Virtual object-based interaction method and device, electronic device, and computer program

The virtual object-based interaction method enhances multiplayer social interactions in games by displaying action marks and fusion effects, addressing the inefficiencies of current emoji-based systems to improve real-time interaction and immersion.

JP2025536405APending Publication Date: 2025-11-05TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
JP2025523936
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-01-16
Filing Date
2023-11-07
Publication Date
2025-11-05

AI Technical Summary

Technical Problem

Current social systems in games lack real-time interaction and immersion, making it difficult for players to experience a truly unique interaction method, especially in MMOGs and survival games, as emoji-based interactions are inefficient and lack familiarity with the virtual scene.

Method used

A virtual object-based interaction method that displays interaction action interfaces, allowing players to perform trigger operations on action marks, such as tapping or approaching other players with the same action marks, generating a mark fusion special effect to simulate natural human interactions, enhancing multiplayer social interactions.

Benefits of technology

This method improves the sense of real-time interaction and immersion, enriches the interaction method, and increases human-computer interaction efficiency by simulating intuitive and natural human interactions in the virtual scene.

✦ Generated by Eureka AI based on patent content.

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Abstract

A virtual object-based interaction method, device, electronic device, and storage medium, belonging to the computer technical field, includes the steps of: displaying an interaction action interface (201) displaying one or more selectable interaction actions; displaying an action mark for the interaction action based on a first virtual object (202) in response to a trigger operation for any of the interaction actions; and, if at least one second virtual object having an action mark for the interaction action exists within the interaction range of the first virtual object (203), playing a mark fusion special effect based on the multiple action marks within the interaction range. The above method, device, electronic device, and storage medium enrich the interaction method based on the interaction action, increase the degree of familiarity with the virtual scene, improve the sense of real-time interaction and immersion, and improve the efficiency of human-computer interaction.
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Description

[Technical Field]

[0001] This application claims priority to a Chinese patent application filed on January 16, 2023, bearing application number 202310092019.2, and entitled "Virtual object-based interaction method and device, electronic device and storage medium," the entire contents of which are incorporated herein by reference.

[0002] The present application relates to the field of computer technology, and more particularly to a virtual object-based interaction method and device, an electronic device, and a storage medium. [Background technology]

[0003] With the development of computer technology and the diversification of device functions, users can play games anytime, anywhere using their devices. Massively multiplayer online games (MMOGs), shooting games, survival games, etc. usually have strong social attributes. Therefore, social systems are an important system in the game business logic and can promote contact and communication between players.

[0004] Currently, in the social systems of popular games, the interaction method based on virtual objects is usually such that a player turns on an emoji wheel through an emoji portal and taps the emoji image to be sent on the emoji wheel, so that the emoji image is displayed around the virtual object controlled by the player in the manner of texture mapping projection. Summary of the Invention [Problem to be solved by the invention]

[0005] The embodiments of the present application provide a virtual object-based interaction method and device, an electronic device, and a storage medium, which can increase the familiarity between the interaction action and the virtual scene, improve the sense of real-time interaction and immersion, and improve the efficiency of human-computer interaction. [Means for solving the problem]

[0006] In one aspect, a method of virtual object-based interaction performed by an electronic device includes: displaying an interaction action interface, wherein one or more selectable interaction actions are displayed in the interaction action interface; In response to a trigger operation for any one of the interaction actions, displaying an action mark for the interaction action based on a first virtual object; and if at least one second virtual object having an action mark of the interaction action exists within the interaction range of the first virtual object, playing a mark fusion special effect based on a plurality of action marks within the interaction range, the mark fusion special effect providing an interaction special effect when the plurality of action marks gather together, and the plurality of action marks including an action mark displayed based on the first virtual object and an action mark possessed by the at least one second virtual object.

[0007] In one aspect, there is provided a virtual object-based interaction apparatus including a display module and a playback module, The display module includes: Displaying an interaction behavior interface displaying one or more selectable interaction behaviors; Furthermore, in response to a trigger operation for any one of the interaction actions, an action mark of the interaction action is displayed based on the first virtual object; The playback module includes: When at least one second virtual object having an action mark of the interaction action exists within an interaction range of the first virtual object, a mark fusion special effect is played based on a plurality of action marks within the interaction range, the mark fusion special effect providing an interaction special effect when the plurality of action marks gather together; The present invention provides an interaction device based on virtual objects, wherein the plurality of action marks include an action mark displayed based on the first virtual object and an action mark possessed by the at least one second virtual object.

[0008] In one aspect, an electronic device is provided that includes one or more processors and one or more memories, wherein the one or more memories store at least one computer program that is loaded and executed by the one or more processors to realize the above-mentioned virtual object-based interaction method.

[0009] In one aspect, there is provided a non-volatile computer-readable storage medium having stored thereon at least one computer program that, when loaded and executed by a processor, causes a computer to implement the above-described virtual object-based interaction method.

[0010] In one aspect, a computer program product is provided that includes one or more computer programs stored on a non-volatile computer-readable storage medium, wherein one or more processors of an electronic device read and execute the one or more computer programs from the non-volatile computer-readable storage medium, thereby causing the electronic device to perform the virtual object-based interaction method described above. [Effects of the Invention]

[0011] By providing a fast interaction mode based on interaction actions, when a user turns on an interaction action interface through an interaction action control, the user can control a first virtual object to perform an interaction action, and a mark fusion special effect can be generated based on each second virtual object that performs the same interaction action within the user's interaction range, thereby representing that the action marks of the first virtual object and each second virtual object are assembled through multiplayer interaction, thereby displaying and providing a multiplayer social interaction style between two or more virtual objects, enriching the interaction method based on interaction actions, improving the degree of familiarity with the virtual scene, enhancing the sense of real-time interaction and immersion, and improving the efficiency of human-computer interaction. [Brief explanation of the drawings]

[0012] [Figure 1] 1 is a schematic diagram of an implementation environment for a virtual object-based interaction method according to an embodiment of the present application; [Figure 2] 1 is a flowchart of a virtual object-based interaction method according to an embodiment of the present application; [Figure 3] FIG. 2 is a schematic diagram of an interaction action control according to an embodiment of the present application; [Figure 4] FIG. 2 is a schematic diagram of an interaction action interface according to an embodiment of the present application; [Figure 5] 1 is a schematic diagram of an action mark of an interaction action according to an embodiment of the present application; [Figure 6] 1 is a schematic diagram of a mark fusion special effect according to an embodiment of the present application; [Figure 7] 1 is a flowchart of a virtual object-based interaction method according to an embodiment of the present application; [Figure 8] 1 is a diagram of the detection principle of a tap gesture according to an embodiment of the present application; [Figure 9] 1 is a diagram of the detection principle of a swipe gesture according to an embodiment of the present application; [Figure 10] 1 is a schematic diagram of embodiment 1 of participating in multiplayer interaction according to an embodiment of the present application; FIG. [Figure 11] FIG. 1 is a schematic diagram of embodiment 2 of participating in multiplayer interaction according to an embodiment of the present application. [Figure 12] 1 is a schematic diagram of another mark blending special effect according to an embodiment of the present application; [Figure 13] 1 is a principle flowchart of a virtual object-based interaction method according to an embodiment of the present application; [Figure 14] 1 is a schematic diagram illustrating the configuration of a virtual object-based interaction device according to an embodiment of the present application; [Figure 15] 1 is a schematic diagram illustrating the configuration of an electronic device according to an embodiment of the present application. DETAILED DESCRIPTION OF THE INVENTION

[0013] In order to make the objectives, solutions and advantages of the present application clearer, the embodiments of the present application will be described in more detail below with reference to the drawings.

[0014] In this application, terms such as "first," "second," etc. are intended to distinguish between identical or similar items that are essentially similar in action and function, and it should be understood that there is no logical or chronological dependency between "first," "second," and "nth," nor are there any limitations on number or execution order.

[0015] As used herein, the term "at least one" means one or more, and "plurality" means two or more, for example, a plurality of action marks means two or more action marks.

[0016] In this application, the phrase "comprising at least one of A or B" can mean a plurality of cases, including including only A, including only B, or including both A and B.

[0017] When the methods of the embodiments of the present application are applied to specific products or technologies, the user-related information (including, but not limited to, user device information, personal information, and behavioral information), data (including, but not limited to, analytical data, stored data, and displayed data) and signals related to the present application are all obtained after obtaining permission, consent, or approval from the user or sufficient approval from each party, and the collection, use, and processing of related information, data, and signals must comply with the relevant laws, regulations, and standards of the relevant country or region. For example, the triggering of interaction behavior control and the triggering of interaction behavior related to the present application are obtained with sufficient permission.

[0018] The terms used in this application will be explained below.

[0019] Massive Multiplayer Online Game (MMOG): Generally, any game that allows a large number of players to be online at the same time on any network game server is called a massively multiplayer online game.

[0020] Shooting game (STG): refers to a game in which a virtual object uses a shooting virtual item to perform a long-distance attack. As a type of action game, a shooting game has obvious characteristics of an action game. Optionally, shooting games include, but are not limited to, first-person shooter (FPS) games, third-person shooter (TPS) games, top-down shooters, head-up shooters, platform shooters, scroll shooters, keyboard-and-mouse shooters, and shooting range games. In the embodiments of the present application, the type of shooting game is not specifically limited.

[0021] In an FPS game, the user plays the game from the subjective perspective of the user's primary virtual object (i.e., the game character), and typically cannot see the entire primary virtual object as in other types of games. In an FPS game, in addition to the virtual scene and enemy virtual objects, the user typically only sees the primary virtual object's hands and the virtual items held in its hands, or the user cannot see the primary virtual object at all. In contrast to an FPS game, in a TPS game, the field of view moves outside the primary virtual object and is typically located at the back or rear shoulder area of ​​the primary virtual object. In a TPS game, the user sees a full-body or half-body model of the primary virtual object. When shooting, the user can typically switch between two modes: hip shooting (i.e., firing directly without using a sight) mode and ADS (aiming down sight, also known as aiming shooting, where shooting using a sight is performed by adjusting the sight before firing). FPS games and TPS games are the two main modes of expression of current shooting games, and the core experience of both types of games is to investigate and shoot targets.

[0022] Survival games: A type of multiplayer online competitive game in which virtual objects controlled by a set number of players are placed in the same virtual scene, and the victory condition is to survive until the final survival in the virtual scene. In survival games, players can choose to form a team alone or with others to cooperate; that is, a team includes virtual objects controlled by at least one player, and virtual objects belonging to different teams compete against each other. If at least one virtual object in a team has not yet been eliminated, the entire team is considered to be surviving. If all virtual objects in a team have been eliminated, the entire team is considered to have been eliminated. As the game progresses, new environmental elements are typically added to the virtual scene or the original environmental elements are changed, enriching the game and allowing different teams to use environmental elements to launch ambushes and engage in combat. When only one team in the virtual scene has been eliminated, i.e., all currently surviving virtual objects in the virtual scene belong to the same team, the game ends and the surviving team wins.

[0023] Virtual scene: A virtual environment displayed (or provided) when an application runs on a terminal. The virtual scene may be a simulated environment of the real world, a half-simulated, half-virtualized virtual environment, or a completely virtualized virtual environment. The virtual scene may be a 2D virtual scene, a 2.5D virtual scene, or a 3D virtual scene, and the dimensions of the virtual scene are not limited in the embodiments of the present application. For example, the virtual scene may include sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities, and a user can control virtual objects to move within the virtual scene. Optionally, the virtual scene may be used for virtual scene competition between at least two virtual objects, and the virtual scene has virtual resources available to the at least two virtual objects.

[0024] Virtual object: This refers to a movable object in a virtual scene. The movable object may be a virtual character, such as a person, animal, plant, oil can, wall, or stone block, or a virtual animal or cartoon character, displayed in the virtual scene. The virtual object may be a virtual image created to represent the user in the virtual scene. A virtual scene may include multiple virtual objects, each of which has its own shape and volume and occupies a portion of the space in the virtual scene. Optionally, if the virtual scene is a 3D virtual scene, the virtual object may be a 3D solid model, which may be a 3D character constructed based on 3D human skeleton technology. The same virtual object may exhibit different external images by wearing different skins. In some embodiments, the virtual object may be realized as a 2.5D or 2D model, although this is not limited to this embodiment.

[0025] Optionally, the virtual object may be a player character controlled by an operation on a client, a non-player character (NPC) set in a virtual scene and capable of interaction, a neutral virtual object (e.g., a monster that provides resources such as buffs and experience points), or a game robot (e.g., a playmate robot) set in a virtual scene. Illustratively, the virtual object is a virtual person competing in a virtual scene. Optionally, the number of virtual objects participating in an interaction in the virtual scene may be set in advance or may be dynamically determined based on the number of clients joining the interaction.

[0026] Social systems are an important part of MMOG games, such as FPS games and MOBA (Multiplayer Online Battle Arena) games, and they facilitate player contact, communication, and teamwork, improving user engagement. While social systems allow players to interact with each other through voice, chat, and emoji images, they lack the real-time interaction and immersion required for games, making it difficult to provide players with a truly unique experience.

[0027] Taking emoji social as an example, a player can use an emoji wheel to select an emoji image (e.g., an emoji package) and have the emoji image displayed around the virtual object controlled by the player using texture mapping projection. However, because the emoji image is simply texture mapped, it lacks familiarity with the virtual scene, lacks a sense of real-time interaction and immersion, and is inefficient in human-computer interaction. Meanwhile, other players cannot directly provide feedback or respond to the emoji image, making targeted interactions impossible. This weakens the player's sense of connection and wastes potential social opportunities.

[0028] In view of this, the embodiments of the present application provide a virtual object-based interaction method, which allows players to quickly respond to natural movements of virtual objects, supports multi-person social interaction, and simulates friendly interaction movements in the real world. For example, when a virtual object controlled by a player approaches, it can perform an interaction and display action marks of interaction movements such as high-five, hug, and handshake. In a freely movable virtual scene, when a player initiates an interaction with a virtual object, a gesture representing the interaction is displayed around the virtual object. For example, if the interaction is a high-five, the gesture is a palm. One or more players within the virtual object's interaction range can then trigger the gesture within a limited time to respond to the interaction initiated by the player, thereby creating a multi-person interaction-based gesture fusion effect in the virtual scene. For example, when multiple people participate in the "high-five" interaction, the gesture fusion effect is a group of palms displayed around the virtual object, creating a dynamic effect. Optionally, after the gesture fusion effect is played, a friend add control may be displayed based on the successful participation of multiple people in the interaction, or a friend add request may be automatically sent after the successful interaction, enabling a deeper level of effective social interaction.

[0029] By providing an interaction method based on action marks in virtual scenes, players can perform trigger operations on the action marks, such as tapping on the action marks or approaching other players who have the same action marks, thereby achieving quick responses to interaction actions and more realistically simulating the intuitive and natural human interaction methods in the real world, promoting players' willingness to interact, lowering the barriers for players to interact, increasing players' sense of immersion and agency in social interaction, highlighting the real-time nature and fun of the social method based on interaction actions, promoting friendly interactions between teammates and even strangers, increasing opportunities for players to establish contact with each other, and improving human-computer interaction efficiency and the game social experience.

[0030] The system architecture according to the present invention will be described below.

[0031] 1 is a schematic diagram of an implementation environment of a virtual object-based interaction method according to an embodiment of the present application. As shown in FIG. 1, the implementation environment includes a first terminal 120, a server 140, and a second terminal 160.

[0032] An application capable of supporting virtual scenes is installed on the first terminal 120 and runs on the first terminal 120. Optionally, the application may include any one of a multiplayer survival game, an FPS game, a TPS game, an MOBA game, a virtual reality application, or a 3D map program. In some embodiments, the first terminal 120 is used by a first user. When the first terminal 120 runs the application, the first terminal 120 displays a user interface of the application on its screen. In response to a start-of-game operation on the user interface by the first user, the application loads and displays a virtual scene. The first user uses the first terminal 120 to manipulate a first virtual object located in the virtual scene to perform a movement, the movement including, but not limited to, adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, and fighting. Exemplarily, the first virtual object may be a first virtual character, such as a simulated human character or an anime / manga character.

[0033] The first terminal 120 and the second terminal 160 are connected to the server 140 via a wired or wireless communication method so as to be able to communicate directly or indirectly with the server 140 .

[0034] The server 140 may include at least one of a single server, multiple servers, a cloud computing platform, or a virtualization center. The server 140 provides background services for applications that can support virtual scenes. Alternatively, the server 140 may perform primary computations, while the first terminal 120 and the second terminal 160 perform secondary computations. Alternatively, the server 140 may perform secondary computations, while the first terminal 120 and the second terminal 160 perform primary computations. Alternatively, the server 140, the first terminal 120, and the second terminal 160 may collaborate in a distributed computing architecture to perform computations.

[0035] Optionally, server 140 is an independent physical server, or a server cluster or distributed system consisting of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), big data and artificial intelligence platforms, etc.

[0036] The second terminal 160 has an application installed thereon that can support virtual scenes. Optionally, the application may include any one of a multiplayer survival game, an FPS game, a TPS game, an MOBA game, a virtual reality application, and a 3D map program. In some embodiments, the second terminal 160 is a terminal for a second user. When the second terminal 160 runs the application, the second terminal 160 displays a user interface of the application on its screen. In response to a game start operation by the second user on the user interface, the application loads and displays a virtual scene. The second user uses the second terminal 160 to manipulate a second virtual object located in the virtual scene to perform a movement, the movement including, but not limited to, adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, and fighting. Exemplarily, the second virtual object is a second virtual character, such as a simulated human character or an anime / manga character.

[0037] Optionally, the first virtual object controlled by the first terminal 120 and the second virtual object controlled by the second terminal 160 are located in the same virtual scene, and in this case, the first virtual object can interact with the second virtual object in the virtual scene.

[0038] In some embodiments, the first virtual object and the second virtual object are in an adversarial relationship, for example, the first virtual object and the second virtual object belong to different camps or teams, and the adversarial virtual objects can engage in adversarial interactions on land, for example, by unleashing virtual skills on each other, firing shooting items, throwing throwing items, etc.

[0039] In some other embodiments, the first virtual object and the second virtual object are teammates, for example, the first virtual object and the second virtual object belong to the same faction or the same team, or have a friendship or temporary communication permissions.

[0040] Alternatively, the applications installed on the first terminal 120 and the second terminal 160 may be the same or may be the same type of applications on different operating system platforms. The first terminal 120 and the second terminal 160 both broadly and generally refer to one of multiple terminals, and in the embodiments of the present application, only the first terminal 120 and the second terminal 160 will be described as examples.

[0041] The device types of the first terminal 120 and the second terminal 160 may be the same or different, and the device types include, but are not limited to, at least one of a smartphone, a tablet computer, a smart speaker, a smart watch, a smart handheld game console, a portable game device, an in-vehicle terminal, a laptop portable computer, and a desktop computer. For example, the first terminal 120 and the second terminal 160 are both smartphones or other portable game devices. In the following embodiment, the terminals are described as including smartphones.

[0042] Those skilled in the art will recognize that the number of terminals may be greater or less. For example, the number of terminals may be only one, or may be tens, hundreds, or more. The embodiments of the present application do not limit the number and device types of terminals.

[0043] The basic flow of the embodiment of the present invention will be described below.

[0044] 2 is a flowchart of a virtual object-based interaction method according to an embodiment of the present application. As shown in FIG. 2, the embodiment is executed by an electronic device, which may be provided as the first terminal 120, the second terminal 160, or the server 140 in the above-mentioned implementation environment. The embodiment includes the following steps 201 to 203.

[0045] In step 201, an electronic device displays an interaction action interface in which one or more selectable interaction actions are displayed.

[0046] The virtual object that the user primarily controls via the electronic device is called a first virtual object.

[0047] In an exemplary embodiment, the electronic device displays an interaction action interface in response to a trigger operation on the interaction action control, which is for turning on the interaction action interface, i.e., can be considered as an entry point to the interaction action interface.

[0048] The interaction action interface provides a user with at least one interaction action that allows multiplayer interaction with a second virtual object in the virtual scene. The multiplayer interaction is an interaction method that is performed in response to an interaction action and that can involve two or more virtual objects. The two or more virtual objects include a first virtual object and one or more second virtual objects. For example, after a first virtual object initiates an interaction action, if it is detected that at least one second virtual object has responded to the interaction action (e.g., performed the same interaction action), a mark fusion special effect is played.

[0049] In some embodiments, a user launches a game application on an electronic device, and the game application loads and displays a virtual scene, in which an interaction action control is displayed. Optionally, the interaction action control may be always displayed in the virtual scene, i.e., the interaction action control is displayed in the virtual scene by default. This makes it convenient for the user to turn on the interaction action interface through the interaction action control at any time during the game play process, and provides more channels for the user to enter the interaction action interface.

[0050] In some other examples, the interaction action control may be a UI (User Interface) control that can be called up and displayed only when a user performs a specific operation. That is, the interaction action control is hidden by default and can be called up and displayed only when a user performs a specific operation. The specific operation may be a tap on a predetermined area of ​​the screen, a preset swipe operation performed on the screen, a certain degree of shaking of the electronic device, etc. By hiding the interaction action control by default and configuring it to support calling up and display, it is possible to prevent the interaction action control from obstructing the virtual scene and negatively affecting the user's game experience, while providing a specific operation that calls up the interaction action control when the user needs social interaction based on the interaction action, making it easier for the user to socialize.

[0051] In some other embodiments, the interaction action control may be a function button that appears after the user turns on a setting interface, or a menu option that can only be displayed when the user expands a menu bar in the virtual scene. This similarly prevents the interaction action control from obstructing the virtual scene and negatively impacting the user's gaming experience, while still providing an entry point to the interaction action interface when the user needs social interaction based on the interaction action.

[0052] In some other embodiments, a user may personally set the display mode of the interaction action control through a setting interface. For example, the user may set the interaction action control to be displayed in the virtual scene by default, or the user may set the interaction action control to be hidden in the virtual scene by default and to be turned on through a specific operation, menu bar, or setting interface, thereby allowing different users to personally customize the display mode according to their own operating habits, but this is not specifically limited in the embodiments of the present application.

[0053] In some embodiments, when an interaction action control is displayed in a virtual scene, a user can turn on the interaction action interface by performing a trigger operation on the interaction action control provided in the virtual scene. Optionally, a user can turn on the interaction action interface in other ways than by entering the interaction action interface through the interaction action control.

[0054] In some embodiments, the electronic device displays the interaction action interface in response to a long press on the first virtual object, i.e., the user can long press on the first virtual object to turn on the interaction action interface.

[0055] In some other embodiments, the electronic device displays the interaction interface in response to a specific gesture in the virtual scene where the first virtual object is located. That is, the user can directly invoke the interaction interface by performing a specific gesture in the virtual scene. The specific gesture may be, for example, tapping the screen twice with a phalanx within a set time, but the embodiments of the present application are not limited thereto.

[0056] 3, an interaction action control 301 is displayed in a freely movable virtual scene 300, and a user can turn on an interaction action interface in the virtual scene 300 by tapping the interaction action control 301. Illustratively, if the interaction action interface is called an interaction wheel, the interaction action control can be regarded as an entry button of the interaction wheel.

[0057] In some embodiments, the trigger operation for the above-mentioned interaction action control includes, but is not limited to, a tap operation, a double tap operation, a press operation, a long press operation, a swipe operation in a predetermined direction, a voice command, a gesture command, etc., and the embodiments of the present application do not specifically limit the operation type of the trigger operation for the interaction action control.

[0058] In some embodiments, the display method of the interaction operation interface includes, but is not limited to, a pop-up display, a small window display, a full-screen display, a sub-interface display, a side expansion bar display, a top pull-down bar display, a bottom pull-up bar display, etc., and the embodiments of the present application do not specifically limit this.

[0059] In some embodiments, the interaction action interface displays an interaction wheel that visualizes one or more interaction actions that can be selected by the first virtual object. The one or more interaction actions may be set by default by the system or may be set personally by the user via a setting interface. However, the embodiments of the present application do not specifically limit the setting method of the interaction actions displayed on the interaction wheel.

[0060] In some embodiments, the electronic device displays all of the interaction actions that the first virtual object can perform on the interaction wheel. For example, since the first virtual object has the authority to perform only the interaction actions that it has unlocked, the electronic device determines all of the interaction actions that the first virtual object has unlocked and arranges all of the interaction actions at equal intervals on the interaction wheel, so that the user can easily select an action to perform from all of the interaction actions.

[0061] In some other embodiments, the electronic device displays only a portion of the interaction actions that the first virtual object can perform on the interaction wheel. For example, the interaction wheel may display only the K most frequently transmitted interaction actions, or only the K most recently performed interaction actions, or only K interaction actions that are personally set by the user. K is an integer greater than or equal to 1, such as 5, 8, 10, etc.

[0062] Optionally, when the electronic device displays only some of the interaction actions that the first virtual object can perform on the interaction wheel, the interaction wheel may further include an expand button, and when the user finds that the interaction action that the user wants to perform is not displayed on the interaction wheel, the user may trigger the expand button to expand some of the other collapsed interaction actions among all the interaction actions. In this way, when the first virtual object has unlocked many interaction actions, the layout of the interaction wheel can be prevented from becoming too compact, thereby optimizing the layout of the interaction wheel.

[0063] Optionally, when the electronic device displays only some of the interaction actions that the first virtual object can perform in the interaction wheel, the user can expand some of the collapsed interaction actions by swiping the interaction wheel clockwise or counterclockwise. In this way, there is no need to display and provide an expand button on the interaction wheel, and a swipe operation in a predetermined direction corresponds to a secondary confirmation operation. This avoids accidental touching of the expand button and reduces the probability of the user expanding a hidden interaction action by mistake.

[0064] As shown in FIG. 4, after a user taps the interaction action control 301 in FIG. 3, an interaction action interface 310 is displayed in the virtual scene 300. If the interaction action interface 310 is provided as an interaction wheel, the interaction wheel is divided into multiple sectors, and each sector displays one selectable interaction action.

[0065] In step 202, in response to a trigger operation for any interaction action, the electronic device displays an action mark for the interaction action based on the first virtual object.

[0066] In some examples, when one or more selectable interaction actions are displayed in the interaction action interface, a user can perform a trigger operation on any of the interaction actions in the interaction action interface, and the electronic device displays an action mark of the interaction action based on the first virtual object in response to the user's trigger operation on any of the interaction actions. The action mark is for uniquely indicating the interaction action, that is, each interaction action has a unique corresponding action mark, for example, an indicator pattern and an indicator pictogram of the interaction action. In one example, the indicator pictogram is provided as a single three-dimensional UI pictogram.

[0067] In some embodiments, the electronic device may display an action mark of the interaction action within a target range of the first virtual object. The target range may be the top of the first virtual object's head, left side, right side, feet, a specific body part, or the entire torso. However, in the embodiments of the present application, the target range is not specifically limited. By using the target range to limit the display position of the action mark of the interaction action, the correlation between the action mark of the interaction action and the first virtual object can be intuitively expressed, and the display of the action mark of the interaction action is highly standardized, contributing to an improved user visual experience and an improved human-computer interaction rate.

[0068] In some other embodiments, the electronic device may directly control the first virtual object to perform the interaction action, and after the execution of the interaction action is completed, may cause an action mark of the interaction action to appear (or be displayed) within the target range of the first virtual object, but the embodiments of the present application do not specifically limit the display method of the action mark.

[0069] In some embodiments, the trigger operation for the above-mentioned interaction action includes, but is not limited to, a tap operation, a double tap operation, a press operation, a long press operation, a swipe operation in a predetermined direction, a voice command, a gesture command, etc., and the embodiments of the present application do not specifically limit the type of operation that can be used as a trigger operation for the interaction action.

[0070] In some examples, when one or more selectable interaction actions are displayed by an interaction wheel, with one selectable interaction action displayed in each sector of the interaction wheel, triggering any of the interaction actions includes, but is not limited to, a tap operation on the sector of the interaction wheel where any of the interaction actions are located, and a swipe operation from the center region of the interaction wheel to the sector where any of the interaction actions are located.

[0071] 5, a user can tap the interaction action "high touch" 311 provided in the interaction action interface 310 in FIG. 4 or swipe from the center of the interaction wheel to the interaction action "high touch" 311 to perform a trigger operation on the interaction action "high touch" 311, thereby triggering the user to enter the interface shown in FIG. 5. That is, in response to the trigger operation on the interaction action "high touch" 311, the interaction action interface 310 is automatically hidden in the virtual scene 300, and then a "palm" 502 action mark for the interaction action "high touch" 311 is displayed on the top of the head of the first virtual object 501. At this time, the first virtual object 501 enters an interaction enabled state, and a circular interaction range 503 is displayed at the feet of the first virtual object 501 (here, the interaction range is not completely drawn due to field of view).

[0072] In step 203, if there is at least one second virtual object having an action mark of the interaction action within the interaction range of the first virtual object, the electronic device plays a mark fusion special effect based on the multiple action marks within the interaction range, which provides an interaction special effect when the multiple action marks gather together.

[0073] The plurality of action marks include an action mark displayed based on the first virtual object and an action mark possessed by at least one second virtual object present within the interaction range.

[0074] In some embodiments, the electronic device first determines an interaction range of a first virtual object, and detects in real time whether there is a second virtual object within the interaction range that has an action mark of the same interaction action; then, based on at least two or more action marks, including the action marks of each detected second virtual object and the action mark of the first virtual object itself, generates a mark fusion special effect to indicate an interaction special effect when the two or more action marks are gathered together; and then plays the generated mark fusion special effect.

[0075] For example, the electronic device may count the number of second virtual objects that have the same interaction action mark within the interaction range of the first virtual object, and generate a mark fusion special effect based on the first virtual object's own action mark and the corresponding number of other action marks. By playing the mark fusion special effect, the effect strength of the mark fusion special effect is positively correlated with the number of action marks participating in the group, simulating an interaction method in the real world in which the more people participating, the more obvious the interaction becomes. This achieves a more realistic and visualized interaction effect, which is beneficial to improving the interaction experience and increasing the human-computer interaction rate.

[0076] 6, when only one second virtual object having the same action mark is detected within the interaction range of a first virtual object, the action mark of the first virtual object and the action mark of the detected second virtual object are converged to play a mark fusion special effect 600 when two action marks are converged. For the action mark "palm" of the interaction action "high five," it can be seen that the mark fusion special effect 600 is implemented such that the two action marks "palm" gradually converge to execute the interaction action "high five."

[0077] The method according to the embodiment of the present application provides a fast interaction mode based on interaction actions, allowing a user to control a first virtual object to perform an interaction action when the user turns on an interaction action interface through an interaction action control, and a mark fusion special effect is generated based on each second virtual object that performs the same interaction action within the user's interaction range, thereby representing that the action marks of the first virtual object and each second virtual object are aggregated through multiplayer interaction, thereby providing a multiplayer social interaction form between two or more virtual objects, enriching the interaction method based on interaction actions, improving the user's familiarity with the virtual scene, enhancing the sense of real-time interaction and immersion, and improving the efficiency of human-computer interaction.

[0078] All of the above alternative solutions can be combined in any way to form alternative embodiments of the present disclosure, and the description thereof will be omitted here.

[0079] A detailed flow of the embodiment of the present invention will be described below.

[0080] 7 is a flowchart of a virtual object-based interaction method according to an embodiment of the present application. As shown in FIG. 7, the embodiment is performed by an electronic device, which may be provided as the first terminal 120, the second terminal 160, or the server 140 in the above-mentioned implementation environment.

[0081] Hereinafter, the electronic device will be described as a first terminal that controls a first virtual object, and for ease of distinction, the electronic device that controls a second virtual object will be referred to as a second terminal. This embodiment includes the following steps 701 to 706.

[0082] In step 701, a first terminal displays an interaction action interface in which one or more selectable interaction actions are displayed.

[0083] The above step 701 is similar to step 201 in the previous embodiment, so its explanation will be omitted.

[0084] In some embodiments, the first terminal displays an interaction action interface in response to a trigger operation on the interaction action control. In some embodiments, for example, the trigger operation is a tap operation. The processor of the first terminal detects a user's tap gesture on the interaction action control in real time, and displays the interaction action interface in the virtual scene when the user's tap gesture on the interaction action control is detected.

[0085] 8, the processor can detect a user's tap gesture (tap) on the touch screen in real time using a touch sensor. When the contact point of the tap gesture (tap) enters the display range of an interaction action control, the processor displays the interaction action interface in the virtual scene. For example, if the interaction action interface is regarded as an interaction wheel, the interaction wheel is regarded as being in a collapsed state before the user taps the interaction action control, and is regarded as being in an expanded state after the user taps the interaction action control. The interaction wheel displays one or more selectable interaction actions, and the above interaction actions must be actions unlocked by the first virtual object. The first virtual object can unlock new interaction actions through system bonuses, task assignment and distribution, automatic acquisition, mall purchases, etc., but the embodiment of the present application does not specifically limit the method of unlocking the interaction actions.

[0086] In some embodiments, the first terminal displays the interaction interface in response to a long press on the first virtual object. In other embodiments, the first terminal displays the interaction interface in response to a specific gesture in the virtual scene in which the first virtual object is located, where the specific gesture may be, for example, tapping the screen twice with a phalanx within a set time, but the embodiments of the present application are not limited thereto.

[0087] In step 702, in response to a trigger operation for any interaction action, the first terminal displays an action mark for the interaction action based on the first virtual object.

[0088] In some embodiments, when one or more selectable interaction actions are displayed in the interaction action interface, a user can perform a trigger operation on any of the interaction actions in the interaction action interface, and in response to the user's trigger operation on any of the interaction actions, the first terminal displays an action mark of the interaction action based on the first virtual object, and the action mark is for uniquely indicating the interaction action, that is, each interaction action has a unique corresponding action mark, for example, the action mark is a sign pattern, sign emoji, of the interaction action, and in one example, the sign emoji is provided as a three-dimensional UI emoji.

[0089] In some embodiments, the first terminal may display an action mark of the interaction action within a target range of the first virtual object, and the target range may be the top of the first virtual object's head, left side, right side, feet, a specified body part, or around the torso, but the embodiments of the present application do not specifically limit the target range.

[0090] In some other embodiments, the first terminal may directly control the first virtual object to perform the interaction action, and after the execution of the interaction action is completed, may make an action mark of the interaction action appear within the target range of the first virtual object, but the embodiments of the present application do not specifically limit the display method of the action mark.

[0091] In some embodiments, the trigger operation for the above-mentioned interaction action includes, but is not limited to, a tap operation, a double tap operation, a press operation, a long press operation, a swipe operation in a predetermined direction, a voice command, a gesture command, etc., and the embodiments of the present application do not specifically limit the type of operation that can be used as a trigger operation for the interaction action.

[0092] In some examples, when one or more selectable interaction actions are displayed by an interaction wheel, with one selectable interaction action displayed in each sector of the interaction wheel, triggering any of the interaction actions includes, but is not limited to, a tap operation on the sector of the interaction wheel where any of the interaction actions are located, and a swipe operation from the center region of the interaction wheel to the sector where any of the interaction actions are located.

[0093] Hereinafter, one possible embodiment of how the first terminal displays the action mark within the target range will be described with reference to the following steps A1 to A3.

[0094] In step A1, the first terminal sets the first virtual object to an interaction-enabled state in response to a trigger operation for any interaction action.

[0095] In some embodiments, taking the trigger operation as an example, the processor of the first terminal detects in real time a tap gesture performed by a user on the interaction operation interface, and when the tap gesture by the user on the interaction operation interface is detected, determines a display area of ​​the interaction operation where the contact point of the tap gesture specifically falls, and determines the interaction operation indicated by the display area as the interaction operation selected by the trigger operation. For example, when a tap gesture performed by a user on an interaction wheel is detected, determines the interaction operation indicated by the fan-shaped area where the contact point of the tap gesture falls as the interaction operation selected by the trigger operation.

[0096] In some other embodiments, taking the trigger operation as an example of a swipe operation from the center area of ​​the interaction wheel to any of the fan-shaped areas, the processor of the first terminal detects a long press gesture (touchhold) performed on the interaction operation interface in real time, initiates a touchstart event of the swipe operation, and obtains the screen coordinates (startX, startY) of the start point of the finger swipe of the touchstart event. If (startX, startY) is located on the interaction wheel and is not within any of the fan-shaped areas of the interaction wheel, it means that (startX, startY) is within the center area of ​​the interaction wheel, or it may directly determine whether (startX, startY) is within the center area of ​​the interaction wheel. When (startX, startY) is within the central region of the interaction wheel, as the user's finger moves across the touch screen while keeping it pressed, the first terminal continues to detect touchmove events, acquires the touch coordinates of the finger at the current position, and calculates the coordinate difference (moveX, moveY) of the movement from the swipe start point to the current position. When the user's finger is released from the touch screen, the first terminal determines that the touchmove event has ended, that is, a touchend event of the swipe operation has been detected. At this time, the processor acquires the screen coordinates (endX, endY) of the swipe end point of the latest position when the finger was released from the touch panel, and determines whether (endX, endY) is within the coordinate range (buttonRange) of any of the sector regions of the interaction wheel. If (endX, endY) is within the buttonRange of any of the sector regions, this means that a swipe operation of swiping from the central region of the interaction wheel to a certain sector region has been detected. As a result, the interaction action indicated by the sector area is determined as the interaction action selected by the trigger operation.

[0097] 9, the processor can detect a long press gesture (touchhold) performed by a user in real time through a touch sensor on the touch screen, and when the contact point of the long press gesture (touchhold) enters the center area of ​​the interaction wheel, it initiates a touchstart event of a swipe operation and records the screen coordinates (startX, startY) of the swipe start point. When the user's finger moves on the touch screen while keeping the touch, the first terminal continues to detect touchmove events and records the coordinate difference (moveX, moveY) between the position of the finger and the swipe start point in each frame. When the user's finger is released from the touch screen, the first terminal receives a touchend event of the swipe operation, records the screen coordinates (endX, endY) of the swipe end point, and determines whether (endX, endY) is within the coordinate range (buttonRange) of any of the sector areas of the interaction wheel. If (endX, endY) is within the buttonRange of any of the sector areas, this means that a swipe operation of swiping from the center area of ​​the interaction wheel to a certain sector area has been detected. As a result, the interaction action indicated by that sector area is determined to be the interaction action selected by the trigger operation.

[0098] Although only two possible embodiments of the trigger operation for the interaction action have been provided above, the trigger operation for the interaction action may be provided as a voice command, a gesture command, etc., but is not specifically limited here.

[0099] In some embodiments, in response to a user's trigger operation for any interaction action in the interaction action interface, the first terminal records an action ID (Identification) of the interaction action and updates an interaction attribute of the first virtual object. The process of updating the interaction attribute includes setting the first virtual object to an interaction enabled state. For example, the first virtual object may be configured to initialize an interaction state parameter isActive of the first virtual object to True, thereby indicating whether the first virtual object is in an interaction enabled state via the interaction state parameter isActive.

[0100] The interaction state parameter isActive indicates whether other virtual objects can initiate multiplayer interactions with the first virtual object based on an interaction action, and when the value of the interaction state parameter isActive is True, it means that other virtual objects can initiate multiplayer interactions with the first virtual object based on an interaction action, that is, the first virtual object is in an interaction-enabled state. Conversely, when the value of the interaction state parameter isActive is False, it means that other virtual objects cannot initiate multiplayer interactions with the first virtual object based on an interaction action, that is, the first virtual object is in an interaction-disabled state.

[0101] In some other embodiments, the step of updating the interaction attributes further includes setting an interaction type parameter "action" to the interaction action indicated by the action ID. For example, the interaction type parameter "action" may be set to the interaction action "high touch", or the interaction type parameter "action" may be directly set to the action ID of the interaction action "high touch". Here, there is no specific limitation as to whether the interaction type parameter "action" is recorded as an action name or an action ID.

[0102] In some other embodiments, the step of updating the interaction attributes further includes setting an interaction range for the first virtual object. For example, the interaction range activeRange for the first virtual object is initialized to a circular area with the first virtual object as its center and a fixed value as its radius. The fixed value is a number greater than 0 predefined by an engineer, such as 5 m or 10 m in terms of the scale of the virtual scene, but is not specifically limited in the embodiments of the present application. The interaction range activeRange is used to detect the second virtual object in the next step 703, and a detailed description thereof will be omitted here.

[0103] In step A2, the first terminal sets, for the first virtual object in an interaction-enabled state, a valid time period for the action mark of the interaction action.

[0104] In some embodiments, for a first virtual object whose interaction state parameter isActive is set to True, the first terminal sets an active time period activeTime for the action mark of the interaction action. The active time period activeTime may be implemented as an absolute time period determined by a start time and an end time, or as a timed time period that starts from a timing start point. Depending on the type of timing, it may be divided into a count-up time period and a count-down time period, and the length of the timed time must be specified. For example, the length of the timed time is a number greater than 0 predefined by an engineer, such as 30 seconds or 60 seconds, but is not specifically limited in the embodiments of the present application.

[0105] In some embodiments, for example, if the active time period activeTime is a countdown time period lasting 30 seconds, the first terminal can set the active time period activeTime to an initial value and start a countdown lasting 30 seconds.

[0106] In step A3, the first terminal displays the action mark of the interaction action within the target range of the first virtual object during the effective time period.

[0107] In some embodiments, the first terminal determines whether the current time is within the valid time period, and if the current time is within the valid time period, displays an action mark of the interaction action within the target range of the first virtual object. Conversely, if the current time is not within the valid time period, the first terminal does not display the action mark of the interaction action, and, for example, cancels, hides, or removes the display of the action mark of the interaction action after the valid time period ends.

[0108] In some embodiments, for example, assume that the effective time period activeTime is a countdown time period lasting 30 seconds. The first terminal decrements activeTime every second, and by determining whether activeTime is greater than 0 at each time, it can determine whether the current time is within the effective time period. That is, if activeTime>0, the current time is within the effective time period, and the display resource of the action mark of the interaction action is retrieved from the cache according to the interaction type parameter action, and the action mark of the interaction action is drawn within the target range of the first virtual object according to the display resource. For example, if the target range is the top of the head, the action mark is drawn at the top of the head of the first virtual object. If activeTime≦0, it means that the current time is not within the effective time period and the interaction enabled state of the first virtual object has ended, the interaction state parameter isActive of the first virtual object is set to False, and the display of the action mark of the interaction action displayed within the target range of the first virtual object needs to be canceled, hidden, or removed. For example, if the target range is the top of the head, the action mark displayed on the top of the head of the first virtual object needs to be hidden.

[0109] In the above steps A1 to A3, one possible embodiment is provided for displaying an action mark of an interaction action within the target range of the first virtual object, and by setting an interaction attribute for the first virtual object, one or more settings of the interaction state parameter isActive, the effective time period activeTime, the interaction range activeRange, and the interaction type parameter action can be realized, which facilitates the execution of the display logic of the action mark and the detection logic of the second virtual object.

[0110] In the process of displaying the action mark of an interaction action within the target range, taking into account the effective time period of the action mark is beneficial to further improve the standardity of the display of the action mark, avoid confusion on the display page caused by the display time of the action mark being too long, improve the visual effect, and increase the human-computer interaction rate.

[0111] In some embodiments, in response to a user's trigger operation for any interaction action in the interaction action interface, the first terminal, in addition to setting an interaction attribute for the first virtual object, sends an interaction request to the server, where the interaction request includes the above-mentioned set interaction state parameter isActive, effective time zone activeTime, interaction range activeRange and interaction type parameter action. As a result, in response to the interaction request, the server records the above-mentioned interaction attributes and detects other virtual objects that can observe the first virtual object within their field of view. However, the fact that the first virtual object is located within the field of view of the other virtual objects does not mean that the other virtual object is within the interaction range (activeRange) of the first virtual object, but only means that the first virtual object and its action mark can be observed from the main operation visual angle of the other virtual object (however, only other virtual objects located within the interaction range (activeRange) of the first virtual object can perform operations on the action mark), so the other virtual object is not necessarily the second virtual object. Then, the server synchronizes the interaction request with other terminals that control the above-mentioned other virtual objects.

[0112] In some other embodiments, the first terminal may directly send an interaction request to the server in response to a user's trigger operation for any interaction action in the interaction action interface, where the interaction request includes only a timestamp of the trigger operation, so that the server sets an interaction state parameter "isActive", an effective time period "activeTime", an interaction range "activeRange", and an interaction type parameter "action" for the first virtual object in response to the interaction request, and synchronizes the interaction request with each other terminal controlling each other virtual object that is detected as being able to observe the first virtual object within its field of view.

[0113] In the above process, by synchronizing the interaction requests, other terminals controlling other virtual objects can also easily display the action mark within the target range of the first virtual object in response to the interaction request, ensuring that the interaction action initiated by the first virtual object in the game is synchronized with other terminals that include the first virtual object within their field of view.

[0114] In the embodiments of the present application, the setting process of each interaction attribute may be implemented locally on the first terminal and then synchronized with the server and other terminals, or may be implemented on the cloud side by the server and then distributed to the first terminal and other terminals. In the former case, the time delay when the first terminal displays the action mark can be reduced and network fluctuations can be prevented from affecting the display process of the action mark. In the latter case, the time when different terminals in a game display the action mark for the first virtual object can be ensured to be nearly synchronized.

[0115] In some embodiments, other virtual objects located within the first virtual object's field of view can participate in multiplayer interactions with the first virtual object in two ways, each of which is described below.

[0116] Mode 1: A response is initiated in response to an action mark possessed by a first virtual object.

[0117] In some embodiments, after the first virtual object performs an interaction action, other terminals on which other virtual objects are located also display an action mark within the target range of the first virtual object, and when it is detected that the other virtual objects are located within the interaction range activeRange of the first virtual object, the action mark displayed within the target range of the first virtual object is set to an interaction enabled state. That is, when the first virtual object is located within the viewing range of the other virtual object but the other virtual object is not within the interaction range activeRange of the first virtual object, the action mark displayed within the target range of the first virtual object is still in an interaction disabled state, and the other users can operate the other virtual objects to move closer to the first virtual object until they enter the interaction range activeRange of the first virtual object, at which time the action mark is switched from an interaction disabled state to an interaction enabled state. This allows other users to respond to the interaction action initiated by the first virtual object by performing a trigger operation on the action mark held by the first virtual object, i.e., to make the other virtual object perform the same interaction action as the first virtual object, and to display the action mark of the interaction action within the target range of the other virtual object based on a method similar to steps A1 to A3.

[0118] At this time, because the other virtual object is triggered to perform the same interaction action as the first virtual object in accordance with aspect 1, the first virtual object and the other virtual object have the same action mark, and the other virtual object is detected as a second virtual object in the following step 703. In other words, the second virtual object performs a trigger operation on the action mark of the first virtual object, thereby causing the second virtual object to also have the action mark.

[0119] For example, taking the example where the trigger operation performed on the action mark of the first virtual object is a tap operation, the processor of the other terminal detects in real time the tap gesture performed by the user on the action mark held by the first virtual object, and when the user performs a tap gesture on the action mark held by the first virtual object and the action mark is currently in an interaction-enabled state, controls the other virtual object to perform the same interaction action as the first virtual object, also sets the interaction state parameter isActive of the other virtual object to True, synchronizes the interaction type parameter action with the interaction action of the first virtual object, and displays the action mark of the interaction action within the target range of the other virtual object as well.

[0120] 10 shows a virtual scene 1000 from the visual angle of another virtual object, taking as an example a case where the target range is the top of the head of a first virtual object. Another virtual object 1001 and a first virtual object 1002 are displayed in the virtual scene 1000. The visual angle of the other virtual object 1001 is the main operation visual angle of the other terminal, and an action mark 1003 displayed on the top of the head of the first virtual object 1002 can be observed from the visual angle of the other virtual object 1001 within an effective time period activeTime (i.e., within a limited time period during which the first virtual object 1002 is in an interaction-enabled state). At this time, since the other virtual object 1001 is located within the interaction range activeRange (circular area) of the first virtual object 1002, the action mark 1003 held by the first virtual object 1002 is set to an interaction-enabled state, and the other user can respond to the interaction action initiated by the first virtual object 1002 by performing a trigger operation on the action mark 1003 held by the first virtual object 1002.In this way, an interaction method in which "when one is initiated, the other responds" is realized. For example, by tapping the action mark 1003 held by the first virtual object 1002, another user can control the other virtual object 1001 to also perform the interaction action "high five" in direct response to the interaction action initiated by the first virtual object 1002, and then, based on a method similar to steps A1 to A3, the same action mark "palm" (not shown in FIG. 10) is displayed on the top of the head of the other virtual object 1001.

[0121] In addition, when an action mark is displayed for a first virtual object on another terminal, interaction presentation information for the action mark may also be displayed. For example, in FIG. 10, when the action mark 1003 held by the first virtual object 1002 is displayed, interaction presentation information such as "tap to interact" is further displayed, which can easily present how to join the other virtual object 1001 in multiplayer interaction, thereby reducing the user's operational hurdles and operational costs.

[0122] Mode 2: Both perform the same interaction action before approaching each other.

[0123] In some other embodiments, assume that after the first virtual object initiates an interaction action, other users also control the other virtual objects to initiate the same interaction action, and both the first virtual object and the other virtual objects gradually approach each other until the other virtual object enters the interaction range activeRange of the first virtual object or the first virtual object enters the interaction range activeRange of the other virtual object, and the start of multiplayer interaction is triggered because the distance between the first virtual object and the other virtual object is smaller than the radius of the interaction range activeRange.

[0124] In this case, the other virtual object itself initiates the same interaction behavior as the first virtual object in the same manner as the first virtual object, which naturally ensures that the other virtual object and the first virtual object have the same behavior mark. Therefore, the other virtual object is detected as a second virtual object in step 703 below, i.e., it has joined the multiplayer interaction according to mode 2.

[0125] 11 shows a virtual scene 1100 at the visual angle of another virtual object, taking the target range as an example of the top of the head of a first virtual object. Another virtual object 1101 and a first virtual object 1102 are displayed in the virtual scene 1100, and the visual angle of the other virtual object 1101 is the main operation visual angle of the other terminal. Because the first virtual object 1102 has performed the interaction action "high five" on its own, an action mark "palm" 1103 is displayed on the top of the head of the first virtual object 1102. Similarly, because the other virtual object 1101 has also performed the interaction action "high five," the same action mark "palm" 1103 is displayed on the top of the head of the other virtual object 1101. In other words, when the other virtual object 1101 and the first virtual object 1102 have the same action mark and approach each other until the distance between them is smaller than the radius of the interaction range activeRange, it means that both are located within each other's interaction range activeRange, and a response to the interaction action initiated by the other will be automatically triggered, and both will join each other in multiplayer interaction, thereby realizing the interaction method of "both being initiated and approaching each other." For example, when the user and another user each tap the interaction action “high five” on the interaction wheel to activate an interaction and control the other virtual object 1101 and the first virtual object 1102 to move freely in the virtual scene, if the distance between both objects becomes smaller than the radius of the interaction range activeRange at a certain time within the common part of the effective time periods of both action marks, the other virtual object 1101 is automatically detected as the second virtual object by step 703 below, and both objects are automatically triggered to join each other in multiplayer interaction.

[0126] In step 703, the first terminal detects the number of second virtual objects having the action mark within the interaction range of the first virtual object within the target time period.

[0127] The target time period is a timed time period and is within the active time period activeTime in step A2 above, i.e., the target time period is actually a subset of the active time period activeTime. That is, the first terminal does not count the second virtual object within the entire period of the active time period activeTime, but counts the second virtual object only within the target time period, and settles one multiplayer interaction with the counted second virtual object to generate a mark fusion special effect.

[0128] Alternatively, the active time period activeTime may include multiple target time periods, and the statistical methods for each target time period may be similar. In this way, multiple multiplayer interactions may be initiated within the active time period activeTime, thereby increasing the interaction efficiency based on the interaction behavior. Since the statistical methods for multiple times are similar, only one statistical method will be described here as an example, and other descriptions will be omitted.

[0129] In some embodiments, the target time period begins with the time when the second virtual object having the action mark within the interaction range is first detected, and continues for the target time from the start of the time period. The target time period is any number greater than 0, e.g., 1 second, that is preset by an engineer. The target time period may be a count-up time period that lasts for 1 second from the start of the time period, or a count-down time period that counts down 1 second from the start of the time period; these are not specifically limited in the embodiments of the present application. In this case, the first terminal executes the following steps B1 to B3.

[0130] In step B1, the first terminal detects a second virtual object having an action mark within the interaction range within the effective time period of the action mark of the first virtual object.

[0131] In some embodiments, within the effective time period activeTime of the action mark of the first virtual object, the first terminal continues to detect whether there is another virtual object that responded in mode 1 or another virtual object that has initiated the same interaction action in mode 2 within the interaction range activeRange of the first virtual object, and if it detects that there is another virtual object that satisfies either mode 1 or mode 2, it determines the other virtual object as a second virtual object.

[0132] In step B2, the first terminal sets the time when the second virtual object having the action mark is first detected as the start point of timing, and adds each detected second virtual object having the action mark to the interaction list within a target time from the start point of timing.

[0133] In some embodiments, when a second virtual object having the action mark is first detected, a target time period is determined by starting timing from the time of detection and measuring from the start point until the target time period is reached, and then counting each second virtual object detected within the target time period and adding each second virtual object to an interaction list.

[0134] For example, assume that the target time period is a countdown time period that counts down by one second from the start point of timing, and the first detected second virtual object is the one that joined the multiplayer interaction in aspect 1. In this case, after any other user taps the action mark on the first virtual object displayed on the other terminal, the other terminal sends an interaction response to the interaction request from the first terminal to the server, causing the server to start a one-second countdown to the target time period and create an interaction list. The interaction list records the object ID of the second virtual object that initiated the above-mentioned interaction response, and during the one-second countdown to the target time period, the server compiles statistics on other second virtual objects that are located within the interaction range activeRange of the first virtual object and have initiated an interaction response, or other second virtual objects that have already initiated the same interaction action (meaning that the interaction state parameter isActive is True and the interaction type parameter action is the same), and adds the object IDs of each of the compiled second virtual objects to the interaction list.

[0135] Also, for example, let us assume that the target time period is a countdown time period that counts down by one second from the start point of timing, and the first detected second virtual object is the one that joined the multiplayer interaction in mode 2. In this case, since the other user controls the second virtual object so that it performs the same interaction action as the first virtual object and also controls the second virtual object so that it is within the interaction range activeRange of the first virtual object, there is always a second virtual object in an interaction-enabled state (meaning that the interaction state parameter isActive is True and the interaction type parameter action is the same) with the same interaction action, and at this time, if the other user taps the action mark held by the first virtual object again, Therefore, the server itself starts a one-second countdown to the target time period and creates one interaction list, in which the object ID of the second virtual object is recorded. During the one-second countdown to the target time period, the server counts up other second virtual objects that have initiated an interaction response and are located within the interaction range activeRange of the first virtual object, or second virtual objects that have already initiated the same interaction action, and adds the object IDs of each of the counted second virtual objects to the interaction list.

[0136] In step B3, the first terminal determines the list length of the interaction list as the number of second virtual objects having the action mark within the interaction range of the first virtual object.

[0137] In some embodiments, after the timing of the target time period is completed, the first terminal obtains one interaction list with statistics, and determines the length of the interaction list as the number of second virtual objects having the action mark within the interaction range of the first virtual object currently counted, wherein the interaction list includes an object ID of at least one second virtual object.

[0138] In the above steps B1 to B3, when it is possible to join a multiplayer interaction in two ways at the same time, it is provided how to count the number of second virtual objects having the corresponding action mark within the interaction range in the target time period, thereby making it possible to more comprehensively count all second virtual objects that can join a multiplayer interaction. In some embodiments, when only mode 1 is available for response, only the second virtual objects that joined the multiplayer interaction in mode 1 may be counted. When it is only mode 2 that is available for joining a multiplayer interaction, only the second virtual objects that joined the multiplayer interaction in mode 2 may be counted, but this is not specifically limited in the embodiments of the present application.

[0139] In step 704, the first terminal generates a mark fusion special effect that provides an interaction special effect when multiple action marks come together, based on the action mark possessed by the first virtual object and the action marks possessed by each of the number of second virtual objects.

[0140] In some embodiments, the first virtual object itself has one action mark, and in step 703, at least one action mark held by at least one second virtual object is counted, so that there are at least two action marks in total participating in the mark fusion special effect generation process, and the at least two action marks are "multiple action marks" related to the mark fusion special effect, which can provide an interaction special effect when the multiple action marks are gathered together.

[0141] In some embodiments, the first terminal can generate a mark fusion special effect based on the plurality of action marks and the display positions of the plurality of action marks, in which the plurality of action marks converge from their respective display positions to one predetermined position.

[0142] In some other embodiments, the effect strength of the mark fusion special effect is positively correlated with the number of the plurality of action marks. That is, as the number of the plurality of action marks increases, not only do more action marks join together in the mark fusion special effect, but also the number of separate effect elements increases. For example, the number of collective special effects corresponding to interaction actions increases. For example, if multiple "palms" that are action marks join together to form the mark fusion special effect of "high five," the ripples of "high five" displayed in the mark fusion special effect become larger as the number of "palms" joining together increases.

[0143] Still taking FIG. 6 as an example, the mark fusion special effect 600 shown in FIG. 6 is implemented by gradually gathering two action marks “palms” to perform the interaction action “high five.” At this time, the number of action marks participating in the gathering is two, and no “high five” ripples are displayed.

[0144] As shown in FIG. 12, the mark fusion special effect 1200 shown in FIG. 12 is implemented by gradually gathering three action marks "palms" to perform the interaction action "high five". At this time, the number of action marks participating in the gathering is three. In addition to the increase in the number of "palms", the ripple effect of the "high five" is also increased separately, so that the special effect strength of the mark fusion special effect and the number of the multiple action marks have a positive correlation.

[0145] The above steps 703-704 provide one possible embodiment for generating a mark fusion special effect based on multiple action marks within the interaction range. Note that while the example described here only illustrates generating one mark fusion special effect after statistics are completed within a single target time period, the active time period (activeTime) during which the first virtual object is in an interaction-enabled state can be divided into multiple target time periods, with the statistics method for each target time period being the same as the statistics method for a single target time period. This allows for the settlement of multiple multiplayer interactions within the active time period (activeTime), improving the efficiency of interaction based on interaction actions.

[0146] In some embodiments, the step of generating a mark fusion special effect based on a plurality of action marks within the interaction range may be implemented in other ways than those described in steps 703 and 704 above. For example, the total number of action marks within the interaction range may be counted, and a mark fusion special effect corresponding to the type and total number of currently displayed action marks may be generated. The type and number of action marks and the generation data for the mark fusion special effect may be stored in association with the first terminal, such that the first terminal extracts the corresponding generation data for the mark fusion special effect based on the type and total number of currently displayed action marks and generates the mark fusion special effect using the generation data. The type and number of action marks and the generation data for the mark fusion special effect may be preset by an engineer or flexibly adjusted according to changes in the virtual scene; this is not a limitation of the embodiments of the present application.

[0147] In step 705, the first terminal determines a special effect display position based on the respective positions of the first virtual object and the at least one second virtual object.

[0148] In some embodiments, when the number of second virtual objects is one, that is, when only one second virtual object is detected, the first terminal may determine a line segment formed by the positions of the first virtual object and the second virtual object, and determine a special effect display position based on a midpoint of the line segment. Exemplarily, the first terminal may determine the midpoint of the line segment formed by the positions of both the first virtual object and the second virtual object as the special effect display position, or may determine a position perpendicular to the line segment and a first distance away from the midpoint as the special effect display position. The first distance is a distance greater than 0, and may be set based on experience or flexibly adjusted according to changes in the virtual scene; this is not a limitation of the embodiments of the present application.

[0149] In some other embodiments, when there are multiple second virtual objects, that is, when multiple second virtual objects are detected, the first terminal may determine the position of the first virtual object and the positions of each second virtual object to determine a polygon having the positions of each virtual object as vertices, and determine the special effect display position based on the geometric center of the polygon. Exemplarily, the first terminal may determine the geometric center of the polygon as the special effect display position, or may determine a position that is perpendicular to the first line segment and a second distance away from the geometric center as the special effect display position. The first line segment is a connecting line between the geometric center and the position of the first virtual object, and the second distance is a distance greater than 0. The second distance may be set based on experience or may be flexibly adjusted according to changes in the virtual scene; this is not a limitation of the embodiments of the present application.

[0150] In some other embodiments, the first terminal may determine the center of the screen as the special effect display position, or the position where the first virtual object is located as the special effect display position. The embodiments of the present application do not specifically limit the method of determining the special effect display position.

[0151] In step 706, the first terminal plays the mark fusion special effect at the special effect display position, and hides the plurality of action marks participating in the set while playing the mark fusion special effect.

[0152] In some embodiments, the first terminal plays the mark fusion special effect generated in step 704 at the special effect display position determined in step 705. Since the mark fusion special effect usually has a set playback time, when the playback time is reached, the display of the mark fusion special effect is canceled, and the mark fusion special effect automatically ends after continuing for a certain period of time.

[0153] In some embodiments, the plurality of action marks participating in the gathering may be hidden simultaneously with the playback of the mark fusion special effect, thereby avoiding the scene elements being obscured by too many action marks displayed in the virtual scene when the mark fusion special effect is played. Accordingly, after the playback of the mark fusion special effect is completed, the display of the plurality of action marks that were hidden may be restored, thereby making it easy to start the next multiplayer interaction at any time within the active time period activeTime.

[0154] In the above steps 703 to 706, if there is at least one second virtual object having an action mark of the interaction action within the interaction range of the first virtual object, one possible embodiment is provided in which a mark fusion special effect is played based on multiple action marks within the interaction range. In some other embodiments, the process of generating the mark fusion special effect and the process of determining the special effect display position are both calculated by the server, and then the special effect display position and the mark fusion special effect are distributed to the first terminal and each second terminal participating in the group, so that each terminal directly obtains the special effect display position and the mark fusion special effect distributed from the server and displays the mark fusion special effect at the predetermined special effect display position.

[0155] In some other embodiments, because the positions of virtual objects are different at different viewing angles, only the process of generating the mark fusion special effect may be completed on the server side, and the special effect display position may be determined locally by the first terminal. Alternatively, to ensure that the absolute positions of the special effect display positions in the virtual scene are consistent, only the process of determining the special effect display position may be calculated on the server side, and the generation of the mark fusion special effect may be completed locally by the first terminal, and this is not specifically limited in the embodiments of the present application.

[0156] In some embodiments, after the step of playing the mark fusion special effect, the method further includes the steps of: if the first virtual object and any second virtual object within the interaction range are not in a friend relationship, popping up a friend add control for the any second virtual object or sending a friend add request to the any second virtual object; and if the first virtual object and any second virtual object are in a friend relationship, improving the virtual intimacy between the first virtual object and any second virtual object. This method can realize a deeper level of social interaction between virtual objects, which is advantageous for improving the social convenience of players and increasing the human-computer interaction rate.

[0157] That is, after each multiplayer interaction is completed, an add friend control pops up, or after the interaction is successful, a friend request is automatically sent to the other players who participated in the interaction, thereby achieving a deeper and more effective social experience and increasing the number of social contact points between unknown players. For two players who are already friends, when the two players participate in a single multiplayer interaction, there is no need to pop up an add friend control, and the virtual intimacy between the two virtual objects controlled by the two players can be automatically improved.

[0158] The method according to the embodiment of the present application provides a fast interaction mode based on interaction actions, allowing a user to control a first virtual object to perform an interaction action when the user turns on an interaction action interface through an interaction action control, and a mark fusion special effect is generated based on each second virtual object that performs the same interaction action within the user's interaction range, thereby representing that the action marks of the first virtual object and each second virtual object are aggregated through multiplayer interaction, thereby providing a multiplayer social interaction form between two or more virtual objects, enriching the interaction method based on interaction actions, improving the user's familiarity with the virtual scene, enhancing the sense of real-time interaction and immersion, and improving the efficiency of human-computer interaction.

[0159] In addition, by using the target range to limit the display position of the action mark of the interaction action, the correlation between the action mark of the interaction action and the first virtual object can be intuitively expressed, the display of the action mark of the interaction action is highly standardized, contributing to an improved visual experience for the user and an increased human-computer interaction rate. In the process of displaying the action mark of the interaction action within the target range, taking into account the effective time period of the action mark is advantageous to further improve the standardization of the display of the action mark, avoiding clutter on the display page caused by the action mark being displayed for too long, improving the visual effect and advantageous to an increased human-computer interaction rate.

[0160] The effect intensity of the mark fusion special effect is positively correlated with the number of action marks participating in the group, simulating the real-world interaction method in which the more people participating, the more obvious the interaction becomes, achieving a more realistic and visualized interaction effect, which is beneficial to improving the interaction experience and increasing the human-computer interaction rate. After the mark fusion special effect is completed, the display of the hidden action marks can be restored, allowing the next multiplayer interaction to be easily started at any time within the effective time period.

[0161] After each multiplayer interaction is completed, a friend add control can be popped up, a friend add request can be sent to other players who participated in the interaction, and the virtual intimacy between the two virtual objects controlled by the two players can be improved, thereby realizing a deeper level of social interaction between virtual objects in the interaction, which is beneficial to improving the social convenience of players and increasing the human-computer interaction rate.

[0162] All of the above alternative solutions can be combined in any way to form alternative embodiments of the present disclosure, and the description thereof will be omitted here.

[0163] 13 is a principle flowchart of a virtual object-based interaction method according to an embodiment of the present application. As shown in FIG. 13, the embodiment is executed by an electronic device. Take the electronic device as a first terminal as an example, the embodiment includes the following 11 steps:

[0164] In step 1, the first terminal turns on an interaction action interface, for example, the interaction action interface is provided as an interaction wheel, and the first user can turn on the interaction wheel by the interaction action control.

[0165] In step 2, the first user selects an interaction action in the interaction action interface at the first terminal.

[0166] In step 3, taking the target range as the top of the head as an example, the first terminal turns off the interaction action interface (i.e., turns off the interaction wheel), displays an interaction action mark on the top of the head of the first virtual object, turns on the interaction enabled state for the first virtual object, and sets the interaction state parameter isActive=True.

[0167] In step 4, the first terminal updates the interaction attributes of the first virtual object, such as the effective time period activeTime, the interaction range activeRange, and the interaction type parameter action.

[0168] In step 5, the first terminal detects a second virtual object performing the same interaction action in the interaction range activeRange of the first virtual object.

[0169] The second virtual object can participate in multiplayer interaction by tapping the action mark held by the first virtual object (Aspect 1), or, after the second user turns on the interaction wheel on their own second terminal and selects the same interaction action, the second virtual object can be controlled to move within the active range of the first virtual object's interaction range, thereby participating in multiplayer interaction (Aspect 2).

[0170] The finally detected first virtual object A and each second virtual object B both satisfy the following conditions 1) to 3).

[0171] 1) activeRange(A, B) < the radius of activeRange, that is, the distance between A and B is smaller than the radius of activeRange, and the radius is a numerical value preset by the engineer.

[0172] 2) isActive(B) == True, that is, the value of the interaction state parameter isActive of B is True.

[0173] 3) action(B) == action(A), that is, the interaction type parameters of A and B are the same, indicating the same interaction action.

[0174] In step 6, the first terminal determines whether there is a second virtual object that simultaneously satisfies conditions 1) to 3) in step 5 above. If it exists, it proceeds to steps 7 to 8, and if it does not exist, it proceeds to step 9.

[0175] In step 7, for example, taking the target time period as a one-second countdown from the first detection of the second virtual object, the first terminal continues to detect other second virtual objects that satisfy the above conditions within one second, and adds each second virtual object detected within one second to the interaction list actionList.

[0176] In step 8, the first terminal generates a mark fusion special effect between the action mark of the first virtual object and the action mark of each second virtual object in the interaction list actionList, and completes the playback of the mark fusion special effect, and one multi-player interaction of the virtual objects in actionList has been completed so far.

[0177] For example, the first terminal obtains and calculates the position coordinates of the action marks on the tops of the first virtual object and each second virtual object, generates one assembly point coordinate, controls each action mark to move from its own position coordinate to the assembly point coordinate, and finally plays a mark fusion special effect in which each action mark completes assembly at the assembly point coordinate, and then determines whether additional elements need to be added to represent the special effect strength according to the number of action marks participating in the assembly.

[0178] In step 9, taking the effective time period as an example of one countdown time period, the first terminal decrements the effective time period activeTime, that is, activeTime-=1.

[0179] In step 10, the first terminal determines whether the effective time period activeTime is equal to 0. If it is equal, that is, if activeTime=0, the first terminal proceeds to step 11. If it is not equal, that is, if activeTime≠0, for example, if activeTime>0, the first virtual object continues to remain in an interaction-enabled state, and isActive=True is set, and the first terminal returns to step 5.

[0180] In step 11, the first terminal hides the action mark on the top of the head of the first virtual object, turns off the interaction enabled state of the first virtual object, and sets the interaction state parameter isActive=False.

[0181] The method according to the embodiment of the present application realizes entity interaction and fast response through action marks in the virtual scene, encourages players to engage in multiplayer interaction, reduces operation hurdles, and improves the sense of realism and agency of players in social interaction. This solution emphasizes the real-time and fun of multiplayer interaction, supports simultaneous interaction actions such as high-fiving by multiple people, and promotes friendly interactions between teammates and strangers through a lively and clear interaction method, which can be used in application scenarios such as team encouragement during game play, social interactions on the birth island, and friendly displays before a match, increasing opportunities for players to establish contact and improving the social experience of the game.

[0182] FIG. 14 is a schematic diagram of the configuration of a virtual object-based interaction device according to an embodiment of the present application. As shown in FIG. 14, the device includes a display module 1401 and a playback module 1402.

[0183] The display module 1401 is Displaying an interaction behavior interface displaying one or more selectable interaction behaviors; Furthermore, in response to a trigger operation for any one of the interaction actions, an action mark for the interaction action is displayed based on the first virtual object.

[0184] The playback module 1402 When at least one second virtual object having an action mark of the interaction action exists within the interaction range of the first virtual object, a mark fusion special effect is played based on a plurality of action marks within the interaction range, the mark fusion special effect providing an interaction special effect when the plurality of action marks gather; The plurality of action marks include an action mark displayed based on the first virtual object and an action mark possessed by at least one second virtual object.

[0185] The device according to the embodiment of the present application provides a fast interaction mode based on interaction actions, allowing a user to control a first virtual object to perform an interaction action when the user turns on an interaction action interface through an interaction action control. A mark fusion special effect is then generated based on each second virtual object that performs the same interaction action within the user's interaction range, representing that the action marks of the first virtual object and each second virtual object are aggregated through multiplayer interaction. This provides a multiplayer social interaction format between two or more virtual objects, enriches the interaction method based on interaction actions, improves familiarity with the virtual scene, enhances the sense of real-time interaction and immersion, and improves the efficiency of human-computer interaction.

[0186] In some embodiments, according to the device configuration in FIG. 14, the playback module 1402: a generating unit for generating the mark fusion special effect based on the plurality of action marks within the interaction range; a determination unit that determines a special effect display position based on respective positions of the first virtual object and the at least one second virtual object; and a playback unit for playing the mark fusion special effect at the special effect display position.

[0187] In some embodiments, the number of second virtual objects is one, and the determination unit determines a line segment formed by the position of the first virtual object and the position of the second virtual object, and determines the special effect display position based on a midpoint of the line segment.

[0188] In some embodiments, the number of second virtual objects is plural, and the determination unit determines a polygon having vertices defined by the position of the first virtual object and the positions of the plural second virtual objects, and determines the special effect display position based on a geometric center of the polygon.

[0189] In some embodiments, according to the device configuration in FIG. 14, the device comprises: The system further includes a first generation module that detects the number of second virtual objects within the interaction range that have the action mark within the target time period, and generates the mark fusion special effect based on the action mark possessed by the first virtual object and the action marks possessed by each of the second virtual objects in the target time period.

[0190] In some embodiments, the target time period is timed from a time when a second virtual object having the action mark is first detected within the interaction range, and continues for a target time from the time when the second virtual object having the action mark is first detected within the interaction range; The first generation module detects a second virtual object having the action mark within the interaction range within the effective time period of the action mark of the first virtual object, sets the time when the second virtual object having the action mark is first detected as a timing start point, adds each detected second virtual object having the action mark to an interaction list within a target time from the timing start point, and determines the list length of the interaction list as the number.

[0191] In some embodiments, according to the device configuration in FIG. 14, the device comprises: The display device further includes a second generating module that generates, based on the plurality of action marks and the display positions of the plurality of action marks, a mark fusion special effect in which the plurality of action marks converge from their respective display positions to one predetermined position.

[0192] In some embodiments, the plurality of action marks are hidden while the mark blending special effect is playing.

[0193] In some embodiments, according to the device configuration in FIG. 14, the display module 1401 includes: A display unit is included that displays an action mark of the interaction action within a target range of the first virtual object.

[0194] In some embodiments, the display unit comprises: setting the first virtual object to an interaction-enabled state; setting an effective time period of an action mark of the interaction action for the first virtual object in an interaction-enabled state; During the effective time period, the action mark of the interaction action is displayed within the target range.

[0195] In some embodiments, the display unit controls the first virtual object to perform the interaction action, and displays an action mark of the interaction action within a target range of the first virtual object after the execution of the interaction action is completed.

[0196] In some embodiments, the second virtual object performs a trigger operation on the action mark of the first virtual object, causing the second virtual object to also have the action mark.

[0197] In some embodiments, the display module 1401 further sets an action mark of the first virtual object to an interaction enabled state when the second virtual object is located within an interaction range of the first virtual object; When the second virtual object performs a trigger operation on the action mark of the first virtual object that is in an interaction-enabled state, the second virtual object also has the action mark.

[0198] In some embodiments, the effect strength of the mark blending effect is positively correlated with the number of action marks in the plurality of action marks.

[0199] In some embodiments, the display module 1401 displays the interaction action interface in response to a trigger operation on an interaction action control, or in response to a long press operation on the first virtual object, or in response to a specific gesture in a virtual scene in which the first virtual object is located.

[0200] In some embodiments, the one or more selectable interaction actions are displayed by an interaction wheel, the interaction wheel being divided into a plurality of sectors, each sector displaying one selectable interaction action; The trigger operation of any of the interaction actions includes a tap operation on the sector-shaped region of the interaction wheel where the any of the interaction actions is located, or a swipe operation from the center region of the interaction wheel to the sector-shaped region where the any of the interaction actions is located.

[0201] In some embodiments, the display module 1401 further pops up an add friend control for any of the second virtual objects or sends a friend addition request to any of the second virtual objects when the first virtual object and any of the second virtual objects are in a non-friend relationship, and increases the virtual intimacy between the first virtual object and any of the second virtual objects when the first virtual object and any of the second virtual objects are in a friend relationship.

[0202] All of the above alternative solutions can be combined in any way to form alternative embodiments of the present disclosure, and the description thereof will be omitted here.

[0203] Although the virtual object-based interaction device according to the above embodiment has been described by taking only the division of each functional module as an example when multiplayer interaction is initiated based on virtual objects as described above, in actual applications, the functions may be assigned to different functional modules as needed, i.e., the internal configuration of the electronic device may be divided into different functional modules to achieve all or part of the functions described above. Furthermore, the virtual object-based interaction device according to the above embodiment is based on the same concept as the embodiment of the virtual object-based interaction method, and the specific implementation process thereof may be referred to in the embodiment of the virtual object-based interaction method, so a description thereof will be omitted here.

[0204] 15 is a schematic diagram illustrating the configuration of an electronic device according to an embodiment of the present application. As shown in FIG. 15, the electronic device is a terminal 1500. Optionally, the device type of the terminal 1500 includes a smartphone, a tablet, an MP3 (Moving Picture Experts Group Audio Layer III) player, an MP4 (Moving Picture Experts Group Audio Layer IV) player, a laptop computer, or a desktop computer. The terminal 1500 may also be referred to as a user device, a mobile terminal, a laptop terminal, a desktop terminal, or the like.

[0205] Typically, the terminal 1500 includes a processor 1501 and a memory 1502 .

[0206] Optionally, processor 1501 includes one or more processing cores, such as a 4-core processor, an 8-core processor, etc. Optionally, processor 1501 may be implemented by at least one hardware of a DSP (Digital Signal Processing), an FPGA (Field Programmable Gate Array), or a PLA (Programmable Logic Array). In some embodiments, processor 1501 includes a main processor, also referred to as a CPU (Central Processing Unit), that processes data in a wake-up state, and a coprocessor, a low-power processor that processes data in a standby state. In some embodiments, processor 1501 is integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and plotting content to be displayed on a display screen. In some embodiments, processor 1501 may further include an AI (Artificial Intelligence) processor that processes computational operations related to machine learning.

[0207] In some embodiments, memory 1502 includes one or more computer-readable storage media, and optionally, the computer-readable storage media are non-transitory. Optionally, memory 1502 may further include high-speed random access memory and non-volatile memory, such as one or more magnetic disk storage devices or flash memory. In some embodiments, the non-transitory computer-readable storage media of memory 1502 stores at least one program code that, when executed by processor 1501, causes terminal 1500 to implement a virtual object-based interaction method according to embodiments of the present application.

[0208] In some embodiments, terminal 1500 may optionally further include a display screen 1505 and a pressure sensor 1513 .

[0209] The display screen 1505 displays a user interface (UI). Optionally, the UI includes graphics, text, icons, video, and any combination thereof. If the display screen 1505 is a touchscreen, the display screen 1505 is also capable of collecting touch signals on or above the surface of the display screen 1505. The touch signals can be input as control signals to the processor 1501 for processing. Optionally, the display screen 1505 also provides virtual buttons and / or a virtual keyboard, also referred to as soft buttons and / or a soft keyboard. In some embodiments, the display screen 1505 is a single screen and is located on the front panel of the terminal 1500. In other embodiments, the display screen 1505 is at least two screens and is located on different surfaces of the terminal 1500 or is folded. In some embodiments, the display screen 1505 is a flexible display screen and is located on a curved or folding surface of the terminal 1500. Optionally, the display screen 1505 may be provided in an irregular shape other than a rectangle, i.e., an irregularly shaped screen. Optionally, the display screen 1505 is made of a material such as an LCD (Liquid Crystal Display) or an OLED (Organic Light-Emitting Diode). Illustratively, an interaction operation interface is displayed based on the display screen 1505, and a mark fusion special effect is reproduced on the display screen 1505.

[0210] Optionally, the pressure sensor 1513 is provided on a side frame of the terminal 1500 and / or a lower layer of the display screen 1505. When the pressure sensor 1513 is provided on a side frame of the terminal 1500, it can detect a grip signal of the terminal 1500 by a user, and the processor 1501 can distinguish between left and right hands and perform shortcut operations based on the grip signal collected by the pressure sensor 1513. When the pressure sensor 1513 is provided on a lower layer of the display screen 1505, the processor 1501 controls operable controls in the UI interface based on a user's pressing operation on the display screen 1505. The operable controls include at least one of a button control, a scroll bar control, an icon control, and a menu control. In some embodiments, the pressure sensor 1513 may also be referred to as a touch sensor when provided on a lower layer of the display screen 1505.

[0211] Those skilled in the art will appreciate that terminal 1500 is not limited to the structure shown in FIG. 15 and may include more or fewer components than those shown, combine some components, or have different component arrangements.

[0212] In an exemplary embodiment, a non-volatile computer-readable storage medium, e.g., a memory storing at least one computer program for causing a computer to complete the virtual object-based interaction method in each of the above embodiments when executed by a processor of an electronic device, is further provided. For example, the non-volatile computer-readable storage medium includes a ROM (Read-Only Memory), a RAM (Random-Access Memory), a CD-ROM (Compact Disc Read-Only Memory), a magnetic tape, a floppy disk, an optical data storage device, etc.

[0213] In an exemplary embodiment, a computer program product is further provided, the computer program product including one or more computer programs stored in a non-volatile computer-readable storage medium, wherein one or more processors of an electronic device can read and execute the one or more computer programs from the non-volatile computer-readable storage medium, thereby causing the electronic device to perform and complete the virtual object-based interaction method in the above embodiment.

[0214] As can be understood by those skilled in the art, all or part of the steps in the above embodiments can be completed by hardware, or can be instructed by a program to complete related hardware, and optionally, the program can be stored in a non-volatile computer-readable storage medium, such as a ROM, a magnetic disk, or an optical disk.

[0215] The above are merely selective embodiments of the present application, and do not limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the principles of the present application should be included within the scope of protection of the present application.

Claims

1. 1. A virtual object-based interaction method executed by an electronic device, comprising: displaying an interaction action interface, the interaction action interface displaying one or more selectable interaction actions; In response to a trigger operation for any one of the interaction actions, displaying an action mark for the interaction action based on a first virtual object; and when at least one second virtual object having an action mark of the interaction action exists within the interaction range of the first virtual object, playing a mark fusion special effect based on a plurality of action marks within the interaction range, the mark fusion special effect providing an interaction special effect when the plurality of action marks gather together, and the plurality of action marks including an action mark displayed based on the first virtual object and an action mark possessed by the at least one second virtual object. Interaction methods based on virtual objects.

2. The step of playing a mark fusion special effect based on a plurality of action marks within the interaction range includes: generating the mark blending special effect based on the plurality of action marks within the interaction range; determining a special effect display position based on respective positions of the first virtual object and the at least one second virtual object; and playing the mark fusion special effect at the special effect display position. The virtual object-based interaction method according to claim 1 .

3. the number of second virtual objects is one; determining a special effect display position based on respective positions of the first virtual object and the at least one second virtual object, determining a line segment formed by the position of the first virtual object and the position of the second virtual object; determining the special effect display position based on the midpoint of the line segment; The virtual object-based interaction method according to claim 2 .

4. the number of second virtual objects is plural, determining a special effect display position based on respective positions of the first virtual object and the at least one second virtual object, determining a polygon having vertices at the position of the first virtual object and the positions of a plurality of second virtual objects; determining the special effect display position based on the geometric center of the polygon; The virtual object-based interaction method according to claim 2 .

5. detecting the number of second virtual objects having the action mark within the interaction range within a target time period; generating the mark fusion special effect based on the action mark possessed by the first virtual object and the action marks possessed by each of the number of second virtual objects; A method for virtual object-based interaction according to any one of claims 1 to 4.

6. the target time period is timed from a time when a second virtual object having the action mark is first detected within the interaction range, and continues for a target time from the time measurement start point; The step of detecting the number of second virtual objects having the action mark within the interaction range within the target time period includes: detecting a second virtual object having an action mark within the interaction range within an effective time period of the action mark of the first virtual object; a step of setting a time when a second virtual object having the action mark is first detected as a time count start point, and adding each detected second virtual object having the action mark to an interaction list within a target time from the time count start point; determining a list length of the interaction list as the number; The virtual object-based interaction method according to claim 5 .

7. further comprising a step of generating a mark fusion special effect based on the plurality of action marks and the display positions of the plurality of action marks, in which the plurality of action marks converge from their respective display positions to one predetermined position. A method for virtual object-based interaction according to any one of claims 1 to 4.

8. hiding the plurality of action marks while the mark fusion special effect is being played; A virtual object-based interaction method according to any one of claims 1 to 7.

9. The step of displaying an action mark of the interaction action based on a first virtual object includes: displaying an action mark of the interaction action within a target range of the first virtual object; A method for virtual object-based interaction according to any one of claims 1 to 8.

10. The step of displaying an action mark of the interaction action within a target range of the first virtual object includes: setting the first virtual object to an interactable state; setting an effective time period of an action mark of the interaction action for a first virtual object in an interaction-enabled state; and displaying an action mark of the interaction action within the target range within the effective time period. The virtual object-based interaction method according to claim 9.

11. The step of displaying an action mark of the interaction action within a target range of the first virtual object includes: controlling the first virtual object to perform the interaction action; and displaying an action mark of the interaction action within a target range of the first virtual object after the execution of the interaction action is completed; The virtual object-based interaction method according to claim 9.

12. the second virtual object is caused to have the action mark by performing a trigger operation on the action mark of the first virtual object; A method for virtual object-based interaction according to any one of claims 1 to 11.

13. When the second virtual object is located within an interaction range of the first virtual object, setting an action mark of the first virtual object to an interaction enabled state; and causing the second virtual object to have the action mark by performing a trigger operation on the action mark of the first virtual object that is in the interaction enabled state. The virtual object-based interaction method according to claim 12.

14. The special effect intensity of the mark fusion special effect has a positive correlation with the number of the plurality of action marks. A method for virtual object-based interaction according to any one of claims 1 to 13.

15. The step of displaying the interaction operation interface includes: displaying the interaction action interface in response to a trigger operation on an interaction action control; or displaying the interaction operation interface in response to a long press operation on the first virtual object; or displaying the interaction operation interface in response to a specific gesture in a virtual scene in which the first virtual object is located; A method for virtual object-based interaction according to any one of claims 1 to 14.

16. the one or more selectable interaction actions are displayed by an interaction wheel, the interaction wheel being divided into a plurality of sectors, each sector displaying one selectable interaction action; The trigger operation of any of the above interaction actions is a tap operation on the fan-shaped region of the interaction wheel in which any one of the interaction actions is located; or a swipe operation from a center area of ​​the interaction wheel to a sector area where any of the interaction actions is located; A method for virtual object-based interaction according to any one of claims 1 to 15.

17. After the step of playing the mark fusion special effect, When the first virtual object and any second virtual object are in a non-friend relationship, popping up a friend add control for the any second virtual object or sending a friend add request to the any second virtual object; and if the first virtual object and any one of the second virtual objects are in a friend relationship, increasing the virtual intimacy between the first virtual object and any one of the second virtual objects. A method for virtual object-based interaction according to any one of claims 1 to 16.

18. a display module and a playback module; The display module includes: displaying an interaction behavior interface displaying one or more selectable interaction behaviors; Furthermore, in response to a trigger operation for any one of the interaction actions, an action mark of the interaction action is displayed based on the first virtual object. The playback module includes: When at least one second virtual object having an action mark of the interaction action exists within an interaction range of the first virtual object, a mark fusion special effect is played based on a plurality of action marks within the interaction range, the mark fusion special effect providing an interaction special effect when the plurality of action marks gather together; the plurality of action marks include an action mark displayed based on the first virtual object and an action mark possessed by the at least one second virtual object; An interaction device based on virtual objects.

19. The playback module includes: a generating unit for generating the mark fusion special effect based on the plurality of action marks within the interaction range; a determination unit that determines a special effect display position based on respective positions of the first virtual object and the at least one second virtual object; a playback unit for playing the mark fusion special effect at the special effect display position; 20. The virtual object-based interaction device of claim 18.

20. the number of second virtual objects is one; The decision unit: determining a line segment formed by the position of the first virtual object and the position of the second virtual object; determining the special effect display position based on the midpoint of the line segment; 20. The virtual object-based interaction device of claim 19.

21. the number of second virtual objects is plural, The decision unit: determining a polygon having vertices at the position of the first virtual object and the positions of a plurality of second virtual objects; determining the special effect display position based on the geometric center of the polygon; 20. The virtual object-based interaction device of claim 19.

22. and a first generation module that detects the number of second virtual objects having the action mark within the interaction range within a target time period, and generates the mark fusion special effect based on the action mark possessed by the first virtual object and the action marks possessed by each of the second virtual objects of the number. A virtual object-based interaction device according to any one of claims 18 to 21.

23. the target time period is timed from a time when a second virtual object having the action mark is first detected within the interaction range, and continues for a target time from the time measurement start point; The first generation module: detecting a second virtual object having the action mark within the interaction range within an effective time period of the action mark of the first virtual object; a time when a second virtual object having the action mark is first detected as a time count start point, and each detected second virtual object having the action mark is added to an interaction list within a target time from the time count start point; determining a list length of the interaction list as the number; 23. A virtual object-based interaction device according to claim 22.

24. and a second generating module configured to generate a mark fusion special effect in which the plurality of action marks converge to one predetermined position based on the plurality of action marks and the display positions of the plurality of action marks. A virtual object-based interaction device according to any one of claims 18 to 21.

25. hiding the plurality of action marks while the mark fusion special effect is being played; A virtual object-based interaction device according to any one of claims 18 to 24.

26. the display module includes a display unit that displays an action mark of the interaction action within a target range of the first virtual object; A virtual object-based interaction device according to any one of claims 18 to 25.

27. The display unit Setting the first virtual object to an interaction-enabled state; setting an effective time period of an action mark of the interaction action for a first virtual object that is in an interaction-enabled state; displaying an action mark of the interaction action within the target range within the effective time period; 27. A virtual object-based interaction device according to claim 26.

28. the display unit controls the first virtual object to perform the interaction action, and displays an action mark of the interaction action within a target range of the first virtual object after the execution of the interaction action is completed; 27. A virtual object-based interaction device according to claim 26.

29. the second virtual object is caused to have the action mark by performing a trigger operation on the action mark of the first virtual object; A virtual object-based interaction device according to any one of claims 18 to 28.

30. the display module sets an action mark of the first virtual object to an interaction enabled state when the second virtual object is located within an interaction range of the first virtual object; the second virtual object is caused to have the action mark by performing a trigger operation on the action mark of the first virtual object that is in the interaction-enabled state; 30. A virtual object-based interaction device according to claim 29.

31. The special effect intensity of the mark fusion special effect has a positive correlation with the number of the plurality of action marks. A virtual object-based interaction device according to any one of claims 18 to 30.

32. The display module includes: displaying the interaction action interface in response to a trigger operation on an interaction action control; or Displaying the interaction operation interface in response to a long press operation on the first virtual object; or displaying the interaction operation interface in response to a specific gesture in a virtual scene in which the first virtual object is located; A virtual object-based interaction device according to any one of claims 18 to 31.

33. the one or more selectable interaction actions are displayed by an interaction wheel, the interaction wheel being divided into a plurality of sectors, each sector displaying one selectable interaction action; The trigger operation of any of the above interaction actions is a tap operation on the fan-shaped region of the interaction wheel in which any one of the interaction actions is located; or a swipe operation from a center area of ​​the interaction wheel to a sector area where any of the interaction actions is located; A virtual object-based interaction device according to any one of claims 18 to 32.

34. The display module further comprises: If the first virtual object and any second virtual object are in a non-friend relationship, pop up a friend add control for the any second virtual object or send a friend add request to the any second virtual object; When the first virtual object and any one of the second virtual objects are in a friend relationship, increasing the virtual intimacy between the first virtual object and any one of the second virtual objects; A virtual object-based interaction device according to any one of claims 18 to 33.

35. one or more processors and one or more memories; The one or more memories store at least one computer program that is loaded and executed by the one or more processors to realize the virtual object-based interaction method according to any one of claims 1 to 17. electronic equipment.

36. At least one computer program is stored in the computer, which causes a processor to execute the virtual object-based interaction method according to any one of claims 1 to 17 when loaded. A non-volatile computer-readable storage medium.

37. and at least one computer program that, when loaded and executed by a processor, causes a computer to implement the virtual object-based interaction method according to any one of claims 1 to 17. Computer program products.

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