object in the target state.

[0026] This application provides an electronic device, including: Memory is used to store executable instructions or computer programs. The processor, when executing computer-executable instructions or computer programs stored in the memory, implements the interaction method in the virtual scene provided in the embodiments of this application.

[0027] This application provides a computer-readable storage medium storing computer-executable instructions or computer programs, which, when executed by a processor, implement the interaction method in the virtual scene provided in this application.

[0028] This application provides a computer program product, which includes computer-executable instructions or a computer program. When the computer-executable instructions or the computer program are executed by a processor, the processor will execute the interaction method in the virtual scene provided in this application.

[0029] The embodiments of this application have the following beneficial effects: In a virtual scene, after displaying a first virtual object, a second virtual object, and an interactive prop indicating the interaction progress between the two virtual objects, in response to the first virtual object's attack on a target part of the second virtual object, the number of interactions the first virtual object can have with the interactive prop is increased. If the number of interactions is greater than or equal to a preset number, in response to the first virtual object's interaction with the interactive prop, the number of interactions is reduced, and the interaction progress indicated by the interactive prop is updated. Finally, when the interaction progress indicated by the interactive prop meets a preset progress condition, the second virtual object is controlled to be in a defeated state. Thus, by introducing interactive props, a system is constructed where interactions are accumulated by attacking specific parts, and then... This novel interaction method, which allows players to actively use interactive props to advance the interaction progress and defeat a second virtual object based on the number of interactive opportunities available, breaks away from the single interaction mode in related technologies. It provides a richer range of interaction methods, significantly improves the diversity of interactions in virtual scenes, and avoids the homogenization of interaction processes. At the same time, only attacking the target parts of the second virtual object can increase the number of interactive opportunities. This forces players not only to output damage but also to perform precise positioning and aiming, rather than blindly attacking. In this way, players need to weigh when to attack parts to accumulate opportunities and when to use interactive props to consume opportunities. This not only enhances the game's strategy and operational depth and improves its playability but also increases the efficiency of human-computer interaction and the utilization rate of electronic device hardware resources. Attached Figure Description

[0030] Figure 1 This is a schematic diagram of the architecture of the interactive system 100 in the virtual scene provided in the embodiments of this application; Figure 2 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application; Figure 3 This is a flowchart illustrating the interaction method in a virtual scene provided in an embodiment of this application; Figure 4 This is a schematic diagram of the activated and inactive states provided in the embodiments of this application; Figure 5 This is a schematic diagram of the target area and prompt information provided in the embodiments of this application; Figure 6 These are schematic diagrams of the first and second forms provided in the embodiments of this application; Figure 7 This is a schematic diagram illustrating the recording of the number of times a target area is hit, provided in an embodiment of this application. Figure 8 These are schematic diagrams of target parts of different shapes and sizes provided in the embodiments of this application; Figure 9 This is a schematic diagram of the target portion in the third form provided in the embodiments of this application; Figure 10This is a schematic diagram illustrating the damage shown in the embodiments of this application; Figure 11 This is a schematic diagram illustrating the process of the first virtual object moving to the interactive prop according to an embodiment of this application; Figure 12 This is a schematic diagram of the virtual turntable provided in an embodiment of this application; Figure 13 This is a schematic diagram of the identifier provided in the embodiments of this application; Figure 14 This is a schematic diagram illustrating the process of the disappearance of the second virtual object provided in the embodiments of this application; Figure 15 This is a technical architecture diagram of the interaction method in a virtual scene provided in the embodiments of this application; Figure 16 This is a flowchart illustrating the execution process of the front-end interaction module provided in an embodiment of this application; Figure 17 This is an execution flowchart of the combat logic and state management provided in the embodiments of this application. Detailed Implementation

[0031] To make the objectives, technical solutions, and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limitations on this application. All other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0032] In the following description, references are made to “some embodiments,” which describe a subset of all possible embodiments. However, it is understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

[0033] In the following description, the terms "first, second, third" are used merely to distinguish similar objects and do not represent a specific ordering of objects. It is understood that "first, second, third" may be interchanged in a specific order or sequence where permitted, so that the embodiments of this application described herein can be implemented in an order other than that illustrated or described herein.

[0034] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this application belongs. The terminology used herein is for the purpose of describing embodiments of this application only and is not intended to limit this application.

[0035] Before providing a further detailed description of the embodiments of this application, the nouns and terms involved in the embodiments of this application will be explained, and the nouns and terms involved in the embodiments of this application shall be interpreted as follows.

[0036] 1) In response to, used to indicate the conditions or states on which the operation performed depends. When the conditions or states on which it depends are met, one or more operations performed may be performed in real time or with a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations are performed.

[0037] 2) Client, also known as user terminal, refers to the program that provides local services to users in contrast to the server. Except for some applications that can only run locally, it is generally installed on the terminal and needs to work with the server. That is, there needs to be a corresponding server and service program on the network to provide the corresponding services. Thus, a specific communication connection needs to be established between the client and the server to ensure the normal operation of the application.

[0038] 3) A virtual scene is a virtual scene displayed (or provided) by an application when it runs on a terminal. This virtual scene can be a simulation of the real world, a semi-simulated virtual environment, or a purely fictional virtual environment. A virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene; this application does not limit the dimension of the virtual scene. For example, a virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. Users can control virtual objects to move within this virtual scene.

[0039] 4) Virtual objects: These are interactive images of people and objects within a virtual scene, or movable objects within the virtual scene. These movable objects can be virtual characters, virtual animals, cartoon characters, etc., such as people, animals, plants, oil drums, walls, and stones displayed in the virtual scene. A virtual object can be a virtual avatar representing the user within the virtual scene. A virtual scene can include multiple virtual objects, each with its own shape and volume, occupying a portion of the space within the virtual scene.

[0040] For example, the virtual object can be a user object controlled through client operations, an artificial intelligence (AI) trained and set up for virtual scene battles, or a non-user character (NPC) set up for virtual scene interaction. The number of virtual objects participating in the interaction in the virtual scene can be preset or dynamically determined based on the number of clients joining the interaction.

[0041] 5) The display interface (or view interface) of the virtual scene, which provides human-computer interaction functions. For example, it can be a graphical user interface (GUI) display, an augmented reality (AR) interface, a virtual reality (VR) interface, a voice user interface (VUI), an interactive projection interface (an interface that uses projection technology to display information on a plane), an eye-tracking interface (an interface controlled by detecting the user's gaze), a holographic interface (a three-dimensional hologram formed by projecting images using holographic projection technology, which can be seen without wearing special glasses), a multimodal interface (an interactive interface that combines multiple interaction methods, such as tactile, visual, and auditory interaction), a brain-machine interface (BMI), etc.

[0042] See Figure 1 , Figure 1 This is a schematic diagram of the architecture of the interactive system 100 in the virtual scene provided in the embodiments of this application. The terminal (terminal 400 is shown as an example) is connected to the server 200 through the network 300. The network 300 can be a wide area network or a local area network, or a combination of the two, and data transmission is achieved using wireless or wired links.

[0043] Server 200 is used to send game data of the virtual scene to the terminal; Terminal 400 is also used to: receive game data of a virtual scene sent by a server, and display the virtual scene based on the game data; display a first virtual object and a second virtual object in the virtual scene, and display interactive props, which are used to indicate the interaction progress between the first virtual object and the second virtual object; in response to an attack operation by the first virtual object on a target part of the second virtual object, increase the number of times the first virtual object can interact with the interactive props; if the number of interactable times is greater than or equal to a preset number, in response to the interaction operation of the first virtual object on the interactive props, control the number of interactable times to decrease, and update the interaction progress indicated by the interactive props; when the interaction progress indicated by the interactive props meets the preset progress condition, control the second virtual object to be in a defeated state.

[0044] Thus, by introducing interactive props, a new interaction method is constructed where players accumulate interaction opportunities by attacking specific body parts, and then actively use these opportunities to activate interactive props to advance the interaction progress and defeat the second virtual object. This breaks away from the single interaction mode in related technologies, provides richer interaction methods, significantly improves the diversity of interaction in virtual scenes, and avoids the homogenization of interaction processes. At the same time, only attacking the target body parts of the second virtual object can increase the number of interaction opportunities. This forces players not only to output damage, but also to perform precise positioning and aiming, rather than blindly outputting damage. In this way, players need to weigh when to attack body parts to accumulate opportunities and when to use interactive props to consume opportunities. This not only enhances the game's strategy and operational depth and improves the game's playability, but also improves the efficiency of human-computer interaction and the utilization rate of electronic device hardware resources.

[0045] In some embodiments, server 200 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. Terminal 400 can be a smartphone, tablet, laptop, desktop computer, set-top box, smart voice interaction device, smart home appliance, virtual reality device, vehicle terminal, aircraft, portable music player, personal digital assistant, dedicated messaging device, portable gaming device, smart speaker, and smartwatch, but is not limited to these. The terminal and server can be directly or indirectly connected via wired or wireless communication, which is not limited in this embodiment.

[0046] The electronic device implementing the virtual scene interaction method provided in the embodiments of this application will now be described. See also Figure 2 , Figure 2 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. The electronic device can be a server or a terminal. The electronic device is used as an example. Figure 1 Taking the terminal shown as an example, Figure 2 The illustrated electronic device includes at least one processor 410, a memory 450, at least one network interface 420, and a user interface 430. The various components in terminal 400 are coupled together via a bus system 440. It is understood that the bus system 440 is used to implement communication between these components. In addition to a data bus, the bus system 440 also includes a power bus, a control bus, and a status signal bus. However, for clarity, in… Figure 2 The general labeled all buses as Bus System 440.

[0047] Processor 410 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. Among them, the general-purpose processor can be a microprocessor or any conventional processor.

[0048] User interface 430 includes one or more output devices 431 that enable the display of media content, including one or more speakers and / or one or more visual displays. User interface 430 also includes one or more input devices 432, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

[0049] The memory 450 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state storage, hard disk drives, optical disk drives, etc. The memory 450 may optionally include one or more storage devices physically located away from the processor 410.

[0050] The memory 450 may include volatile memory or non-volatile memory, or both. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random access memory (RAM). The memory 450 described in this application embodiment is intended to include any suitable type of memory.

[0051] In some embodiments, memory 450 is capable of storing data to support various operations, examples of which include programs, modules, and data structures or subsets or supersets thereof, as illustrated below.

[0052] Operating system 451 includes system programs for handling various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, driver layer, etc., for implementing various basic business functions and handling hardware-based tasks; The network communication module 452 is used to reach other electronic devices via one or more (wired or wireless) network interfaces 420, exemplary network interfaces 420 including: Bluetooth, WiFi, and Universal Serial Bus (USB), etc. Presentation module 453 is configured to enable the display of information (e.g., user interface for operating peripheral devices and displaying content and information) via one or more output devices 431 (e.g., display screen, speaker, etc.) associated with user interface 430. The input processing module 454 is used to detect and translate one or more user inputs or interactions from one or more input devices 432.

[0053] In some embodiments, the apparatus provided in this application can be implemented in software. Figure 2 An interactive device 455 stored in a virtual scene in memory 450 is shown. This device can be software in the form of programs and plugins, and includes the following software modules: a display module 4551, a first response module 4552, a second response module 4553, and a control module 4554. These modules are logically connected and can therefore be arbitrarily combined or further separated according to the functions they implement. The functions of each module will be described below.

[0054] In some embodiments, the terminal or server can implement the interaction method in the virtual scene provided in this application embodiment by running a computer program. For example, the computer program can be a native program or software module in the operating system; it can be a native application (APP), that is, a local client, which is a program that needs to be installed in the operating system to run, such as a game APP or a browser APP; it can also be a mini-program, that is, a program that only needs to be downloaded into the browser environment to run; or it can be a mini-program that can be embedded in any APP. In short, the above-mentioned computer program can be any form of client, module or plugin.

[0055] Based on the above description of the interactive system and electronic device in the virtual scene provided in the embodiments of this application, the interactive method in the virtual scene provided in the embodiments of this application is described below. In actual implementation, the interactive method in the virtual scene provided in the embodiments of this application can be implemented by the terminal or the server alone, or by the terminal and the server working together, so that... Figure 1 The following description uses the example of terminal 400 executing the interaction method in the virtual scene provided in this application embodiment. See also... Figure 3 , Figure 3 This is a flowchart illustrating the interaction method in a virtual scene provided in this application embodiment. Next, it will be combined with... Figure 3 The steps shown are explained.

[0056] Step 101: In the virtual scene, display the first virtual object and the second virtual object, and display interactive props. The interactive props are used to indicate the interaction progress between the first virtual object and the second virtual object.

[0057] It should be noted that the terminal is equipped with a client that supports virtual scenes, such as a game client. When the user opens the client on the terminal and the terminal runs the client, a request to obtain the game data of the virtual scene is generated and sent to the server. The server responds to the request and sends the game data of the virtual scene to the terminal so that the terminal can display the virtual scene. The terminal has an application that supports virtual scenes installed on it. This application can be any of the following: a first-person shooter game, a third-person shooter game, a multiplayer online tactical battle royale game, a virtual reality application, a 3D map application, or a multiplayer shooting survival game. Here, the virtual scene is observed from either a first-person or third-person perspective. The virtual scene includes a first virtual object, a second virtual object, and interactive props. The first virtual object can be other player objects and / or other virtual objects. Other player objects can be player objects belonging to the same or different groups as the current player object. Other virtual objects include virtual objects controlled by other player objects, or non-player characters (i.e., non-user characters) controlled by the system and displayed on the user-controlled terminal for interaction with the virtual objects controlled by the player object. The second virtual object can be a player character controlled by another player in an opposing faction, an AI-controlled object for player interaction in the game scene, or an NPC in the game scene. This application does not limit the specifics of this embodiment.

[0058] It should be noted that when the client supporting the virtual scene is a VR game, the user needs to first equip the corresponding wearable device (such as a game helmet). Then, after the user equips the corresponding wearable device, in response to the operation operation for the client, the virtual scene is displayed, thereby displaying the first virtual object, the second virtual object, and interactive props in the virtual scene. Among them, when the client is a virtual reality game, the subsequent operations performed by the user are all triggered through the game operation device (such as a game controller) corresponding to the virtual reality game. This application embodiment does not limit this.

[0059] When the client supporting virtual scenes is not a virtual reality game, the virtual scene is presented through the terminal's screen, and the user's subsequent operations are triggered by at least one of the following: keyboard, mouse, triggering operations for function controls, joystick, etc. This application embodiment does not limit this.

[0060] In actual implementation, the interaction progress refers to the degree of completion of the interaction between the first virtual object and the second virtual object, such as the progress of the first virtual object defeating the second virtual object. The form and style of the interactive prop can be preset, such as a virtual turntable including multiple traffic lights. The interaction progress between the first virtual object and the second virtual object is indicated by the number of traffic lights that are turned on (such as the proportion of the traffic lights that are turned on to the total number of traffic lights). This application does not limit this aspect.

[0061] In some embodiments, before displaying the first virtual object and the second virtual object in the virtual scene, an inactive interactive prop may be displayed in the virtual scene; thus, the process of displaying the first virtual object and the second virtual object in the virtual scene may involve displaying the first virtual object in the virtual scene, and controlling the second virtual object to appear in the virtual scene when the first virtual object is within the target range; while the process of displaying the interactive prop may involve controlling the interactive prop to switch from an inactive state to an active state when the first virtual object is within the target range.

[0062] It should be noted that before displaying the first and second virtual objects, the first virtual object can be freely moved or explored within the virtual scene. At this time, although interactive props (such as a special device in the center of the scene) are displayed, the props are in an inactive state. The inactive state is manifested by a grayed-out appearance, damage, being sealed (such as being wrapped in chains), or semi-transparency, conveying to the user that the prop is currently unusable and that the interactive event has not yet started.

[0063] When the user controls the first virtual object to move and step into a specific area of ​​the scene (i.e., the target area, such as entering the central area of ​​a hall), the second virtual object (such as the Boss) will suddenly appear in the field of vision with an entrance effect; at the same time, interactive props that were originally inactive will instantly undergo a visual transformation and switch to an active state. The active state is manifested by the prop surface glowing, the seal being broken, or the prop returning to its complete form.

[0064] For example, see Figure 4 , Figure 4 This is a schematic diagram of the activated and deactivated states provided in the embodiments of this application, based on... Figure 4 , Figure 4 The dashed box 401 in section a indicates an interactive prop that is inactive. Figure 4 The dashed box 402 in b indicates an interactive prop that is in an active state; thus, when the virtual object is within the target range, the interactive prop is controlled by the action of the virtual object. Figure 4 The inactive state indicated by the dashed box 401 in section a is switched to the state as shown in section a. Figure 4 The active state is indicated by the dashed box 402 in b.

[0065] In actual implementation, after displaying the first virtual object and the inactive interactive prop in the virtual scene, the current position of the first virtual object is detected in real time, and when the detection result indicates that the first virtual object is within the target range, the second virtual object is controlled to appear in the virtual scene; and the interactive prop is controlled to switch from the inactive state to the active state.

[0066] Thus, firstly, by not rendering complex secondary virtual objects before the user enters a specific area (i.e., the target range) and keeping interactive props in a low-effect state before use, the GPU load caused by unnecessary rendering is effectively reduced, and the allocation efficiency of system resources is optimized. Secondly, through the coherent process of "intrusion-appearance-activation", a strong sense of ritual and interactive atmosphere is created, the rhythm of exploration and combat is clearly defined, and the narrative tension and immersion of the virtual scene are enhanced.

[0067] Step 102: In response to the attack operation of the first virtual object on the target part of the second virtual object, increase the number of times the first virtual object can interact with the interactive prop.

[0068] It should be noted that, in response to the attack operation of the first virtual object on the target part of the second virtual object, the number of times the first virtual object can interact with the interactive prop is increased. This is equivalent to increasing the number of times the first virtual object can interact with the interactive prop when it attacks the target part of the second virtual object. Here, "responding to the attack operation of the first virtual object on the target part of the second virtual object" indicates a state, such as the occurrence of a specific event, i.e., the event of the first virtual object attacking the target part of the second virtual object. The attack operation can be a projection operation (such as throwing or shooting), etc. The number of interactable parts refers to the number of times the first virtual object can perform interactive operations on the interactive prop. As mentioned earlier, when the interactive prop is a virtual turntable, the number of interactable parts can be the number of times the first virtual object can spin the virtual turntable. Furthermore, the number of target parts can be one or more, and can be any part of the second virtual object, such as the neck or chest. This embodiment of the application does not limit this.

[0069] In actual implementation, the process of increasing the number of times the first virtual object can interact with the interactive prop in response to the attack operation of the first virtual object on the target part of the second virtual object can be as follows: in response to the attack operation of the first virtual object on the target part of the second virtual object, control the first virtual object to attack the target part of the second virtual object; when the target part is hit, increase the number of times the first virtual object can interact with the interactive prop, and output a prompt message to indicate that the number of times the first virtual object can interact with the interactive prop has increased.

[0070] It should be noted that when a user triggers an attack operation on a target part of the second virtual object via an input device such as a touch screen, buttons, or a gamepad, the first virtual object in the virtual scene will execute the attack action according to the direction indicated by the attack operation. If the attack operation accurately hits the target part of the second virtual object, the number of times the first virtual object can interact with the interactive prop is increased, and a prompt message indicating that the number of times the first virtual object can interact with the interactive prop has increased is output.

[0071] Specifically, in addition to the usual attack hit effects, a prompt message will pop up or be displayed on the interface in real time. This prompt message can be text floating above the character's head (e.g., "Charge +1"), a flashing effect of an interactive item icon, a changing number in a specific area of ​​the interface, or even a voice announcement; this embodiment does not limit the specifics. In this way, through the prompt message, the user can directly perceive that the attack on the target area is effective, and this action directly leads to an increase in the number of times an interactive item can be used (e.g., usage count or charge level).

[0072] For example, see Figure 5 , Figure 5 This is a schematic diagram of the target area and prompt information provided in the embodiments of this application, based on... Figure 5 Object 501 indicates the second virtual object, the shadowed area on the second virtual object is the target area of ​​the second virtual object, and text 502 indicates the prompt information. In response to the attack operation of the first virtual object on the target area of ​​the second virtual object indicated by 501, the first virtual object is controlled to attack the target area of ​​the second virtual object. When the target area is hit, the number of times the first virtual object can interact with the interactive prop is increased, and the prompt information as indicated by 502 is output.

[0073] In actual implementation, when a user triggers an attack operation against a target part of the second virtual object via an input device such as a touch screen, button, or gamepad, the attack judgment range and attack vector of the first virtual object are determined. Then, the current position of the target part of the second virtual object is obtained. Based on the current position of the target part, the attack judgment range and attack vector of the first virtual object, the attack operation is detected to obtain the detection result. When the detection result indicates that the attack operation hits the target part, a preset prompt message and the display position of the prompt message are obtained, and the prompt message is rendered at the display position.

[0074] In this way, by outputting clear prompts when a specific part is hit, a strong correlation feedback between the attack behavior and the resource acquisition status is achieved. On the one hand, this improves the transparency of information in human-computer interaction, allowing users to confirm the effectiveness of attack operations in real time and avoiding the repetition of invalid operations; on the other hand, by transforming implicit numerical changes (increased number of interactions) into explicit visual prompts, the sense of instant feedback in the interaction process is enhanced, improving the accuracy of user operations and the control experience of the game.

[0075] In some embodiments, after displaying the first virtual object, the second virtual object, and the interactive prop, a target part with a first form can be displayed on the second virtual object. The first form is used to indicate that the corresponding part is the target part and guide the first virtual object to attack the target part of the second virtual object. The process of increasing the number of times the first virtual object can interact with the interactive prop in response to the attack operation of the first virtual object on the target part of the second virtual object can be as follows: based on the first form, in response to the attack operation on the target part on the second virtual object, the first virtual object is controlled to attack the target part; when the form of the target part is switched from the first form to the second form based on the attack result, the number of times the first virtual object can interact with the interactive prop is increased; wherein the first form is different from the second form.

[0076] It's important to note that the target area can be a weak point of the second virtual object. The first form distinguishes the target area from other areas; for example, the first form might be a raised area. The second form, however, is a normal area, meaning it's indistinguishable from other areas. In other words, in the first form, all areas except the target area are displayed normally, while in the second form, all areas of the second virtual object, including the target area, are displayed normally. Thus, through the first form, a specific location on the second virtual object (the target area) can be directly observed to present a visual appearance distinct from other areas. The first form can be presented through highlighted colors, flashing light effects, or specific material textures. This significant visual differentiation serves as an attack guide, prompting the user that this area is key to defeating the second virtual object.

[0077] Then, based on this visual guidance, in response to an attack operation targeting a part of the second virtual object, the first virtual object is controlled to attack the target part. Based on the attack result, the form of the target part is switched from the first form to the second form. The second form may manifest as the armor of the part breaking, the light effect going out or the color darkening, or the protrusions disappearing or darkening. Along with the visual switch from the first to the second form, the number of times the first virtual object can interact with interactive props on the interface increases synchronously.

[0078] For example, see Figure 6 , Figure 6 These are schematic diagrams of the first and second forms provided in the embodiments of this application, based on... Figure 6 , Figure 6 In section a, 601 indicates a second virtual object whose target part is a first form, wherein the target part of the first form is as follows: Figure 6 As shown in the shaded area of ​​'a'. Figure 6 In b, 602 indicates a second virtual object whose target part is a second form. Therefore, based on the first form, in response to an attack operation targeting the target part on the second virtual object, after controlling the first virtual object to attack the target part, and based on the attack result, the form of the target part is changed from... Figure 6 The first form indicated in a switches to Figure 6 When the second form is indicated in b, the number of times the first virtual object can interact with the interactive prop is increased.

[0079] In actual implementation, when rendering the geometric model of the second virtual object, the sub-mesh data marked as the target part is identified, and the first rendering parameters corresponding to the sub-mesh data are loaded. Based on the first rendering parameters, the target part is rendered so that it presents a first form in the rendering result. Then, the first virtual object is detected in real time to obtain a first detection result. When the first detection result indicates that the first virtual object has performed an attack operation, the attack operation of the first virtual object is detected to obtain a second detection result. When the second detection result indicates that the attack operation has hit the target part, the second rendering parameters corresponding to the sub-mesh data are loaded. The second rendering parameters are used to redraw the target part from the first form to the second form. Then, based on the second rendering parameters, the target part is rendered so that it presents the second form in the rendering result. At the same time, the memory address storing the attributes of the interactive props is read, and based on the memory address, the data representing the number of interactions is incremented by one.

[0080] In this way, the first form serves as a clear visual guide, reducing the cognitive load on users searching for key interaction points on the second virtual object. Secondly, by using the switching from the first form to the second form as a trigger condition to increase the number of interactions, users can not only intuitively confirm whether the attack is effective, but also clearly inform users that the form of the target part has changed, avoiding ineffective repeated attacks on already damaged parts, thereby improving the efficiency of human-computer interaction and user experience.

[0081] In actual implementation, based on the first form, in response to an attack operation on a target part of the second virtual object, after controlling the first virtual object to attack the target part, it is also possible to record the number of times the target part is hit when it is hit by the first virtual object; when the number of hits reaches the threshold, the form of the target part is switched from the first form to the second form.

[0082] It should be noted that the number of times the target area is hit recorded here is the cumulative number of hits. Specifically, when a user attacks a target area (such as an armored part covered with a protective layer) on a second virtual object while operating a first virtual object, the state is not changed by a single attack. Each effective hit will trigger a short-term impact effect (such as sparks or model vibration), but the overall appearance of the target area remains in the first form, meaning that the target area has a certain degree of defensive capability. As the attack operation is continuously executed, the number of hits accumulates. When the final critical attack is completed, and the cumulative number of attacks meets the preset requirement (i.e., the number of hits is reached), the target area on the interface will instantly undergo a significant visual change, switching directly from the first form to the second form (e.g., the protective layer is completely shattered or falls off).

[0083] Meanwhile, when the target area is hit by the first virtual object, the number of times the target area is hit can be recorded in the front end, in the background, or both. This application embodiment does not limit this method. When the number of hits reaches a threshold, the form of the target area is switched from the first form to the second form. The threshold can be preset, and the thresholds for different target areas can be the same or different. This application embodiment does not limit this method.

[0084] For example, see Figure 7 , Figure 7 This is a schematic diagram illustrating the recording of the number of times a target area is hit, based on an embodiment of this application. Figure 7 Object 701 indicates the second virtual object, and text 702 indicates the number of times the displayed target part is hit. Thus, when the target part of the second virtual object as indicated by 701 is hit by the first virtual object, the number of times the target part is hit is recorded, as shown in 702.

[0085] In actual implementation, when the target part is hit by the first virtual object, the number of times the target part is hit is recorded and the number threshold is obtained; the number of times the target part is hit is compared with the number threshold, and when the comparison result indicates that the number of hits reaches the number threshold, the form of the target part is switched from the first form to the second form.

[0086] Thus, firstly, it increases the sense of hierarchy and strategy in the interaction, avoiding changes in the interaction state due to a single accidental touch or luck, requiring users to perform planned and continuous precise operations; secondly, by controlling the timing of state switching through quantified thresholds, the process of shape change of the target part has a predictable rhythm, which can accurately assess the user's output ability within a specific time window, and add a reasonable threshold for obtaining subsequent interactive props.

[0087] In actual implementation, there are multiple target parts. The process of displaying target parts with a first form on the second virtual object can be as follows: multiple target parts with a first form are displayed on the second virtual object. Among them, multiple target parts correspond to at least one form size, and the number of times a target part with a different form size is different. The number of times threshold is directly proportional to the form size of the corresponding target part. Therefore, when the number of times reaches the number of times threshold, the process of switching the form of the target part from the first form to the second form can be as follows: when the number of times reaches the target number of times threshold, the form of the target part is switched from the first form to the second form. Among them, the target number of times threshold is the number of times threshold corresponding to the form size of the target part that is hit.

[0088] It should be noted that multiple clearly marked parts are displayed in different areas of the second virtual object's body; these parts are the target parts. These target parts vary in size and shape; for example, some parts are large and cover a wide area, while others are small and difficult to aim at. When the first virtual object (user character) attacks these parts, the attack frequency required to destroy parts of different sizes is different. Specifically, when the user attacks a smaller target part, only a few hits (e.g., the first hit threshold) are needed to switch it from the first form (e.g., complete and highlighted) to the second form (e.g., broken and extinguished), thus quickly increasing the number of times the interactive item can be interacted with. However, when the user attacks a larger target part, although the part is easier to hit, more consecutive attacks (e.g., the second hit threshold) are required to trigger the form switch, where the second hit threshold is greater than the first hit threshold. Furthermore, the threshold number of hits corresponding to target parts of different sizes is preset, and this embodiment does not limit this.

[0089] For example, see Figure 8 , Figure 8 These are schematic diagrams of target parts of different shapes and sizes provided in the embodiments of this application, based on Figure 8Dashed boxes 801 and 802 each indicate a target part. The size of the target part indicated by dashed box 801 is larger than that of the target part indicated by dashed box 802. Based on this, the frequency threshold of the target part indicated by dashed box 801 is greater than that of the target part indicated by dashed box 802.

[0090] In actual implementation, the shape and size of each target part are obtained, and a corresponding number of hits threshold is constructed based on the shape and size of each target part. Thus, when a target part is hit by the first virtual object, the number of hits is recorded, the target number of hits threshold corresponding to the target part is obtained, and the number of hits is compared with the target number of hits threshold. When the comparison result indicates that the number of hits is greater than or equal to the target number of hits threshold, the shape of the target part is switched from the first shape to the second shape.

[0091] Thus, firstly, a physical interaction logic that aligns with users' intuitive understanding (i.e., "larger objects are more robust") is constructed, reducing the learning curve for users and allowing them to directly assess interaction costs through observation. Secondly, a balance is struck between the ease of operation and the time cost. Larger parts are generally easier to hit (lower operational threshold), so a higher number of hits threshold (higher time cost) is used to balance this; smaller parts are harder to hit (higher operational threshold), so a lower number of hits threshold (lower time cost) is used. This balancing mechanism enriches the user's strategic choices, avoids the monotony of the interaction process, and enhances the overall gameplay and the rationality of the technical implementation.

[0092] In actual implementation, there is at least one target part. After displaying the target part with a first form on the second virtual object, it is also possible to display the process of the form of each target part gradually switching from the first form to the third form, where the size of the third form is larger than the size of the first form. Thus, based on the first form, in response to an attack operation on the target part on the second virtual object, the process of controlling the first virtual object to attack the target part can be based on the size of the third form of each target part, in response to a selection operation of at least one target part, determining the selection operation as an attack operation, and controlling the first virtual object to attack the selected target part; wherein, the difficulty of hitting target parts of different sizes is different.

[0093] It should be noted that in the virtual scene, the target part on the second virtual object is not static, but exhibits a dynamic expansion or "expansion" visual effect. For example, the target part initially appears as a small dot or mark (first form). Over time, the outline of the mark gradually expands and grows larger until it reaches a larger area (third form). Thus, decisions and selection operations (such as clicking, touching, or aiming confirmation) need to be made during this gradual change in form, because the size of the target part is inversely proportional to the difficulty of hitting it; that is, the larger the target part, the wider the pixel area it occupies on the screen, the higher the margin of error for the user when clicking or aiming, and the lower the difficulty of hitting it. Conversely, if the user wants to gain time to attack as early as possible, the operation needs to be performed when the target part is still in its smaller first form, at which point the accuracy of the operation is extremely high. The rate of change of different target parts varies, and this embodiment does not limit this.

[0094] For example, see Figure 9 , Figure 9 This is a schematic diagram of the target portion of the third form provided in the embodiments of this application, based on Figure 9 ,by Figure 9 Taking the target area in the first form indicated by the dashed box 901 in section a as an example, the process of the target area gradually changing from the first form to the third form is shown, such as... Figure 9 As shown in the dashed box 902 in b.

[0095] In actual implementation, in order to achieve the gradual transition from the first form to the third form, the form magnification coefficient corresponding to each target part is obtained, and the form magnification coefficient is different for different target parts; then, based on each form magnification coefficient, the form size of the corresponding target part is gradually increased from the initial form size of the corresponding first form to the target form size of the corresponding third form; then, during the form transformation of the target part, based on the form size indicated by the third form of each target part, in response to the selection operation of at least one target part, the selection operation is determined as an attack operation, and the first virtual object is controlled to attack the selected target part.

[0096] Thus, firstly, a dynamic difficulty adjustment mechanism is introduced. Coupled with "time" and "spatial size," the interaction difficulty is no longer a static parameter but a dynamic variable that decreases over time. Secondly, the game-like nature and strategic depth of the interaction are enhanced. Users must make real-time risk assessments and decisions between "rapid attacks but high risk (because the target is small and difficult to hit)" and "delayed attacks but low risk (because the target is large and easy to hit)," greatly enriching the user experience. Finally, the accessibility of the controls is improved. Users with lower operational precision can complete the interaction by waiting for the target to grow larger, while advanced users can demonstrate their skills by attacking in advance, thus catering to the gaming experience of users of different skill levels.

[0097] In actual implementation, the process of displaying the first virtual object and the second virtual object can be as follows: display the first virtual object and then display the second virtual object, with the target part of the second virtual object in a normal state; thereby, the process of displaying multiple target parts with the first state on the second virtual object can be as follows: when the first virtual object is within the sensing range of the second virtual object, control the second virtual object to attack the first virtual object and switch the target part of the second virtual object from the normal state to the first state.

[0098] It should be noted that in the initial state, the second virtual object (such as the hostile boss) is in a defensive or idle posture, and its specific body area (target part) is in a "normal form", that is, the second form mentioned above. In the normal form, the part is covered by armor, has a dark color, or is in a closed state, conveying to the user the visual information that it is currently unattackable or that the attack is ineffective.

[0099] As the first virtual object moves towards the second virtual object, the distance between them is acquired in real time. When this distance is less than a pre-set distance threshold, the first virtual object is determined to be within the sensing range of the second virtual object. Then, the second virtual object, sensing the intruder, is activated and immediately launches an attack (such as wielding an attack weapon or firing a beam). Simultaneously, with the attack, the target area, previously in its normal form, undergoes a visual abrupt change, switching to its first form. For example, previously closed armor opens to reveal a glowing core, or a dimly lit area brightens with a vibrant color.

[0100] In actual implementation, a geometric area is pre-defined as the "sensing range" for the second virtual object. This geometric area can be a circular area centered on the second virtual object, or it can be a square area, etc. This application embodiment does not limit this. Then, as mentioned above, during the process of the first virtual object moving towards the second virtual object, the distance between the first virtual object and the second virtual object is obtained in real time. When the distance is less than a pre-set distance threshold, it is determined that the first virtual object is within the sensing range of the second virtual object. Thus, when the first virtual object is within the sensing range of the second virtual object, the second virtual object is controlled to attack the first virtual object, and the target part of the second virtual object is switched from the normal form to the first form.

[0101] Thus, firstly, it enhances the rationality and immersion of the interaction logic, simulating the biological or mechanical characteristic that "weaknesses are only exposed during attacks," ensuring that interaction opportunities arise according to causal logic rather than randomly. Secondly, it improves the user's strategic experience by forcing users to choose between "maintaining a safe distance" and "entering a dangerous area to gain the right to interact," achieving a dynamic balance between risk and reward and avoiding a monotonous gameplay of mindless remote output. Finally, it optimizes the visual guidance mechanism. By synchronizing attack actions with form changes, it uses large movements to attract user attention, naturally guiding users to focus on the exposed target parts, thus improving the accuracy of the interaction.

[0102] In some embodiments, the number of target parts is at least one. In the virtual scene, after displaying the first virtual object, the second virtual object, and interactive props, the second virtual object can be controlled to attack the first virtual object in response to an attack command against the first virtual object. When the second virtual object hits the first virtual object, the damage caused by the second virtual object to the first virtual object is displayed. The magnitude of the damage is directly proportional to the number of target parts of the second virtual object.

[0103] It should be noted that the damage inflicted by the second virtual object on the first virtual object is reflected by reducing the attribute values ​​of the first virtual object. Specifically, when the second virtual object hits the first virtual object, the damage inflicted by the second virtual object is displayed, meaning that when the second virtual object hits the first virtual object, it reduces the attribute values ​​of the first virtual object. These attribute values ​​include at least one of the first virtual object's health, movement speed, defense, and attack value. Simultaneously, when the second virtual object hits the first virtual object, a special effect displays the damage inflicted by the second virtual object at a related location of the first virtual object, such as above the first virtual object's head. Furthermore, the magnitude of the damage is directly proportional to the number of target parts of the second virtual object; that is, the more target parts the second virtual object has, the greater the damage inflicted on the first virtual object, meaning the greater the reduction in the first virtual object's attribute values; conversely, the fewer target parts the second virtual object has, the smaller the damage inflicted on the first virtual object, meaning the less the first virtual object's attribute values ​​are reduced.

[0104] For example, see Figure 10 , Figure 10 This is a schematic diagram illustrating the damage shown in the embodiments of this application, based on... Figure 10 In response to an attack command targeting a first virtual object, the second virtual object indicated by the control object 1001 attacks the first virtual object indicated by the control object 1002, thereby displaying the damage caused by the second virtual object to the first virtual object when the second virtual object hits the first virtual object, as shown in 1003.

[0105] In actual implementation, a mapping relationship between the number of target parts and the damage caused by the second virtual object is pre-established. Then, when the second virtual object hits the first virtual object, the current number of target parts of the second virtual object is obtained, and the damage caused by the second virtual object to the first virtual object is determined based on the mapping relationship and the current number, thereby displaying the damage caused by the second virtual object to the first virtual object.

[0106] In this way, users are provided with clear tactical objectives and positive feedback mechanisms, which encourage them to prioritize dealing with target parts to reduce survival risks. This makes the act of "damaging parts" not only for acquiring resources (number of interactions) but also for survival (reducing damage taken), thus enriching the user's strategic choices. Finally, dynamic difficulty adjustment is achieved. As the user's progress (parts are destroyed), the pressure from the opponent gradually decreases, which helps maintain the user's motivation and sense of accomplishment.

[0107] In some embodiments, the process of displaying interactive props may involve displaying interactive props using a first style, where the first style indicates that the number of interactions is less than a preset number. Subsequently, in response to an attack operation by the first virtual object on a target part of the second virtual object, after increasing the number of interactions of the first virtual object with respect to the interactive props, the style of the interactive props may be switched from the first style to the second style when the number of interactions is greater than or equal to the preset number.

[0108] It's worth noting that on the view interface, the "unlocked" or "ready" status can be conveyed through significant changes in the appearance of interactive props. Specifically, when the number of interactions (such as energy points or charging layers) accumulated by the first virtual object has not yet reached the preset number (i.e., the trigger threshold), the interactive prop icon will always maintain its first style. The first style is usually represented by a grayscale tone, semi-transparency, a lock symbol, or a lack of dynamic lighting effects. This low-visual-weight presentation conveys the message "currently unavailable" to the user, avoiding distraction.

[0109] As the first virtual object effectively attacks the target area, the number of interactive opportunities accumulates. Once this number reaches or exceeds a preset number, the icon of the interactive prop is switched from the first style to the second style. The second style is characterized by the icon lighting up with a highly saturated color, the lock symbol disappearing, a breathing light effect appearing at the edge, or a specific activation prompt animation playing. This visual abrupt change creates a strong visual focus in the interface, intuitively notifying the user that resources are ready and interactive props can be activated at any time to advance the interaction progress. The preset number of opportunities is pre-set and determined by the reduction in the number of interactive opportunities per interaction performed by the first virtual object; however, this embodiment does not limit this. Similarly, the first and second styles can also be pre-set, and this embodiment also does not limit this.

[0110] In actual implementation, the number of times the first virtual object can interact with the interactive prop is obtained in real time, and the number of times it can interact is compared with the preset number. When the comparison result indicates that the number of times it can interact is less than the preset number, the first style is adopted and the interactive prop is displayed. When the comparison result indicates that the number of times it can interact is greater than or equal to the preset number, the style of the interactive prop is switched from the first style to the second style.

[0111] Thus, firstly, it greatly improves the efficiency of information transmission in human-computer interaction. Through the visual contrast of "dark / bright" or "static / dynamic," users can judge the availability of interactive props in milliseconds without having to pay attention to specific numerical calculations. Secondly, it optimizes the user experience and reduces misoperations. Clear visual boundaries inform users when to continue accumulating (during the first style) and when to release skills (during the second style), avoiding invalid operations caused by users attempting clicks before resources are ready.

[0112] In some embodiments, the process of increasing the number of times the first virtual object can interact with an interactive prop in response to an attack operation by the first virtual object on a target part of the second virtual object may be as follows: in response to a target number of attack operations by the first virtual object on a target part of the second virtual object, when the target number of attack operations meets the target conditions, the number of times the first virtual object can interact with the interactive prop is increased by a first number; when the target number of attack operations does not meet the target conditions, the number of times the first virtual object can interact with the interactive prop is increased by a second number; wherein, the target conditions include: each attack operation hits the target part, at least one of the target number of attack operations is executed consecutively within the target duration, and the first number is greater than the second number.

[0113] It should be noted that the target number of times and the target duration are preset, and this application embodiment does not limit them. Correspondingly, the first number and the second number are also preset, such as the first number being 2 and the second number being 1, etc., and this application embodiment does not limit them either. Continuously executing the target number of attack operations within the target duration means that the number of times the target part is hit within the target duration reaches the target number. Continuous hits mean that each attack operation in the target number of attack operations hits the target part.

[0114] For example, when a user accurately hits the target area with a series of attacks (such as a triple attack) within a very short time (e.g., 3 seconds), the target condition is met. At this time, the progress bar of the interactive item (i.e., the number of interactions) will increase dramatically (increasing the first count). Conversely, if the user misses some attacks or the interval between actions is too long when performing the same number of attacks, although the attack action is completed, the progress bar of the interactive item will increase slowly and slightly (increasing the second count).

[0115] In actual implementation, when an attack operation is detected on the first virtual object, a counter and a timer are started. For each attack operation, when the attack operation hits the target part, the counter counts the attacks. When the count reaches a preset target number (e.g., 5 times), the timestamp difference between the first and last counted attacks is obtained and compared with the target duration. If the comparison result indicates that the timestamp difference is less than or equal to the target duration, the attack operation for the target number of times is determined to meet the target condition, and the number of times the first virtual object can interact with the interactive prop is increased by the first count. If the comparison result indicates that the timestamp difference is greater than the target duration, the attack operation for the target number of times is determined to not meet the target condition, and the number of times the first virtual object can interact with the interactive prop is increased by the second count.

[0116] Thus, firstly, a precise skill assessment system was constructed, linking the efficiency of acquiring interactive opportunities to the user's operational level (accuracy, reaction speed), breaking away from the linear accumulation model solely reliant on time. Secondly, the strategic depth and challenge of the interaction were enhanced, encouraging users to pursue "full hits" or "rapid bursts" beyond simple attacks, exchanging high-risk, high-difficulty operations for high rewards (first-time success), thereby raising the upper limit of the game's playability. Finally, immediate positive feedback was provided. Significant numerical increases were used to instantly reward high-level operations, enhancing the user's sense of accomplishment and immersive experience.

[0117] In some embodiments, there are multiple target parts, and each target part has corresponding attack parameters. The attack parameters affect the hitting difficulty of the corresponding target part. Furthermore, in response to the first virtual object's attack operation on the target part of the second virtual object a target number of times, when the attack operation of the target number of times meets the target conditions, the attack parameters corresponding to each target part are adjusted from the initial attack parameters to the target attack parameters. The target conditions include: each attack operation hits the target part; at least one of the following is performed continuously within the target duration: the attack operation of the target number of times is executed; and the attack difficulty of the target part corresponding to the target attack parameters is less than the attack difficulty of the target part corresponding to the initial attack parameters.

[0118] It should be noted that the attack parameters are used to indicate the parameters corresponding to the target part that affect the attack difficulty of the target part. For example, they may be the size of the target part, the number of times the target part is targeted, etc. This application does not limit these parameters. The attack difficulty includes the difficulty of hitting the target part and the difficulty of changing the shape of the target part through the attack. When the attack parameter is the size of the target part, the attack difficulty of the target part affected by the attack parameter is the difficulty of hitting the target part. When the attack parameter is the number of times the target part is targeted, the attack difficulty of the target part affected by the attack parameter is the number of times the target part is targeted. For an attack operation in response to a target number of times a first virtual object attacks a target part of a second virtual object, when the attack operation for the target number of times satisfies the target condition, the process of adjusting the attack parameters corresponding to each target part from the initial attack parameters to the target attack parameters specifically includes: when the attack parameter is the size of the target part, in response to the attack operation of the first virtual object on the target number of times a target part of the second virtual object, when the attack operation for the target number of times satisfies the target condition, increasing the size of each target part from the initial size to the target size; when the attack parameter is a threshold number of times a target part, in response to the attack operation of the first virtual object on the target number of times a target part of the second virtual object, when the attack operation for the target number of times satisfies the target condition, decreasing the threshold number of times corresponding to each target part from the initial threshold number to the target threshold number. Thus, as mentioned earlier, the size of the target part is inversely proportional to the difficulty of hitting the target part. Therefore, since the target size is larger than the initial size, the attack difficulty of the target part corresponding to the target size is less than the attack difficulty of the target part corresponding to the initial size. Correspondingly, when the attack parameter is the number of times the target part is attacked, the number of times threshold is directly proportional to the deformation difficulty. That is, since the target number of times threshold is less than the initial number of times threshold, the deformation difficulty of the target part corresponding to the target number of times threshold is less than the attack difficulty of the target part corresponding to the initial number of times threshold.

[0119] In this way, after the user performs a high-intensity operation, the precision requirements of the subsequent operation are appropriately reduced, giving the user a sense of satisfaction in pressing the attack and effectively alleviating the mental fatigue caused by continuous high-difficulty operation; secondly, by changing the attack parameters, the diversity of the interaction process and the playability of the game are improved.

[0120] In some embodiments, in response to an attack operation by the first virtual object on a target part of the second virtual object, after increasing the number of times the first virtual object can interact with the interactive prop, the attribute value of the second virtual object can be adjusted based on the current number of times the first virtual object can interact; wherein, the current number of times can interact is the number of times the first virtual object can interact with the interactive prop after increasing the number of times can interact; the current number of times can interact is directly proportional to the attribute value of the second virtual object; in response to an attack command against the first virtual object, the second virtual object with the adjusted attribute value is controlled to attack the first virtual object.

[0121] It should be noted that the attribute values ​​of the second virtual object include at least one of the following: health, attack, defense, and movement speed. This application embodiment does not limit this. When the user-controlled first virtual object continuously attacks the target part of the second virtual object, causing the number of interactive items to increase, the attribute value of the second virtual object also increases, which means that the second virtual object is more powerful.

[0122] In actual implementation, in response to an attack operation by the first virtual object on a target part of the second virtual object, the number of times the first virtual object can interact with the interactive prop is increased. Then, the current number of interactions of the first virtual object is obtained, and the mapping relationship between the current number of interactions and the attribute values ​​of the second virtual object is acquired. Next, based on the current number of interactions of the first virtual object and the mapping relationship, the attribute values ​​of the second virtual object are adjusted. Thus, in response to an attack command against the first virtual object, the second virtual object, with its adjusted attribute values, is controlled to attack the first virtual object. Specifically, if the current number of interactions decreases, the attribute values ​​of the second virtual object are decreased; if the current number of interactions increases, the attribute values ​​of the second virtual object are increased.

[0123] Thus, firstly, a dynamic risk / reward balancing mechanism is introduced, which greatly enriches the strategic depth of the game by making the act of "accumulating interactive opportunities" accompanied by the cost of "strengthening enemies"; secondly, as resources accumulate, the pace of battle will naturally accelerate (enemies become stronger), forcing users to operate under a higher pressure environment, enhancing the tension and rhythm of the interaction, and improving the user experience.

[0124] In some embodiments, in response to the interaction operation of the first virtual object with the interactive prop, the first virtual object is controlled to enter the target state; wherein, when the first virtual object is in the target state, the probability of the first virtual object being attacked by the second virtual object is greater than the probability of the first virtual object being attacked by the second virtual object when it is not in the target state; in response to the attack command against the first virtual object, the second virtual object is controlled to attack the first virtual object in the target state.

[0125] It should be noted that when a user interacts with the interactive prop, the first virtual object enters a target state, such as a red warning halo illuminating its body or a specific marker appearing above its head. This visual change confirms to the user that they are currently in a high-risk state. Immediately afterwards, the behavior of the second virtual object changes; that is, the second virtual object, which might have been attacking other targets or was in a wandering state, will suddenly turn around and lock onto the first virtual object, launching a fierce targeted attack.

[0126] In actual implementation, after responding to the interaction operation of the first virtual object with the interactive prop and controlling the first virtual object to enter the target state, the probability that the first virtual object is selected for attack by the second virtual object is obtained, and this probability is increased to the target probability. Based on the target probability, in response to the attack command against the first virtual object, the second virtual object is controlled to attack the first virtual object.

[0127] In this way, when the user performs an interactive operation, the user is controlled to enter the target state, thereby controlling the second virtual object to attack the first virtual object in the target state. This enriches the interactive process in the virtual scene and improves the user experience.

[0128] Step 103: If the number of interactions is greater than or equal to the preset number, in response to the interaction operation of the first virtual object on the interactive prop, control the number of interactions to decrease and update the interaction progress indicated by the interactive prop.

[0129] It should be noted that, as mentioned earlier, the preset number of interactions is predetermined and determined by the reduction in the number of interactions that can be performed by the first virtual object after each interaction. The interaction can be any operation performed through an interactive prop, and its specific form is determined by the interactive prop. For example, when the interactive prop is a virtual turntable, the interaction could be a rotation operation on the virtual turntable. The interaction progress between the first and second virtual objects is indicated by the interactive prop. Therefore, when the first virtual object performs an interaction operation on the interactive prop, in addition to reducing the number of interactions, the interaction progress indicated by the interactive prop is updated, i.e., the interaction progress indicated by the interactive prop is increased.

[0130] In some embodiments, before controlling the reduction of the number of interactions in response to the interaction operation of the first virtual object on the interactive prop, the first virtual object may be controlled to move towards the interactive prop in response to the movement operation of the first virtual object; thus, the process of controlling the reduction of the number of interactions in response to the interaction operation of the first virtual object on the interactive prop may be that when the first virtual object moves to the interactive prop, the number of interactions is reduced in response to the interaction operation of the first virtual object on the interactive prop.

[0131] It should be noted that during the process of the first virtual object moving towards the interactive prop, the distance between the first virtual object and the interactive prop is acquired in real time. When the distance is less than or equal to a preset distance threshold, it is determined that the first virtual object has moved to the interactive prop. In response to the first virtual object's interaction with the interactive prop, the number of interactions is reduced. When it is determined that the first virtual object has moved to the interactive prop, a distance prompt message can be output. The distance prompt message can be in the form of text or image to indicate that the first virtual object has moved to the interactive prop. Based on the distance prompt message, the number of interactions is reduced in response to the first virtual object's interaction with the interactive prop.

[0132] For example, see Figure 11 , Figure 11 This is a schematic diagram illustrating the process of the first virtual object moving to the interactive prop according to an embodiment of this application, based on... Figure 11 , Figure 11The object indicated by 1101 in a is an interactive prop, which, in response to a movement operation on the first virtual object, controls the first virtual object to move towards... Figure 11 The interactive prop indicated by 1101 in a moves, and then when... Figure 11 When the first virtual object indicated by the dashed box 1102 in b moves to the interactive prop, the number of interactive times is reduced in response to the first virtual object's interaction with the interactive prop.

[0133] Thus, firstly, it breaks the single mode of stationary output, forcing movement to become the core element of the interaction loop. Users must weigh the risks (such as exposure to enemy fire) and benefits on the way to the interaction point, enhancing the spatial strategic nature of the interaction. Secondly, it adjusts the game rhythm, inserting the process of "movement" between accumulating resources (attacking) and consuming resources (interacting), lengthening the closed loop time of a single interaction, providing a time window for the counterattack of the second virtual object, and improving the dynamic balance of the confrontation.

[0134] In actual implementation, when there are multiple interactive props, in response to the attack operation of the first virtual object on the target part of the second virtual object, the number of times the first virtual object can interact with the interactive props is increased. The increased number of interactive times can be for at least some of the interactive props. Next, the process of increasing the number of interactive times of the first virtual object in response to the attack operation of the first virtual object on the target part of the second virtual object will be explained with examples of the increased number of interactive times being for some interactive props and the increased number of interactive times being for all interactive props.

[0135] In some embodiments, there are multiple interactive props. In response to an attack operation by the first virtual object on a target part of the second virtual object, the process of increasing the number of times the first virtual object can interact with the interactive prop may involve increasing the number of times the first virtual object can interact with the first interactive prop among the multiple interactive props, where the number of first interactive props is less than the number of interactive props. Therefore, in response to an interaction operation by the first virtual object with the interactive prop, the process of controlling the number of interactable props to decrease and updating the interaction progress indicated by the interactive prop may involve controlling the number of interactable props by the first virtual object to decrease and updating the interaction progress in response to an interaction operation by the first virtual object with the first interactive prop.

[0136] It should be noted that the number of first interactive props can be one or more, and this application embodiment does not limit this; when an attack operation is received from the first virtual object on the target part of the second virtual object, the number of interactions that the first virtual object can have with the first interactive prop is increased, while the number of interactions that the first virtual object can have with other interactive props remains unchanged. The first interactive prop can be preset, and the first interactive prop used to increase the number of interactions each time based on an attack operation can be the same or different, and this application embodiment does not limit this.

[0137] Then, in response to the interaction operation of the first virtual object with the first interactive prop, the number of times the first virtual object can interact with the first interactive prop is reduced, and the interaction progress is updated. Since the number of times the first virtual object can interact with the first interactive prop increases when an attack operation is received on the target part of the second virtual object, while the number of times the first virtual object can interact with other interactive props remains unchanged, when an interaction operation of the first virtual object with the first interactive prop is received, the number of times the first virtual object can interact with the first interactive prop is reduced. Here, if the interaction operation of the first virtual object with the first interactive prop is an interaction operation with only one first interactive prop, reducing the number of times the first virtual object can interact with the first interactive prop reduces the number of times all first interactive props can interact. Alternatively, if the interaction operation of the first virtual object with the first interactive prop is an interaction operation with at least one first interactive prop, reducing the number of times the first virtual object can interact with the first interactive prop reduces the number of times all first interactive props can interact. This embodiment of the application does not limit the specifics of this approach.

[0138] Specifically, when a user controls the first virtual object to attack a target part of the second virtual object, not all interactive items have an increased number of interactable uses. Only the "first interactive item" (e.g., item A) defined by the system as associated with the attack or the target part has an increased number of interactable uses. The remaining interactive items (items B and C) have no change in their interactable uses. Subsequently, when item A has accumulated enough uses, when the user triggers item A, the displayed number for item A decreases, while the overall task interaction progress bar (e.g., boss health or progress) advances. This enriches the game's scalability, allowing multiple interactive props to coexist without interfering with each other. This enables developers to design multiple parallel gameplay loops in the same scene, such as setting a different first interactive prop for each round, which increases the richness of the game content and enhances the diversity of the interaction process.

[0139] In other embodiments, there are multiple interactive props. The process of increasing the number of times the first virtual object can interact with an interactive prop in response to an attack operation by the first virtual object on a target part of the second virtual object can be as follows: In response to an attack operation by the first virtual object on a target part of the second virtual object, the number of times the first virtual object can interact with each interactive prop can be increased. The process of controlling the number of interactable props to decrease and updating the interaction progress indicated by the interactive props in response to an interaction operation by the first virtual object with a second interactive prop among multiple interactive props can be as follows: In response to an interaction operation by the first virtual object with a second interactive prop among multiple interactive props, the number of interactable props by the first virtual object can be decreased and the interaction progress updated, where the number of second interactive props is less than the number of interactive props.

[0140] It should be noted that the number of second interactive props can be one or more, and this embodiment of the application does not limit this. When an attack operation is received from the first virtual object on a target part of the second virtual object, the number of interactions the first virtual object can have with each interactive prop is increased. Then, in response to the interaction operation of the first virtual object on the second interactive prop, the number of interactions the first virtual object can have with each interactive prop is reduced, and the interaction progress is updated. Since the number of interactions the first virtual object can have with each interactive prop is increased when an attack operation is received from the first virtual object on a target part of the second virtual object, the number of interactions the first virtual object can have with each interactive prop is also reduced when an interaction operation is received from the first virtual object on the second interactive prop. Specifically, when a user controls the first virtual object to attack a target part of the second virtual object, the number of times all interactive items can be interacted with simultaneously increases. For example, after one attack, the number of times missiles, shields, and accelerators can be used all increases from 0 to 1. Subsequently, when the user selects and interacts with one of the items (i.e., the second interactive item) according to the needs of the current battle, the number of times all interactive items can be used decreases simultaneously.

[0141] In this way, attack operations can increase the number of times all interactive props can be interacted with. This allows users to select target interactive props to interact with, which not only greatly improves the flexibility of the interaction process, but also enhances the diversity of the interaction process and the user experience.

[0142] In some embodiments, the interactive prop is a virtual turntable, and the interactive operation includes a rotation operation on the virtual turntable; thus, the process of increasing the number of times the first virtual object can interact with the interactive prop in response to the attack operation of the first virtual object on the target part of the second virtual object may be to increase the number of times the first virtual object can rotate the virtual turntable in response to the attack operation of the first virtual object on the target part of the second virtual object; and the process of controlling the number of times that can be interacted to decrease in response to the interactive operation of the first virtual object with the interactive prop may be to control the first virtual object to rotate the virtual turntable in response to the rotation operation of the first virtual object with the virtual turntable, and control the number of times that can be rotated to decrease.

[0143] It should be noted that in the initial stage or when the number of spins is zero, the virtual turntable is stationary and inoperable (e.g., the pointer is grayed out or the turntable is locked). When the user controls the first virtual object to accurately attack the target part of the second virtual object, the number of spins on the virtual turntable is increased. This is indicated by a counter next to the turntable increasing, and a light effect indicating that operation is allowed may appear on the edge of the turntable. At this time, in response to the spin operation on the virtual turntable, the first virtual object is controlled to spin the virtual turntable, and the number of spins on the virtual turntable is decreased by one.

[0144] For example, see Figure 12 , Figure 12 This is a schematic diagram of the virtual turntable provided in the embodiments of this application, based on Figure 12 The dashed box 1201 indicates a virtual turntable. In response to the attack operation of the first virtual object on the target part of the second virtual object, the number of times the first virtual object can rotate the virtual turntable indicated by the dashed box 1201 is increased. Then, in response to the rotation operation of the first virtual object on the virtual turntable indicated by the dashed box 1201, the first virtual object is controlled to rotate the virtual turntable indicated by the dashed box 1201, and the number of rotations is controlled to decrease.

[0145] By limiting the interactive operation to a "rotation" process with physical inertia simulation, the feedback time window of the interaction is extended, which not only enhances the sense of immersion, but also enriches the visual experience and the feel of operation, thus improving the user's gaming experience.

[0146] In actual implementation, the virtual turntable includes multiple identifiers; thus, a first display style can be used to display a first number of identifiers on the virtual turntable, and a second display style can be used to display a second number of identifiers; wherein, the first number is used to indicate the number of times the first virtual object rotates the virtual turntable; in response to the rotation operation of the first virtual object on the virtual turntable, the identifier of the target number in the identifier displayed in the second style is switched to be displayed in the first display style.

[0147] It should be noted that in the view interface, the abstract value of "operation count" is directly visualized as a visual element on the virtual turntable itself. Multiple markers (i.e., status indicator units, such as rune slots, signal lights, or scales) are embedded in a ring on the edge or surface of the virtual turntable. In the initial state or during operation, the current interaction progress can be determined by the display style of the markers. For example, the number of markers with a lit green light effect (first display style) represents the number of times the turntable has been spun, while the number of markers that are off, grayed out, or have a red light effect (second display style) represents unused quotas or remaining empty slots.

[0148] When a user performs a swipe or click operation to trigger the virtual turntable to rotate, in addition to the overall rotation of the turntable, one or more icons that were originally in an off or grayed-out state or had a red light effect (second display style) will be instantly lit up, filled with color, or deformed (switching to the first display style).

[0149] For example, see Figure 13 , Figure 13 This is a schematic diagram of the identifier provided in the embodiments of this application, based on Figure 13 , Figure 13 In 'a', 1301 indicates four identifiers, such as... Figure 13 As shown in Figure a, on the virtual turntable, all four icons are displayed using the second display style. Then, in response to the rotation operation of the virtual turntable by the first virtual object, two of the icons displayed using the second style are switched to display using the first display style, as shown below. Figure 13 As shown in b, where, Figure 13 In b, 1302 indicates four identifiers, with the two on the left being the first display style.

[0150] In actual implementation, in response to the rotation operation of the virtual turntable by the first virtual object, the target number of the identifiers in the identifiers displayed in the second style are switched to be displayed in the first display style. In the process of updating the interaction progress indicated by the interactive prop, specifically, the first number of the identifiers in the first display style and the target number of the multiple identifiers are obtained, and the ratio of the first number to the target number is obtained; the interaction progress indicated by the interactive prop is updated to the new interaction progress, which is represented by the ratio.

[0151] In this way, users can perceive the progress of the interaction through the style of the logo, and can perceive the progress visually more quickly, which improves the intuitiveness of information acquisition. Secondly, each rotation operation is accompanied by the permanent lighting or change of the appearance of the prop. This gradual accumulation of visual changes gives users a positive psychological incentive of "collecting" or "charging", which enhances the sense of accomplishment feedback of the interaction.

[0152] In other embodiments, there are multiple interactive props, and the interactive operation is a transport operation for the interactive props. Therefore, in response to the attack operation of the first virtual object on the target part of the second virtual object, the process of increasing the number of times the first virtual object can interact with the interactive props may be, in response to the attack operation of the first virtual object on the target part of the second virtual object, increasing the number of times the first virtual object can transport the interactive props. And in response to the interactive operation of the first virtual object with the interactive props, the process of controlling the number of times that can be interacted decreases may be, in response to the transport operation of the first virtual object with the interactive props, controlling the first virtual object to transport a target number of interactive props from multiple interactive props to the target location, and controlling the number of times that can be transported decreases.

[0153] It should be noted that the interactive props here can be randomly scattered in the virtual scene (such as heavy treasure chests or huge ore); while the target location is preset, which is not limited in this embodiment. Specifically, in the initial state, when the user tries to control the first virtual object to move these props, a message will be displayed saying "Insufficient strength" or "Not qualified to move", and the first virtual object cannot perform the move, keeping the prop in its original position. When the user controls the first virtual object to attack the target part (such as the leg or energy core) of the second virtual object, each successful attack on the target part increases the number of times the interactive prop can be moved; when enough times are accumulated (the number of interactive times is greater than or equal to the preset number), in response to the first virtual object's move operation on the interactive prop, the first virtual object carrying the weight is controlled to move to the designated target location (such as a recycling point or altar), and when it reaches the location and puts down the interactive prop, the number of times it can be moved is reduced.

[0154] In actual implementation, in response to the first virtual object's operation of moving interactive props, after controlling the first virtual object to move a target number of interactive props from the multiple interactive props to the target location, the process of updating the interactive progress indicated by the interactive props specifically involves obtaining a third number of interactive props that have been moved to the target location and a target number of interactive props that need to be moved to the target location, and obtaining the ratio of the third number to the target number; updating the interactive progress indicated by the interactive props to the new interactive progress, which is represented by the ratio.

[0155] Thus, firstly, the risk and strategy of task execution are enhanced. Users cannot simply avoid combat and move items; they must actively approach and attack dangerous second virtual objects to obtain the right to move, increasing the excitement of the gameplay. Secondly, the conditions for defeating the second object are changed from simply dealing damage to dealing damage and moving interactive items, enriching the interaction methods and increasing the diversity of the interaction process. Finally, users not only need to obtain the number of moves, but also need to complete the movement from the acquisition point to the target location under load. This further tests the user's ability to utilize the battlefield space and avoid enemy attacks, thereby improving the game's playability.

[0156] Step 104: When the interaction progress indicated by the interactive prop meets the preset progress conditions, control the second virtual object to be in a defeated state.

[0157] It should be noted that the preset progress conditions are pre-set. For example, if the interactive prop mentioned above is a virtual turntable including multiple icons, the preset progress condition is that all the icons included in the virtual turntable are in the first display style. This application embodiment does not limit this. Thus, when the interactive progress indicated by the interactive prop meets the preset progress conditions, the second virtual object is controlled to be in a defeated state.

[0158] In actual implementation, when the interaction progress indicated by the interactive prop meets the preset progress conditions, the process of controlling the second virtual object to be in a defeated state can be as follows: when the interaction progress indicated by the interactive prop meets the preset progress conditions, the second virtual object is controlled to be in a non-attack state, and the non-attack state is determined as a defeated state; thus, the process of the second virtual object in the non-attack state disappearing from the virtual scene is displayed.

[0159] It should be noted that when the interaction progress indicated by the interactive prop meets the preset progress conditions, the second virtual object, which was originally in an active attack state and posed a continuous threat to the first virtual object, will immediately interrupt its current action sequence, stop moving and attacking, and enter a "non-attack state." Visually, this can be manifested as the second virtual object appearing weak, paralyzed, bound, or expressing submission through actions such as raising its hands in surrender or standing peacefully. Immediately afterwards, the second virtual object will gradually become transparent, dissipate into light spots, or slowly sink into the ground.

[0160] For example, see Figure 14 , Figure 14 This is a schematic diagram illustrating the process of the disappearance of the second virtual object provided in the embodiments of this application, based on Figure 14Object 1401 indicates a second virtual object in a non-attack state, and position 1402 indicates the disappearance position of the second virtual object. Thus, when the interaction progress indicated by the interactive prop meets the preset progress conditions, the second virtual object is controlled to be in a non-attack state. After the non-attack state is determined to be a defeated state, the process of the second virtual object in a non-attack state as indicated by 1401 disappearing from the position indicated by 1402 is displayed.

[0161] In this way, by using specific non-aggressive states (such as purification and taming), the game logically and visually distinguishes victories achieved through strategic interaction from ordinary violent kills, enriching the game's feedback dimensions. Secondly, it avoids the visual abruptness caused by the instantaneous disappearance of the second virtual object, and provides users with a psychological buffer and a sense of accomplishment through a smooth disappearance process, thus optimizing the visual experience and rhythm.

[0162] In some embodiments, there are multiple target parts. In response to an attack operation by a first virtual object on a target part of a second virtual object, when a target part of a target number has been hit, the attribute value of the second virtual object is reduced.

[0163] It should be noted that the target quantity here is preset, for example, it could be the total number of target parts; and the target quantity of target parts being hit includes the target quantity of target parts being hit, and / or the target parts switching from the first form to the second form described above, which is not limited in this embodiment; and the attribute values ​​of the second virtual object include at least one of health points, attack points, defense points, and movement speed. Thus, when the target quantity of target parts has been hit, the second virtual object enters a weakened phase, thereby facilitating the user to perform interactive operations on interactive props.

[0164] Applying the above embodiments of this application, in a virtual scene, after displaying a first virtual object, a second virtual object, and an interactive prop for indicating the interaction progress between the first and second virtual objects, in response to an attack operation by the first virtual object on a target part of the second virtual object, the number of times the first virtual object can interact with the interactive prop is increased. Then, when the number of interactable parts is greater than or equal to a preset number, in response to the first virtual object's interaction with the interactive prop, the number of interactable parts is reduced, and the interaction progress indicated by the interactive prop is updated. Finally, when the interaction progress indicated by the interactive prop meets a preset progress condition, the second virtual object is controlled to be in a defeated state. Thus, by introducing interactive props, a system is constructed that accumulates interactable parts by attacking specific parts. This new interaction method, which involves actively using interactive props based on the number of interactions available, to advance the interaction progress and defeat a second virtual object, breaks away from the single interaction mode in related technologies, providing richer interaction methods, significantly improving the diversity of interactions in virtual scenes, and avoiding the homogenization of interaction processes. At the same time, only attacking the target parts of the second virtual object can increase the number of interactions, which forces players not only to output damage, but also to perform precise positioning and aiming, rather than blindly outputting damage. In this way, players need to weigh when to attack parts to accumulate interactions and when to use interactive props to consume interactions, which not only enhances the strategic depth and operational depth of the game and improves the playability, but also improves the efficiency of human-computer interaction and the utilization rate of hardware resources of electronic devices.

[0165] The following will describe an exemplary application of the embodiments of this application in a real-world application scenario.

[0166] In games using this technology, bosses typically possess a large health bar and powerful skills. Players must reduce the boss's health to zero through continuous attacks before it launches a fatal attack, or within a specific time window, to defeat the boss and complete the interaction. However, this interaction method is relatively simple, resulting in low diversity of interactions within the game.

[0167] Based on this, this application provides an interaction method in a virtual scene. After entering a level, the game interface displays a boss (a second virtual object) and devices (interactive props) equipped with a controller and several indicator lights located on both sides of the game screen. After the boss awakens, several red protrusions (target parts in the first form) appear on its body. Responding to the shooting operation of these red protrusions, the boss is controlled to extinguish them. Then, the player gains a corresponding number of opportunities to rotate the controller. In response to the player's rotation of the controller, the indicator lights change from red (second display style) to green (first display style). After all these opportunities are used up, the controller cannot be rotated until all indicator lights turn green, at which point the boss is locked in a confined space and loses its combat ability. Thus, by introducing two states for the boss monster, "activated" and "locked," the combat objective is transformed from simply reducing its health to controlling the boss's state, creating a unique combat rhythm. A core loop of "attacking weaknesses to gain opportunities and consuming opportunities to drive the device" is established. The combat progress is visualized through the change of indicator light colors, and an alternative path to victory besides defeating the monster is provided.

[0168] Next, the technical solution of this application will be described from the product side.

[0169] In actual implementation, after the user enters the Boss battle scene (virtual scene), two identical interactive devices are displayed on the left and right sides of the scene respectively, such as... Figure 4 As shown; then, as Figure 8 As shown, when the battle begins, the four lights on the surfaces of the two interactive devices simultaneously turn red (active state). The Boss emerges from underground, enters the active state, and when the Boss attacks the player, several red, flashing protrusions (Boss weak points) will be exposed on its body. When the user uses a shooting tool to aim and shoot these protrusions, each time a protrusion is successfully hit and destroyed, it dims or disappears. Simultaneously, the user gains one opportunity to rotate the controller (interaction count), and an in-game UI or sound effect prompt (hint message) is displayed, such as... Figure 5 , 6 As shown; then, in response to a movement operation on the player character (first virtual object), the player character is controlled to move towards the interactive device, and when the player character arrives at the interactive device, in response to a rotation operation on the interactive device, the player character is controlled to rotate the controller; wherein, each complete rotation consumes one controller rotation opportunity, and at the same time, a red light on the device turns green, as shown. Figure 13 As shown.

[0170] It should be noted that you can immediately turn the controller after hitting each weak point, or risk being attacked by the Boss by hitting multiple weak points in succession to accumulate several controller turn opportunities, and then turn the controller multiple times at the device. This application does not limit this. Finally, when all four lights on an interactive device turn green, the device enters a locked state. Then, when all the lights on both devices turn green, the Boss is relocked, loses its combat ability, retreats underground, and the battle phase ends.

[0171] It should be noted that during the battle, the red bumps on the monster's body will expand and change from small to large. The larger the bump, the more times the player needs to shoot it to make it disappear (the number of times threshold), but small bumps are not easy to aim at. The more red bumps on the monster's body, the greater the damage it will cause to the player when it attacks. At the same time, players are more likely to be attacked by monsters when rotating the controller. Players need to weigh whether to accumulate multiple opportunities to rotate the controller before operating or to operate immediately as soon as they get an opportunity.

[0172] Next, the technical solution of this application will be described from a technical perspective.

[0173] See Figure 15 , Figure 15 This is a technical architecture diagram of the interaction method in a virtual scene provided in the embodiments of this application, based on Figure 15 The technical architecture of the virtual scene interaction method provided in this application includes three main modules: a front-end interaction module, a combat logic and state management module, and a data and resource management module. For the front-end interaction module, see [link to relevant documentation]. Figure 16 , Figure 16 This is an execution process diagram of the front-end interaction module provided in the embodiments of this application, based on Figure 16 The execution flow of combat logic and state management provided in the application embodiment is implemented through steps 1601 to 1607. Specifically, the front-end interaction module is responsible for rendering all game elements such as the Boss and interactive devices, and capturing player input. Specifically, it converts the player's shooting operations (crosshair positioning, firing) into attack requests to the Boss's weak points, and at the same time, it converts the player's interaction requests with the device into "rotate the handle" events. In addition, it also receives instructions from the logic module to play the Boss's appearance / disappearance animation, control the color changes of the lights, and update the opportunity counter on the UI, etc.

[0174] The combat logic and state management module uses a complex state machine to manage the states of the Boss and two devices. The state machine includes core states such as Boss idle, Boss activated, device idle, device activated (red light), and device contained (green light). The core logic of this module is to handle player attacks and interactions and drive state transitions. See details... Figure 17 , Figure 17 This is an execution flowchart of the combat logic and state management provided in the embodiments of this application, based on Figure 17 Taking an interactive device as an example, the execution flow of combat logic and state management provided in this application embodiment is implemented through steps 1701 to 1703. Specifically, when the player attacks the Boss's weak point, the interaction processor notifies the state machine. The state machine first checks whether the Boss is in an active state and whether the weak point is effective. If effective, it notifies the front-end module to play the effect of the weak point being destroyed and increments the player's "controller rotation opportunity" counter in the data module. At the same time, it determines whether all weak points are destroyed. If so, it may trigger the Boss to enter a brief weakened state. Then, when the player interacts with the interactive device by "rotating the controller," the interaction processor notifies the state machine. The state machine first checks whether the player has at least one "controller rotation opportunity." If so, it decrements the player's "controller rotation opportunity" counter in the data module and advances the device's state from active (red light) to contained (green light), or turns a red light green. At the same time, it notifies the front-end module to play the light color-changing animation and the controller rotation sound effect. Then, check the status of the two devices in real time. If both have changed to containment (green light), switch the Boss status from active back to standby and trigger the animation of the Boss being contained.

[0175] The data and resource management module is responsible for loading the 3D models, animations, and special effects resources of the Boss and the devices. Specifically, it includes a combat configuration file that defines parameters such as the number, location, and health of the Boss's weaknesses, as well as the number of lights on the devices. Most importantly, it stores and manages the player's "controller turn opportunities" counter in real time, as well as the light status (number of red / green lights) of each of the two devices, ensuring that the logic module can accurately read and modify this critical data.

[0176] Thus, through the technical solution of this application, players will actively observe the Boss's attack patterns during combat to find safe shooting opportunities and weigh the options between "immediately consuming opportunities" and "accumulating opportunities," enhancing the strategic nature of the battle. Simultaneously, it breaks the fatigue of traditional Boss battles; combat is no longer just about "fighting," but requires using shooting to gain opportunities to lock down the boss. The feedback is intuitive, bringing a strong sense of accomplishment and a novel gaming experience. Furthermore, it allows players to adjust risk according to their own abilities, choosing frequent, low-risk interactions or accumulating, high-risk, high-reward interactions, thereby meeting the needs of players at different levels and enhancing player autonomy.

[0177] Applying the above embodiments of this application, in a virtual scene, after displaying a first virtual object, a second virtual object, and an interactive prop for indicating the interaction progress between the first and second virtual objects, in response to an attack operation by the first virtual object on a target part of the second virtual object, the number of times the first virtual object can interact with the interactive prop is increased. Then, when the number of interactable parts is greater than or equal to a preset number, in response to the first virtual object's interaction with the interactive prop, the number of interactable parts is reduced, and the interaction progress indicated by the interactive prop is updated. Finally, when the interaction progress indicated by the interactive prop meets a preset progress condition, the second virtual object is controlled to be in a defeated state. Thus, by introducing interactive props, a system is constructed that accumulates interactable parts by attacking specific parts. This new interaction method, which involves actively using interactive props based on the number of interactions available, to advance the interaction progress and defeat a second virtual object, breaks away from the single interaction mode in related technologies, providing richer interaction methods, significantly improving the diversity of interactions in virtual scenes, and avoiding the homogenization of interaction processes. At the same time, only attacking the target parts of the second virtual object can increase the number of interactions, which forces players not only to output damage, but also to perform precise positioning and aiming, rather than blindly outputting damage. In this way, players need to weigh when to attack parts to accumulate interactions and when to use interactive props to consume interactions, which not only enhances the strategic depth and operational depth of the game and improves the playability, but also improves the efficiency of human-computer interaction and the utilization rate of hardware resources of electronic devices.

[0178] The following description continues to illustrate the exemplary structure of the interactive device 455 in the virtual scene provided in the embodiments of this application as a software module. In some embodiments, such as Figure 2 As shown, the software modules in the interactive device 455 stored in the virtual scene of the memory 450 may include: Display module 4551 is used to display a first virtual object and a second virtual object in a virtual scene, and to display interactive props, wherein the interactive props are used to indicate the interaction progress between the first virtual object and the second virtual object; The first response module 4552 is used to respond to the attack operation of the first virtual object on the target part of the second virtual object and increase the number of times the first virtual object can interact with the interactive prop. The second response module 4553 is used to, in response to the interaction operation of the first virtual object on the interactive prop, control the number of interactions to decrease and update the interaction progress indicated by the interactive prop when the number of interactions is greater than or equal to a preset number. The control module 4554 is used to control the second virtual object to be in a defeated state when the interaction progress indicated by the interactive prop meets the preset progress conditions.

[0179] In some embodiments, the first response module 4552 is further configured to respond to an attack operation by the first virtual object on a target part of the second virtual object, and control the first virtual object to attack the target part of the second virtual object; when the target part is hit, increase the number of times the first virtual object can interact with the interactive prop, and output a prompt message, the prompt message being used to indicate that the number of times the first virtual object can interact with the interactive prop has increased.

[0180] In some embodiments, the device further includes a second display module, which is configured to display the target part having a first form on the second virtual object, the first form being used to indicate that the corresponding part is a target part and to guide the first virtual object to attack the target part of the second virtual object; the first response module 4552 is further configured to, based on the first form, respond to an attack operation on the target part on the second virtual object, control the first virtual object to attack the target part; when the form of the target part is switched from the first form to the second form based on the attack result, the number of times the first virtual object can interact with the interactive prop is increased; wherein, the first form is different from the second form.

[0181] In some embodiments, the first response module 4552 is further configured to record the number of times the target part is hit when the target part is hit by the first virtual object; and when the number of hits reaches a threshold, switch the form of the target part from the first form to the second form.

[0182] In some embodiments, the number of target parts is multiple, and the second display module is further configured to display multiple target parts having a first shape on the second virtual object; wherein, the multiple target parts correspond to at least one shape size, and the target parts of different shape sizes correspond to different number of times thresholds, and the number of times thresholds are directly proportional to the shape size of the corresponding target part; the first response module 4552 is further configured to switch the shape of the target part from the first shape to the second shape when the number of times reaches the target number of times threshold; wherein, the target number of times threshold is a number of times threshold corresponding to the shape size of the hit target part.

[0183] In some embodiments, the number of target parts is at least one, and the second display module is further configured to display the process of the shape of each target part gradually switching from the first shape to the third shape, wherein the shape size indicated by the third shape is larger than the shape size indicated by the first shape; the first response module 4552 is further configured to, based on the shape size indicated by the third shape of each target part, in response to the selection operation of at least one target part, determine the selection operation as the attack operation, and control the first virtual object to attack the selected target part; wherein the difficulty of hitting the target parts of different shapes and sizes is different.

[0184] In some embodiments, the display module 4551 is further configured to display the first virtual object and the second virtual object, wherein the target part of the second virtual object is in a normal state; the second display module is further configured to control the second virtual object to attack the first virtual object when the first virtual object is within the sensing range of the second virtual object, and to switch the target part of the second virtual object from the normal state to the first state.

[0185] In some embodiments, the number of target parts is at least one, and the device further includes a third response module, which is configured to control the second virtual object to attack the first virtual object in response to an attack command against the first virtual object; when the second virtual object hits the first virtual object, it displays the damage caused by the second virtual object to the first virtual object; wherein the magnitude of the damage is directly proportional to the number of target parts of the second virtual object.

[0186] In some embodiments, the display module 4551 is further configured to display the interactive prop using a first style, wherein the first style is used to indicate that the number of interactions is less than the preset number; when the number of interactions is greater than or equal to the preset number, the style of the interactive prop is switched from the first style to the second style.

[0187] In some embodiments, the second display module is further configured to display the interactive prop in an inactive state in the virtual scene; the display module 4551 is further configured to display the first virtual object in the virtual scene, and control the second virtual object to appear in the virtual scene when the first virtual object is within the target range; and control the interactive prop to switch from the inactive state to the active state when the first virtual object is within the target range.

[0188] In some embodiments, the control module 4554 is further configured to control the second virtual object to be in a non-attack state when the interaction progress indicated by the interactive prop meets a preset progress condition, and to determine the non-attack state as the defeated state; and to display the process of the second virtual object in the non-attack state disappearing from the virtual scene.

[0189] In some embodiments, the third response module is further configured to control the first virtual object to move toward the interactive prop in response to a movement operation on the first virtual object; the second response module 4553 is further configured to control the number of interactive times to decrease in response to an interaction operation of the first virtual object on the interactive prop when the first virtual object moves to the interactive prop.

[0190] In some embodiments, the number of interactive props is multiple. The first response module 4552 is further configured to, in response to an attack operation by the first virtual object on a target part of the second virtual object, increase the number of times the first virtual object can interact with the first interactive prop among the multiple interactive props, wherein the number of the first interactive props is less than the number of interactive props; the second response module 4553 is further configured to, in response to an interaction operation by the first virtual object on the first interactive prop, control the number of times the first virtual object can interact with the first interactive prop to decrease, and update the interaction progress.

[0191] In some embodiments, the number of interactive props is multiple. The first response module 4552 is further configured to increase the number of times the first virtual object can interact with each of the interactive props in response to an attack operation by the first virtual object on a target part of the second virtual object. The second response module 4553 is further configured to control the number of times the first virtual object can interact with the second interactive prop among the multiple interactive props in response to an interaction operation by the first virtual object on the second interactive prop, reduce the number of times the first virtual object can interact with the interactive prop, and update the interaction progress. The number of the second interactive props is less than the number of interactive props.

[0192] In some embodiments, the interactive prop is a virtual turntable, and the interactive operation includes a rotation operation on the virtual turntable; the first response module 4552 is further configured to increase the number of times the first virtual object can rotate the virtual turntable in response to an attack operation by the first virtual object on a target part of the second virtual object; the second response module 4553 is further configured to control the first virtual object to rotate the virtual turntable in response to the rotation operation of the first virtual object on the virtual turntable, and control the number of rotations to decrease.

[0193] In some embodiments, the virtual turntable includes a plurality of identifiers; the second display module is further configured to display a first number of the identifiers on the virtual turntable using a first display style, and to display a second number of the identifiers using a second display style; wherein the first number is used to indicate the number of times the first virtual object rotates the virtual turntable; in response to the rotation operation of the first virtual object on the virtual turntable, a target number of the identifiers displayed using the second style are switched to be displayed using the first display style.

[0194] In some embodiments, the number of interactive props is multiple, and the interactive operation is a transport operation for the interactive props; the first response module 4552 is further configured to increase the number of times the first virtual object can transport the interactive props in response to the attack operation of the first virtual object on the target part of the second virtual object; the second response module 4553 is further configured to control the first virtual object to transport a target number of interactive props from the multiple interactive props to the target location in response to the transport operation of the first virtual object on the interactive props, and control the number of transportable props to decrease.

[0195] In some embodiments, the first response module 4552 is further configured to respond to an attack operation by the first virtual object on a target number of times on a target part of the second virtual object. When the attack operation on the target number of times satisfies the target condition, the number of times the first virtual object can interact with the interactive prop is increased by a first number; when the attack operation on the target number of times does not satisfy the target condition, the number of times the first virtual object can interact with the interactive prop is increased by a second number. The target condition includes: each of the attack operations hits the target part, at least one of the attack operations on the target number of times is executed continuously within the target duration, and the first number of times is greater than the second number of times.

[0196] In some embodiments, there are multiple target parts, and each target part has corresponding attack parameters, which affect the hitting difficulty of the corresponding target part; the third response module is further configured to respond to the first virtual object's attack operation on the target number of times the target part of the second virtual object is executed, and when the attack operation of the target number of times meets the target conditions, the attack parameters corresponding to each target part are adjusted from the initial attack parameters to the target attack parameters; wherein, the target conditions include: each attack operation hits the target part, or at least one of the following is executed continuously within the target duration: the attack operation of the target number of times is executed; the attack difficulty of the target part corresponding to the target attack parameters is less than the attack difficulty of the target part corresponding to the initial attack parameters.

[0197] In some embodiments, the third response module is further configured to adjust the attribute value of the second virtual object based on the current number of interactions of the first virtual object; wherein the current number of interactions is the number of times the first virtual object can interact with the interactive prop after increasing the number of interactions; the current number of interactions is directly proportional to the attribute value of the second virtual object; and in response to an attack command against the first virtual object, control the second virtual object with the adjusted attribute value to attack the first virtual object.

[0198] In some embodiments, the third response module is further configured to, in response to the interaction operation of the first virtual object with the interactive prop, control the first virtual object to enter a target state; wherein, when the first virtual object is in the target state, the probability of the first virtual object being attacked by the second virtual object is greater than the probability of the first virtual object being attacked by the second virtual object when it is not in the target state; and in response to an attack command against the first virtual object, control the second virtual object to attack the first virtual object in the target state.

[0199] This application provides a computer program product, which includes computer-executable instructions or a computer program. When the computer-executable instructions or the computer program are executed by a processor, the processor will execute the interaction method in the virtual scene provided in this application.

[0200] This application provides a computer-readable storage medium storing computer-executable instructions or a computer program. When the computer-executable instructions or the computer program are executed by a processor, the processor will execute the interaction method in the virtual scene provided in this application embodiment, for example, such as... Figure 3 The interactive methods shown in the virtual scene.

[0201] In some embodiments, the computer-readable storage medium may be a read-only memory (ROM), random access memory (RAM), erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), flash memory, magnetic surface memory, optical disk, or CD-ROM, etc.; or it may be a device that includes one or any combination of the above-mentioned memories.

[0202] In some embodiments, computer-executable instructions may take the form of programs, software, software modules, scripts, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as stand-alone programs or as modules, components, subroutines, or other units suitable for use in a computing environment.

[0203] As an example, computer-executable instructions may, but do not necessarily, correspond to files in a file system. They may be stored as part of a file that holds other programs or data, for example, in one or more scripts in a Hyper Text Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple co-located files (e.g., files that store one or more modules, subroutines, or code sections).

[0204] As an example, computer-executable instructions can be deployed to execute on a single electronic device, or on multiple electronic devices located at one location, or on multiple electronic devices distributed across multiple locations and interconnected via a communication network.

[0205] In summary, the embodiments of this application have the following beneficial effects: (1) The introduction of interactive props creates a new interaction method where players accumulate interaction opportunities by attacking specific parts of the virtual object, and then actively use interactive props based on these interaction opportunities to advance the interaction progress and defeat the second virtual object. This breaks the single interaction mode in related technologies, provides richer interaction methods, significantly improves the diversity of interaction in virtual scenes, and avoids the homogenization of the interaction process. At the same time, only attacking the target parts of the second virtual object can increase the number of interaction opportunities. This forces players not only to output damage, but also to make precise movements and aiming, rather than blindly outputting damage. In this way, players need to weigh when to attack parts to accumulate opportunities and when to use interactive props to consume opportunities. This not only enhances the strategy and operational depth of the game and improves the playability of the game, but also improves the efficiency of human-computer interaction and the utilization rate of hardware resources of electronic devices.

[0206] (2) Through the technical solution of this application, players will actively observe the Boss's attack pattern during battle to find safe shooting opportunities and weigh between "immediately consuming opportunities" and "accumulating opportunities," thus enhancing the strategic nature of the battle. At the same time, it breaks the fatigue of traditional Boss battles. The battle is no longer just about "fighting," but requires shooting to obtain opportunities to lock down the boss. The feedback is intuitive, bringing a strong sense of accomplishment and a novel gaming experience. In addition, it allows players to adjust the risk according to their own abilities, choosing frequent, low-risk interactions or accumulating, high-risk, high-reward interactions, thereby meeting the needs of players at different levels and enhancing player autonomy.

[0207] It should be noted that in this application embodiment, data related to user operations is involved. When this application embodiment is applied to a specific product or technology, user permission or consent is required, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.

[0208] The above description is merely an embodiment of this application and is not intended to limit the scope of protection of this application. Any modifications, equivalent substitutions, and improvements made within the spirit and scope of this application are included within the scope of protection of this application.

Claims

1. An interaction method in a virtual scene, characterized in that, The method includes: In the virtual scene, a first virtual object and a second virtual object are displayed, along with interactive props, which are used to indicate the interaction progress between the first virtual object and the second virtual object. In response to the first virtual object's attack operation on the target part of the second virtual object, the number of times the first virtual object can interact with the interactive prop is increased; If the number of interactive opportunities is greater than or equal to a preset number, in response to the interaction operation of the first virtual object on the interactive prop, the number of interactive opportunities is reduced and the interaction progress indicated by the interactive prop is updated. When the interaction progress indicated by the interactive prop meets the preset progress conditions, the second virtual object is controlled to be in a defeated state.

2. The method according to claim 1, characterized in that, The step of increasing the number of times the first virtual object can interact with the interactive prop in response to an attack operation by the first virtual object on a target part of the second virtual object includes: In response to the attack operation of the first virtual object on the target part of the second virtual object, control the first virtual object to attack the target part of the second virtual object; When the target area is hit, the number of times the first virtual object can interact with the interactive prop is increased, and a prompt message is output to indicate that the number of times the first virtual object can interact with the interactive prop has increased.

3. The method according to claim 1, characterized in that, After displaying the first virtual object, the second virtual object, and the interactive props, the method further includes: On the second virtual object, the target part with a first shape is displayed. The first shape is used to indicate that the corresponding part is the target part and to guide the first virtual object to attack the target part of the second virtual object. The step of increasing the number of times the first virtual object can interact with the interactive prop in response to an attack operation by the first virtual object on a target part of the second virtual object includes: Based on the first form, in response to an attack operation targeting the target part on the second virtual object, the first virtual object is controlled to attack the target part; When the form of the target part is switched from the first form to the second form based on the attack result, the number of times the first virtual object can interact with the interactive prop is increased. The first form is different from the second form.

4. The method according to claim 3, characterized in that, Based on the first form, in response to an attack operation targeting the target part on the second virtual object, after controlling the first virtual object to attack the target part, the method further includes: When the target area is hit by the first virtual object, the number of times the target area is hit is recorded; When the number of times reaches the threshold, the shape of the target part is switched from the first shape to the second shape.

5. The method according to claim 4, characterized in that, The number of target parts is multiple, and displaying the target parts with a first shape on the second virtual object includes: On the second virtual object, multiple target parts with a first shape are displayed; Among them, the plurality of target parts correspond to at least one shape size, and the number of times the target parts with different shapes sizes are different, and the number of times the target parts are directly proportional to the shape size of the corresponding target parts; When the number of times reaches a threshold, the shape of the target part is switched from the first shape to the second shape, including: When the number of times reaches the target number threshold, the shape of the target part is switched from the first shape to the second shape; The target number threshold is a number of times that corresponds to the size and shape of the target part that was hit.

6. The method according to claim 3, characterized in that, The number of target parts is at least one, and after displaying the target parts having a first shape on the second virtual object, the method further includes: The process of gradually switching the shape of each target part from the first shape to the third shape is shown, and the shape size indicated by the third shape is greater than the shape size indicated by the first shape. Based on the first form, in response to an attack operation targeting the target part on the second virtual object, controlling the first virtual object to attack the target part includes: Based on the size of the third shape indication of each target part, in response to the selection operation of at least one target part, the selection operation is determined as the attack operation, and the first virtual object is controlled to attack the selected target part. The difficulty of hitting the target varies depending on the shape and size of the target part.

7. The method according to claim 3, characterized in that, The display of the first virtual object and the second virtual object includes: The first virtual object is displayed, and the second virtual object is displayed, wherein the target part of the second virtual object is in a normal state; The second virtual object displays multiple target parts having a first shape, including: When the first virtual object is within the sensing range of the second virtual object, the second virtual object is controlled to attack the first virtual object, and the target part of the second virtual object is switched from the normal form to the first form.

8. The method according to claim 1, characterized in that, The number of target parts is at least one. After displaying the first virtual object, the second virtual object, and interactive props in the virtual scene, the method further includes: In response to an attack command targeting the first virtual object, control the second virtual object to attack the first virtual object; When the second virtual object hits the first virtual object, the damage caused by the second virtual object to the first virtual object is displayed; The magnitude of the damage is directly proportional to the number of target parts of the second virtual object.

9. The method according to claim 1, characterized in that, The display interaction props include: The interactive prop is displayed using a first style, which indicates that the number of times the interaction can be performed is less than the preset number. After increasing the number of times the first virtual object can interact with the interactive prop in response to an attack operation by the first virtual object on a target part of the second virtual object, the method further includes: When the number of interactive opportunities is greater than or equal to the preset number of interactions, the style of the interactive prop is switched from the first style to the second style.

10. The method according to claim 1, characterized in that, Before displaying the first virtual object and the second virtual object in the virtual scene, the method further includes: In the virtual scene, the interactive props are displayed in an inactive state; The process of displaying the first virtual object and the second virtual object in the virtual scene includes: The first virtual object is displayed in the virtual scene, and when the first virtual object is within the target range, the second virtual object is controlled to appear in the virtual scene; The display interaction props include: When the first virtual object is within the target range, the interactive prop is controlled to switch from the inactive state to the active state.

11. The method according to claim 1, characterized in that, When the interaction progress indicated by the interactive prop meets the preset progress condition, controlling the second virtual object to be in a defeated state includes: When the interaction progress indicated by the interactive prop meets the preset progress conditions, the second virtual object is controlled to be in a non-attack state, and the non-attack state is determined as the defeated state. The method further includes: This displays the process of the second virtual object, which is in the non-attack state, disappearing from the virtual scene.

12. The method according to claim 1, characterized in that, Before controlling the reduction of the number of interactive opportunities in response to the interaction operation of the first virtual object on the interactive prop, the method further includes: In response to a movement operation on a first virtual object, control the first virtual object to move toward the interactive prop; The step of controlling the reduction of the number of interactive opportunities in response to the interaction operation of the first virtual object on the interactive prop includes: When the first virtual object moves to the interactive prop, in response to the first virtual object's interaction with the interactive prop, the number of interactive opportunities is reduced.

13. The method according to claim 1, characterized in that, The number of interactive props is multiple. The step of increasing the number of times the first virtual object can interact with the interactive props in response to an attack operation by the first virtual object on a target part of the second virtual object includes: In response to the attack operation of the first virtual object on the target part of the second virtual object, the number of times the first virtual object can interact with the first interactive prop among the multiple interactive props is increased, and the number of the first interactive props is less than the number of interactive props; The step of responding to the interaction operation of the first virtual object on the interactive prop, controlling the number of interactive times to decrease, and updating the interaction progress indicated by the interactive prop, includes: In response to the interaction operation of the first virtual object with the first interactive prop, the number of times the first virtual object can interact with the first interactive prop is reduced, and the interaction progress is updated.

14. The method according to claim 1, characterized in that, The number of interactive props is multiple. The step of increasing the number of times the first virtual object can interact with the interactive props in response to an attack operation by the first virtual object on a target part of the second virtual object includes: In response to the first virtual object's attack operation on the target part of the second virtual object, the number of times the first virtual object can interact with each of the interactive props is increased; The step of responding to the interaction operation of the first virtual object on the interactive prop, controlling the number of interactive times to decrease, and updating the interaction progress indicated by the interactive prop, includes: In response to the first virtual object's interaction with the second interactive prop among the plurality of interactive props, the number of times the first virtual object can interact with the interactive prop is reduced, and the interaction progress is updated, wherein the number of the second interactive prop is less than the number of interactive props.

15. The method according to claim 1, characterized in that, The interactive prop is a virtual turntable, and the interactive operation includes rotating the virtual turntable. The step of increasing the number of times the first virtual object can interact with the interactive prop in response to an attack operation by the first virtual object on a target part of the second virtual object includes: In response to the attack operation of the first virtual object on the target part of the second virtual object, the number of times the first virtual object can rotate on the virtual turntable is increased; The step of controlling the reduction of the number of interactive opportunities in response to the interaction operation of the first virtual object on the interactive prop includes: In response to the rotation operation of the first virtual object on the virtual turntable, the first virtual object is controlled to rotate the virtual turntable, and the number of rotations is controlled to decrease.

16. The method according to claim 15, characterized in that, The virtual turntable includes multiple identifiers; the method further includes: On the virtual turntable, a first display style is used to display a first number of the icons, and a second display style is used to display a second number of the icons; Wherein, the first quantity is used to indicate the number of times the first virtual object rotates the virtual turntable; In response to the first virtual object's rotation operation on the virtual turntable, the target number of the identifiers displayed in the second style are switched to be displayed in the first display style.

17. The method according to claim 1, characterized in that, The number of interactive props is multiple, and the interactive operation is a moving operation for the interactive props; The step of increasing the number of times the first virtual object can interact with the interactive prop in response to an attack operation by the first virtual object on a target part of the second virtual object includes: In response to the first virtual object's attack operation on the target part of the second virtual object, the number of times the first virtual object can move the interactive prop is increased; The step of controlling the reduction of the number of interactive opportunities in response to the interaction operation of the first virtual object on the interactive prop includes: In response to the first virtual object's transport operation of the interactive props, the first virtual object is controlled to transport a target number of the interactive props from a plurality of the interactive props to the target location, and the number of transportable items is controlled to decrease.

18. The method according to claim 1, characterized in that, The step of increasing the number of times the first virtual object can interact with the interactive prop in response to an attack operation by the first virtual object on a target part of the second virtual object includes: In response to the first virtual object's attack operation on the target number of times the target part of the second virtual object is attacked, when the attack operation on the target number of times meets the target condition, the number of times the first virtual object can interact with the interactive prop is increased by the first number. When the attack operation of the target number does not meet the target condition, the number of times the first virtual object can interact with the interactive prop is increased by a second number; The target conditions include: each of the attack operations hits the target location; at least one of the attack operations is executed continuously for the target number of times within the target duration; and the first number of times is greater than the second number of times.

19. The method according to claim 1, characterized in that, The number of target parts is multiple, and each target part has corresponding attack parameters, which affect the difficulty of hitting the corresponding target part; the method further includes: In response to the first virtual object's attack operation on the target part of the second virtual object, when the attack operation on the target number of times meets the target condition, the attack parameters corresponding to each target part are adjusted from the initial attack parameters to the target attack parameters. The target conditions include: each of the attack operations hits the target part, and at least one of the attack operations that are executed the target number of times within the target duration; the attack difficulty of the target part corresponding to the target attack parameters is less than the attack difficulty of the target part corresponding to the initial attack parameters.

20. The method according to claim 1, characterized in that, After increasing the number of times the first virtual object can interact with the interactive prop in response to an attack operation by the first virtual object on a target part of the second virtual object, the method further includes: Based on the current number of interactions available for the first virtual object, adjust the attribute values ​​of the second virtual object; Wherein, the current number of interactions is the number of times the first virtual object can interact with the interactive prop after the number of interactions is increased; the current number of interactions is directly proportional to the attribute value of the second virtual object; In response to an attack command targeting the first virtual object, the second virtual object with the adjusted attribute value is controlled to attack the first virtual object.

21. The method according to claim 1, characterized in that, The method further includes: In response to the interaction operation of the first virtual object with the interactive prop, control the first virtual object to enter the target state; Wherein, the probability that the first virtual object is attacked by the second virtual object when it is in the target state is greater than the probability that the first virtual object is attacked by the second virtual object when it is not in the target state; In response to an attack command targeting the first virtual object, the second virtual object is controlled to attack the first virtual object which is in the target state.

22. An interactive device in a virtual scene, characterized in that, The device includes: The display module is used to display a first virtual object and a second virtual object in a virtual scene, and to display interactive props, wherein the interactive props are used to indicate the interaction progress between the first virtual object and the second virtual object; The first response module is used to respond to the attack operation of the first virtual object on the target part of the second virtual object and increase the number of times the first virtual object can interact with the interactive prop. The second response module is used to, in response to the interaction operation of the first virtual object on the interactive prop, reduce the number of interactions and update the interaction progress indicated by the interactive prop when the number of interactions is greater than or equal to a preset number. The control module is used to control the second virtual object to be in a defeated state when the interaction progress indicated by the interactive prop meets the preset progress conditions.

23. An electronic device, characterized in that, include: Memory is used to store executable instructions or computer programs. A processor, when executing computer-executable instructions or computer programs stored in the memory, implements the interaction method in the virtual scene as described in any one of claims 1 to 21.

24. A computer-readable storage medium, characterized in that, It stores computer-executable instructions or computer programs for causing a processor to execute, thereby implementing the interaction method in the virtual scene as described in any one of claims 1 to 21.

25. A computer program product comprising computer-executable instructions or a computer program, characterized in that, When the computer-executable instructions or computer program are executed by a processor, they implement the interaction method in the virtual scene as described in any one of claims 1 to 21.