Object interaction method and apparatus, and electronic device, computer-readable storage medium and computer program product

By displaying multiple second virtual objects in a virtual scene and combining their output notes and interaction order, the problem of single interaction process in the prior art is solved, the human-computer interaction efficiency and hardware resource utilization rate are improved, and the player's Interactive experience.

WO2025001467A1PCT designated stage expired Publication Date: 2025-01-02TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
PCT/CN2024/089785
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-06-28
Filing Date
2024-04-25
Publication Date
2025-01-02

AI Technical Summary

Technical Problem

In existing games, players only rely on hits to generate audio when interacting with monsters, resulting in a single interaction process, low human-computer interaction efficiency, and wasted hardware processing resources.

Method used

A plurality of second virtual objects are displayed in the virtual scene, each object outputs different notes, and in response to player interaction, the first virtual object is controlled to interact with the multiple second virtual objects, and the interaction results are displayed in combination with the note output order and the interaction order.

Benefits of technology

It improves the diversity of object interactions and human-computer interaction efficiency in virtual scenes, optimizes hardware resource utilization, and increases players' memory and performance experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

Provided in the present application are an object interaction method and apparatus, and an electronic device, a computer-readable storage medium and a computer program product. The method comprises: in a virtual scene, displaying a first virtual object and M second virtual objects, wherein M is a positive integer greater than 1, each second virtual object is used for outputting at least one note, and notes which are outputted by different second virtual objects are at least partially different from each other; displaying the process of N second virtual objects outputting target notes, wherein N is a positive integer, and N is less than or equal to M; in response to an interaction operation for the M second virtual objects, controlling the first virtual object to perform interaction with respect to the M second virtual objects; and displaying an interaction result of the first virtual object in view of an output sequence of the target notes and an interaction sequence of the first virtual object with respect to the M second virtual objects.
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Description

Object interaction method, device, electronic device, computer-readable storage medium, and computer program product

[0001] CROSS-REFERENCE TO RELATED APPLICATIONS

[0002] The embodiments of this application are based on the Chinese patent application with application number 202310781216.5 and application date June 28, 2023, and claim the priority of the Chinese patent application. The entire content of the Chinese patent application is hereby introduced into the embodiments of this application as a reference. Technical Field

[0003] The present application relates to the technical fields of virtualization and human-computer interaction, and in particular to an object interaction method, device, electronic device, computer-readable storage medium, and computer program product. Background Art

[0004] In related games, when players interact with monsters, hitting certain specific monsters will generate audio information, and there will be rewards for successful hitting. However, this interaction process that only relies on hitting certain specific monsters to generate audio information will result in a relatively simple player interaction process, resulting in too low human-computer interaction efficiency and a waste of hardware processing resources.

[0005] Summary of the Invention

[0006] The embodiments of the present application provide an object interaction method, device, electronic device, computer-readable storage medium, and computer program product, which can improve the diversity of object interaction processes in virtual scenes, the efficiency of human-computer interaction, and the utilization of hardware processing resources.

[0007] The technical solution of the embodiment of the present application is implemented as follows:

[0008] The present invention provides an object interaction method, including:

[0009] In a virtual scene, displaying a first virtual object and M second virtual objects;

[0010] Wherein, M is a positive integer greater than 1, the second virtual object is used to output at least one note, and the notes output by different second virtual objects are at least partially different;

[0011] Displaying a process in which N second virtual objects output a target note; wherein N is a positive integer and N is less than or equal to M;

[0012] In response to an interaction operation on the M second virtual objects, controlling the first virtual object to interact with the M second virtual objects;

[0013] The interaction result of the first virtual object is displayed in combination with the output order of the target notes and the interaction order of the first virtual object with respect to the M second virtual objects.

[0014] An embodiment of the present application provides an object interaction device, including:

[0015] A first display module is configured to display a first virtual object and M second virtual objects in a virtual scene; wherein M is a positive integer greater than 1, and the second virtual object is configured to output at least one musical note, and the musical notes output by different second virtual objects are at least partially different;

[0016] A second display module is configured to display a process in which N second virtual objects output target notes; wherein N is a positive integer and N is less than or equal to M;

[0017] a control module configured to control the first virtual object to interact with the M second virtual objects in response to an interaction operation with the M second virtual objects;

[0018] The third display module is configured to display the interaction result of the first virtual object in combination with the output order of the target notes and the interaction order of the first virtual object with respect to the M second virtual objects.

[0019] An embodiment of the present application provides an electronic device, including:

[0020] a memory configured to store computer-executable instructions;

[0021] The processor is configured to implement the object interaction method provided in the embodiment of the present application when executing the computer executable instructions stored in the memory.

[0022] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are executed by a processor, the object interaction method provided in the embodiment of the present application is implemented.

[0023] The present invention provides a computer program product or computer program, which includes computer-executable instructions stored in a computer-readable storage medium. A processor of an electronic device reads the computer-executable instructions from the computer-readable storage medium and executes the computer-executable instructions, causing the electronic device to perform the object interaction method provided in the present invention.

[0024] The embodiments of the present application have the following beneficial effects:

[0025] In the above embodiment of the present application, after displaying a first virtual object and M second virtual objects in a virtual scene, the N second virtual objects are controlled to output target notes, and then, in response to an interaction operation on the M second virtual objects, the first virtual object is controlled to perform an interaction operation on the M second virtual objects. In this way, after the N second virtual objects are displayed to output the target notes, the first virtual object is controlled to perform an interaction operation on the M second virtual objects, so that the order in which the first virtual object interacts with the M second virtual objects is associated with the order in which the N second virtual objects output the target notes, thereby determining an interaction result based on the interaction order of the interaction operations and the output order of the target notes. In this way, the interaction result is not only related to the interaction operation itself, but also to the interaction order of the interaction operations, thereby improving not only the utilization and effectiveness of the interaction operation performed by the first virtual object, but also improving the efficiency of human-computer interaction and the hardware resource utilization of the electronic device. BRIEF DESCRIPTION OF THE DRAWINGS

[0026] FIG1 is a schematic diagram of the architecture of an object interaction system provided in an embodiment of the present application;

[0027] FIG2 is a schematic structural diagram of an electronic device provided in an embodiment of the present application;

[0028] FIG3 is a flow chart of an object interaction method provided in an embodiment of the present application;

[0029] FIG4 is a schematic diagram of a second virtual object provided in an embodiment of the present application;

[0030] FIG5 is a schematic diagram of displaying a musical note effect at a location associated with a second virtual object according to an embodiment of the present application;

[0031] FIG6 is a schematic diagram of an interactive operation identifier in an inactive state provided in an embodiment of the present application;

[0032] FIG7 is a schematic diagram of an interactive operation identifier in an activated state provided in an embodiment of the present application;

[0033] FIG8 is a schematic diagram of difficulty prompt information provided in an embodiment of the present application;

[0034] FIG9 is a schematic diagram of an interaction failure prompt message provided in an embodiment of the present application;

[0035] FIG10 is a schematic diagram of an interaction success indicator provided in an embodiment of the present application;

[0036] FIG11 is a schematic diagram of an interaction failure indicator provided in an embodiment of the present application;

[0037] FIG12 is a flow chart of an audio puzzle-solving method in a shooting game provided by an embodiment of the present application;

[0038] FIG13 is a schematic diagram of a singing management setting provided in an embodiment of the present application;

[0039] FIG14 is a schematic diagram of the status of components provided in an embodiment of the present application;

[0040] FIG15 is a logic diagram of the interaction process provided in an embodiment of the present application;

[0041] FIG16 is a flowchart of the preparation process of the monster chanting process provided by an embodiment of the present application;

[0042] FIG17 is a flowchart of a monster chanting process provided by an embodiment of the present application;

[0043] FIG18 is a flowchart of determining an interaction result of a first virtual object based on an attack operation performed by the first virtual object, provided by an embodiment of the present application. DETAILED DESCRIPTION

[0044] In order to make the purpose, technical solutions and advantages of the present application clearer, the embodiments of the present application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limiting the embodiments of the present application. All other embodiments obtained by ordinary technicians in this field without making creative work are within the scope of protection of this application.

[0045] In the following description, reference is made to “some embodiments”, which describes a subset of all possible embodiments, but it will be understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

[0046] In the following description, the terms "first\second\third" involved are merely used to distinguish similar objects and do not represent a specific ordering of the objects. It can be understood that "first\second\third" can be interchanged with a specific order or sequence where permitted, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.

[0047] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by those skilled in the art to which this application pertains. The terms used herein are for the purpose of describing the embodiments of this application only and are not intended to limit this application.

[0048] Before further describing the embodiments of the present application in detail, the nouns and terms involved in the embodiments of the present application are explained. The nouns and terms involved in the embodiments of the present application are subject to the following interpretations.

[0049] 1) Shooting games, including first-person shooter games, third-person shooter games, and other games that use firearms for long-range attacks, including but not limited to these.

[0050] 2) Third-person perspective: the in-game camera is positioned a certain distance behind the player character, and the player can see the character and all combat elements in the surrounding environment.

[0051] 3) In response, it is used to indicate the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more operations executed can be real-time or have a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations executed are executed.

[0052] 4) Virtual scene: This is the virtual scene displayed (or provided) when the application is running on the terminal. This virtual scene can be a simulation of the real world, a virtual environment that is partially simulated and partially fictional, or a purely fictional virtual environment. The virtual scene can be any of two-dimensional, two-and-a-half-dimensional, or three-dimensional.

[0053] For example, a virtual scene may include the sky, land, ocean, etc., where the land may include environmental elements such as deserts and cities. Users may control virtual objects to perform activities in the virtual scene, including but not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. The virtual scene may be displayed from a first-person perspective (e.g., the user plays the role of a virtual object in the game from their own perspective); from a third-person perspective (e.g., the user chases the virtual object in the game); or from a bird's-eye view perspective. The aforementioned perspectives may be switched arbitrarily.

[0054] 5) Virtual objects: These are images of people and objects that can interact in a virtual scene, or movable objects within the virtual scene. These movable objects can be virtual people, virtual animals, cartoon characters, and the like, such as people, animals, plants, oil drums, walls, and rocks displayed within the virtual scene. A virtual object can be a virtual avatar representing the user within the virtual scene. A virtual scene can include multiple virtual objects, each with its own unique shape and volume, occupying a portion of the space within the virtual scene.

[0055] For example, the virtual object can be a user character controlled by operations on the client, an artificial intelligence (AI) trained to play in a virtual scene, or a non-player character (NPC) used in virtual scene interactions. The number of virtual objects participating in the virtual scene interaction can be pre-set or dynamically determined based on the number of clients participating in the interaction.

[0056] 6) Client, also known as user end, refers to the program corresponding to the server that provides local services to users. Except for some applications that can only run locally, it is generally installed on an ordinary client and needs to cooperate with the server to run. That is, there must be corresponding servers and service programs on the network to provide corresponding services. In this way, a specific communication connection needs to be established between the client and the server to ensure the normal operation of the application, such as the game client.

[0057] 7) Open world refers to a virtual game scene in which the battle scenes in the game are completely free and open. In the open world, players can move forward and explore freely in any direction, and the distance between the boundaries of each direction is very large.

[0058] 8) Scale: a series of pitches arranged in sequence according to a specific rule.

[0059] 9) User Interface (UI) is the medium for interaction and information exchange between the system and the user, and is used to realize the conversion between the internal form of information and the form acceptable to humans.

[0060] Refer to Figure 1, which is a schematic diagram of the architecture of the object interaction system 100 provided in an embodiment of the present application. The terminal (terminal 400 is shown as an example) is connected to the server 200 through the network 300. The network 300 can be a wide area network or a local area network, or a combination of the two. The terminal 400 is used for the user to use the client 401, which is displayed on the display interface (display interface 401-1 is shown as an example). The terminal 400 and the server 200 are connected to each other through a wired or wireless network.

[0061] The server 200 is configured to transmit a virtual scene including a first virtual object and M second virtual objects to the terminal 400;

[0062] Terminal 400 is also configured to receive a virtual scene including a first virtual object and M second virtual objects; present the virtual scene, and display the first virtual object and M second virtual objects in the virtual scene; wherein M is a positive integer greater than 1, and the second virtual object is used to output at least one note, and the notes output by different second virtual objects are at least partially different; display the process of N second virtual objects outputting target notes; wherein N is a positive integer, and N is less than or equal to M; in response to interaction operations with the M second virtual objects, control the first virtual object to interact with the M second virtual objects; and display the interaction results of the first virtual object in combination with the output order of the target notes and the interaction order of the first virtual object with the M second virtual objects.

[0063] In some embodiments, the server 200 can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. The terminal 400 can be a smart phone, a tablet computer, a laptop computer, a desktop computer, a set-top box, an intelligent voice interaction device, a smart home appliance, a virtual display device, a vehicle-mounted terminal, an aircraft, and a mobile device (for example, a mobile phone, a portable music player, a personal digital assistant, a dedicated messaging device, a portable gaming device, a smart speaker, and a smart watch), etc., but is not limited thereto. The terminal device and the server can be directly or indirectly connected via wired or wireless communication, which is not limited in the embodiments of the present application.

[0064] Next, an electronic device for implementing the object interaction method provided by an embodiment of the present application is described. Referring to Figure 2, Figure 2 is a structural diagram of an electronic device provided by an embodiment of the present application. The electronic device can be a server or a terminal. Taking the electronic device as the terminal shown in Figure 1 as an example, the electronic device shown in Figure 2 includes: at least one processor 410, a memory 450, at least one network interface 420 and a user interface 430. The various components in the terminal 400 are coupled together through a bus system 440. It can be understood that the bus system 440 is used to realize the connection and communication between these components. In addition to the data bus, the bus system 440 also includes a power bus, a control bus and a status signal bus. However, for the sake of clarity, various buses are labeled as bus system 440 in Figure 2.

[0065] The processor 410 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where the general-purpose processor can be a microprocessor or any conventional processor, etc.

[0066] The user interface 430 includes one or more output devices 431 that enable display of media content, including one or more speakers and / or one or more visual display screens. The user interface 430 also includes one or more input devices 432, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

[0067] The memory 450 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard drives, optical drives, etc. The memory 450 may optionally include one or more storage devices that are physically remote from the processor 410.

[0068] The memory 450 includes volatile memory or non-volatile memory, or may include both volatile and non-volatile memory. The non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 450 described in the embodiments of the present application is intended to include any suitable type of memory.

[0069] In some embodiments, the memory 450 can store data to support various operations, examples of which include programs, modules, and data structures, or a subset or superset thereof, as exemplified below.

[0070] Operating system 451, including system programs configured to handle various basic system services and perform hardware-related tasks, such as a framework layer, a core library layer, a driver layer, etc., configured to implement various basic services and handle hardware-based tasks;

[0071] A network communication module 452 is configured to reach other electronic devices via one or more (wired or wireless) network interfaces 420 , exemplary network interfaces 420 including Bluetooth, WiFi, and USB;

[0072] a presentation module 453 configured to enable display of information via one or more output devices 431 (e.g., a display screen, a speaker, etc.) associated with the user interface 430 (e.g., a user interface for operating peripheral devices and displaying content and information);

[0073] The input processing module 454 is configured to detect user input or interaction from one or more input devices 432 and to translate the detected input or interaction.

[0074] In some embodiments, the apparatus provided in the embodiments of the present application can be implemented in software. FIG2 shows an object interaction apparatus 455 stored in memory 450. This apparatus can be software in the form of a program or plug-in, and includes the following software modules: a first display module 4551, a second display module 4552, a control module 4553, and a third display module 4554. These modules are logical and can be arbitrarily combined or further separated according to the functions implemented. The functions of each module will be described below.

[0075] In other embodiments, the device provided in the embodiments of the present application can be implemented in hardware. As an example, the object interaction device provided in the embodiments of the present application can be a processor in the form of a hardware decoding processor, which is programmed to execute the object interaction method provided in the embodiments of the present application. For example, the processor in the form of a hardware decoding processor can adopt one or more application-specific integrated circuits (ASICs), DSPs, programmable logic devices (PLDs), complex programmable logic devices (CPLDs), field-programmable gate arrays (FPGAs) or other electronic components.

[0076] In some embodiments, the terminal or server can implement the object interaction method provided in the embodiment of the present application by running a computer program. For example, the computer program can be a native program or software module in the operating system; it can be a local (Native) application (Application, APP), that is, a program that needs to be installed in the operating system to run, such as an instant messaging APP, a web browser APP; it can also be a small program, that is, a program that can be run only by downloading it into a browser environment; it can also be a small program that can be embedded in any APP. In short, the above-mentioned computer program can be any form of application, module or plug-in.

[0077] Based on the above description of the object interaction system and electronic device provided by the embodiment of the present application, the object interaction method provided by the embodiment of the present application is described below. In actual implementation, the object interaction method provided by the embodiment of the present application can be implemented independently by a terminal or a server, or by a terminal and a server in collaboration. The object interaction method provided by the embodiment of the present application is described by taking the terminal 400 in Figure 1 as an example of independently executing the object interaction method provided by the embodiment of the present application. Referring to Figure 3, Figure 3 is a flow chart of the object interaction method provided by the embodiment of the present application, which will be described in conjunction with the steps shown in Figure 3.

[0078] In step 101, the terminal displays a first virtual object and M second virtual objects in a virtual scene; wherein M is a positive integer greater than 1, the second virtual object is used to output at least one note, and the notes output by different second virtual objects are at least partially different.

[0079] In actual implementation, a terminal is installed with an application that supports virtual scenes. This application can be any of a first-person shooter game, a third-person shooter game, a multiplayer online tactical competitive game, a virtual reality application, a 3D map program, or a multiplayer shooter survival game. Users can use the terminal to manipulate virtual objects in the virtual scene.

[0080] When a user opens an application on a terminal and the terminal runs the application, the terminal presents a picture of a virtual scene. Here, the picture of the virtual scene is obtained by observing the virtual scene from a first-person object perspective, or by observing the virtual scene from a third-person perspective. The picture of the virtual scene includes a first virtual object and a second virtual object. The first virtual object can be a player character controlled by the current player, or a player character controlled by other players (teammates) who belong to the same group as the current player; and the second virtual object can be a player character controlled by other players who are in the enemy camp of the player character controlled by the current player, or an AI-controlled object for players to interact with in the virtual scene, or an NPC in the virtual scene, etc.

[0081] It should be noted that the note output by the second virtual object here can refer to the second virtual object itself directly emitting audio of the corresponding note, such as the one in the chant, or it can refer to the second virtual object playing the corresponding note using an instrument, such as a violin or piano. The instruments corresponding to different second virtual objects can be the same or different. At the same time, the at least one note here also indicates a scale, such as the C major scale, the A minor scale, etc., where the scale includes multiple unit scales, such as the seven unit scales of do, re, mi, fa, sol, la, and si, or the five unit scales of the C major blues scale, namely C, D E b E, G, A, and C. One note can correspond to one unit scale. Here, when the notes output by different second virtual objects are completely different, each second virtual object can only output one note. When the notes output by different second virtual objects are partially different, each second virtual object can also output multiple notes.

[0082] For example, when there are seven second virtual objects and each second virtual object outputs only one note, the seven second virtual objects respectively output different notes, namely, the seven unit scales of do, re, mi, fa, sol, la, and si. Alternatively, when there are five second virtual objects and each second virtual object outputs only one note, the five second virtual objects respectively output different notes, namely, the five unit scales of C, DEbE, G, A, and C. Alternatively, when there are five second virtual objects and each second virtual object outputs multiple notes, the first second virtual object may output C and DEbE, the second second virtual object may output DEbE and G, the third second virtual object may output G and A, the fourth second virtual object may output A and C, the fifth second virtual object may output C and C, etc. Here, the notes and the number of notes output by the multiple second virtual objects, as well as the notes and the number of notes output by each second virtual object, include but are not limited to the above-mentioned situations, and this embodiment of the application does not limit this.

[0083] In some embodiments, a first virtual object and M second virtual objects are displayed in a first virtual space of a virtual scene, and before displaying the first virtual object and the M second virtual objects in the first virtual space of the virtual scene, the first virtual object and virtual scene elements belonging to natural phenomena are displayed in the second virtual space of the virtual scene; when the transformation conditions of the virtual scene elements are met, the virtual scene elements are transformed into a transmission portal; when the first virtual object is within the sensing area of ​​the transmission portal, the first virtual object is transmitted from the second virtual space to the first virtual space.

[0084] It should be noted that the transmission entrance can be presented in the form of a virtual transmission portal or in other forms, and the embodiments of the present application do not limit this; the first virtual space and the second virtual space are both pre-set and belong to the same virtual scene, wherein the first virtual space and the second virtual space can be set to virtual spaces such as deserts, oceans, castles or jungles, and the virtual natural phenomena to which the virtual scene elements belong can be natural phenomena caused to the environment such as tornadoes, volcanoes, etc.

[0085] In actual applications, by displaying virtual scene elements belonging to natural phenomena and limiting the transmission conditions of the first virtual object, that is, the first virtual object will only be transmitted when it is in the sensing area of ​​the virtual scene element, the diversity of the interaction process is increased, the user's immersion and interactive experience are improved, thereby improving the efficiency of human-computer interaction and the hardware resource utilization of electronic equipment.

[0086] In actual implementation, when the first virtual object is in the sensing area of ​​the virtual scene element, the sensing area here is a circular area with the virtual scene element as the center and the target distance as the radius, and the target distance here is pre-set, such as 5 meters; and the process of determining that the first virtual object is in the sensing area of ​​the virtual scene element specifically includes: the terminal obtains the position of the first virtual object in the second virtual space, the position of the virtual scene element and the sensing area of ​​the virtual scene element, and based on the position of the first virtual object and the position of the virtual scene element, obtains the distance between the first virtual object and the virtual scene element, and compares the distance with the radius of the sensing area, that is, the target distance. When the comparison result indicates that the distance is less than or equal to the radius of the sensing area, it is determined that the first virtual object is within the sensing range of the virtual scene element. When the comparison result indicates that the distance is greater than the target distance indicated by the sensing range of the virtual natural element, it is determined that the first virtual object is not within the sensing range of the virtual natural element.

[0087] It should be noted that when the first virtual object is within the sensing area of ​​the virtual scene element, the first virtual object can be directly transferred from the second virtual space to the first virtual space; it can also be transferred from the second virtual space to the first virtual space based on the length of time the first virtual object is within the sensing area. Specifically, when the first virtual object is within the sensing area of ​​the virtual scene element, the process of transferring the first virtual object from the second virtual space to the first virtual space can be, when the first virtual object is within the sensing area of ​​the virtual scene element, displaying the length of time the first virtual object has been within the sensing area; when the length of time reaches a length of time threshold, transferring the first virtual object from the second virtual space to the first virtual space. For example, when the first virtual object is within the sensing area of ​​the virtual scene element, the length of time the first virtual object has been in the second virtual space is detected; when the detection result indicates that the length of time the first virtual object has been in the second virtual space has reached a length of time threshold, such as 5 seconds, transferring the first virtual object from the second virtual space to the first virtual space. The length of time threshold can also be pre-set, which is not limited in this embodiment of the present application.

[0088] By applying the above embodiment, the transmission conditions of the first virtual object are further limited. For example, the first virtual object will be transmitted from the first virtual space to the second virtual space only when the length of time the first virtual object stays in the sensing area reaches a length of time threshold. In this way, the diversity of the interaction process in the virtual scene and the user's enthusiasm for exploring the virtual scene are improved, thereby improving the efficiency of human-computer interaction and the utilization of hardware resources of electronic devices.

[0089] It should be noted that at least one second virtual object in the first virtual space can be a virtual object of a different type, for example, it can be at least one of a plant form, an animal form, a human form, and a monster form; and the state of the M second virtual objects can be standing in the virtual scene, or lying in the virtual scene, or some second virtual objects can be standing in the virtual scene, and some second virtual objects can be lying in the virtual scene. The embodiment of the present application does not limit the state and form of the second virtual objects in the virtual scene. For example, refer to Figure 4, which is a schematic diagram of the second virtual objects provided in the embodiment of the present application. Based on Figure 4, 401 indicates the first virtual object, and the dotted box 402 indicates five second virtual objects. The form of the second virtual objects here is a human form, and the state is a standing state.

[0090] Step 102 , displaying the process of N second virtual objects outputting target notes; wherein N is a positive integer, and N is less than or equal to M.

[0091] It should be noted that when the first virtual object first appears in the virtual scene, the N second virtual objects will not immediately output the target notes. Instead, when the first virtual object appears in the virtual scene for a certain period of time, the N second virtual objects will immediately output the target notes. Specifically, the length of time the first virtual object stays in the virtual scene is displayed; when the stay time reaches the target stay time, the process of the N second virtual objects outputting the target notes is displayed.

[0092] In actual implementation, when the first virtual object initially appears in the virtual scene, the time at which the first virtual object first appears in the virtual scene, such as in the first virtual space of the virtual scene, is obtained, and the time interval between the time of appearance and the current time, i.e., the dwell time, is compared with the target dwell time in real time. When the comparison result indicates that the dwell time has reached the target dwell time, the N second virtual objects are controlled to output the target musical note. For example, when the first virtual object initially appears in the virtual scene, the dwell time of the first virtual object in the virtual scene is detected; when the detection result indicates that the dwell time of the first virtual object in the virtual scene has reached a dwell time threshold, such as 5 seconds, the N second virtual objects are controlled to output the target musical note.

[0093] In actual applications, the conditions for the N second virtual objects to output the target notes are further limited. For example, when the first virtual object stays in the virtual scene for a target duration, the N second virtual objects will output the target notes. In this way, the diversity of the interaction process in the virtual scene is improved, thereby improving the efficiency of human-computer interaction and the utilization of hardware resources of electronic equipment.

[0094] It should be noted that the process of displaying N second virtual objects to output target notes is to control each of the N second virtual objects to output its corresponding note respectively. Here, all the second virtual objects in the M second virtual objects can output the target notes, or some of the second virtual objects in the M second virtual objects can output the target notes. The embodiment of this application does not limit the number of second virtual objects that output target notes.

[0095] In some embodiments, while N second virtual objects are outputting target notes, note effects are displayed at the associated positions of the second virtual objects. The note effects indicate that the second virtual objects are outputting target notes and match the target notes output by the second virtual objects. Here, the associated position indicates one of the positions above, below, to the left, or to the right of the corresponding second virtual object. The associated positions of different second virtual objects can be different, and different notes can correspond to the same or different note effects. Furthermore, the pitch of different notes can also correspond to different note effects. For example, if there are five second virtual objects and five target notes, note effects corresponding to the target notes emitted by different second virtual objects, such as halos, can be displayed above the second virtual objects. The pitch of the target notes emitted by the second virtual objects can be positively correlated with the brightness or number of halos displayed above the second virtual objects. For example, refer to Figure 5, which is a schematic diagram of displaying note effects at the associated position of the second virtual object provided by an embodiment of the present application. Based on Figure 5, when the second virtual object indicated by 501 emits a target note, a note effect corresponding to the note, i.e., a halo, is displayed above the second virtual object as indicated by the dotted box 502. In this way, even if the user is a hearing-impaired user, the note effect prompts the user of the second virtual object that currently emits the target note, so that the user can perceive the order in which at least one second virtual object emits the target note, thereby improving the applicability of the interaction process and the user experience.

[0096] In some embodiments, after displaying a first virtual object and M second virtual objects in a virtual scene, at least one inactive interaction identifier is also displayed; the number of interaction identifiers indicates the total number of target notes output by the N second virtual objects, and there is a one-to-one correspondence between interaction identifiers and target notes. An inactive interaction identifier indicates that the corresponding target note has not yet been output. Here, the interaction identifier can be a pattern identifier of any style, and the inactive state can indicate that the interaction identifier is grayed out, indicating that the corresponding target note has not yet been output by the corresponding second virtual object. For example, referring to FIG6 , FIG6 is a schematic diagram of inactive interaction identifiers provided in an embodiment of the present application. Based on FIG6 , 601 indicates six inactive interaction identifiers, indicating that at least one second virtual object is about to output six target notes, and at the same time, no second virtual object has yet output a target note.

[0097] By applying the above embodiment, the number of interactive operations that the user needs to perform is prompted by displaying an interactive operation identifier in an inactivated state. In this way, the user is given a clear idea of ​​the number of interactive operations that need to be performed, which not only improves the diversity of the interactive process in the virtual scene, but also reduces the possibility of the user giving up the interactive operation midway, thereby improving the efficiency of human-computer interaction and the utilization of hardware resources of electronic devices.

[0098] In some embodiments, the state of the interaction operation identifier switches as the second virtual object outputs the target note. Specifically, while N second virtual objects are outputting target notes, the interaction operation identifier corresponding to the currently output target note switches from an inactive state to an active state. When all interaction operation identifiers are active, the number of active interaction operation identifiers indicates the number of interaction operations that the first virtual object needs to perform for the M second virtual objects. Here, the active state can indicate that the interaction operation identifier is highlighted, indicating that the corresponding target note has been output by the corresponding second virtual object. For example, see FIG. 7 , which is a schematic diagram of interaction operation identifiers in active states according to an embodiment of the present application. In FIG. 7 , the first five interaction operation identifiers are active, indicating that the target notes corresponding to the first five interaction operation identifiers have been output, while the sixth interaction operation identifier is inactive, indicating that the target note corresponding to the sixth interaction operation identifier has not been output.

[0099] In actual applications, by displaying the number of interactive operation identifiers in the activated state, the user is prompted to the number of interactive operations that need to be performed. At the same time, the state switching process of the interactive operation identifier is used to prompt the user whether the interaction is correct. In this way, not only the difficulty of interaction is reduced by prompting the user, but also the diversity of the interactive process in the virtual scene is improved, and the user's enthusiasm for interaction is also improved.

[0100] It should be noted that as the second virtual object outputs the target note, the corresponding interaction operation identifier switches from an inactive state to an active state. When all interaction operation identifiers are in the active state, that is, when at least one second virtual object has output the target note, the first virtual object can perform interaction operations on the second virtual object. That is, during the process of the second virtual object outputting the target note, the first virtual object cannot receive interaction operations on the second virtual object.

[0101] In some embodiments, after displaying the first virtual object and M second virtual objects in the virtual scene, difficulty prompt information may also be displayed; wherein the difficulty prompt information is used to indicate the difficulty level of each interactive operation performed by the first virtual object. Here, the displayed difficulty level information indicates the difficulty level of each interactive operation that the first virtual object is about to perform. For example, see Figure 8, which is a schematic diagram of the difficulty prompt information provided in an embodiment of the present application. Based on Figure 8, the difficulty prompt information here indicates that the difficulty level of each interactive operation performed by the first virtual object is the second level.

[0102] It should be noted that the difficulty level can be pre-set or determined based on the current game attributes of the first virtual object, such as game record, win rate, and game level. For example, the higher the game level of the first virtual object, the higher the current difficulty level. Therefore, in the virtual scene, after displaying the first virtual object and M second virtual objects, the game attributes of the first virtual object are obtained, and based on the game attributes, the difficulty level of the first virtual object performing each interactive operation is determined; thus, based on the difficulty level, difficulty prompt information is displayed. Here, the difficulty level of each interactive operation performed by the first virtual object controlled by different users may be different. Here, the embodiment of the application does not limit the method for determining the difficulty level of each interactive operation performed by the first virtual object.

[0103] By applying the above embodiment, by displaying difficulty prompt information, the user is prompted in advance of the interaction difficulty of the interaction process, which not only improves the diversity of the interaction process in the virtual scene, but also reduces the possibility of the user giving up the interaction operation midway, thereby improving the human-computer interaction efficiency and the hardware resource utilization of the electronic device.

[0104] Step 103 : In response to the interaction operation on the M second virtual objects, control the first virtual object to interact with the M second virtual objects.

[0105] It should be noted that the second virtual objects interacting with the first virtual object can be all the second virtual objects that output the target note, or can be some of the second virtual objects that output the target note, that is, the number of second virtual objects that output the target note is the first number, and the number of second virtual objects interacting with the first virtual object is the second number, and the second number is not greater than the first number.

[0106] In actual implementation, after displaying the process of N second virtual objects outputting target notes, interactive operations for M second virtual objects are received. The interactive operations here can be attack operations for M second virtual objects, or scanning operations for N second virtual objects, etc. The embodiment of this application does not limit the form of the interactive operation.

[0107] In some embodiments, during the process of a first virtual object performing an interaction operation with M second virtual objects, the process of the interacted second virtual object outputting a corresponding target musical note is displayed. Here, during the process of the first virtual object interacting with M second virtual objects, the process of the interacted second virtual object outputting a corresponding target musical note is displayed, that is, each time the first virtual object performs an interaction operation with a corresponding second virtual object, the corresponding second virtual object outputs its corresponding musical note.

[0108] In this way, every time the first virtual object performs an interactive operation on the corresponding second virtual object, the corresponding second virtual object outputs its own corresponding note, so that the process of the first virtual object performing the interactive operation is equivalent to the process of the first virtual object playing, which improves the diversity and fun of the object interaction process.

[0109] In some embodiments, during the process of the first virtual object interacting with M second virtual objects, an interactive special effect may be displayed in response to each interactive operation performed by the first virtual object; wherein the interactive special effect corresponds to the interactive operation one-to-one. Here, each interactive special effect may correspond to the note special effect described above, and the interactive special effect may be displayed in one of the upper position, lower position, left position, and right position of the corresponding second virtual object, or in one of the upper position, lower position, left position, and right position of the first virtual object. The interactive special effects corresponding to different interactive operations may be different or the same, or the interactive special effects corresponding to the interactive operations performed on the same second virtual object may be the same, while the interactive special effects corresponding to the interactive operations performed on different second virtual objects may be different, etc. This embodiment of the application does not limit this.

[0110] By applying the above embodiment, whenever the first virtual object performs an interactive operation on the corresponding second virtual object, the corresponding interactive characteristics will also be displayed. This not only improves the diversity and fun of the object interaction process, enhances the user's enthusiasm for interaction, but also improves the efficiency of human-computer interaction and the utilization of hardware resources of electronic devices.

[0111] In some embodiments, the first virtual object further has a summoning object, which is used to assist the first virtual object in interacting with the second virtual object. Thus, the process of controlling the first virtual object to interact with M second virtual objects may be to control the summoning object to cooperate with the first virtual object to interact with M second virtual objects.

[0112] It should be noted that the summoned object can be the image of various people and objects in the virtual scene that can assist the first virtual object and the second virtual object in interacting. The image can be a virtual character, a virtual animal, an animated character, etc. For example, the summoned object can be an object controlled by artificial intelligence in the virtual scene, or a non-user character in the virtual scene, etc.; the way for the summoned object to coordinate the first virtual object and interact with each second virtual object can be to attack the corresponding second virtual object; the summoned object can be one that follows the first virtual object at all times, or it can be summoned by the first virtual object before interacting with each second virtual object. The way for the first virtual object to summon the summoned object can be through target skills or target props, which is not limited in this embodiment of the present application.

[0113] In actual applications, summoning objects to interact with the first virtual object not only enriches the interaction process, increases the diversity and fun of the object interaction process, and strengthens the user's enthusiasm for interaction, but also reduces the difficulty of the object interaction process, further strengthening the user's enthusiasm for interaction, thereby improving the efficiency of human-computer interaction and the utilization of hardware resources of electronic equipment.

[0114] In some embodiments, the N second virtual objects include at least one object combination, the object combination includes a second virtual object corresponding to a first note, and a second virtual object corresponding to a second note, the first note and the second note constitute a combined note, and when there is a combined note, the first virtual object and the summoned object can also attack two different second virtual objects simultaneously, that is, the second virtual object that outputs the first note and the second virtual object that outputs the second note; thus, the process of controlling the summoned object to cooperate with the first virtual object and interact with the M second virtual objects can be, for each object combination, controlling the first virtual object to perform interactive operations on the second virtual object corresponding to the first note, and controlling the summoned object to perform interactive operations on the second virtual object corresponding to the second note.

[0115] It should be noted that the first note and the second note are both target notes to be output, and the output time interval between the first note and the second note may be less than the target time interval. Here, the target time interval may be pre-set, such as 0.5 seconds.

[0116] By applying the above embodiment, the first virtual object and the summoned object can interact with different second virtual objects at the same time based on the combined notes. This not only enriches the interaction process and improves the diversity and fun of the object interaction process, but also increases the interaction difficulty of the object interaction process, further enhancing the user's enthusiasm for interaction.

[0117] In some embodiments, the process of simultaneously attacking two different second virtual objects via a first virtual object and a summoned object can involve controlling the summoned object to lock onto the second virtual object corresponding to the second note when the first virtual object interacts with the second virtual object corresponding to the first note, so that when the first virtual object interacts with the second virtual object corresponding to the first note, the summoned object performs an interactive operation with respect to the second virtual object corresponding to the second note. Specifically, when the first virtual object interacts with the second virtual object corresponding to the second note, the interactive operation performed by the first virtual object can be the interactive operation described above, or a different interactive operation. For example, when the interactive operation described above is a shooting operation, the interactive operation here can be scanning or aiming. Next, the process of controlling the summoned object to interact with each second virtual object in coordination with the first virtual object will be described, using the example of controlling the summoned object to lock onto the second virtual object corresponding to the second note when the first virtual object aims at the second virtual object.

[0118] In actual implementation, before controlling the first virtual object to perform an interactive operation on the second virtual object corresponding to the first note, it is also possible to, in response to an aiming instruction for the first virtual object, control the first virtual object to use a shooting prop to aim at the second virtual object corresponding to the second note; in the process of the first virtual object using a shooting prop to aim at the second virtual object corresponding to the second note, control the summoned object to lock the second virtual object corresponding to the second note; thus, the process of controlling the first virtual object to perform an interactive operation on the second virtual object corresponding to the first note, and controlling the summoned object to perform an interactive operation on the second virtual object corresponding to the second note, may be to control the first virtual object to use a shooting prop to perform an interactive operation on the second virtual object corresponding to the first note; and control the summoned object to use a target skill or a target prop to perform an interactive operation on the second virtual object corresponding to the locked second note.

[0119] It should be noted that the process of controlling the summoned object to lock onto the second virtual object corresponding to the second note can be based on a lock instruction. Specifically, when the first virtual object uses a shooting prop to aim at the second virtual object corresponding to the second note, a lock control for locking onto the second virtual object corresponding to the second note is displayed; in response to the lock instruction triggered by the lock control, the summoned object is controlled to lock onto the second virtual object corresponding to the second note. Automatic locking can also be performed. Specifically, when the first virtual object uses a shooting prop to aim at the second virtual object corresponding to the second note, the aiming duration is displayed; when the aiming duration reaches the target aiming duration, the summoned object is controlled to lock onto the second virtual object corresponding to the second note. The embodiment of the present application does not limit the method for controlling the summoned object to lock onto the second virtual object corresponding to the second note.

[0120] In actual applications, when controlling the first virtual object to perform interactive operations based on shooting props, the summoned object will also be controlled to perform interactive operations using target skills or target props, enriching the object interaction process and increasing the diversity and fun of the object interaction process, thereby improving the efficiency of human-computer interaction and the utilization of hardware resources of electronic equipment.

[0121] Step 104 : Displaying the interaction result of the first virtual object based on the output order of the target notes and the interaction order of the first virtual object with respect to the M second virtual objects.

[0122] It should be noted that the interaction result of the first virtual object may be a result indicating that the corresponding interaction operation of the first virtual object is successful, or may be a result indicating that the corresponding interaction operation is failed.

[0123] In some embodiments, the process of displaying the interaction results of the first virtual object in combination with the output order of the target notes and the interaction order of the first virtual object with respect to M second virtual objects may be to match the execution order of each interaction operation performed by the first virtual object with the standard execution order to obtain a matching result; wherein the standard execution order corresponds to the output order of each target note; and thereby, the interaction results of the first virtual object are displayed based on the matching result.

[0124] It should be noted that the standard execution order here is determined based on the output order of each target note. For example, the output order of each target note is determined, and then the order in which the first virtual object performs interactive operations on the second interactive object is determined based on the output order of the second virtual object that outputs each target note. Furthermore, the matching process here involves matching each interactive operation performed by the first virtual object with the second virtual object corresponding to the current interactive operation indicated in the standard execution order. Therefore, there may be multiple matching results, each of which corresponds one-to-one with the interactive operation.

[0125] In some embodiments, when the matching result indicates that the execution order matches the standard execution order, interaction success indication information is displayed, and the interaction success indication information is used to indicate that the interaction result of each interaction operation performed by the first virtual object is successful. Here, when the matching result indicates that the execution order matches the standard execution order, the interaction success indication information is used to indicate that all interaction operations performed by the first virtual object are successful, that is, all matching results indicate that the second virtual object targeted by the corresponding interaction operation matches the second virtual object corresponding to the current interaction operation indicated in the standard execution order.

[0126] By applying the above embodiment, when the matching result represents that the execution order matches the standard execution order, the interaction success indication information is displayed, thereby prompting the user that the interaction is successful based on the interaction success prompt information. In this way, the diversity of the interaction process in the virtual scene is improved while the user's gaming experience is enhanced.

[0127] It should be noted that the interaction success indication information here can be specific text information, such as "Congratulations, the interaction is successful", or it can be presented through virtual resources. At the same time, as mentioned above, the first virtual object and M second virtual objects are displayed in the first virtual space of the virtual scene. The first virtual object is transmitted from the second virtual space of the virtual scene to the first virtual space. Therefore, the interaction success indication information can also be presented through the transmission entrance.

[0128] In some embodiments, when the interaction success indication information is presented through virtual resources, specifically, when the matching result represents that the execution order matches the standard execution order, that is, when the interaction result indicates that the interaction order of the first virtual object for each second virtual object matches the standard execution order, the virtual resources used as rewards are displayed; wherein, the standard execution order here also corresponds to the output order of each target note as described above; at the same time, the virtual resources here can be interactive props for the first virtual object used in virtual scenes such as the first virtual space and / or the second virtual space described above, or experience points to increase the level of the first virtual object, etc.

[0129] By applying the above embodiment, virtual resources are displayed after successful user interaction, allowing the user to collect the virtual resources; this increases the diversity of the interaction process in the virtual scene, improves the user's interaction experience, and thus improves the efficiency of human-computer interaction and the hardware resource utilization of the electronic device.

[0130] In some embodiments, when the successful interaction indication information is presented via a transfer portal, specifically when the matching result indicates that the execution order matches the standard execution order, that is, when the interaction result indicates that the interaction order of the first virtual object with respect to each second virtual object matches the standard execution order, a transfer portal may also be displayed. In response to an entry instruction for the first virtual object, the first virtual object is controlled to enter the transfer portal and be transferred back to the second virtual space. Here, the transfer portal may be displayed in the form of a virtual portal.

[0131] In actual applications, after the user interaction is successful, the transmission entrance is displayed, so that the user can be transmitted back to the second virtual space; in this way, the diversity of the interaction process in the virtual scene is increased, the user's interaction experience is improved, thereby improving the efficiency of human-computer interaction and the hardware resource utilization of electronic devices.

[0132] It should be noted that when the interaction success indication information can be a specific text message, the virtual resources and / or the transmission entrance used as a reward can also be displayed, or the virtual resources used as a reward can be displayed first, and in response to the field operation on the virtual resources, the first virtual object is controlled to receive the virtual resources; then, when the first virtual object has received the virtual resources, the transmission entrance, etc. are displayed; or, when the interaction success indication information is presented through the virtual resources, the transmission entrance can also be displayed, or the virtual resources used as a reward can be displayed first, and in response to the field operation on the virtual resources, the first virtual object is controlled to receive the virtual resources; then, when the first virtual object has received the virtual resources, the transmission entrance, etc. are displayed; or, when the interaction success indication information is presented through the transmission entrance, the virtual resources can also be displayed. This embodiment of the present application does not limit this.

[0133] In other embodiments, when the matching result represents that the execution order does not match the standard execution order, that is, when the second virtual object targeted by the current interaction operation of the first virtual object does not match the second virtual object targeted by the current interaction operation indicated by the standard execution order, an interaction failure prompt message is displayed.

[0134] It should be noted that the interaction failure prompt information is used to indicate that the current interaction operation has failed. The interaction failure prompt information can be specific text information, such as "interaction failed", or it can be presented through a graphic logo. For example, refer to Figure 9, which is a schematic diagram of the interaction failure prompt information provided by an embodiment of the present application. Based on Figure 9, when the second virtual object targeted by the current interaction operation of the first virtual object does not match the second virtual object targeted by the current interaction operation indicated by the standard execution order, the interaction failure prompt information indicated by 901 is displayed.

[0135] In actual implementation, the interaction failure prompt information can also be used to indicate whether to re-control the first virtual object to perform the interaction operation; specifically, after the interaction failure prompt information is displayed, upon receiving a confirmation instruction triggered by the interaction failure prompt information, the process of at least two second virtual objects outputting the target notes is redisplayed. For example, as shown in FIG9 , after the interaction failure prompt information is displayed, upon receiving a confirmation instruction triggered by the interaction failure prompt information, that is, upon receiving a confirmation instruction triggered by the triggering operation of the confirmation control indicated as 902 in the interaction failure prompt information, the process of at least two second virtual objects outputting the target notes is redisplayed.

[0136] It should be noted that, in the process of redisplaying at least two second virtual objects to output the target note, the number of the second virtual objects that re-output the target note is no more than M.

[0137] By applying the above embodiment, when the user interaction fails, the process of at least two second virtual objects outputting the target notes will be redisplayed, so that the user can interact again. In this way, it is ensured that the first virtual object can perform the interaction process multiple times in the virtual scene, which increases the diversity of the interaction process in the virtual scene, improves the user's interaction experience, and thus improves the human-computer interaction efficiency and the hardware resource utilization of the electronic device.

[0138] It should be noted that the process of redisplaying at least two second virtual objects to output target notes here can be exactly the same as the process of displaying N second virtual objects to output target notes before the first virtual object performs an interactive operation, that is, repeating the process of displaying N second virtual objects to output target notes, so that the second virtual objects again output the same target notes based on the same output order; it can also be different from the process of displaying N second virtual objects to output target notes before the first virtual object performs an interactive operation. Here, this different process will be explained later.

[0139] In some embodiments, in addition to being displayed when the second virtual object targeted by the current interaction operation of the first virtual object does not match the second virtual object targeted by the current interaction operation indicated by the standard execution order, the interaction failure prompt information can also be displayed in other ways. Specifically, during the interaction process of the first virtual object, the interaction waiting time of the first virtual object is displayed; wherein the interaction waiting time is used to indicate the time interval from the completion of the previous interaction operation by the first virtual object to the start of the next interaction operation by the first virtual object; when the interaction waiting time reaches the target interaction waiting time, the interaction failure prompt information is displayed; wherein the interaction failure prompt information is used to indicate that the interaction result of the corresponding interaction operation is failure.

[0140] It should be noted that the target interaction waiting time can be pre-set, such as 5 seconds. When the first virtual object does not perform an interactive operation on the second virtual object within 5 seconds, an interaction failure prompt message is displayed. The interaction failure prompt message is used to indicate that the interaction result of the interactive operation to be performed by the first virtual object is a failure.

[0141] In actual applications, in addition to being displayed when the interaction order is inconsistent with the standard execution order, the interaction failure prompt information can also be displayed when the time interval between two adjacent interaction operations reaches the target interaction waiting time. This increases the diversity of the interaction process in the virtual scene and improves the user's enthusiasm for moving in the virtual scene.

[0142] In some embodiments, during the interaction with the first virtual object, for any interaction operation, when the interaction result of the interaction operation is successful, an interaction success identifier corresponding to the interaction operation is displayed; wherein, the interaction success identifier is used to indicate that the interaction result of the corresponding interaction operation is successful.

[0143] It should be noted that, for the process of determining whether the interaction result of an interactive operation is successful, specifically, for the currently executed interactive operation, when the interactive operation is completed, the execution order of each interactive operation executed by the first virtual object up to the current moment will be matched with the standard execution order, and when it is determined that the execution order of each interactive operation executed by the first virtual object is correct, the interaction result of the currently executed interactive operation is determined to be successful.

[0144] It should be noted that for each interactive operation, it will be determined whether the interaction result of the corresponding interactive operation is successful. Only when the interaction results of all interactive operations are successful will the interaction success indication information as described above be displayed.

[0145] In actual implementation, when the interaction result of an interactive operation is successful, the interaction success mark corresponding to the interactive operation is displayed. The display position of the interaction success mark here can be an associated position of the interaction operation mark. The associated position here can be at least one of the upper position, lower position, left position and right position of the interaction operation mark, or the interaction operation mark corresponding to the corresponding interactive operation can be switched to an interaction success mark. The embodiment of the present application does not limit the display process of the interaction success mark.

[0146] For example, refer to Figure 10, which is a schematic diagram of the interaction success identifier provided in an embodiment of the present application. Based on Figure 10, there are six interaction operations here. When the interaction results of the six interaction operations are successful, the interaction operation identifiers corresponding to the corresponding interaction operations are switched to interaction success identifiers, thereby displaying six interaction success identifiers as indicated by 1001 in Figure 10.

[0147] Applying the above embodiment, for any interactive operation, when the interaction order is correct, an interaction success mark is displayed. In this way, the user is prompted by the interaction success mark that the order of the corresponding interactive operations is accurate. This not only improves the user's interaction enthusiasm, but also reduces the interaction difficulty of the object interaction process, further enhances the user's interaction enthusiasm, thereby improving the human-computer interaction efficiency and the hardware resource utilization of electronic equipment.

[0148] In some embodiments, during the process of the first virtual object performing an interactive operation, for any interactive operation, when the interaction result of the interactive operation is a failure, an interaction failure indicator corresponding to the interactive operation is displayed; wherein, the interaction failure indicator is used to indicate that the interaction result of the corresponding interactive operation is a failure.

[0149] It should be noted that, for the process of determining that the interaction result of an interactive operation is a failure, specifically, for the currently executed interactive operation, when the interactive operation is completed, the execution order of each interactive operation executed by the first virtual object up to the current moment is matched with the standard execution order, and when it is determined that the execution order of each interactive operation executed by the first virtual object is wrong, the interaction result of the currently executed interactive operation is determined to be a failure.

[0150] It should be noted that even if the interaction result of the previous interaction operation is successful, when the interaction result of the interaction operation is determined to be a failure for the first time, or when the interaction results of the target number of interaction operations are failures, the interaction failure prompt information is displayed. Here, the interaction failure identifier is equivalent to the interaction failure prompt information. For example, when the interaction result of the interaction operation is determined to be a failure for the first time, the interaction failure prompt information is displayed, and the interaction failure prompt information is a graphic identifier, the interaction failure identifier here is also the interaction failure prompt information, or it can be different from the interaction failure prompt information. For example, the interaction failure identifier is displayed first, and then the interaction failure prompt information is displayed, etc. The embodiments of the present application do not limit this.

[0151] In actual implementation, when the interaction result of an interactive operation is a failure, the interaction failure mark corresponding to the interactive operation is displayed. The display position of the interaction failure mark here can be an associated position of the interaction operation mark. The associated position here can be at least one of the upper position, lower position, left position and right position of the interaction operation mark, or the interaction operation mark corresponding to the corresponding interactive operation can be switched to an interaction failure mark. The embodiment of the present application does not limit the display process of the interaction failure mark.

[0152] For example, refer to Figure 11, which is a schematic diagram of the interaction failure identifier provided in an embodiment of the present application. Based on Figure 11, there are six interaction operations here. When the interaction results of the current three interaction operations are successful, the interaction operation identifier corresponding to the corresponding interaction operation is switched to an interaction success identifier. For the fourth interaction operation currently being executed, when the interaction operation is completed, the execution order of each interaction operation performed by the first virtual object up to the current moment is matched with the standard execution order, and when it is determined that the execution order of each interaction operation performed by the first virtual object is wrong, it is determined that the interaction result of the fourth interaction operation currently being executed is a failure, so that the fourth corresponding interaction operation identifier is switched to an interaction failure identifier, that is, the interaction failure identifier as shown in 1101 in Figure 11 is displayed, and then the interaction failure prompt information is displayed.

[0153] In some embodiments, the first virtual object can also correspond to a target number of interaction rounds, each interaction round including interaction operations on at least two second virtual objects, and different interaction rounds correspond to different difficulty levels. Here, each interaction round includes interaction operations on at least two second virtual objects, and the number of at least two second virtual objects is not greater than M; therefore, the process of redisplaying at least two second virtual objects to output the target note described above is different from the process of displaying N second virtual objects to output the target note before the first virtual object performs the interaction operation, that is, the difficulty levels corresponding to the respective interaction rounds of the output processes of the two target notes are different. Here, based on the different interaction results of the first virtual object, the difficulty levels corresponding to the interaction rounds of the process of re-outputting the target note are also different.

[0154] Among them, when the difficulty levels corresponding to the interaction rounds of the two target note output processes are the same, the process of redisplaying at least two second virtual objects to output target notes described above may be the same as or different from the process of displaying N second virtual objects to output target notes before the first virtual object performs the interaction operation. This embodiment of the present application does not limit this.

[0155] In some embodiments, when the interaction result of the first virtual object indicates that a target number of interaction operations of the first virtual object have been successfully performed, the target operations here can be pre-set, such as half of the interaction operations in the interaction round, or all of the interaction operations in the interaction round, etc. After displaying the interaction result of the first virtual object in combination with the output order of the target notes and the interaction order of the first virtual object with respect to the M second virtual objects, the difficulty level corresponding to the current interaction round can also be obtained. Therefore, when the interaction result indicates that the interaction in the current interaction round is successful and the difficulty level corresponding to the current interaction round is less than the highest difficulty level, the process of K second virtual objects outputting the target notes is displayed again, so that the first virtual object performs the interaction operations included in the next interaction round; wherein K is a positive integer and K is less than or equal to M; and the difficulty level corresponding to the next interaction round is greater than the difficulty level corresponding to the current interaction round.

[0156] It should be noted that the difficulty level corresponding to the first interaction round of the first virtual object can be pre-set, or can be determined based on the current game attributes of the first virtual object, such as game record, win rate, and game level. For example, the higher the game level of the first virtual object, the higher the difficulty level corresponding to the first interaction round. Here, the target number can be pre-set, such as 6. For example, when the target number is 6, the difficulty level corresponding to the current interaction round is 2, and the highest difficulty level is 6. At this time, the interaction result indicates that the interaction in the current interaction round is successful and the difficulty level corresponding to the current interaction round is less than the highest difficulty level. The process of K second virtual objects outputting target notes is displayed again, so that the first virtual object performs the interaction operations included in the next interaction round; wherein the difficulty level corresponding to the next interaction round can be one of 4, 5, and 6.

[0157] In actual applications, when the interaction result indicates that the current interaction round is successful and the difficulty level corresponding to the current interaction round is less than the highest difficulty level, the process of K second virtual objects outputting the target notes is displayed again, so that the first virtual object executes the interaction process again, which not only increases the diversity of the interaction process in the virtual scene, improves the user's interaction experience, but also improves the utilization of resources in the virtual scene.

[0158] In actual implementation, the maximum difficulty level can also be pre-set, and the maximum difficulty levels corresponding to different first virtual objects can be different. Specifically, multiple different candidate difficulty levels are displayed, and different candidate difficulty levels correspond to different virtual resources; in response to the selection operation of the target candidate difficulty level among multiple candidate difficulty levels, the selected target candidate difficulty level is set as the highest difficulty level; when the interaction result indicates that the current interaction round is successful and the difficulty level corresponding to the current interaction round is equal to the highest difficulty level, the virtual resources corresponding to the highest difficulty level are displayed as rewards.

[0159] By applying the above embodiment, the maximum difficulty level can be set by the user, giving the user full autonomy, which not only improves the diversity of the interaction process in the virtual scene and the user's enthusiasm for interaction, but also improves the user experience.

[0160] It should be noted that the virtual resources here can be interactive props for the first virtual object in the virtual scene, that is, the first virtual space and / or the second virtual space mentioned above, or experience points that increase the level of the first virtual object; the higher the difficulty level indicated by the target candidate difficulty level, the richer the corresponding virtual resources. When the interaction result indicates that the current interaction round is successful, the difficulty level corresponding to the current interaction round is compared with the highest difficulty level. When the comparison result indicates that the difficulty level corresponding to the current interaction round is less than the highest difficulty level, the process of K second virtual objects outputting target notes is displayed again, so that the first virtual object performs the interactive operations included in the next interaction round until the difficulty level corresponding to the next interaction round is equal to the highest difficulty level; when the comparison result indicates that the difficulty level corresponding to the current interaction round is equal to the highest difficulty level, it is determined that the first virtual object interaction is successful, that is, the interaction success indication information mentioned above, such as virtual resources, can be displayed.

[0161] In other embodiments, when the interaction result of the first virtual object indicates that a target number of interaction operations of the first virtual object have failed, the target operation here can be pre-set, such as half of the interaction operations in the interaction round, or one interaction operation in the interaction round, etc. After displaying the interaction result of the first virtual object in combination with the output order of the target notes and the interaction order of the first virtual object with respect to M second virtual objects, it is also possible to, when the interaction result indicates that the interaction in the current interaction round has failed, obtain the difficulty level corresponding to the current interaction round; when the difficulty level is greater than the minimum difficulty level, again display the process of P second virtual objects outputting the target notes, so that the first virtual object performs the interaction operations included in the next interaction round; wherein P is a positive integer, P is less than or equal to M, and the difficulty level corresponding to the next interaction round is less than the difficulty level corresponding to the current interaction round.

[0162] It should be noted that the target number can be pre-set, such as 6. For example, when the target number is 6, the difficulty level corresponding to the current interaction round is 3, and the minimum difficulty level is 2. At this time, the interaction result indicates that the interaction in the current interaction round has failed, and the difficulty level corresponding to the current interaction round is greater than the minimum difficulty level. The process of P second virtual objects outputting target notes is displayed again, so that the first virtual object performs the interaction operations included in the next interaction round; wherein, the difficulty level corresponding to the next interaction round can be 2.

[0163] In actual applications, when the interaction result indicates that the current interaction round has failed and the difficulty level corresponding to the current interaction round is greater than the minimum difficulty level, the process of P second virtual objects outputting the target notes is displayed again, so that the first virtual object performs the interaction operations included in the next interaction round. In this way, not only the diversity of the interaction process in the virtual scene is increased, the user's interaction experience is improved, but also the human-computer interaction efficiency and the hardware resource utilization of the electronic device are improved.

[0164] In actual implementation, when the interaction result indicates that the interaction in the current interaction round has failed, the difficulty level corresponding to the current interaction round is compared with the minimum difficulty level. When the comparison result indicates that the difficulty level corresponding to the current interaction round is greater than the minimum difficulty level, the process of P second virtual objects outputting target notes is displayed again, so that the first virtual object performs the interaction operations included in the next interaction round; when the comparison result indicates that the difficulty level corresponding to the current interaction round is equal to the minimum difficulty level, the process of at least two second virtual objects outputting target notes is displayed again, so that the first virtual object re-executes the interaction operations included in the current interaction round.

[0165] Among them, since the note output process corresponding to the current interaction round is N second virtual objects outputting target notes, therefore, when the comparison result indicates that the difficulty level corresponding to the current interaction round is equal to the lowest difficulty level, the process of redisplaying at least two second virtual objects outputting target notes, the number of at least two virtual objects that re-output the target notes can be the same as N, or different from N. Similarly, the process of redisplaying at least two second virtual objects outputting target notes can be the same as the process of displaying N second virtual objects outputting target notes before the first virtual object performs the interaction operation, or different from the process of displaying N second virtual objects outputting target notes before the first virtual object performs the interaction operation. As long as the interaction difficulty of the current round is the same as the interaction difficulty of the interaction round that the first virtual object is to re-perform, the embodiments of the present application do not limit this.

[0166] It should be noted that the number of interactive operations included in an interactive round with a higher difficulty level is greater than the number of interactive operations included in an interactive round with a lower difficulty level. The number of second virtual objects outputting target notes in an interactive round with a higher difficulty level may also be greater than the number of second virtual objects outputting target notes in an interactive round with a lower difficulty level. This embodiment of the present application is not limited to this.

[0167] In some embodiments, for the process of at least two (such as N, P or K) second virtual objects outputting target notes, first, based on the difficulty level of the current interaction round, the target song corresponding to the difficulty level is obtained, and then based on the target song and the notes corresponding to each second virtual object, the second virtual object that outputs the target note and the output order of the second virtual object outputting the target note are determined, so that, based on the output order, at least two second virtual objects are controlled to output the target notes.

[0168] It should be noted that the interaction operations performed by the first virtual object on the second virtual object include valid interaction operations and invalid interaction operations. Only when the interaction operation is valid will the interaction result of the first virtual object be displayed, combined with the output order of the target notes and the interaction order of the first virtual object on the M second virtual objects. Here, a valid interaction operation can be an interaction operation that causes damage to the second virtual object that is not less than the target damage, such as an interaction operation triggered by executing a target skill or an interaction operation triggered by executing a target item, while an invalid interaction operation includes an interaction operation that causes damage to the second virtual object that is less than the target damage. After receiving the interaction operation of the first virtual object on the second virtual object, the interaction operation is detected. When the detection result indicates that the damage caused by the interaction operation to the second virtual object is not less than the target damage, the interaction operation is determined to be a valid interaction operation. Here, after receiving the valid interaction operation of the first virtual object on the second virtual object, the second virtual object's health value must be controlled to be restored to its maximum health value, so that the second virtual object will not die if it receives multiple valid attacks.

[0169] In some embodiments, when two interaction operations are performed on the same second virtual object, a target completion time interval is required between the two interaction operations. Here, valid interaction operations and invalid interaction operations are also related to the target completion time interval. Specifically, from the completion of the interaction operation performed by the first virtual object on the second virtual object, the completion time interval of the interaction operation performed by the first virtual object on the second virtual object is displayed; when the completion time interval is less than the target completion time interval, the interaction operation indicated by the first virtual object can also be regarded as an invalid interaction operation; when the completion time interval is not less than the target completion time interval, the interaction operation indicated by the first virtual object can also be regarded as a valid interaction operation; thus, in response to the interaction operation on the same second virtual object, when the completion time interval is less than the target completion time interval, that is, when the interaction operation is an invalid interaction operation, a waiting prompt message is displayed; wherein the waiting prompt message is used to prompt that the interaction with the same second virtual object can be performed when the completion time interval reaches the target completion time interval.

[0170] It should be noted that the waiting prompt information can be a countdown information corresponding to the target completion time. After the first virtual object completes the interactive operation on the second virtual object, if the first virtual object wants to perform the interactive operation on the same second virtual object again, it needs to wait for the target completion time, that is, the cooling time. When the completion time is less than the target completion time, the waiting prompt information is displayed; when the completion time is not less than the target completion time, that is, when the interactive operation is a valid interactive operation, the first virtual object can perform the interactive operation on the same second virtual object again.

[0171] Applying the above-mentioned embodiment of the present application, in a virtual scene, after displaying a first virtual object and M second virtual objects, the N second virtual objects are controlled to output target notes, and then, in response to an interaction operation on the M second virtual objects, the first virtual object is controlled to perform an interaction operation on the M second virtual objects. In this way, after the process of displaying the N second virtual objects to output the target notes, the first virtual object is controlled to perform an interaction operation on the M second virtual objects, so that the order in which the first virtual object interacts with the M second virtual objects is associated with the order in which the N second virtual objects output the target notes, thereby determining an interaction result based on the interaction order of the interaction operations and the output order of the target notes. In this way, the interaction result is not only related to the interaction operation itself, but also to the interaction order of the interaction operations, thereby not only improving the utilization and effectiveness of the interaction operation performed by the first virtual object, but also improving the efficiency of human-computer interaction and the hardware resource utilization of the electronic device.

[0172] The following describes an exemplary application of the embodiments of the present application in a practical application scenario.

[0173] In related games, there are audio prompts for players to hit certain targets, and successful hits will result in rewards. However, this technique tests the player's hitting skills more than audio puzzle solving. Moreover, this gameplay is not friendly to hearing-impaired players.

[0174] Based on this, an embodiment of the present application provides an audio puzzle-solving method in a shooting game. In the second virtual space, the player can interact with special scene elements (virtual scene elements) in the game by controlling the first virtual object, and convert the special scene elements into a virtual portal (transmission entrance). The player controls the first virtual object to enter the virtual portal and enter the first virtual space. In the first virtual space, there are five different types of invincible monsters (second virtual objects) that remain standing, and then the monsters will chant in turn (output target notes). The player needs to remember their chanting order and shoot the corresponding monster in the chanting order after the monster finishes chanting.

[0175] Next, the technical solution of the present application will be described from the product side. Referring to Figure 12, Figure 12 is a flow chart of the audio puzzle-solving method in the shooting game provided by the embodiment of the present application. Based on Figure 12, the audio puzzle-solving method in the shooting game provided by the embodiment of the present application is implemented through steps 1201 to 1207. Specifically, the player controls the first virtual object to enter the virtual portal and enter the first virtual space. In the first virtual space, there are five different kinds of invincible monsters (second virtual objects) that remain standing, and a status bar including multiple interactive operation identifiers in a locked state is displayed at the same time. Then the monsters will chant in turn (output the target notes). While the monsters are chanting, Special effects will also play, and then after the monster finishes chanting, the interactive operation mark will switch to the unlocked state, and the current interactive difficulty information will be displayed. Then the player needs to remember the order of their chanting, and shoot the corresponding monsters in the chanting order after the monster finishes chanting. When the attack sequence is incorrect, the interactive operation mark will be switched to the interactive failure mark, and a new round of puzzles will be restarted with reduced difficulty; when the attack sequence is correct, the interactive operation mark will be switched to the interactive success mark. At the same time, if all are correct, a new round of interaction will start, and the difficulty will increase; when the difficulty reaches the highest difficulty, such as 6, and the attack sequence is all correct, the game is won.

[0176] It should be noted that the monsters in the scene are not real monsters, but an interactive device with a monster model. When actively chanting, a chanting effect will be played. After being hit, a chanting sound will be emitted and a hit animation will be played. At the same time, the sound emitted by the monster chanting is the five notes in the C major blues scale (C, DEbE, G, A, C), and each note corresponds to each monster one by one. In addition, when the first virtual object controlled by the player enters the first virtual space, the chanting difficulty (difficulty prompt information) will also be displayed. Here, the chanting difficulty can start from 2. The number represents the number of times the monster chants in the current round, and the difficulty will not exceed 6. When the difficulty is 2-4, the chanting order is completely random. When the difficulty is 5-6, the chanting order is fixed and has a certain melody.

[0177] Next, the technical solution of this application will be described from a technical perspective. First, refer to Figure 13, which is a schematic diagram of the chanting management settings provided by an embodiment of this application. Based on Figure 13, the monster chanting process is set in Figure a. Here, as shown in 1301, the chanting notes of each monster are default notes. Among them, for the default notes chanted by each monster, as shown in the dotted box 1302 in Figure b, the notes chanted by different monsters are set differently. Specifically, for the five monsters shown in the dotted box 1303 in Figure b, from top to bottom, the first monster chants note 4, the second monster chants note 3, the third monster chants note 2, the fourth monster chants note 5, and the fifth monster chants note 1.

[0178] In actual implementation, in the first virtual space, the first virtual object has a target number of interaction rounds, each interaction round includes interactive operations on at least two second virtual objects, and different interaction rounds correspond to different difficulty levels; when the first virtual object enters the first virtual space, the difficulty level of the current interaction round is obtained based on the level or game attributes of the first virtual object, and then based on the difficulty level of the current interaction round, the notes sung by each monster and the chanting order of each monster are determined, so that the monsters chant in turn.

[0179] In actual implementation, when the first virtual object receives an attack operation against a monster, the chanting audio and the hit animation are played, and at the same time, the health value of the second virtual object needs to be controlled to be restored to the maximum health value, i.e., 100%, so that the monster will not die when it is attacked multiple times effectively. Here, after receiving the attack operation against the monster by the first virtual object, the hit event interface will be closed, that is, within the target duration (target completion duration), multiple attack operations against the same monster will not be received. Specifically, after the first virtual object performs an attack operation against the monster, if the first virtual object wants to perform an attack operation against the same monster again, it needs to wait for the target duration, i.e., the cooling duration. After waiting for the cooling duration, the first virtual object can perform an attack operation against the same monster again; during the cooling duration, the first virtual object cannot perform an attack operation against the same monster again.

[0180] In actual implementation, multiple nested UI components will also be displayed, see Figure 14, which is a state diagram of the component provided in an embodiment of the present application. Based on Figure 14, the component has three states, namely, an unknown state (interaction operation identifier) ​​as indicated by 1401, a successful state (interaction success identifier) ​​as indicated by 1402, and a failed state (interaction failure identifier) ​​as indicated by 1403. For each interaction operation, when the interaction operation has not been executed, the component displays an unknown state based on the logic indicated by 1401. When the interaction operation is executed successfully, the component displays a successful state based on the logic indicated by 1402. When the interaction operation fails to be executed, the component displays a failed state based on the logic indicated by 1403.

[0181] In actual application, refer to Figure 15, which is a logical diagram of the interaction process provided by an embodiment of the present application. Based on Figure 15, as indicated by the dotted box 1501, there are six music indicators, each corresponding to a different monster. When the first virtual object performs various interaction operations such as attack operations on multiple monsters, the interaction results of the first virtual object, that is, the corresponding notes, are output using the music indicators corresponding to different monsters; then, for each interaction operation, when the interaction operation is successfully executed, as shown in 1502, the component corresponding to the interaction operation will be displayed in an unsuccessful state.

[0182] In actual implementation, for the preparation process of the monster chanting process provided by this application, see Figure 16. Figure 16 is a flow chart of the preparation process of the monster chanting process provided by the embodiment of this application. Based on Figure 16, the preparation process of the monster chanting process provided by the embodiment of this application is implemented by steps 1601 to 1606. Specifically, the monster and manager are first initialized. Specifically, when the player-controlled character, i.e., the first virtual object, approaches the extended dark tide (virtual scene element), the internal data of the dark tide is initialized, and the dark tide is controlled to be converted into a teleportation portal. For example, when the player character approaches the dark tide (scene element in the game scene, such as a tornado), the dark tide will be converted into a teleportation portal (i.e., the extended dark tide). The player then enters the special dark tide. At the same time, the monster and the chanting manager are initialized in the first virtual space, and the hit check event, the chanting play event, and the chanting array play completion event are bound. Here, after binding the chant play event and the chant array play completion event, based on the chant play event, the monsters are controlled to chant in sequence. Here, refer to Figure 17, which is a flowchart of the monster chanting process provided by an embodiment of the present application. Based on Figure 17, the monster chanting process is implemented by steps 1701 to 1706. Specifically, the attack event is disabled for all monsters, that is, during the monster chanting process, the player cannot attack. Then, the interaction difficulty of the current interaction round is passed to the chant manager, and the chant enumeration class array is generated, that is, the chanting order of the monsters is determined. Then, the status bar is displayed, and the interaction operation identifier is controlled to be locked (inactive), that is, the interaction operation identifier in the locked state is displayed in the status bar. Then, audio is played according to the generated array. Each time a note is played, the corresponding interaction operation identifier is controlled to switch to the unlocked state (activated state) and the monster chanting special effect is played. Finally, the chant array is traversed (playing is completed), and the monster is disabled and turned off, that is, the player can attack the monster.

[0183] In actual implementation, for the process of receiving the attack operation of the first virtual object against the monster, refer to Figure 18. Figure 18 is a flowchart of determining the interaction result of the first virtual object based on the attack operation performed by the first virtual object provided in an embodiment of the present application. Based on Figure 18, the process of determining the interaction result of the first virtual object is implemented by steps 1801 to 1805. Specifically, the player hits the monster, and when the monster receives damage, the monster's hit animation and chanting audio are played. Here, for any attack operation of the player, there are three states after the player hits the monster. Specifically, check whether the monster targeted by the player's current attack operation complies with the sequence. For the case of non-compliance, and for the case of compliance and the player has completed the interaction, and the difficulty of the current interaction round has not reached the highest difficulty, such as 6, a new interaction process is started; when it complies and the player has completed the interaction, and the difficulty of the current interaction round reaches the highest difficulty, such as 6, it is determined that the player wins; when it complies and the player has not completed the interaction, start receiving the next attack operation performed by the player.

[0184] It should be noted that after the player wins, a virtual treasure chest (virtual resource) will be generated in the level scene, and a virtual portal (transportation entrance) will be displayed. The player object can exit the first virtual scene through the virtual portal after receiving the virtual treasure chest (that is, in response to the receiving operation for the virtual resource, the virtual resource is received; and the virtual portal is displayed, and in response to the entry instruction for the first virtual object to the virtual portal, the first virtual object is teleported back to the second virtual space); or the player can choose to continue to control the first virtual object in the arena to perform attack operations against monsters, causing the monsters to make sounds.

[0185] In this way, through this application, the diversity of gameplay is increased for players and players can get a better gaming experience. It not only tests the player's memory ability, but also because of the presence of chanting elements, players can complete the interaction process with the assistance of vision and hearing. At the same time, the player also plays a melody while completing the interaction process, allowing players to have the joy of playing the melody.

[0186] Applying the above-mentioned embodiment of the present application, in a virtual scene, after displaying a first virtual object and M second virtual objects, the N second virtual objects are controlled to output target notes, and then, in response to an interaction operation on the M second virtual objects, the first virtual object is controlled to perform an interaction operation on the M second virtual objects. In this way, after the process of displaying the N second virtual objects to output the target notes, the first virtual object is controlled to perform an interaction operation on the M second virtual objects, so that the order in which the first virtual object interacts with the M second virtual objects is associated with the order in which the N second virtual objects output the target notes, thereby determining an interaction result based on the interaction order of the interaction operations and the output order of the target notes. In this way, the interaction result is not only related to the interaction operation itself, but also to the interaction order of the interaction operations, thereby not only improving the utilization and effectiveness of the interaction operation performed by the first virtual object, but also improving the efficiency of human-computer interaction and the hardware resource utilization of the electronic device.

[0187] The following further describes an exemplary structure of the object interaction device 455 provided in an embodiment of the present application implemented as a software module. In some embodiments, as shown in FIG2 , the software modules stored in the object interaction device 455 in the memory 450 may include:

[0188] A first display module 4551 is configured to display a first virtual object and M second virtual objects in a virtual scene; wherein M is a positive integer greater than 1, and the second virtual objects are configured to output at least one musical note, and the musical notes output by different second virtual objects are at least partially different;

[0189] The second display module 4552 is configured to display a process in which N second virtual objects output target notes; wherein N is a positive integer and is less than or equal to M;

[0190] a control module 4553 configured to control the first virtual object to interact with the M second virtual objects in response to an interaction operation with the M second virtual objects;

[0191] The third display module 4554 is used to display the interaction result of the first virtual object in combination with the output order of the target notes and the interaction order of the first virtual object with respect to the M second virtual objects.

[0192] In some embodiments, the second display module 4552 is further used to display the length of time the first virtual object stays in the virtual scene; when the length of time reaches the target length of time, the process of the N second virtual objects outputting target notes is displayed.

[0193] In some embodiments, the device also includes a fourth display module, which is used to display at least one interactive operation identifier in an inactivated state; wherein the number of the interactive operation identifiers is used to indicate the total number of target notes output by the N second virtual objects, and the interactive operation identifiers and the target notes are in a one-to-one correspondence, and the interactive operation identifier in an inactivated state is used to indicate that the corresponding target note has not yet been output.

[0194] In some embodiments, the device also includes a switching module, which is used to switch the interactive operation identifier corresponding to the currently output target note from the inactive state to the active state during the process of the N virtual objects outputting the target note; wherein, when the interactive operation identifiers are all in the active state, the number of interactive operation identifiers in the active state is used to indicate the number of interactive operations that the first virtual object needs to perform for the M second virtual objects.

[0195] In some embodiments, the device further includes a fifth display module, and the fifth display module is used to display difficulty prompt information; wherein, the difficulty prompt information is used to indicate the difficulty level of the first virtual object performing each interactive operation.

[0196] In some embodiments, the device further includes a sixth display module, and the sixth display module is used to display a process in which the interacted second virtual object outputs a corresponding target note during the process in which the first virtual object interacts with the M second virtual objects.

[0197] In some embodiments, the device also includes a seventh display module, which is used to display interaction effects in response to each interaction operation performed by the first virtual object during the process of the first virtual object interacting with the M second virtual objects; wherein the interaction effects correspond one-to-one to the interaction operations.

[0198] In some embodiments, the third display module 4554 is also used to match the execution order of each of the interactive operations performed by the first virtual object with the standard execution order to obtain a matching result; wherein, the standard execution order corresponds to the output order of each of the target notes; when the matching result indicates that the execution order matches the standard execution order, an interaction success indication information is displayed, and the interaction success indication information is used to indicate that the interaction result of each of the interactive operations performed by the first virtual object is successful.

[0199] In some embodiments, the first virtual object and the M second virtual objects are displayed in the first virtual space of the virtual scene, the first virtual object is transmitted from the second virtual space of the virtual scene to the first virtual space, the interaction success indication information is presented through the transmission entrance, and the device also includes a transmission module, which is used to control the first virtual object to enter the transmission entrance in response to an entry instruction for the first virtual object, and transmit the first virtual object back to the second virtual space.

[0200] In some embodiments, the third display module 4554 is also used to display an interaction failure prompt message when the second virtual object targeted by the current interaction operation of the first virtual object does not match the second virtual object targeted by the current interaction operation indicated by the standard execution order; wherein the interaction failure prompt message is used to indicate whether to re-control the first virtual object to perform the interaction operation; and when a determination instruction triggered by the interaction failure prompt message is received, the process of at least two of the second virtual objects outputting the target notes is redisplayed.

[0201] In some embodiments, the device also includes an eighth display module, which is used to display virtual resources used as rewards when the interaction result indicates that the interaction order of the first virtual object with respect to the M second virtual objects matches the standard execution order; wherein the standard execution order corresponds to the output order of each of the target notes.

[0202] In some embodiments, the third display module 4554 is also used to display the interaction success identifier corresponding to any one of the interaction operations during the interaction with the first virtual object when the interaction result of the interaction operation is successful; wherein, the interaction success identifier is used to indicate that the interaction result of the corresponding interaction operation is successful.

[0203] In some embodiments, in the first virtual space, the first virtual object corresponds to a target number of interaction rounds, each of the interaction rounds includes the interaction operations for at least two second virtual objects, and different interaction rounds correspond to different difficulty levels; the device also includes a first re-display module, and the first re-display module is used to re-display the process of K second virtual objects outputting target notes when the interaction result indicates that the interaction of the current interaction round is successful and the difficulty level corresponding to the current interaction round is less than the highest difficulty level, so that the first virtual object performs the interaction operations included in the next interaction round; wherein K is a positive integer, and K is less than or equal to M; the difficulty level corresponding to the next interaction round is greater than the difficulty level corresponding to the current interaction round.

[0204] In some embodiments, the device also includes a setting module, which is used to display multiple different candidate difficulty levels, and different candidate difficulty levels correspond to different virtual resources; in response to a selection operation for a target candidate difficulty level among the multiple candidate difficulty levels, the selected target candidate difficulty level is set as the highest difficulty level; when the interaction result indicates that the current interaction round is successful and the difficulty level corresponding to the current interaction round is equal to the highest difficulty level, the virtual resources corresponding to the highest difficulty level are displayed as rewards.

[0205] In some embodiments, the device also includes a second re-display module, which is used to obtain the difficulty level corresponding to the current interaction round when the interaction result indicates that the interaction in the current interaction round has failed; when the difficulty level is greater than the minimum difficulty level, re-display the process of P second virtual objects outputting target notes, so that the first virtual object performs the interaction operations included in the next interaction round; wherein P is a positive integer, and P is less than or equal to M, and the difficulty level corresponding to the next interaction round is less than the difficulty level corresponding to the current interaction round.

[0206] In some embodiments, the first virtual object further has a summoning object, and the control module 4553 is further configured to control the summoning object to cooperate with the first virtual object and interact with the M second virtual objects.

[0207] In some embodiments, the N second virtual objects include at least one object combination, the object combination including a second virtual object corresponding to a first note, and a second virtual object corresponding to a second note, and the first note and the second note constitute a combined note; the control module 4553 is also used to control the first virtual object to perform an interactive operation on the second virtual object corresponding to the first note, and to control the summoned object to perform an interactive operation on the second virtual object corresponding to the second note, for each object combination.

[0208] In some embodiments, the device also includes a locking module, which is used to control the first virtual object to aim at the second virtual object corresponding to the second note using a shooting prop in response to an aiming instruction for the first virtual object; in the process of the first virtual object using the shooting prop to aim at the second virtual object corresponding to the second note, control the summoning object to lock the second virtual object corresponding to the second note; the control module is also used to control the first virtual object to use the shooting prop to perform interactive operations with respect to the second virtual object corresponding to the first note; and control the summoning object to use target skills or target props to perform interactive operations with respect to the second virtual object corresponding to the locked second note.

[0209] In some embodiments, the third display module 4554 is also used to display the interaction waiting time of the first virtual object during the interaction with the first virtual object; wherein, the interaction waiting time is used to indicate the time interval from the completion of the last interaction operation by the first virtual object to the start of the next interaction operation by the first virtual object; when the interaction waiting time reaches the target interaction waiting time, an interaction failure prompt message is displayed; wherein, the interaction failure prompt message is used to indicate that the interaction result of the corresponding interaction operation is a failure.

[0210] In some embodiments, the first virtual object and the M second virtual objects are displayed in the first virtual space of the virtual scene, and the device also includes a conversion module, which is used to display the first virtual object and virtual scene elements belonging to natural phenomena in the second virtual space of the virtual scene; when the conversion conditions of the virtual scene elements are met, the virtual scene elements are converted into transmission portals; when the first virtual object is within the sensing area of ​​the transmission portal, the first virtual object is transmitted from the second virtual space to the first virtual space.

[0211] The present invention provides a computer program product or computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of an electronic device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the electronic device to perform the object interaction method described in the present invention.

[0212] An embodiment of the present application provides a computer-readable storage medium storing executable instructions, wherein the executable instructions are stored. When the executable instructions are executed by a processor, the processor will execute the object interaction method provided by the embodiment of the present application, for example, the object interaction method shown in Figure 3.

[0213] In some embodiments, the computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), an erasable programmable read-only memory (EPROM), an electrically erasable programmable read-only memory (EEPROM), a flash memory, a magnetic surface memory, an optical disk, or a CD-ROM; or various devices including one or any combination of the above memories.

[0214] In some embodiments, executable instructions may be in the form of a program, software, software module, script, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.

[0215] As an example, executable instructions may, but need not, correspond to a file in a file system, may be stored as part of a file that stores other programs or data, such as in one or more scripts in a HyperText Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple coordinating files (e.g., files storing one or more modules, subroutines, or code portions).

[0216] As an example, executable instructions may be deployed to be executed on one electronic device, or on multiple electronic devices located at one site, or on multiple electronic devices distributed across multiple sites and interconnected by a communication network.

[0217] In summary, the embodiments of the present application have the following beneficial effects:

[0218] (1) After displaying the process of N second virtual objects outputting target notes, the first virtual object is controlled to perform interactive operations on the M second virtual objects, so that the interaction order of the first virtual object on the M second virtual objects is associated with the order in which the N second virtual objects output target notes, thereby determining the interaction result based on the interaction order of the interactive operations and the output order of the target notes. In this way, the interaction result is not only related to the interactive operation itself, but also to the interaction order of the interactive operation, thereby not only improving the utilization and effectiveness of the interactive operation performed by the first virtual object, but also improving the human-computer interaction efficiency and the hardware resource utilization of the electronic device.

[0219] (2) It increases the diversity of gameplay and allows players to have a better experience. It not only tests the player's memory ability, but also because of the presence of chanting elements, the player can complete the interaction process with the assistance of vision and hearing. At the same time, the player also plays a melody while completing the interaction process, allowing the player to have the joy of playing the melody.

[0220] It is understandable that in the embodiments of the present application, when data related to user triggering operations is applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of relevant data must comply with relevant laws, regulations and standards of relevant countries and regions.

[0221] The above description is merely an embodiment of the present application and is not intended to limit the scope of protection of the present application. Any modifications, equivalent replacements, and improvements made within the spirit and scope of the present application are included in the scope of protection of the present application.

Claims

1. An object interaction method, the method being performed by an electronic device, the method comprising: In the virtual scene, displaying a first virtual object and M second virtual objects; Wherein, M is a positive integer greater than 1, the second virtual object is used to output at least one note, and the notes output by different second virtual objects are at least partially different; Displaying a process of N second virtual objects outputting target notes; wherein N is a positive integer and N is less than or equal to M; In response to an interaction operation on the M second virtual objects, controlling the first virtual object to interact with the M second virtual objects; The interaction result of the first virtual object is displayed in combination with the output order of the target notes and the interaction order of the first virtual object with respect to the M second virtual objects.

2. The method of claim 1, wherein: The process of displaying N second virtual objects to output target notes includes: Displaying the length of time the first virtual object stays in the virtual scene; When the stay duration reaches the target stay duration, the process of the N second virtual objects outputting the target notes is displayed.

3. The method according to claim 1 or 2, wherein: Before the process of displaying N second virtual objects to output target notes, the method further includes: Displaying at least one interactive operation indicator in an inactive state; Among them, the number of interactive operation identifiers is used to indicate the total number of target notes output by the N second virtual objects. The interactive operation identifiers are in a one-to-one correspondence with the target notes. An interactive operation identifier in an inactivated state is used to indicate that the corresponding target note has not been output.

4. The method of claim 3, wherein: The method further comprises: In the process of the N virtual objects outputting the target note, the interactive operation identifier corresponding to the currently outputted target note is switched from the inactive state to the active state; Wherein, when the interactive operation identifiers are all in an activated state, the number of the interactive operation identifiers in the activated state is used to indicate the number of interactive operations that the first virtual object needs to perform with respect to the M second virtual objects.

5. The method according to any one of claims 1 to 4, wherein: After displaying the first virtual object and the M second virtual objects in the virtual scene, the method further includes: Display difficulty hint information; The difficulty prompt information is used to indicate the difficulty level of each interactive operation performed by the first virtual object.

6. The method according to any one of claims 1 to 5, wherein: The method further comprises: During the process of the first virtual object interacting with the M second virtual objects, the process of the interacted second virtual object outputting a corresponding target note is displayed.

7. The method according to any one of claims 1 to 6, wherein: The method further comprises: During the process of the first virtual object interacting with the M second virtual objects, displaying an interactive special effect in response to each interactive operation performed by the first virtual object; Among them, the interactive special effects correspond to the interactive operations one by one.

8. The method according to any one of claims 1 to 7, wherein: The step of displaying the interaction result of the first virtual object in combination with the output order of the target notes and the interaction order of the first virtual object with respect to the M second virtual objects comprises: Matching the execution order of each interactive operation performed by the first virtual object with the standard execution order to obtain a matching result; Wherein, the standard execution order corresponds to the output order of each of the target notes; When the matching result indicates that the execution order matches the standard execution order, displaying interaction success indication information, wherein the interaction success indication information is used to indicate the interaction results of each interaction operation performed by the first virtual object. The result is success.

9. The method of claim 8, wherein: The first virtual object and the M second virtual objects are displayed in the first virtual space of the virtual scene, the first virtual object is transmitted from the second virtual space of the virtual scene to the first virtual space, and the interaction success indication information is presented through the transmission entrance; The method further comprises: In response to an entry instruction for the first virtual object, the first virtual object is controlled to enter the transmission entrance, and the first virtual object is transmitted back to the second virtual space.

10. The method of claim 8, wherein: The step of displaying the interaction result of the first virtual object in combination with the output order of the target notes and the interaction order of the first virtual object with respect to the M second virtual objects comprises: When the second virtual object targeted by the current interactive operation of the first virtual object does not match the second virtual object targeted by the current interactive operation indicated by the standard execution order, displaying an interaction failure prompt message; The interaction failure prompt information is used to indicate whether to re-control the first virtual object to perform the interaction operation; When a determination instruction triggered by the interaction failure prompt information is received, the process of at least two of the second virtual objects outputting the target notes is redisplayed.

11. The method according to any one of claims 1 to 10, wherein: The method further comprises: When the interaction result indicates that the interaction sequence of the first virtual object with respect to the M second virtual objects matches the standard execution sequence, displaying a virtual resource used as a reward; The standard execution order corresponds to the output order of each of the target notes.

12. The method according to any one of claims 1 to 11, wherein: The step of displaying the interaction result of the first virtual object in combination with the output order of the target notes and the interaction order of the first virtual object with respect to the M second virtual objects comprises: During the process of interaction with the first virtual object, for any interaction operation, when the interaction result of the interaction operation is successful, displaying an interaction success mark corresponding to the interaction operation; The interaction success flag is used to indicate that the interaction result of the corresponding interaction operation is successful.

13. The method according to any one of claims 1 to 12, wherein: The first virtual object corresponds to a target number of interaction rounds, each of the interaction rounds includes the interaction operations for at least two second virtual objects, and different interaction rounds correspond to different difficulty levels; After displaying the interaction result of the first virtual object in combination with the output order of the target notes and the interaction order of the first virtual object with respect to the M second virtual objects, the method further includes: When the interaction result indicates that the interaction of the current interaction round is successful and the difficulty level corresponding to the current interaction round is less than the highest difficulty level, displaying the process of the K second virtual objects outputting the target notes again, so that the first virtual object performs the interaction operation included in the next interaction round; Wherein, K is a positive integer, and K is less than or equal to M; the difficulty level corresponding to the next interaction round is greater than the difficulty level corresponding to the current interaction round.

14. The method of claim 13, wherein: The method further comprises: Displaying a plurality of different candidate difficulty levels, wherein different candidate difficulty levels correspond to different virtual resources; In response to a selection operation on a target candidate difficulty level among the plurality of candidate difficulty levels, setting the selected target candidate difficulty level as the highest difficulty level; When the interaction result indicates that the interaction in the current interaction round is successful, and the difficulty level corresponding to the current interaction round is equal to the highest difficulty level, a virtual resource corresponding to the highest difficulty level and used as a reward is displayed.

15. The method of claim 13, wherein: After displaying the interaction result of the first virtual object in combination with the output order of the target notes and the interaction order of the first virtual object with respect to the M second virtual objects, the method further includes: When the interaction result indicates that the interaction in the current interaction round fails, obtaining the difficulty level corresponding to the current interaction round; When the difficulty level is greater than the minimum difficulty level, displaying again the process of the P second virtual objects outputting the target notes, so that the first virtual object performs the interaction operation included in the next interaction round; Wherein, P is a positive integer, and P is less than or equal to M, and the difficulty level corresponding to the next interaction round is less than the difficulty level corresponding to the current interaction round.

16. The method according to any one of claims 1 to 15, wherein: The first virtual object further has a summoning object, and the controlling the first virtual object to interact with the M second virtual objects includes: The summoned object is controlled to cooperate with the first virtual object and interact with the M second virtual objects.

17. The method of claim 16, wherein: The N second virtual objects include at least one object combination, the object combination includes a second virtual object corresponding to a first note and a second virtual object corresponding to a second note, the first note and the second note forming a combined note; The controlling the summoned object to cooperate with the first virtual object and interact with the M second virtual objects includes: For each of the object combinations, the first virtual object is controlled to perform an interactive operation on the second virtual object corresponding to the first note, and the summoned object is controlled to perform an interactive operation on the second virtual object corresponding to the second note.

18. The method of claim 17, wherein: Before controlling the first virtual object to perform an interactive operation on the second virtual object corresponding to the first note, the method further includes: In response to an aiming instruction for the first virtual object, controlling the first virtual object to aim at a second virtual object corresponding to the second note using a shooting prop; When the first virtual object uses a shooting prop to aim at a second virtual object corresponding to the second note, controlling the summoned object to lock onto the second virtual object corresponding to the second note; The controlling the first virtual object to perform an interactive operation on the second virtual object corresponding to the first note, and controlling the summoned object to perform an interactive operation on the second virtual object corresponding to the second note, includes: For a second virtual object corresponding to the first note, controlling the first virtual object to perform an interactive operation using the shooting prop; For the second virtual object corresponding to the locked second note, the summoned object is controlled to perform an interactive operation using a target skill or a target prop.

19. The method according to any one of claims 1 to 18, wherein: The step of displaying the interaction result of the first virtual object in combination with the output order of the target notes and the interaction order of the first virtual object with respect to the M second virtual objects comprises: During the process of the first virtual object interacting, displaying the interaction waiting time of the first virtual object; The interaction waiting time is used to indicate the time interval from when the first virtual object completes the last interaction operation to when the first virtual object starts to perform the next interaction operation; When the interaction waiting time reaches the target interaction waiting time, an interaction failure prompt message is displayed; The interaction failure prompt information is used to indicate that the interaction result of the corresponding interaction operation is a failure.

20. The method according to any one of claims 1 to 19, wherein: The first virtual object and the M second virtual objects are displayed in a first virtual space of the virtual scene. Before displaying the first virtual object and the M second virtual objects in the virtual scene, the method further includes: In a second virtual space of the virtual scene, displaying the first virtual object and virtual scene elements belonging to natural phenomena; When the transformation condition of the virtual scene element is met, transforming the virtual scene element into a transmission entrance; When the first virtual object is within the sensing area of ​​the transmission entrance, the first virtual object is transmitted from the second virtual space to the first virtual space.

21. An object interaction device, the device comprising: A first display module, configured to display a first virtual object and M second virtual objects in a virtual scene; Wherein, M is a positive integer greater than 1, and the second virtual object is used to output at least one note, different from the second The notes output by the virtual objects are at least partially different; A second display module is configured to display a process in which N second virtual objects output target notes; wherein N is a positive integer and N is less than or equal to M; a control module configured to control the first virtual object to interact with the M second virtual objects in response to an interaction operation with the M second virtual objects; The third display module is configured to display the interaction result of the first virtual object in combination with the output order of the target notes and the interaction order of the first virtual object with respect to the M second virtual objects.

22. An electronic device, comprising: a memory configured to store computer executable instructions; The processor is configured to implement the object interaction method described in any one of claims 1 to 20 when executing the computer executable instructions stored in the memory.

23. A computer-readable storage medium storing computer-executable instructions, wherein when the computer-executable instructions are executed by a processor, the object interaction method according to any one of claims 1 to 20 is implemented.

24. A computer program product, comprising a computer program or a computer executable instruction, wherein when the computer program or the computer executable instruction is executed by a processor, the object interaction method according to any one of claims 1 to 20 is implemented.

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