Virtual scene interaction method, device, electronic device, and computer program

The method and apparatus facilitate efficient skill switching in virtual scenes by changing skill control display styles, enhancing gaming experience and reducing resource consumption.

JP2025540622APending Publication Date: 2025-12-16TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
JP2025526722
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-03-17
Filing Date
2024-03-26
Publication Date
2025-12-16

AI Technical Summary

Technical Problem

Existing virtual scene interaction technologies, particularly in open-world games, suffer from low skill switching efficiency and complex operation procedures, affecting the gaming experience and resource consumption.

Method used

A method and apparatus that allows for seamless switching between skills in a virtual scene by displaying skill controls in different styles, enabling quick selection and release of secondary skills through a skill selection control and skill release control, simplifying the operation procedure and reducing resource consumption.

Benefits of technology

Improves skill switching efficiency and enhances the gaming experience by allowing players to quickly switch between skills, while minimizing resource usage on the terminal device.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application provides a virtual scene interaction method, an apparatus, an electronic device, a computer-readable storage medium, and a computer program product, the method including: displaying a virtual scene, a skill selection control, and a skill release control in a human-computer interaction interface, the virtual scene including a first virtual object, the skill release control being in a first display style, the first display style indicating that the skill release control is currently associated with a first skill; switching the skill release control from the first display style to a second display style in response to a trigger operation on the skill selection control, the second display style indicating that the skill release control is currently associated with a second skill, the second skill having multiple types, the skill selection control being used to select a target type from the multiple types; and controlling the first virtual object to release a second skill of the target type in response to the trigger operation on the skill release control.
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Description

[Technical Field]

[0001] CROSS-REFERENCE TO RELATED APPLICATIONS This application is based on and claims priority from a Chinese patent application bearing application number 2023103013746 and filed on March 17, 2023, the entire contents of which are incorporated herein by reference.

[0002] The present application relates to the technical field of human-computer interaction of computers, and in particular to a virtual scene interaction method, apparatus, electronic device, computer-readable storage medium, and computer program product. [Background technology]

[0003] The virtual scene human-computer interaction technology based on graphics processing hardware can realize various interactions between virtual objects controlled by users or artificial intelligence according to actual usage needs, and has wide practical value, such as simulating the actual battle process between virtual objects in virtual scenes such as games.

[0004] Taking open-world games as an example, related technologies generally adopt a multi-character setting, and players need to frequently switch characters and use corresponding character abilities during combat or wilderness exploration. It can be seen that the technical solutions of related technologies require complicated operation procedures for skill switching, resulting in low skill switching efficiency and affecting the player's gaming experience. Summary of the Invention

[0005] The embodiments of the present application provide a virtual scene interaction method, device, electronic device, computer-readable storage medium, and computer program product that can improve the efficiency of skill switching in the virtual scene, enhance the player's gaming experience, and save resource consumption of the terminal device.

[0006] The technical solution of the embodiment of the present application is realized as follows.

[0007] An embodiment of the present application provides a method for interacting with a virtual scene, performed by an electronic device, the method comprising: displaying a virtual scene, a skill selection control, and a skill release control in a human-computer interaction interface, the virtual scene including a first virtual object, the skill release control being in a first display style (and being in a state to be displayed in the first display style), and the first display style indicating that the skill release control is currently associated with a first skill; In response to a trigger operation on the skill selection control, switching the skill release control from a first display style to a second display style, the second display style indicating that the skill release control is currently associated with a second skill, the second skill including a plurality of types, and the skill selection control being used to select a target type from the plurality of types; and controlling the first virtual object to release a second skill of the target type in response to a trigger operation on the skill release control.

[0008] An embodiment of the present application provides an apparatus for interacting with a virtual scene, the apparatus comprising: a display module arranged to display a virtual scene, a skill selection control, and a skill release control in a human-computer interaction interface, the virtual scene including a first virtual object, the skill release control being in a first display style, the first display style indicating that the skill release control is currently associated with a first skill; a switching module arranged to switch the skill release control from a first display style to a second display style in response to a trigger operation on the skill selection control, the second display style indicating that the skill release control is currently associated with a second skill, the second skill including a plurality of types, and the skill selection control being used to select a target type from the plurality of types; and a control module arranged to control the first virtual object to release a second skill of the target type in response to a trigger operation on the skill release control.

[0009] An embodiment of the present application provides an electronic device, the electronic device comprising: a memory for storing computer-executable instructions; a processor for implementing a virtual scene interaction method according to an embodiment of the present application when executing computer-executable instructions stored in the memory.

[0010] An embodiment of the present application provides a computer-readable storage medium having stored thereon computer-executable instructions that, when executed by a processor, implement a method for interacting with a virtual scene according to an embodiment of the present application.

[0011] An embodiment of the present application provides a computer program product including a computer program or computer-executable instructions that, when executed by a processor, implements a method for interacting with a virtual scene according to an embodiment of the present application.

[0012] The embodiment of the present application has the following advantageous effects.

[0013] The skill selection control and the skill release control work together to allow the player to quickly switch to the secondary skill that needs to be released, and the skill selection control allows the player to select and release a target type of secondary skill from multiple types of secondary skills, thereby improving the efficiency of skill switching in the virtual scene and enhancing the player's gaming experience, while simplifying the operation procedure and saving the resource consumption of the terminal device compared with the technical solutions of the related art. [Brief explanation of the drawings]

[0014] [Figure 1] 1 is a schematic diagram illustrating the architecture of a virtual scene interaction system 100 according to an embodiment of the present application. [Figure 2] 1 is a schematic diagram illustrating the configuration of an electronic device 500 according to an embodiment of the present application. [Figure 3] 1 is a flowchart of a virtual scene interaction method according to an embodiment of the present application; [Figure 4] 1 is a flowchart of a virtual scene interaction method according to an embodiment of the present application; [Figure 5] 1 is a flowchart of a virtual scene interaction method according to an embodiment of the present application; [Figure 6A] 1 is a schematic diagram of an application scenario of a virtual scene interaction method according to an embodiment of the present application; [Figure 6B] 1 is a schematic diagram of an application scenario of a virtual scene interaction method according to an embodiment of the present application; [Figure 6C] 1 is a schematic diagram of an application scenario of a virtual scene interaction method according to an embodiment of the present application; [Figure 6D] 1 is a schematic diagram of an application scenario of a virtual scene interaction method according to an embodiment of the present application; [Figure 6E] 1 is a schematic diagram of an application scenario of a virtual scene interaction method according to an embodiment of the present application; [Figure 7] 1 is a schematic diagram illustrating the principle of a virtual scene interaction method according to an embodiment of the present application; [Figure 8] 1 is a schematic diagram illustrating the principle of a virtual scene interaction method according to an embodiment of the present application; [Figure 9] 1 is a schematic diagram illustrating the principle of a virtual scene interaction method according to an embodiment of the present application; [Figure 10] 1 is a schematic diagram illustrating the principle of a virtual scene interaction method according to an embodiment of the present application; [Figure 11] 1 is a schematic diagram illustrating the principle of a virtual scene interaction method according to an embodiment of the present application; [Figure 12] 1 is a schematic diagram illustrating the principle of a virtual scene interaction method according to an embodiment of the present application; [Figure 13] 1 is a schematic diagram illustrating the principle of a virtual scene interaction method according to an embodiment of the present application; DETAILED DESCRIPTION OF THE INVENTION

[0015] In order to make the purpose, technical solution and advantages of the present application clearer, the present application will be described in detail below with reference to the drawings. The described embodiments should not be considered as limiting the present application. All other embodiments that can be obtained by a person skilled in the art without creative efforts fall within the scope of protection of the present application.

[0016] In the following description, references to "some embodiments" describe a subset of all possible embodiments, but it should be understood that "some embodiments" may be the same or different subsets of all possible embodiments and may be combined with each other unless inconsistent.

[0017] It should be noted that in the embodiments of this application, relevant data such as user information (e.g., data of game characters controlled by users) is mentioned, and when the embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of relevant data must comply with the relevant laws, regulations and standards of the relevant countries and regions.

[0018] In the following description, references to the terms "first / second / ..." are merely intended to distinguish between similar objects and do not indicate a particular order of the objects. Note that "first / second / ..." may be interchanged with a particular order or order of precedence when permitted, such that the described embodiments of the present application may be implemented in orders other than those shown or described herein.

[0019] In the embodiments of the present application, the term "module" or "unit" refers to a computer program or part of a computer program that has a certain function and cooperates with other related parts to achieve a certain goal, and can be implemented in whole or in part using software, hardware (such as a processing circuit or memory), or a combination thereof. Similarly, one processor (or multiple processors or memories) can be used to implement one or multiple modules or units. Furthermore, each module or unit may be part of an entire module or unit that includes the functionality of the module or unit.

[0020] Unless otherwise defined, all technical and scientific terms used in the examples of the present application have the same meaning as commonly understood by those skilled in the art. The terms used in the examples of the present application are not intended to limit the examples of the present application, but are merely intended to describe the purpose of the examples of the present application.

[0021] Before describing the embodiments of the present application in more detail, the nouns and terms contained in the embodiments of the present application will be explained, and the nouns and terms contained in the embodiments of the present application will be interpreted as follows.

[0022] 1) In response to: Used to express a condition or state on which an operation to be performed depends. When the dependent condition or state is met, one or more operations to be performed may be in real time or may have a set delay. Unless otherwise specified, the order of execution of multiple operations to be performed is not limited to a chronological order.

[0023] 2) Virtual Scene: A scene displayed (or provided) when an application program is executed on a terminal device. The scene may be a simulated real-world environment, a semi-simulated semi-fictional virtual environment, or even a fully fictional virtual environment. In embodiments of the present application, the virtual scene may be a three-dimensional virtual scene. For example, the virtual scene may include sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. A user can control virtual objects to move within the virtual scene.

[0024] 3) Virtual Object: A virtual object is a variety of human and object characters that can interact with the virtual scene, or a movable object in the virtual scene. The movable object may be a virtual person, a virtual animal, an animated character, etc., such as a person or an animal displayed in the virtual scene. The virtual object may be a virtual character that represents a user in the virtual scene. A virtual scene may include multiple virtual objects, and each virtual object has its own shape and volume in the virtual scene and occupies a certain space in the virtual scene.

[0025] 4) Scene data: Represents the characteristic data of the virtual scene, and may be, for example, the area of ​​the built-up area in the virtual scene, the current architectural style of the virtual scene, etc., and may include the position of the virtual building in the virtual scene, and the land area of ​​the virtual building, etc.

[0026] 5) Open World Games: Also known as free roam games, this is a type of game level design that allows players to freely roam the virtual world and choose when and how to complete game tasks.

[0027] 6) Active state: The skill of the virtual object is enabled and can be used normally. For example, the player can activate the skill by clicking a specific button in the game scene.

[0028] 7) Cloud Gaming: Also known as Gaming on Demand, this technology places a game program on a server and runs an instance of the game program (called a game instance). The game instance sends game data output during execution to a browser page on the user's device, which then calls the browser's media component to decode the game data and renders the game screen in real time based on the decoded results. When the page detects an action performed by the user on the game screen, it reports it to the game instance running on the server. Upon receiving game data generated by the game instance in response to the action, the page repeatedly decodes and renders the game data, displaying changes in the game screen in response to the user's action on the page.

[0029] That is, cloud gaming is an online gaming technology based on cloud computing technology. Cloud gaming technology enables thin clients with relatively limited graphics processing and data computing capabilities to run high-quality games. In a cloud gaming scenario, games are executed on a cloud server rather than on a user terminal (e.g., a player's game terminal), and the cloud server renders game scenes into audio / video streams and transmits them to the user terminal over a network. Therefore, the user terminal does not need to have powerful graphics computing and data processing capabilities, but only basic streaming media playback capabilities and the ability to receive and send player input commands to the cloud server.

[0030] 8) Display style: The appearance design of the skill control in the game scene, such as the skill control icon, color, size, etc. The display style corresponding to different skill controls may be different.

[0031] 9) Energy accumulation state: This is the preparatory stage that a game character must go through in order to unleash (activate or cast) a special skill or perform a powerful attack. The player can accumulate energy or prepare the conditions by inputting a specific command or waiting a certain amount of time. Once the energy accumulation is complete, the game character can activate a more powerful skill.

[0032] The present embodiment provides a virtual scene interaction method, device, electronic device, computer-readable storage medium, and computer program product, which can improve the efficiency of skill switching in a virtual scene. To facilitate understanding of the virtual scene interaction method according to the present embodiment, an exemplary implementation scenario of the virtual scene interaction method according to the present embodiment will be described first. The virtual scene of the virtual scene interaction method according to the present embodiment may be output solely by a terminal device, or may be output jointly by a terminal device and a server.

[0033] For example, in a standalone game application, when forming a visual perception of a virtual scene, the terminal device uses graphics computing hardware to calculate data required for display, loads, analyzes, and renders display data, and uses graphics output hardware to output video frames capable of forming the visual perception of the virtual scene. For example, two-dimensional video frames may be displayed on the display screen of a smartphone, or video frames may be projected onto the lenses of augmented reality / virtual reality glasses to achieve a three-dimensional display effect. To enhance the perceptual effect, the terminal device may also use various hardware to form one or more of auditory perception, tactile perception, motion perception, and taste perception.

[0034] For example, in the case of an online game application, for example, to form a visual perception of a virtual scene, the server calculates display data (e.g., scene data) related to the virtual scene and transmits it to the terminal device via a network. The terminal device then loads, analyzes, and renders the calculated display data using graphics computing hardware, and outputs the virtual scene using graphics output hardware to form a visual perception. For example, a two-dimensional video frame can be displayed on the display screen of a smartphone, or a video frame can be projected onto the lenses of augmented reality / virtual reality glasses to achieve a three-dimensional display effect. It should be understood that in the case of a perception in the form of a virtual scene, output can be performed using corresponding hardware of the terminal device, such as using a microphone to form an auditory perception or a vibrator to form a tactile perception.

[0035] An electronic device according to an embodiment of the present application will be described below. The electronic device according to the embodiment of the present application may be implemented as a terminal device, or may be implemented jointly by the terminal device and a server. The following description will be given taking as an example an example in which the terminal device and the server jointly implement the virtual scene interactive method according to the embodiment of the present application.

[0036] Before introducing the architecture of the virtual scene interaction system according to the embodiment of the present application, we will first introduce the game modes of the embodiment. The technical solution jointly implemented by the terminal device and the server mainly involves two game modes: local game mode and cloud game mode. The local game mode refers to the joint execution of game logic processing by the terminal device and the server. For operation commands input by the player on the terminal device, some game logic processing is performed by the terminal device, and the other part is performed by the server. Furthermore, the game logic processing performed by the server is often more complex and requires more computing power. The cloud game mode refers to the execution of game logic processing entirely by a server (e.g., a cloud server), which renders game scene data into an audio / video stream and transmits it to the terminal device via a network for display. That is, the terminal device only needs to have basic streaming media playback capabilities and the ability to receive and transmit player operation commands to the server.

[0037] The architecture of the virtual scene interaction system according to the embodiment of the present application will now be described.

[0038] For example, refer to FIG. 1, which is a schematic diagram illustrating the architecture of a virtual scene interaction system 100 according to an embodiment of the present application. To realize an application that supports improving the efficiency of skill switching in a virtual scene, as shown in FIG. 1, the virtual scene interaction system 100 includes a server 200, a network 300, and a terminal device 400. The network 300 may be a local area network, a wide area network, or a combination of the two. The terminal device 400 is a terminal device associated with a player, and a client 410 is running on the terminal device 400. The client 410 may be an online version of a game application, such as an open-world game, a shooting game, a virtual reality application, a three-dimensional map program, a card strategy game, a sports game, a three-dimensional game, or a multiplayer gun battle survival game.

[0039] In some embodiments, the server 200 calculates display data (e.g., scene data) for a virtual scene and transmits it to the terminal device 400 via the network 300. The terminal device 400 performs rendering based on the display data and displays the virtual scene, a skill selection control, and a skill release control in the human-computer interaction interface of the client 410. Here, the virtual scene may include a first virtual object (e.g., game character A controlled by a player), and the skill release control may be in a first display style, where the first display style indicates that the skill release control is currently associated with a first skill (e.g., a tool throwing skill). Then, when the client 410 receives a trigger operation (e.g., a click operation or a press operation) on the skill selection control from the player, the skill release control can be switched from the first display style to a second display style. Here, the second display style indicates that the skill release control is currently associated with a second skill (e.g., a magic skill), and the second skill may include multiple types (e.g., star magic, wind field magic, etc.), and the skill selection control may be used to select a target type from the multiple types. When the client 410 subsequently receives a trigger operation on the skill release control from the player, it can control the first virtual object to release a second skill of the target type. This improves the efficiency of skill switching in the virtual scene through cooperation between the skill selection control and the skill release control.

[0040] In some other embodiments, the virtual scene interaction method according to the present application may be implemented solely by a terminal device. Taking the terminal device 400 shown in FIG. 1 as an example, the terminal device 400 calculates data required for display through graphics computing hardware, loads, analyzes, and renders display data, and displays a virtual scene, a skill selection control, and a skill release control in a human-computer interaction interface of a client 410 (e.g., a standalone version of a game application). Here, the virtual scene may include a first virtual object (e.g., a game character A controlled by a player), and the skill release control may have a first display style, which indicates that the skill release control is currently associated with a first skill. Then, when the client 410 receives a trigger operation (e.g., a click operation or a press operation) on the skill selection control from the player, the skill release control can be switched from the first display style to a second display style. Here, the second display style indicates that the skill release control is currently associated with a second skill (e.g., a magic skill), and the second skill may include multiple types (e.g., star magic, wind field magic, etc.), and the skill selection control may be used to select a target type from the multiple types. When the client 410 subsequently receives a trigger operation on the skill release control from the player, it can control the first virtual object to release a second skill of the target type. This improves the efficiency of skill switching in the virtual scene through cooperation between the skill selection control and the skill release control.

[0041] In some embodiments, the terminal device 400 can implement the virtual scene interaction method according to the embodiments of the present application by executing a computer program. For example, the computer program may be a native program or software module in an operating system, a native application program (APP, Application), i.e., a program that needs to be installed in an operating system to run, such as an open-world game APP (the above-mentioned client 410), an applet, i.e., a program that can be run simply by downloading it to a browser environment, or a game applet that can be incorporated into any APP. In short, the computer program may be any type of application program, module, or plug-in.

[0042] For example, the computer program may be an application program. In a practical implementation, an application program supporting a virtual scene is installed and executed on the terminal device 400. The application program may be an open-world game, a first-person shooter game (FPS), a third-person shooter game, a virtual reality application program, a three-dimensional map program, a card strategy game, a sports game, a three-dimensional game, or a multiplayer gun battle survival game. A player uses the terminal device 400 to manipulate virtual objects in the virtual scene to perform actions. The actions include, but are not limited to, at least one of adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, and constructing a virtual building. For example, the virtual object may be a virtual character, such as a simulation character or an animation character.

[0043] In some other embodiments, the embodiments of the present application may be realized by cloud technology, which is a hosting technology that integrates a set of resources such as hardware, software, and networks within a wide area network or a local area network to realize data calculation, storage, processing, and sharing.

[0044] Cloud technology is a collective term for network technology, information technology, integration technology, management platform technology, and application technology based on the cloud computing business model. It allows for the creation of resource pools that can be used as needed, making them flexible and convenient. Cloud computing technology is an important supporting technology. The background services of technical network systems require large amounts of computing and storage resources.

[0045] 1 may be an independent physical server, a server cluster or a distributed system configured with multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. The terminal device 400 may be, but is not limited to, a smartphone, tablet, laptop, desktop computer, smart speaker, smart watch, in-vehicle terminal, virtual reality device, augmented reality device, etc. The terminal device 400 and the server 200 may be directly or indirectly connected via wired or wireless communication, although this is not limited to the embodiments of the present application.

[0046] The configuration of an electronic device according to an embodiment of the present application will be described below. Taking the electronic device as a terminal device as an example, FIG. 2 is a schematic configuration diagram of an electronic device 500 according to an embodiment of the present application. The electronic device 500 shown in FIG. 2 includes at least one processor 510, a memory 550, at least one network interface 520, and a user interface 530. The components of the electronic device 500 are connected via a bus system 540. The bus system 540 is used to realize communication between these components. The bus system 540 includes a power bus, a control bus, and a status signal bus in addition to a data bus. For ease of explanation, the buses in FIG. 2 are collectively referred to as the bus system 540.

[0047] The processor 510 may be an integrated circuit chip having signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic device, a discrete gate or transistor logic device, a discrete hardware component, etc. Here, the general-purpose processor may be a microprocessor or any conventional processor, etc.

[0048] The user interface 530 includes one or more output devices 531 that enable the display of media content, including one or more speakers and / or one or more visual displays. The user interface 530 further includes one or more input devices 532 that include user interface components that facilitate user input, such as a keyboard, mouse, microphone, touchscreen display, camera, other input buttons and widgets, etc.

[0049] Memory 550 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard disk drives, optical disk drives, etc. Memory 550 optionally includes one or more storage devices that are physically remote from processor 510.

[0050] The memory 550 may include volatile memory or non-volatile memory, or may include both volatile and non-volatile memory. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random access memory (RAM). The memory 550 described in the embodiments of this application is intended to include any suitable type of memory.

[0051] In some embodiments, memory 550 may store data to support various operations, including, for example, programs, modules, data structures, or a subset or superset thereof, as described below by way of example.

[0052] Operating system 551: A system program for processing various basic system services and executing hardware-related tasks, including, for example, a framework layer, a core library layer, a driver layer, etc., used to realize various basic operations and process hardware-based tasks.

[0053] Network communications module 552: Used to reach other computing devices via one or more (wired or wireless) network interfaces 520. Exemplary network interfaces 520 include Bluetooth, Wireless Fidelity (WiFi), Universal Serial Bus (USB), etc.

[0054] Presentation module 553: Used to enable the display of information by one or more output devices 531 (e.g., displays, speakers, etc.) associated with the user interface 530 (e.g., a user interface for operating peripheral devices and displaying content and information).

[0055] Input Processing Module 554: Used to detect one or more user inputs or interactions from one or more input devices 532 and to translate the detected inputs or interactions.

[0056] In some embodiments, the device according to the present application may be implemented in software. FIG. 2 shows a virtual scene interaction device 555 stored in a memory 550. The virtual scene interaction device 555 may be software in the form of a program, plug-in, or the like, and includes software modules, such as a display module 5551, a switching module 5552, a control module 5553, a driving module 5554, a decision module 5555, and a shield module 5556. These modules are logical and may be arbitrarily combined or further divided according to the functions to be implemented. Note that, for convenience of illustration, FIG. 2 shows all the above modules collectively, but this should not be construed as excluding the implementation of a virtual scene interaction device 555 that includes only the display module 5551, the switching module 5552, and the control module 5553. The following describes the functions of each module.

[0057] The virtual scene interaction method according to the embodiment of the present application will be described in detail with reference to exemplary applications and implementations of the terminal device according to the embodiment of the present application.

[0058] Please refer to Figure 3, which is a flowchart of a virtual scene interaction method according to an embodiment of the present application. Please refer to the steps shown in Figure 3 for a description.

[0059] 3 can be implemented by various computer programs executed on a terminal device, and is not limited to a client, and may be, for example, the above-mentioned operating system, software module, script, applet, etc. Therefore, the following client example should not be considered as limiting the embodiments of the present application. Furthermore, for convenience of expression, no distinction will be made hereinafter between a terminal device and a client executed on a terminal device.

[0060] In step 101, a virtual scene, a skill selection control, and a skill release control are displayed in a human-computer interaction interface.

[0061] Here, the virtual scene may include a first virtual object (e.g., game character A controlled by the current player), and the skill release control may default to a first display style, which indicates that the skill release control is currently associated with a first skill (e.g., a tool throwing skill).

[0062] In addition to the first virtual object controlled by the current player, other virtual objects may also be displayed in the virtual scene. For example, at least one second virtual object controlled by a robot program or another player may be displayed, and the at least one second virtual object and the first virtual object may be in the same virtual camp or different virtual camps.

[0063] In some embodiments, a client (e.g., an open-world game APP) supporting a virtual scene is installed on a terminal device. When a user launches the client installed on the terminal device (e.g., the terminal device receives a user's click operation on an icon corresponding to the open-world game APP displayed on the desktop), and the terminal device executes the client, a virtual scene, a skill selection control (e.g., a magic selection button), and a skill release control of a first display style (e.g., a spirit and tool throwing button) can be displayed in a human-computer interaction interface of the client. Here, the virtual scene may include a first virtual object.

[0064] In some other embodiments, the client's human-computer interaction interface may display the virtual scene from a first-person perspective (e.g., a user plays a game's virtual object from his / her own perspective), a third-person perspective (e.g., a user plays the game by chasing a game's virtual object), or even a bird's-eye view, and the different perspectives may be arbitrarily switched between.

[0065] As an example, the first virtual object may be an object controlled by the current user of the game. Of course, the virtual scene may further include other virtual objects, such as a second virtual object that may be controlled by another user or a robot program. The virtual objects may be divided into any of a number of camps. The camps may be in an adversarial or cooperative relationship. The camps in the virtual scene may include one or all of the above relationships.

[0066] Taking displaying a virtual scene from a first-person perspective as an example, displaying the virtual scene in the human-computer interaction interface may include determining a viewing area of ​​a first virtual object based on a viewing position and a viewing angle of the first virtual object in the complete virtual scene, and displaying a partial virtual scene of the complete virtual scene that is located in the viewing area, i.e., the displayed virtual scene may be a partial virtual scene of the complete virtual scene. Because the first-person perspective is the viewing perspective that has the greatest impact on the user, the user can achieve an immersive experience during operation.

[0067] Taking displaying a virtual scene from a bird's-eye view as an example, displaying the virtual scene in the human-computer interaction interface may include, in response to a zoom operation on the complete virtual scene, displaying a partial virtual scene corresponding to the zoom operation on the human-computer interaction interface, that is, the displayed virtual scene may be a partial virtual scene of the complete virtual scene, thereby improving the operability of the user during operation and improving the efficiency of human-computer interaction.

[0068] In step 102, in response to a trigger operation on the skill selection control, the skill release control is switched from the first display style to the second display style.

[0069] Here, the second display style indicates that the skill release control is currently associated with a second skill (e.g., a magic skill (a magic skill is a special skill in a game, and a player can use the magic skill to control a game character to interact with the game world; for example, by using the magic skill, the player can interact to some extent with the terrain, assets, etc. in the virtual scene, such as creating or modifying the terrain in the virtual scene or creating a virtual wind field in the virtual scene)). The second display style differs from the first display style; for example, when the skill release control is the first display skill, the skill release control may include material corresponding to the first skill (e.g., an icon or name of the first skill, etc.); for example, by using the icon of the first skill to indicate the skill release control of the first display style, it is possible to indicate to the player that the skill release control is currently being used to release the first skill. When the skill release control is a second display skill, the skill release control may include material corresponding to the second skill (e.g., the icon or name of the second skill, etc.), and for example, by using the icon of the second skill to show the skill release control of the second display style, it is possible to indicate to the player that the skill release control is currently being used to release the second skill. Also, the second skill may include multiple types (e.g., including star magic, wind field magic, etc.), and the skill selection control may be used to select a target type from the multiple types.

[0070] In some embodiments, the skill selection control may be in an off state (i.e., unselected state) by default, where the off state indicates that the second skill is in an inactive state (in which the first virtual object cannot unleash the second skill). Thus, in response to a trigger operation on the skill selection control, a process may be performed to switch the skill selection control from the off state to an on state, where the on state indicates that the second skill is in an active state (i.e., ready to be used, in which the first virtual object can unleash the second skill).

[0071] When the skill selection control is switched from the OFF state to the ON state, the display mode of the skill selection control (for example, the display effect parameters of the material) changes (however, the type of material does not change). For example, when the skill selection control is switched from the OFF state to the ON state, it can be distinguished by being highlighted or flashing.

[0072] Illustratively, taking the second skill as an example, FIG. 6A is a schematic diagram of an application scenario of a virtual scene interaction method according to an embodiment of the present application. As shown in FIG. 6A , a virtual scene 600 from a third-person perspective displays a first virtual object 601 (e.g., game character A controlled by the current player), a skill selection control 602 in an OFF state (e.g., a magic selection button in an unselected state), and a spirit and tool throwing button 603 (i.e., a skill release control of a first display style, in which the skill release control is associated with the tool throwing skill). When a player clicks on the skill selection control 602, the skill selection control 602 can be switched to an ON state (e.g., highlighted to indicate that the skill selection control 602 is currently selected), and the spirit and tool throwing button 603 can be switched to a magic release button 604 (i.e., a skill release control of a second display style, in which the skill release control is associated with the magic skill).

[0073] The skill selection control may be displayed constantly in the human-computer interaction interface, or may be displayed for a predetermined period of time in the human-computer interaction interface. For example, after the skill release control is switched from the first display style to the second display style, the skill selection control may be hidden in the human-computer interaction interface. However, the embodiment of the present application does not particularly limit the display method of the skill selection control.

[0074] In some embodiments, the target type may be a first type selected by default from multiple types, and the default display style of the skill selection control may be a third display style. The third display style indicates that the skill selection control is currently associated with a second skill of the first type, and the first type may include either the previously selected type or the type selected most frequently. Exemplarily, the skill selection control of the third display style may be displayed using a material corresponding to the second skill of the first type (e.g., an icon or name corresponding to the second skill of the first type). For example, if the second skill of the first type is a star magic, the skill selection control of the third display style may be displayed using a star magic icon to indicate that the currently selected magic type is a star magic. That is, if the selected magic type is a star magic, the display style of the skill selection control may use the star magic icon.

[0075] In some other examples, the target type may be a second type manually selected by the skill selection control. After switching the skill selection control to an on state, the system may execute a process of displaying multiple types of second skills in response to a trigger operation (e.g., a click or a long press) on the on-state skill selection control, and a process of switching the skill selection control to a fourth display style in response to the selection of a second type from the multiple types. The fourth display style indicates that the skill selection control is currently associated with a second skill of the second type. Exemplarily, the skill selection control in the fourth display style may be displayed using a material corresponding to the second skill of the second type (e.g., an icon or name of the second skill of the second type). For example, assuming that the second skill of the second type is wind field magic and the previously selected magic type was star magic (i.e., the current icon of the skill selection control is an icon corresponding to star magic), the currently selected magic type may be indicated as wind field magic by switching the skill selection control from the icon corresponding to star magic to the icon corresponding to wind field magic (i.e., the fourth display style).

[0076] Illustratively, taking the second skill as an example, referring to Figure 6B, Figure 6B is a schematic diagram of an application scenario of the virtual scene interaction method according to an embodiment of the present application. As shown in Figure 6B, when a player presses and holds a skill selection control 602 in an on state (e.g., a magic selection button in a selected state), a magic selection box 605 can be displayed, and multiple magic spells that the player can select are displayed in the magic selection box 605. When a player clicks a wind field magic spell 606 displayed in the magic selection box 605, the skill selection control 602 can be switched from a third display style (e.g., an icon corresponding to a star magic spell) to a fourth display style (e.g., an icon corresponding to a wind field magic spell), thereby facilitating the player to switch magic types.

[0077] In step 103, in response to a trigger operation on the skill release control, the first virtual object is controlled to release a second skill of the target type.

[0078] Here, the target-type second skill has multiple effects, and can apply corresponding effects based on the object the target-type second skill interacts with, that is, the effects applied by the target-type second skill to different interaction objects are different.

[0079] In some embodiments, the target-type second skill (e.g., star magic) may be used to drive a first virtual tool (e.g., a virtual star) to autonomously move according to a set direction in the virtual scene and to apply a corresponding action to an object with which the first virtual tool collides, and the type of trigger operation may include a click operation. Step 103 above can be realized by, in response to a click operation on the skill release control, controlling the first virtual object to release the target-type second skill in a first direction, driving the first virtual tool to autonomously move along the first direction, and applying a corresponding action to an object with which the first virtual tool collides. Here, the first direction is the current orientation of the first virtual object.

[0080] For example, if the second skill of the target type is a star magic spell, the corresponding first virtual tool may be a virtual star. When the player clicks on the skill release control (e.g., the magic release button), the first virtual object is controlled to release the star magic spell directly in the direction the player's screen is facing (i.e., the current orientation of the first virtual object), and the virtual star is driven to move autonomously along that direction, and a corresponding action is applied to an object that the virtual star collides with.

[0081] In some other embodiments, continuing from the above example, the type of trigger operation may include a pressing operation, and step 103 shown in Fig. 3 can be realized by steps 1031A to 1033A shown in Fig. 4. The following will be described with reference to the steps shown in Fig. 4.

[0082] In step 1031A, in response to a press operation on the skill release control, while the press operation is not released, the virtual scene is switched to an enlarged mode, and an aiming marker (also called an "aiming" or "aiming line") corresponding to the orientation of the virtual joystick and the first virtual object is displayed.

[0083] In some embodiments, taking the target-type second skill as an example where the second skill is a star magic, when a long press operation of the player on the skill release control (e.g., the magic release button) is received, the lens of the virtual camera in the virtual scene may be controlled to zoom in to enter a "magic aiming" state (i.e., the virtual scene may be switched to a magnification mode to make it easier for the player to aim), a virtual joystick may be displayed in the lower right corner of the screen, and an aiming marker corresponding to the orientation of the first virtual object (e.g., game character A) may be displayed. For example, the aiming marker may be displayed ahead of the orientation of game character A.

[0084] In step 1032A, the aiming marker is controlled to rotate synchronously in response to a swing operation on the virtual joystick.

[0085] In some embodiments, continuing from the above example, after displaying a virtual joystick in the bottom right corner of the screen, the player can use the displayed virtual joystick to rotate the screen and aim the spell.

[0086] In step 1033A, in response to the release of the pressing operation, the first virtual object is controlled to release a second skill of a target type in a second direction, the first virtual tool is driven to move autonomously along the second direction, and a corresponding action is applied to an object with which the first virtual tool collides.

[0087] Here, the second direction is a direction corresponding to the rotated aim marker, that is, a direction from the first virtual object to the rotated aim marker.

[0088] In some embodiments, taking the target-type second skill as an example where it is a star magic, when it is detected that the player has released the skill release control (e.g., the magic release button), it can control the first virtual object to release the star magic in a direction corresponding to the aiming marker after rotation, drive the virtual star to move autonomously along that direction, and apply a corresponding action to the object that the virtual star collides with.

[0089] For example, applying a corresponding action to an object that the first virtual tool collides with can be achieved as follows: by performing at least one of the following: a process of defeating the second virtual object that the first virtual tool collides with (e.g., when a virtual star collides with a wild spirit in the virtual scene, it can defeat the wild spirit and interrupt their actions); a process of displaying a collision mark on the third virtual object that the first virtual object collides with to increase the probability of capturing the third virtual object that the first virtual object collides with (e.g., a star mark is displayed above the head of a spirit that is hit by a star magic, and in this state, the success rate of a player capturing the spirit using a spirit ball increases); a process of destroying the virtual object that the first virtual tool collides with (e.g., when a star magic hits certain loose rocks in the virtual scene, it can shatter them, making it easier for a player to obtain a tool buried under the rocks); and a process of activating a level or mechanism associated with the specific interaction object that the first virtual tool collides with (e.g., a star magic can activate a player associated with a customized specific interaction object in the virtual scene by interacting with the object). That is, the action exerted by the second skill of the target type on different interaction objects is different.

[0090] In some embodiments, in response to a press operation on a skill release control, a process controls a target-type second skill to enter a charge state (e.g., by controlling the volume of the virtual star to increase continuously or by controlling the brightness of the virtual star to increase continuously) such that at least one of the prominence of the first virtual tool (e.g., a virtual star) and the range of influence of the first virtual tool increases with an increasing charge level, the charge level being positively correlated with the duration of the press operation, and in response to the press operation being released, a process controls the target-type second skill to exit the charge state.

[0091] For example, let's assume that the second skill of the target type is a star magic spell. The star magic spell can be charged before being released, and the charging level can be multiple, for example, three levels. The longer the player presses the skill release control (i.e., the longer the charging time), the higher the final charging level. Correspondingly, the volume of the virtual star increases (or the brightness of the virtual star gradually increases), and the explosion range of the virtual star after landing also increases. For example, if there is a rock in the virtual scene whose hardness is greater than the hardness threshold, the player needs to charge the star magic so that the released virtual star can destroy the rock. That is, the virtual star released by the player clicks will not be able to destroy such a rock due to insufficient energy.

[0092] In some other embodiments, when the target-type second skill is in a power-accumulating state, the state value of the first virtual object is continuously consumed. Therefore, when the target-type second skill is controlled to enter the power-accumulating state, a process can be executed to display a state progress control (e.g., including a state bar control or a state ring control) in the human-computer interaction interface. Here, the progress of the state progress control (e.g., the length of the state bar control) continuously decreases as the duration of the press operation increases, and the progress of the state progress control can be used to indicate the remaining state value of the first virtual object. That is, a smaller progress of the state progress control indicates a smaller remaining state value of the first virtual object.

[0093] Illustratively, when the target-type second skill enters the energy-storing state, the state value (e.g., stamina value) of the first virtual object is continuously consumed. When the remaining state value of the first virtual object falls below a state value threshold (e.g., the player's energy value is insufficient), the energy storage is paused. For example, when the game character controlled by the player runs out of energy, the target-type second skill can automatically exit the energy-storing state.

[0094] For example, taking the target type second skill as a star magic spell, reference is made to FIG. 6C , which is a schematic diagram of an application scenario of a virtual scene interaction method according to an embodiment of the present application. As shown in FIG. 6C , when a star magic spell is selected (at this time, the display style of the skill selection control 602 is a star magic spell icon), upon receiving a long press operation of the player on the skill release control 604 (e.g., the magic release button), a magic aiming marker 608 corresponding to the orientation of the virtual joystick 607 and the first virtual object 601 can be displayed in the lower right corner of the screen. At this time, the player can rotate the screen using the virtual joystick 607 to aim the magic spell. Upon detecting that the player has released the skill release control 604, the first virtual object 601 can be controlled to release the star magic spell in the direction of the magic aiming marker 608. Furthermore, a status bar control (e.g., a stamina slot 609) of the first virtual object 601 can also be displayed in the virtual scene, and as the duration of the pressing operation increases, the length of the stamina bar of the stamina slot 609 decreases, indicating that the stamina value of the game character controlled by the player is continuously decreasing, making it easier for the player to grasp the current stamina value of the game character.

[0095] In some other embodiments, when a first virtual tool is driven to move autonomously along a first direction or a second direction, the first virtual tool can be driven to bounce back when it hits the ground or an obstacle, up to a set number of times (e.g., four times), and finally explode upon bouncing.

[0096] For example, driving the first virtual tool to bounce when it hits the ground or an obstacle can be achieved as follows: when the first virtual tool hits the ground or an obstacle, a process is performed to determine a bounce direction of the first virtual tool that follows the physical laws of the real world, or to restrict the movement of the first virtual tool to the same plane (i.e., changing the motion of the first virtual tool from three-dimensional to two-dimensional makes it easier to predict) and to set the bounce direction to forward or backward along the plane, where the plane is a plane formed by the throwing direction of the first virtual tool and the anti-gravity direction; a process is performed to determine an elevation angle and a velocity of the first virtual tool when it bounces, where the elevation angle and the velocity are positively correlated with the charged force level (i.e., the higher the charged force level, the greater the elevation angle and velocity); and a process is performed to drive the first virtual tool to bounce according to the bounce direction, elevation angle, and velocity. This makes the motion trajectory of the first virtual tool more predictable, improving the hit rate of the first virtual tool hitting target objects (e.g., wild spirits, trees, rocks, etc.) in the virtual scene, and improving the efficiency of human-computer interaction.

[0097] In some embodiments, when driving the first virtual tool to bounce, at least one of the following processes can be performed: multiplying the displacement of the first virtual tool in each frame by a set adjustment coefficient so that the height of the first virtual tool is consistent each time the first virtual tool bounces (e.g., by using the multiplication result of the displacement and the adjustment coefficient as the final displacement of the first virtual tool, the movement ability of the first virtual tool can be controlled overall); or obtaining a deceleration coefficient that follows the laws of motion in the real world and attenuating the flight speed of the first virtual tool in each frame based on the obtained deceleration coefficient. For example, multiplying the flight speed by the deceleration coefficient and using the multiplication result as the final flight speed of the first virtual tool can simulate a real situation. This allows the movement trajectory of the first virtual tool to match the actual situation and prevents the movement trajectory from being too fast for the player to clearly see.

[0098] In some other embodiments, a target-type second skill (e.g., wind field magic) may be used to create a virtual wind field at a set position of the virtual scene and apply a corresponding action to objects that enter the virtual wind field, and the type of trigger operation may include a click operation. Step 103 above can also be achieved by controlling a first virtual object to release a target-type second skill at a first position in response to a click operation on the skill release control, creating a virtual wind field at the first position, and applying a corresponding action to objects that enter the virtual wind field. Here, the first position is the position of the first virtual object.

[0099] For example, if the second skill of the target type is wind field magic, when a player clicks on a skill release control (e.g., a magic release button), a virtual wind field can be directly created at the player's position (i.e., the position of the first virtual object controlled by the player), and a corresponding action can be applied to objects that enter the virtual wind field. For example, by raising the height of a virtual vehicle that enters the virtual wind field, the virtual vehicle can fly farther.

[0100] In some other embodiments, continuing from the above example, the type of trigger operation may be a pressing operation, and step 103 shown in Fig. 3 can be realized by steps 1031B to 1033B shown in Fig. 5. The following will be described with reference to the steps shown in Fig. 5.

[0101] In step 1031B, in response to a pressing operation on the skill release control, a wind field aiming circle corresponding to the orientation of the virtual joystick and the first virtual object is displayed while the pressing operation is not released.

[0102] In some embodiments, for example, if the target-type second skill is a wind field magic, a long press of the skill release control (e.g., a magic release button) by the player can enter a wind field magic aiming release state. At this time, a virtual joystick can be displayed in the lower right corner of the screen, and a wind field aiming circle corresponding to the orientation of the first virtual object (e.g., game character A) can be displayed. For example, the wind field aiming circle can be displayed in front of the orientation of game character A.

[0103] In step 1032B, the wind field aiming circle is controlled to rotate synchronously in response to a swing operation on the virtual joystick.

[0104] In some embodiments, continuing with the above example, the player can use a virtual joystick displayed in the bottom right corner of the screen to rotate the screen and aim the wind field spell.

[0105] In step 1033B, in response to the release of the pressing operation, the first virtual object is controlled to release a second skill of the target type at a second position, a virtual wind field is created at the second position, and a corresponding action is applied to the object that has entered the virtual wind field.

[0106] Here, the second position is the position of the wind field aiming circle after rotation.

[0107] In some embodiments, when it is detected that the player has released the skill release control, a wind field aiming circle (i.e., a second position, indicating the position where the virtual wind field is to be created) is displayed in the virtual scene, and the first virtual object is controlled to release a wind field magic at the wind field aiming circle, creating a virtual wind field at the wind field aiming circle, and performing a corresponding action on the object that enters the virtual wind field.

[0108] For example, let us take FIG. 6D as an example where the second skill of the target type is a magic skill. FIG. 6D is a schematic diagram of an application scenario of a virtual scene interaction method according to an embodiment of the present application. As shown in FIG. 6D , when a wind field magic spell is selected (at this time, the display style of the skill selection control 602 is a wind field magic icon), upon receiving a long press operation by the player on the skill release control 604 (e.g., the magic release button), a wind field aiming circle 611 corresponding to the orientation of the virtual joystick 610 and the first virtual object (e.g., game character A) can be displayed in the lower right corner of the screen. The player can rotate the screen using the virtual joystick 610 to aim the wind field magic spell. When it is detected that the player has released the skill release control 604, a virtual wind field can be created in the rotated wind field aiming circle 611.

[0109] In some other examples, applying a corresponding action to an object that has entered the virtual wind field can be achieved by performing at least one of the following processes: increasing the height of a virtual vehicle that has entered the virtual wind field (for example, when a player uses a flying vehicle and enters the range of a wind field spell, its height increases rapidly due to the influence of the wind field), increasing the height of a virtual projectile that has entered the virtual wind field (for example, when a glitch ball, a tool, or a virtual star released by a star spell that has been thrown by a player passes through the virtual wind field during flight, it is affected by the virtual wind field and rises a predetermined distance, eventually flying farther), or activating a level or mechanism associated with a specific interaction object that has entered the virtual wind field (for example, turning a magic windmill with the virtual wind field can activate a mechanism associated with the magic windmill).

[0110] In some embodiments, before controlling the first virtual object to release the second skill of the target type at the second position, the second position (i.e., the creation position of the virtual wind field) can be determined as follows: Using (the eye position of) the first virtual object as a starting point, a detection ray is emitted along the orientation of the first virtual object after rotation, a collision point or the farthest point is obtained, the collision point or the farthest point is attached to the terrain, a spherical matrix is ​​constructed with the collision point or the farthest point as the center of the lower edge of the spherical matrix, a ray collision rate of the spherical matrix is ​​calculated, and if the collision rate is less than a collision rate threshold (e.g., 60%), the collision point or the farthest point is set as the second position; if the collision rate is equal to or greater than the collision rate threshold, a new point is obtained in a direction closer to the first virtual object, a spherical matrix is ​​constructed with the new point as the center of the lower edge of the spherical matrix, and the ray collision rate of the spherical matrix is ​​calculated, and if the collision rate is less than the collision rate threshold, the new point is set as the second position. This process is repeated. This ensures that the virtual wind field is created in a relatively flat and open area within the virtual scene, and prevents the wind within the virtual wind field from being blocked by an obstacle and being unable to exert a corresponding effect on objects that enter the virtual wind field.

[0111] In some other examples, when the virtual wind field is located on a slope in the virtual scene, before increasing the height of the virtual vehicle or virtual thrown object that has entered the virtual wind field, the following processes can be performed: a detection start point is set to a projection point of the virtual vehicle or virtual thrown object on a plane close to the ground surface of the virtual wind field; a control process is performed to shift the detection start point upward by a distance corresponding to a slope value of the slope, where the distance is positively correlated with the slope value; a detection ray is emitted from the shifted detection start point toward the virtual vehicle or virtual thrown object; if the detection result indicates that there is no obstruction, a process is determined to increase the height of the virtual vehicle or virtual thrown object that has entered the virtual scene; and if the detection result indicates that there is an obstruction, a process is determined not to increase the height of the virtual vehicle or virtual thrown object that has entered the virtual scene. This can simulate the wind obstruction logic of obstacles in the real world, further improving the player's game experience.

[0112] In some embodiments, when a terrain object is present at the second position, after creating a virtual wind field at the second position, when controlling the wind in the virtual wind field to move upward from the ground surface, a process can be executed to prevent the terrain object from blocking the wind in the virtual wind field. This makes it possible to prevent a situation in which a virtual wind field is created on a slope and the wind in the virtual wind field is blocked by the terrain object, making it impossible to apply a corresponding action to objects that enter the virtual wind field.

[0113] In some other embodiments, when a non-terrain object is present at the second position, after creating a virtual wind field at the second position, if the non-terrain object is a wind-permeable object, the system may perform at least one of a process of preventing the wind in the virtual wind field from being blocked by the non-terrain object when controlling the wind in the virtual wind field to move upward from the ground surface, and a process of determining that at least a portion of the wind in the virtual wind field will be blocked by the non-terrain object when controlling the wind in the virtual wind field to move upward from the ground surface when the non-terrain object is a wind-impermeable object. This allows the wind in the virtual wind field to be blocked by an obstacle in the virtual scene, thereby simulating wind blocking logic in a real environment.

[0114] The virtual scene interaction method according to the embodiment of the present application, on the one hand, allows a player to quickly switch to a secondary skill that needs to be released through the cooperation of a skill selection control and a skill release control. The skill selection control allows a player to select and release a target type of secondary skill from multiple types of secondary skills, thereby improving the efficiency of skill switching in the virtual scene. On the other hand, by integrating multiple actions into a secondary skill, the secondary skill can have multiple actions. Therefore, even with the same operation method, the player can apply different actions to different objects by changing the application strategy, thereby improving the efficiency of human-computer interaction in the virtual scene. Therefore, the player's gaming experience is improved, and the operation procedure is simplified and terminal resource consumption is reduced compared to the technical solutions in the related art.

[0115] Hereinafter, an exemplary application of the embodiments of the present application in a practical application scenario will be described using an open world game as an example.

[0116] An embodiment of the present application provides a virtual scene interaction method for an open-world game. The method allows players to interact with the game world using magic skills (corresponding to the second skill, hereinafter referred to as "magic"), and allows the same magic to have multiple effects. For example, even with the same operation method, players can achieve multiple effects, such as scene interaction, improved action power, and assistance in capturing spirits, by changing the application strategy.

[0117] The virtual scene interaction method according to the embodiment of the present application will now be described in detail.

[0118] In some embodiments, referring to FIG. 6A, FIG. 6A is a schematic diagram of an application scenario of a virtual scene interaction method according to an embodiment of the present application. As shown in FIG. 6A, a game character 601 (corresponding to the first virtual object) controlled by a current player is displayed in the virtual scene 600. The virtual scene 600 further displays a magic selection button 602 (corresponding to the skill selection control) and a spirit and tool throwing button 603 (corresponding to the skill release control of the first display style). When the player clicks the magic selection button 602, the game character enters a magic release preparation state, and the spirit and tool throwing button 603 in the lower right corner of the screen is switched to a magic release button 604 (corresponding to the skill release control of the second display style).

[0119] Note that the magic selection button 602 may be switched from an unselected state to a selected state when a click operation by the player is received on the magic selection button 602. For example, when a click operation by the player is received on the magic selection button 602, the magic selection button 602 can be displayed in a highlighted state to indicate that the magic selection button 602 is currently in a selected state.

[0120] In some other embodiments, the player can also switch magic spells. For example, refer to FIG. 6B, which is a schematic diagram of an application scenario of the virtual scene interaction method according to an embodiment of the present application. As shown in FIG. 6B, when the player presses and holds the magic selection button 602 in the selected state, a magic selection box 605 can pop up, displaying multiple magic spells that the player can select. When the player selects a magic spell to be released in the magic selection box 605, the icon of the magic selection button 602 also switches to the style of the corresponding magic spell. For example, if the player selects the wind field magic spell 606 in the magic selection box 605, the icon of the magic selection button 606 can switch from a style corresponding to a star magic spell to a style corresponding to a wind field magic spell.

[0121] In some embodiments, when a star magic spell is selected, the player can quickly click the magic release button to release the star magic spell directly in the direction the player's screen is facing. Also, as shown in FIG. 6C , when the player clicks the magic release button 604, the game enters a "magic aim" state. At this time, a virtual joystick 607 appears in the lower right corner of the screen, allowing the player to rotate the screen using the virtual joystick 607 to aim the magic spell. When it is detected that the player has released the magic release button 604, the game character 601 can be controlled to release the star magic spell in the direction of the magic aim marker 608. Furthermore, a vitality slot 609 may be displayed in the virtual scene. When the player presses and holds the magic release button 604, the star magic spell can enter a charging state, during which the game character's vitality is continuously consumed.

[0122] In some embodiments, when a wind field spell is selected, the player quickly clicks the magic release button to create a virtual wind field directly at the position of the game character controlled by the player. Also, as shown in FIG. 6D, when the player presses and holds the magic release button 604, the game enters the wind field aiming release state. At this time, a white circle 611 (i.e., the wind field aiming circle) indicating the position where the virtual wind field is to be created (corresponding to the second position) appears in the scene, attached to the ground.

[0123] Below we continue to explain the functions and rules of Star Magic.

[0124] In some embodiments, the star magic can be charged before being released, and the charging can have multiple stages (e.g., three stages). While charging, the stamina of the game character controlled by the player is continuously consumed. If the star magic is released quickly (e.g., if the player quickly clicks the magic release button), charging does not occur. However, charging begins only when the player presses and holds the magic release button to enter the aim release state. The longer this state continues, the higher the stage (or level) of the accumulated charging power. Also, if the game character controlled by the player runs out of stamina while charging (e.g., if the stamina value is below a set stamina value threshold), charging is paused. The higher the charging stage, the larger the volume of the star (and the corresponding increase in collision range) and the larger the explosion range of the star after landing.

[0125] Also, after being released, star magic bounces off the ground or an obstacle, for example, it can bounce up to four times, exploding on the final bounce.

[0126] In some other embodiments, star magic can have multiple effects. For example, a player can use star magic to defeat wild spirits in the game world and interrupt their actions. Of course, star magic can also be used to increase the player's chances of capturing spirits. For example, as shown in FIG. 6E, a spirit 612 hit by star magic has a star mark 613 above its head, significantly increasing the player's chances of capturing the spirit. Furthermore, when star magic hits a tree, it can cause fruit and spirits living in the tree to fall from the tree. However, if the tree is relatively thick, the player must first charge star magic. Furthermore, when star magic hits certain loose rocks in the game world, it can shatter them, making it easier for the player to obtain tools buried under the rocks. However, if the rocks are large and hard, the player must first charge star magic. Of course, the player can also use star magic to interact with specific customized interaction objects in the scene to activate gameplay associated with them.

[0127] Below, we will continue to explain the functions and rules of wind field magic.

[0128] In some embodiments, wind field magic can affect the movement of a player's vehicle. For example, when a player uses a flying vehicle and enters the range of a wind field magic, the vehicle's height increases rapidly due to the influence of the wind field. Different flying vehicles behave differently in a wind field. For example, a winter sparrow rises at a constant speed within the wind field and eventually remains at the top of the field, while a dandelion accelerates and rises within the wind field and is eventually thrown out of the field due to inertia. Wind field magic can also affect the flight trajectory of thrown objects. For example, when a thrown XX ball, virtual tool, or released star magic passes through a virtual wind field during flight, it is affected by the virtual wind field and rises a predetermined distance, ultimately flying further. As shown in FIG. 7, when a virtual star 702 passes through a virtual wind field 701 during flight, it is affected by the virtual wind field 701 and rises a predetermined distance, ultimately flying further. Furthermore, wind field magic can also interact with magical components within a scene. Similar to Star Magic, the virtual windmills can interact with specific customized interaction objects to activate gameplay associated with them, for example, turning a magic windmill can activate a mechanism.

[0129] Below, we will continue to explain the bounce logic of star magic.

[0130] In some embodiments, refer to Fig. 8, which is a schematic diagram illustrating the principle of a virtual scene interaction method according to an embodiment of the present application. As shown in Fig. 8, after a player controls a game character 801 to release a star spell, in order to make the movement of the virtual star more predictable, the virtual star 802 needs to maintain a similar height for each bounce while bouncing multiple times, that is, each bounce needs to maintain a trajectory that is relatively in accordance with the laws of physics but is more predictable, smoother, and more regular-looking.

[0131] To achieve the effect shown in FIG. 8, the embodiment of the present application provides the following technical solution.

[0132] In some embodiments, first, according to the logic of real physical repulsion, when hitting rough ground, the kinetic energy of the virtual star will rapidly decay and the rebound direction will be 360 ​​degrees, so that the movement trajectory of the virtual star will be very easily disrupted by small obstacles.

[0133] The embodiments of the present application address the above technical issues from the following two perspectives. First, regarding the rebound direction, to ensure that the virtual star moves on the same plane, the trajectory of the virtual star is limited to a plane consisting of two lines: the throwing direction and the upward direction, regardless of the terrain it hits. This restriction allows the virtual star's movement trajectory to be changed from three-dimensional to two-dimensional, making it easier to predict. Second, regarding the rebound speed and angle, the technical solution of the embodiments of the present application projects the calculated physical rebound direction onto the virtual star's movement plane after the virtual star lands, amplifying the newly calculated launch speed, for example, to restore kinetic energy equal to the initial throwing speed, thereby ensuring that each bounce has sufficient initial speed, just like the first bounce.

[0134] In some other embodiments, the present invention may also limit the angular range of the output angle. For example, the output angle may be limited to between 30 degrees and 60 degrees, and any output angle outside this range may be rotated to within this range before being output. This prevents the problem of the output angle being too large or too small, and allows for control of the rebound direction.

[0135] In some embodiments, if the initial velocity of the virtual star is relatively small, the starting point of the virtual star's motion trajectory will be at the game character's hand, which will appear normal, but the starting point of the rebound from landing will be the ground, and more kinetic energy will be required to achieve a trajectory similar to the first time. Physically speaking, this kinetic energy should come from gravitational potential, so after calculating the gravitational potential based on the difference in altitude between the virtual star's starting point and landing point, a specific coefficient is set to convert the gravitational potential into kinetic energy at a predetermined rate, which is then added to the total kinetic energy of the virtual star's rebound, thereby achieving the same effect as the first time the virtual star rebounds from the ground.

[0136] In some other embodiments, in order to make the motion trajectory of the virtual star a beautiful curve like |sin(x)|, the embodiments of the present application limit the horizontal velocity by reducing the rate at which gravitational potential is converted into kinetic energy, then set a minimum vertical velocity for each bounce, and based on the final calculated bounce velocity, increase the vertical velocity to a level at least greater than the minimum vertical velocity, thereby ensuring a minimum guaranteed height for each bounce and preventing it from sliding on the ground like skipping a stone on the ground.

[0137] In some other embodiments, to achieve the effect shown in Figure 8, the embodiments of the present application can also divide the kinetic energy into two parts, horizontal and vertical. As long as the horizontal and vertical kinetic energies do not change, the effect of each bounce can be maintained at a relatively consistent level. The vertical kinetic energy can be converted into vertical kinetic energy according to a predetermined ratio by introducing gravitational potential, so that even if the initial vertical velocity is almost zero, a relatively stable height can be maintained and the expected effect can be achieved.

[0138] Furthermore, the embodiments of the present application provide an alternative technical solution that uses the laws of physics only to calculate the horizontal direction of the bounce, or that still limits the movement of the virtual star to the same plane, limiting the bounce direction to only two directions (forward and backward), or even only one direction. Furthermore, if the virtual star hits an obstacle and cannot move forward, it explodes directly on the spot, and the elevation angle and velocity of the virtual star as it bounces can be determined based on the energy storage level. That is, the elevation angle and velocity of the virtual star as it bounces are related only to the energy storage level. In this way, the behavior of the virtual star can be maintained within a predictable range, preventing significant unpredictability due to the influence of the throwing angle or terrain. For example, this can prevent the problem of the virtual star behaving strangely when there is a large change in height. For example, when climbing a slope, the calculated vertical momentum of the virtual star is downward, or when falling off a cliff, the upward kinetic energy can be so large that the virtual star bounces high, making it very difficult to predict where the virtual star will land.

[0139] In some other embodiments, the present invention adds post-processing based on physical calculations to make the virtual star's movement trajectory more magical and improve the player's control experience. For example, the main adjustments are as follows: One is to globally control the virtual star's movement ability by multiplying the displacement calculated for each frame of the virtual star by a coefficient. The other is to simulate wind resistance. That is, damping is performed based on the speed calculated for each frame, and the damping amount is the current frame's speed * DeltaTime * deceleration coefficient. Here, DeltaTime indicates a time value. For example, DeltaTime may be set to 1 in the first frame and 2 in the second frame. In other words, by proportionally slowing down the virtual star's flight speed, it is possible to simulate a real-world situation and prevent the virtual star's movement trajectory from being obscured due to its speed being too fast.

[0140] Below, we continue to explain the terrain blocking logic of the virtual wind field.

[0141] In some embodiments, reference is made to FIG. 9, which is a schematic diagram illustrating the principle of a virtual scene interaction method according to an embodiment of the present application. As shown in FIG. 9, for a virtual object 902 entering a virtual wind field 901, the projection point of the virtual object 902 on the bottom plane of the virtual wind field 901 is set as a detection start point 903. Based on the slope value of a slope 904, the detection start point 903 is shifted upward by a predetermined distance, where the shift amount is positively correlated with the slope value. Ray detection can then be performed from bottom to top between the shifted detection start point 903 and the virtual object 902. If there is an obstruction, it is determined that the virtual object 902 is not affected by the virtual wind field 901. If there is no obstruction, it is determined that the virtual object 902 is affected by the virtual wind field 901. For example, the virtual object 902 rises a predetermined distance due to the influence of the virtual wind field 901. This allows the wind in the virtual wind field to be blocked by an obstacle in the virtual scene, simulating actual wind blocking logic.

[0142] In some other embodiments, refer to Fig. 10, which is a schematic diagram illustrating the principle of a virtual scene interaction method according to an embodiment of the present application. As shown in Fig. 10, when a virtual wind field 1002 overlaps with a terrain object 1001, one-sided collisions with the terrain object 1001 can be filtered from below to above, that is, the blocking of wind in the virtual wind field 1002 due to the overlapping part of the terrain object 1001 can be filtered, thereby achieving the effect of forming a virtual wind field on a slope.

[0143] In some embodiments, for non-terrain objects, collision paths can be used to filter out objects that do not need to block the wind. Also, as shown in FIG. 11 , for other wind-blocking objects 1102, if the bottom region of the object 1102 overlaps with the virtual wind field 1101, the wind field will also be blocked. Here, bidirectional ray detection can be used. For example, detection is performed from bottom to top, and then from top to bottom. If there is no collision, it is considered that there is no blockage. For example, star 1103 shown in FIG. 11 represents a virtual object that has entered the virtual wind field 1101, and point 1104 is the projection point of star 1103. If point 1104 is inside object 1102, part of the wind from the virtual wind field 1101 is blocked by object 1102, and in this case, star 1103 is considered to be unaffected by the virtual wind field 1101. Collisions here can be understood as a problem of the normal of a one-sided model: there is a collision on the side where the normal is pointing, but not on the other side. Since the normal direction of the object 1102 in FIG. 11 faces upward, it is considered that there will be no collision from the point 1104 to the star 1103, but there will be a collision from the star 1103 to the point 1104.

[0144] Below, we continue to explain the point selection logic of the virtual wind field.

[0145] In some embodiments, refer to FIG. 12, which is a schematic diagram illustrating the principle of a virtual scene interaction method according to an embodiment of the present application. As shown in FIG. 12, first, a detection ray is emitted from a camera 1201 to obtain a terrain intersection 1202, and then a ground intersection 1203 located above the terrain intersection 1202 is obtained. After that, it is detected whether the horizontal distance between the collision point (e.g., the ground intersection 1203) and the player-controlled game character exceeds the maximum magic radius (i.e., the horizontal distance limit), and it is checked whether the slope value exceeds a set slope value threshold (to filter out steep terrain). If neither of the above two conditions is met, the detection range is reduced, and the above process is repeated until a virtual wind field creation point is obtained. If both conditions are met, the collision point can be directly used as the virtual wind field creation point.

[0146] It should be noted that if the detection range is reduced to a minimum and no suitable creation point is still found, the corresponding presentation information can be displayed on the human-computer interaction interface to notify the player.

[0147] In some other embodiments, the embodiments of the present application further provide the following technical solution. First, by sending a detection ray forward along the camera direction and obtaining the collision point or the farthest point, it is possible to prevent the problem of being easily blocked by small components when detecting terrain intersections, and also to prevent the problem of the collision point being too high and off-screen due to a large obstacle when obtaining the ground intersection. As shown in FIG. 13 , taking the collision point as an example, the collision point is attached to the terrain, and a spherical matrix 1302 for collision detection is constructed using the collision point 1301 as the center of the bottom edge of the spherical matrix 1302. Then, the ray collision rate of the spherical matrix 1302 is calculated (the shaded ball in FIG. 13 represents the collided ball). If the collision rate is greater than a collision rate threshold (e.g., 60%), it indicates that there is an occlusion; otherwise, it indicates that there is no occlusion. If there is an occlusion, the distance is shortened along the direction of the game character controlled by the player, and the above process is repeated. If there is no occlusion, the collision point 1301 is directly used as the creation point of the virtual wind field. This allows the player to release wind field magic in as open and flat an area as possible, and prevents the wind in the virtual wind field from being blocked by obstacles and being unable to produce the corresponding effect.

[0148] In summary, the virtual scene interaction method according to the embodiment of the present application has the following advantageous effects: on the one hand, by using a series of methods to achieve multiple gameplay objectives, it not only simplifies the complexity of the player's operation but also improves the richness of a single system, providing the player with the possibility to explore the player's space and realize emergent gameplay; on the other hand, from the design level, it satisfies the player's imagination about how to play magic and also provides better functional expandability.

[0149] The following continues to describe an exemplary structure in which the implementation of the virtual scene interaction device 555 according to the embodiment of the present application is a software module. In some embodiments, as shown in FIG. 2 , the software modules of the virtual scene interaction device 555 stored in the memory 550 may include a display module 5551, a switching module 5552, and a control module 5553.

[0150] The display module 5551 is configured to display a virtual scene, a skill selection control, and a skill release control in the human-computer interaction interface, the virtual scene including a first virtual object, the skill release control being in a first display style, the first display style indicating that the skill release control is currently associated with a first skill. The switching module 5552 is configured to switch the skill release control from the first display style to a second display style in response to a trigger operation on the skill selection control, the second display style indicating that the skill release control is currently associated with a second skill, the second skill including multiple types, the skill selection control being used to select a target type from the multiple types. The control module 5553 is configured to control the first virtual object to release a second skill of the target type in response to the trigger operation on the skill release control.

[0151] In some embodiments, the skill selection control is in an off state by default, the off state indicating that the second skill is in an inactive state, and the switching module 5552 is further arranged to switch the skill selection control from the off state to an on state in response to a trigger operation on the skill selection control, the on state indicating that the second skill is in an active state.

[0152] In some embodiments, the target type is a first type selected by default from a plurality of types, the default display style of the skill selection control is a third display style, the third display style indicates that the skill selection control is currently associated with a second skill of the first type, and the first type includes either the previously selected type or the type selected most often.

[0153] In some embodiments, the target type is a second type manually selected by the skill selection control, and the display module 5551 is further arranged to display a plurality of types of second skills in response to a trigger operation on the skill selection control in the on state, and the switching module 5552 is further arranged to switch the skill selection control to a fourth display style in response to the second type of the plurality of types being selected, wherein the fourth display style indicates that the skill selection control is currently associated with a second skill of the second type.

[0154] In some embodiments, the type of trigger operation includes a click operation, and the control module 5553 further controls the first virtual object to release a second skill of a target type in a first direction in response to the click operation on the skill release control, drives the first virtual tool to move autonomously along the first direction, and is positioned to apply a corresponding action to an object with which the first virtual tool collides, wherein the first direction is a current orientation of the first virtual object.

[0155] In some embodiments, the type of trigger operation includes a press operation, and the display module 5551 is further configured to, in response to a press operation on the skill release control, switch the virtual scene to a zoom mode and display an aiming marker corresponding to an orientation of the virtual joystick and the first virtual object while the press operation is not released, and the control module 5553 is further configured to, in response to a swing operation on the virtual joystick, control the aiming marker to rotate synchronously, and, in response to the press operation being released, control the first virtual object to release a second skill of a target type in a second direction, drive the first virtual tool to move autonomously along the second direction, and apply a corresponding action to an object with which the first virtual tool collides, wherein the second direction is a direction corresponding to the aiming marker after rotation.

[0156] In some embodiments, the control module 5553 is further configured to, when responsive to a press operation on the skill release control, control the second skill of the target type to enter a charge state such that at least one of the prominence of the first virtual tool and the range of influence of the first virtual tool increases with an increasing charge level, the charge level being positively correlated with the duration of the press operation, and to, in response to the press operation being released, control the second skill of the target type to exit the charge state.

[0157] In some embodiments, the display module 5551 is further configured to display a status bar control in the human-computer interaction interface when the control module 5553 controls the second skill of the target type to enter the charging state, wherein a length of the status bar control continuously decreases as the duration of the press operation increases, and the length of the status bar control is used to indicate a remaining status value of the first virtual object.

[0158] In some embodiments, the control module 5553 is further configured to perform at least one of: knocking down the collided second virtual object; displaying a collision mark on the collided third virtual object to increase the capture probability of the first virtual object for the collided third virtual object; destroying the collided virtual object; and activating a level or mechanism associated with the particular collided interaction object.

[0159] In some embodiments, the virtual scene interaction device 555 further comprises a driving module 5554 arranged to drive the first virtual tool to bounce upon hitting the ground or an obstacle, up to a set number of times, when driving the first virtual tool to move autonomously along the first direction or the second direction.

[0160] In some embodiments, the driving module 5554 is further configured to perform the following processes: when the first virtual tool hits the ground or an obstacle, determine a rebound direction of the first virtual tool that follows real-world physics, or constrain the movement of the first virtual tool to a plane and make the rebound direction forward or backward along the plane, the plane being a plane consisting of the throwing direction of the first virtual tool and the anti-gravity direction; determine an elevation angle and a velocity at which the first virtual tool bounces, the elevation angle and the velocity being positively correlated with the stored force level; and drive the first virtual tool to bounce according to the rebound direction, elevation angle and velocity.

[0161] In some embodiments, the driving module 5554 is further configured to perform at least one of the following processes: when driving the first virtual tool to bounce, multiplying the displacement of the first virtual tool in each frame by a set adjustment coefficient so that the height of the first virtual tool is consistent each time it bounces; and obtaining a deceleration coefficient that follows the laws of motion in the real world, and attenuating the flight speed of the first virtual tool in each frame based on the deceleration coefficient.

[0162] In some embodiments, the type of trigger operation includes a click operation, and the control module 5553 is further configured to, in response to the click operation on the skill release control, control the first virtual object to release a second skill of the target type at a first location, create a virtual wind field at the first location, and apply a corresponding action to objects that enter the virtual wind field, wherein the first location is a location of the first virtual object.

[0163] In some embodiments, the type of trigger operation includes a press operation, and the display module 5551 is further configured to, in response to a press operation on the skill release control, display a wind field aiming circle corresponding to an orientation of the virtual joystick and the first virtual object while the press operation is not released, and the control module 5553 is further configured to, in response to a rock operation on the virtual joystick, control the wind field aiming circle to rotate synchronously, and in response to the press operation being released, control the first virtual object to release a second skill of a target type at a second position, create a virtual wind field at the second position, and apply a corresponding action to objects that enter the virtual wind field, wherein the second position is a position of the wind field aiming circle after the rotation.

[0164] In some embodiments, the virtual scene interaction device 555 further comprises a determination module 555 arranged to determine the second position by repeatedly performing the following process before the control module 5553 controls the first virtual object to release the target-type second skill at the second position: setting the first virtual object as a starting point, sending a detection ray along a post-rotation orientation of the first virtual object, obtaining a collision point or a farthest point, attaching the collision point or the farthest point to a terrain, constructing a spherical matrix with the collision point or the farthest point as a center of a lower edge of the spherical matrix, calculating a ray collision rate of the spherical matrix, and, if the collision rate is less than a collision rate threshold, setting the collision point or the farthest point as the second position; if the collision rate is equal to or greater than the collision rate threshold, obtaining a new point in a direction closer to the first virtual object, constructing a spherical matrix with the new point as a center of a lower edge of the spherical matrix, calculating a ray collision rate of the spherical matrix, and, if the collision rate is less than the collision rate threshold, setting the new point as the second position.

[0165] In some embodiments, the control module 5553 is further configured to perform at least one of the following: increasing the height of a virtual vehicle that has entered the virtual wind field; increasing the height of a virtual projectile that has entered the virtual wind field; and activating a level or mechanism associated with a particular interaction object that has entered the virtual wind field.

[0166] In some embodiments, when the virtual wind field is located on a slope in the virtual scene, the determination module 5555 is further configured to set the projection point of the virtual vehicle or virtual thrown object on a plane close to the ground surface of the virtual wind field as the detection start point before the control module 5553 increases the height of the virtual vehicle or virtual thrown object that has entered the virtual wind field, and the control module 5553 is further configured to control the detection start point to shift upward by a distance corresponding to the slope value, the distance being positively correlated with the slope value, and emit a detection ray from the shifted detection start point toward the virtual vehicle or virtual thrown object, and the determination module 5555 is further configured to determine to increase the height of the virtual vehicle or virtual thrown object that has entered the virtual scene if the detection result indicates that there is no obstruction, and to determine not to increase the height of the virtual vehicle or virtual thrown object that has entered the virtual scene if the detection result indicates that there is an obstruction.

[0167] In some embodiments, the virtual scene interaction device 555 further comprises a shield module 5556 arranged to prevent the terrain object from blocking the wind in the virtual wind field when the terrain object is present at the second location and then controls the wind in the virtual wind field to move upward from the ground surface.

[0168] In some embodiments, when there is a non-terrain object at the second location, after creating the virtual wind field at the second location, the shield module 5556 is further configured to, when the non-terrain object is a wind-permeable object, prevent the wind in the virtual wind field from being blocked by the non-terrain object when controlling the wind in the virtual wind field to move upward from the ground surface, and the determination module 5555 is further configured to, when the non-terrain object is a wind-impermeable object, determine that at least a portion of the wind in the virtual wind field is blocked by the non-terrain object when controlling the wind in the virtual wind field to move upward from the ground surface.

[0169] It should be noted that the description of the device of the embodiment of the present application is similar to the description of the above method embodiment, and has the same advantageous effects as the method embodiment, so it will not be described again. The undescribed technical details of the virtual scene interaction device of the embodiment of the present application can be understood based on the description of any one of Figures 3, 4, or 5.

[0170] An embodiment of the present application provides a computer program product including a computer program or computer-executable instructions stored on a computer-readable storage medium, wherein a processor of a computing device reads and executes the computer-executable instructions from the computer-readable storage medium, thereby causing the computing device to perform the virtual scene interaction method described in the embodiment of the present application.

[0171] An embodiment of the present application provides a computer-readable storage medium having stored thereon computer-executable instructions that, when executed by a processor, cause the processor to perform a virtual scene interaction method according to an embodiment of the present application, such as the virtual scene interaction method shown in FIG.

[0172] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disk, or CD-ROM, or may be any device including one or any combination of the above memories.

[0173] In some embodiments, the executable instructions may be in the form of a program, software, software module, script, or code, written in any form of programming language (including a compiled or interpreted language, or a declarative or procedural language), and may be implemented in any form, for example, as a stand-alone program, a module, component, subroutine, or other unit suitable for use in a computing environment.

[0174] As an example, the executable instructions may be implemented to execute on one electronic device, or on multiple electronic devices located at one location, or on multiple electronic devices distributed across multiple locations and interconnected via a communications network.

[0175] The above is merely an example of the present application and is not intended to limit the scope of protection of the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and scope of the present application shall be included in the scope of protection of the present application.

Claims

1. 1. A method of virtual scene interaction performed by an electronic device, comprising: displaying a virtual scene, a skill selection control, and a skill release control in a human-computer interaction interface, the virtual scene including a first virtual object, the skill release control being in a first display style, the first display style indicating that the skill release control is currently associated with a first skill; switching the skill release control from the first display style to a second display style in response to a trigger operation on the skill selection control, the second display style indicating that the skill release control is currently associated with a second skill, the second skill including a plurality of types, and the skill selection control being used to select a target type from the plurality of types; controlling the first virtual object to release the second skill of the target type in response to a trigger operation on the skill release control; A method for interacting with a virtual scene, including:

2. the skill selection control is in an off state by default, the off state indicating that the second skill is in an inactive state; In response to a trigger operation on the skill selection control, the method further comprises:

10. The method of claim 1, further comprising: switching the skill selection control from the off state to an on state, the on state indicating that the second skill is active.

3. 3. The method of claim 2, wherein the target type is a first type selected by default from the plurality of types, a default display style of the skill selection control is a third display style, the third display style indicating that the skill selection control is currently associated with the second skill of the first type, and the first type includes either a previously selected type or a type selected most often.

4. the target type is a second type manually selected by the skill selection control; The method comprises: displaying a plurality of types of the second skill in response to a trigger operation on the skill selection control in the on state; 3. The method of claim 2, further comprising: in response to a selection of the second type of the plurality of types, switching the skill selection control to a fourth display style, the fourth display style indicating that the skill selection control is currently associated with the second skill of the second type.

5. The type of trigger operation includes a click operation; controlling the first virtual object to release the second skill of the target type in response to a trigger operation on the skill release control, 2. The method of claim 1, comprising: in response to the click operation on the skill release control, controlling the first virtual object to release the second skill of the target type in a first direction, driving a first virtual tool to move autonomously along the first direction, and applying a corresponding action to an object with which the first virtual tool collides, wherein the first direction is a current orientation of the first virtual object.

6. The type of the trigger operation includes a pressing operation; controlling the first virtual object to release the second skill of the target type in response to a trigger operation on the skill release control, in response to the pressing operation on the skill release control, while the pressing operation is not released, switching the virtual scene to an enlarged mode and displaying a virtual joystick and an aiming marker corresponding to an orientation of the first virtual object; controlling the aim marker to rotate synchronously in response to a swing operation on the virtual joystick; 2. The method of claim 1, comprising: in response to the press operation being released, controlling the first virtual object to release the second skill of the target type in a second direction, driving a first virtual tool to move autonomously along the second direction, and applying a corresponding action to an object with which the first virtual tool collides, wherein the second direction is a direction corresponding to the aiming marker after rotation.

7. In response to the pressing operation on the skill release control, the method further comprises: controlling the second skill of the target type to enter a power-accumulating state such that at least one of the conspicuity of the first virtual tool and the influence range of the first virtual tool increases with an increase in a power-accumulating level, the power-accumulating level being positively correlated with the duration of the pressing operation; In response to the pressing operation being released, controlling the second skill of the target type to exit the energy storing state; The method of claim 6 further comprising:

8. When controlling the second skill of the target type to enter a power accumulation state, the method includes: displaying a state progress control in the human-computer interaction interface, the progress of the state progress control continuously decreasing as the duration of the press operation increases, and the progress of the state progress control being used to indicate a remaining state value of the first virtual object; The method of claim 7 further comprising:

9. The step of applying a corresponding action to an object that has collided with the first virtual tool includes: a process of knocking down the second virtual object that has collided; a process of displaying a collision mark on the third virtual object that has collided with the first virtual object to increase the probability of capturing the third virtual object; A process of destroying the collided virtual object; Activating a level or mechanism associated with the particular interaction object that has been collided.

10. When the first virtual tool is driven to move autonomously along the first direction or the second direction, the method includes: a step of driving the first virtual tool so that it bounces off the ground or an obstacle up to a set number of times; The method of claim 5 or 6, further comprising:

11. After driving the first virtual tool to bounce a set number of times, the method includes: hiding the first virtual tool in the virtual scene or controlling the first virtual tool to explode, thereby destroying the virtual object that the first virtual tool last collided with. The method of claim 10 further comprising:

12. The step of driving the first virtual tool so that the first virtual tool bounces off the ground or an obstacle includes: When the first virtual tool hits the ground or an obstacle, a process for determining a rebound direction of the first virtual tool that follows the physical laws of the real world, or a process for constraining the movement of the first virtual tool to a plane and forcing the rebound direction to be forward or backward along the plane, the plane being a plane formed by the throwing direction of the first virtual tool and an anti-gravity direction; determining an elevation angle and a velocity of the first virtual tool as it bounces, the elevation angle and the velocity being positively correlated with a force accumulation level; and driving the first virtual tool to bounce in accordance with the bounce direction, the elevation angle, and the velocity.

13. When driving the first virtual tool to bounce, the method includes: multiplying the displacement of the first virtual tool in each frame by a set adjustment coefficient so that the height of the first virtual tool is consistent every time the first virtual tool bounces; and b. obtaining a deceleration coefficient that conforms to the laws of motion in the real world, and attenuating the flight speed of the first virtual tool in each frame based on the deceleration coefficient. The method of claim 10 further comprising:

14. The type of trigger operation includes a click operation; controlling the first virtual object to release the second skill of the target type in response to a trigger operation on the skill release control, 14. The method according to claim 1, comprising the steps of: in response to the click operation on the skill release control, controlling the first virtual object to release the second skill of the target type at a first position; creating a virtual wind field at the first position; and applying a corresponding action to an object that enters the virtual wind field, wherein the first position is a position of the first virtual object.

15. The type of the trigger operation includes a pressing operation; controlling the first virtual object to release the second skill of the target type in response to a trigger operation on the skill release control, In response to the pressing operation on the skill release control, displaying a wind field aiming circle corresponding to an orientation of the virtual joystick and the first virtual object while the pressing operation is not released; controlling the wind field aiming circle to rotate synchronously in response to a swing operation on the virtual joystick; in response to the pressing operation being released, controlling the first virtual object to release the second skill of the target type at a second position, creating a virtual wind field at the second position, and applying a corresponding action to an object that enters the virtual wind field, wherein the second position is a position of the wind field aiming circle after rotation.

16. Before controlling the first virtual object to release the second skill of the target type at a second location, the method further comprises: Using the first virtual object as a starting point, emit a detection ray along a direction of the first virtual object after rotation, acquire a collision point or a farthest point, and attach the collision point or the farthest point to a terrain; constructing a spherical matrix with the collision point or the farthest point as the center of the lower side of the spherical matrix; calculating a ray impingement rate of said spherical matrix; If the collision rate is less than a collision rate threshold, the collision point or the farthest point is set as the second position; If the collision rate is equal to or greater than a collision rate threshold, acquiring a new point in a direction closer to the first virtual object; construct a spherical matrix with the new point as the center of the lower edge of the spherical matrix, and calculate the ray collision rate of the spherical matrix; determining the second position by repeatedly performing a process of setting the new point as the second position when the collision rate is less than a collision rate threshold value; 16. The method of claim 15, further comprising:

17. The step of applying a corresponding action to an object entering the virtual wind field includes: raising the height of the virtual vehicle that has entered the virtual wind field; A process of raising the height of the virtual projectile that has entered the virtual wind field; activating a level or mechanism associated with a particular interaction object that has entered the virtual wind field.

18. When the virtual wind field is located on a slope in the virtual scene, before increasing the height of the virtual vehicle or the virtual thrown object that has entered the virtual wind field, the method includes: a step of setting a projection point of the virtual vehicle or the virtual thrown object on a plane close to the ground surface in the virtual wind field as a detection start point; controlling the detection start point so as to shift upward by a distance corresponding to a gradient value of the slope, the distance being positively correlated with the gradient value; a step of emitting a detection ray from the shifted detection start point toward the virtual vehicle or the virtual thrown object; If the detection result indicates that there is no occlusion, determining to increase the height of the virtual vehicle or the virtual throwing object that has entered the virtual scene; If the detection result indicates that there is an occlusion, determining not to increase the height of the virtual vehicle or the virtual throwing object that has entered the virtual scene.

20. The method of claim 17, further comprising:

19. After creating a virtual wind field at the second location if there is a terrain object at the second location, the method further comprises: a step of preventing the wind in the virtual wind field from being blocked by the landform object when controlling the wind in the virtual wind field to move upward from the ground surface; 16. The method of claim 15, further comprising:

20. After creating a virtual wind field at the second location if there are non-terrain objects at the second location, the method further comprises: If the non-terrain object is a wind-permeable object, a process of preventing the non-terrain object from blocking the wind in the virtual wind field when controlling the wind in the virtual wind field to move upward from the ground surface; and if the non-terrain object is a wind-impermeable object, determining that at least a portion of the wind in the virtual wind field is blocked by the non-terrain object when controlling the wind in the virtual wind field to move upward from the ground surface.

16. The method of claim 15, further comprising:

21. 1. A virtual scene interaction device, comprising: a display module arranged to display a virtual scene, a skill selection control, and a skill release control in a human-computer interaction interface, the virtual scene including a first virtual object, the skill release control being in a first display style, the first display style indicating that the skill release control is currently associated with a first skill; a switching module arranged to switch the skill release control from the first display style to a second display style in response to a trigger operation on the skill selection control, the second display style indicating that the skill release control is currently associated with a second skill, the second skill including a plurality of types, and the skill selection control being used to select a target type from the plurality of types; a control module configured to control the first virtual object to release the second skill of the target type in response to a trigger operation on the skill release control; An interaction device for a virtual scene, comprising:

22. An electronic device, a memory for storing computer-executable instructions; and a processor for implementing the method for virtual scene interaction according to any one of claims 1 to 20 when executing computer-executable instructions stored in said memory.

23. A computer-readable storage medium having stored thereon computer-executable instructions which, when executed by a processor, implement the method for interacting with a virtual scene according to any one of claims 1 to 20.

24. A computer program product comprising a computer program or computer executable instructions which, when executed by a processor, implements the method for interacting with a virtual scene according to any one of claims 1 to 20.

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