Virtual scene interaction method and apparatus, electronic device, computer readable storage medium, and computer program product
Through the use of the skill interaction with the virtual object in the virtual scene, the problem of limited application methods of virtual skills has been solved, and interaction efficiency and resource utilization have been improved.
Patent Information
- Application Number
- PCT/CN2024/095510
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-07-14
- Filing Date
- 2024-05-27
- Publication Date
- 2025-01-23
AI Technical Summary
In virtual scenarios, the application of virtual skills is limited, resulting in low interaction control efficiency and waste of hardware processing resources.
By displaying scene props in the target scene area in the virtual scene, and responding to the trigger operation of the virtual object's skills, control the scene props out of the target scene area, and interact with other virtual objects with other virtual objects.
Improve the interaction control efficiency of virtual scenes, enrich the application method of virtual skills, and optimize the utilization rate of hardware processing resources.
Smart Images

Figure CN2024095510_23012025_PF_FP_ABST
Abstract
Description
Virtual scene interaction method, device, electronic device, computer-readable storage medium, and computer program product
[0001] CROSS-REFERENCE TO RELATED APPLICATIONS
[0002] This application is based on the Chinese patent application with application number 2023108679486 and application date of July 14, 2023, and claims the priority of the Chinese patent application. The entire content of the Chinese patent application is hereby introduced into this application as a reference. Technical Field
[0003] The present application relates to the technical field of virtualization and human-computer interaction, and in particular to a method, device, electronic device, computer-readable storage medium, and computer program product for interacting with a virtual scene. Background Art
[0004] Display technology based on graphics processing hardware has expanded the channels for perceiving the environment and obtaining information, especially multimedia technology for virtual scenes. With the help of human-computer interaction engine technology, it can realize diversified interactions between virtual objects controlled by users or artificial intelligence according to actual application needs. It has various typical application scenarios. For example, in game scenes, it can simulate the real interaction process between virtual objects.
[0005] In related technologies, when controlling virtual objects in virtual scenes to release virtual skills for interaction, the interaction is often achieved through the skill effects generated by the virtual skills themselves, which limits the application of virtual skills in virtual scenes, reduces the interactive control efficiency of virtual scenes, and causes a waste of hardware processing resources.
[0006] Summary of the Invention
[0007] Embodiments of the present application provide a method, device, electronic device, computer-readable storage medium, and computer program product for interacting with a virtual scene, which can improve the efficiency of interactive control of the virtual scene and the utilization rate of hardware processing resources.
[0008] The technical solution of the embodiment of the present application is implemented as follows:
[0009] The present invention provides a method for interacting with a virtual scene, including:
[0010] In the virtual scene, a first virtual object, a second virtual object, a target scene area, and scene props located in the target scene area are displayed, wherein the first virtual object has a first skill;
[0011] In response to a first triggering operation for the first skill, the scene props are controlled to leave the target scene area, and the separated scene props are controlled to interact with the first virtual object and the second virtual object in coordination with each other.
[0012] The embodiment of the present application further provides an interactive device for a virtual scene, comprising:
[0013] A display module is configured to display a first virtual object, a second virtual object, a target scene area, and scene props located in the target scene area in the virtual scene, wherein the first virtual object has a first skill;
[0014] The control module is configured to control the scene props to leave the target scene area in response to a first trigger operation for the first skill, and control the separated scene props to interact with the first virtual object and the second virtual object in coordination.
[0015] An embodiment of the present application further provides an electronic device, including:
[0016] a memory configured to store computer-executable instructions;
[0017] The processor is configured to implement the virtual scene interaction method provided in the embodiment of the present application when executing the computer executable instructions stored in the memory.
[0018] An embodiment of the present application further provides a computer-readable storage medium storing computer-executable instructions or a computer program. When the computer-executable instructions or the computer program are executed by a processor, the virtual scene interaction method provided in the embodiment of the present application is implemented.
[0019] An embodiment of the present application also provides a computer program product, including computer-executable instructions or a computer program. When the computer-executable instructions or the computer program are executed by a processor, the virtual scene interaction method provided in the embodiment of the present application is implemented.
[0020] The embodiments of the present application have the following beneficial effects:
[0021] Applying the above-mentioned embodiment of the present application, in a virtual scene, a first virtual object, a second virtual object, a target scene area, and scene props located in the target scene area are displayed. When a first trigger operation for the first skill is received, the scene props are controlled to leave the target scene area, thereby controlling the detached scene props to interact with the first virtual object and the second virtual object in coordination. Here, scene props are provided in the target scene area of the virtual scene. If the first virtual object triggers the first skill during the interaction, the scene props in the target scene area can also be called to interact with the first virtual object and the second virtual object. In this way, the target scene area of the virtual scene provides scene props for the first skill to call, which can enrich the application methods of virtual skills in the virtual scene, thereby improving the interactive control efficiency of the virtual scene and improving the utilization rate of hardware processing resources. BRIEF DESCRIPTION OF THE DRAWINGS
[0022] FIG1A is a schematic diagram of an application mode of a virtual scene interaction method provided in an embodiment of the present application;
[0023] FIG1B is a schematic diagram of an application mode of a virtual scene interaction method provided in an embodiment of the present application;
[0024] FIG2 is a schematic structural diagram of an electronic device 500 for implementing a virtual scene interaction method provided in an embodiment of the present application;
[0025] FIG3 is a flow chart of a virtual scene interaction method provided in an embodiment of the present application;
[0026] FIG4 is a schematic diagram showing a display of a virtual prop provided in an embodiment of the present application;
[0027] FIG5 is a schematic diagram of launching a virtual prop provided in an embodiment of the present application;
[0028] FIG6 is a schematic diagram showing a display of skill props provided in an embodiment of the present application;
[0029] FIG7 is a schematic diagram of a merging process of skill props and scene props provided in an embodiment of the present application;
[0030] FIG8 is a schematic diagram of launching a virtual prop provided in an embodiment of the present application;
[0031] FIG9 is a schematic diagram of a conversion of a virtual scene area provided in an embodiment of the present application;
[0032] FIG10 is a flow chart of the virtual scene interaction method provided in an embodiment of the present application. DETAILED DESCRIPTION
[0033] In order to make the purpose, technical solutions and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limiting this application. All other embodiments obtained by ordinary technicians in this field without making creative work are within the scope of protection of this application.
[0034] 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.
[0035] 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.
[0036] Unless otherwise defined, all technical and scientific terms used in the embodiments of the present application have the same meanings as those commonly understood by those skilled in the art. The terms used in the embodiments of the present application are only for the purpose of describing the embodiments of the present application and are not intended to limit the present application.
[0037] In the embodiments of the present application, the term "module" or "unit" refers to a computer program or a part of a computer program that has a predetermined function and works together with other related parts to achieve a predetermined goal, and can be implemented in whole or in part by using software, hardware (such as processing circuits or memories) or a combination thereof. Similarly, a processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be part of an overall module or unit that includes the function of the module or unit.
[0038] 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.
[0039] 1) Client: An application running in a terminal to provide various services, such as a client that supports virtual scenes (such as a game client).
[0040] 2) 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.
[0041] 3) 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.
[0042] 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.
[0043] 4) Scene data, which represents the characteristic data of the virtual scene. For example, it can be the location of virtual objects in the virtual scene, the location of virtual buildings in the virtual scene, and the area occupied by virtual buildings. Of course, different types of characteristic data can be included depending on the type of virtual scene. For example, in a virtual scene of a game, scene data can include the waiting time required to configure various functions in the game (depending on the number of times the same function can be used within a specific time period), and can also represent the attribute values of various states of the game character, such as health value (also known as red bar), mana value (also known as blue bar), status value, health value, etc.
[0044] 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.
[0045] 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.
[0046] 6) Skill props, virtual props generated by releasing the first skill; skill props can include a) shooting props, such as virtual bullets, virtual bows and arrows, virtual flying swords, etc.; b) throwing props, such as virtual darts, virtual grenades, virtual throwing knives, etc.; c) landing props, such as virtual lightning, virtual snowfall, virtual hail, virtual rainfall, etc.
[0047] 7) Scene props: When skill props stay in the target scene area in the virtual scene, they can be called scene props.
[0048] The embodiments of the present application provide a virtual scene interaction method, apparatus, electronic device, computer-readable storage medium, and computer program product, which can improve the efficiency of virtual scene interaction control and the utilization of hardware processing resources.
[0049] It should be noted that the collection and processing of relevant data in this application should be strictly in accordance with the requirements of relevant laws and regulations when applied in practice, and the informed consent or separate consent of the personal information subject should be obtained. Subsequent data use and processing should be carried out within the scope of authorization of laws and regulations and the personal information subject.
[0050] To facilitate easier understanding of the virtual scene interaction method provided in the embodiments of the present application, the following describes an exemplary implementation scenario of the virtual scene interaction method provided in the embodiments of the present application. The virtual scene in the virtual scene interaction method provided in the embodiments of the present application can be completely based on the terminal device output, or based on the collaborative output of the terminal device and the server.
[0051] In some embodiments, the virtual scene can be an environment for game characters to interact. For example, it can be an environment for game characters to fight in the virtual scene. By controlling the actions of virtual objects, both parties can interact in the virtual scene, allowing users to experience the virtual scene in the game.
[0052] In one implementation scenario, referring to FIG1A , FIG1A is a schematic diagram of an application mode of the interactive method for a virtual scene provided in an embodiment of the present application. This method is applicable to some application modes that rely entirely on the computing power of a terminal 400 to complete the calculation of relevant data for a virtual scene 100, such as stand-alone / offline games, where the output of the virtual scene is completed through a terminal 400 such as a smartphone, tablet computer, or virtual reality / augmented reality device. When forming a visual perception of the virtual scene 100, the terminal 400 calculates the data required for display through graphics computing hardware, and completes the loading, parsing, and rendering of the display data. The graphics output hardware then outputs a video frame that can form a visual perception of the virtual scene, such as presenting a two-dimensional video frame on a smartphone display screen, or projecting a video frame onto the lenses of augmented reality / virtual reality glasses to achieve a three-dimensional display effect. In addition, to enrich the perceptual effect, the device can also use different hardware to form one or more of auditory perception, tactile perception, motion perception, and taste perception.
[0053] As an example, the terminal 400 runs a client (e.g., a stand-alone game client), and during the operation of the client, outputs a virtual scene based on the scene data of the virtual scene. The virtual scene is an environment for game characters to interact, such as plains, streets, valleys, etc. for game characters to fight. After outputting the virtual scene, a first virtual object, a second virtual object, a target scene area, and scene props located in the target scene area can also be displayed in the virtual scene, where the first virtual object has a first skill. In response to a first trigger operation for the first skill, the scene props are controlled to leave the target scene area, and the detached scene props are controlled to interact with the first virtual object and the second virtual object.
[0054] In another implementation scenario, refer to FIG1B , which is a schematic diagram of an application mode of the interactive method for a virtual scene provided in an embodiment of the present application, which is applied to a terminal 400 and a server 200. Generally, it is suitable for an application mode that relies on the computing power of the server 200 to complete the calculation of the virtual scene and output the virtual scene on the terminal 400. Taking the formation of visual perception of the virtual scene 100 as an example, the server 200 calculates the display data related to the virtual scene and sends it to the terminal 400. The terminal 400 relies on the graphics computing hardware to complete the loading, parsing and rendering of the calculated display data, and relies on the graphics output hardware to output the virtual scene to form a visual perception. For example, a two-dimensional video frame can be presented on the display screen of a smartphone, or a video frame can be projected on the lenses of augmented reality / virtual reality glasses to achieve a three-dimensional display effect. As for the perception of the form of the virtual scene, it can be understood that the corresponding hardware output of the terminal can be used, such as using a microphone output to form an auditory perception, using a vibrator output to form a tactile perception, and so on.
[0055] As an example, terminal 400 runs a client (e.g., a network version of a game client), obtains scene data of a virtual scene by connecting to a game server (i.e., server 200), and outputs a virtual scene based on the obtained scene data to interact with other users in the virtual scene. After outputting the virtual scene, terminal 400 may further display a first virtual object, a second virtual object, a target scene area, and scene props located in the target scene area in the virtual scene, wherein the first virtual object has a first skill; in response to a first trigger operation for the first skill, the scene props are controlled to leave the target scene area, and the detached scene props are controlled to interact with the first virtual object and the second virtual object in coordination.
[0056] In some embodiments, the server (e.g., server 200) may be an independent physical server, or a server cluster or distributed system composed of multiple physical servers. The terminal (e.g., terminal 400-1) may be a laptop, tablet computer, desktop computer, smart phone, intelligent voice interaction device (e.g., smart speaker), smart home appliance (e.g., smart TV), smart watch, vehicle-mounted terminal, wearable device, virtual reality (VR) device, etc., but is not limited thereto. The terminal and the server may be connected directly or indirectly via wired or wireless communication, which is not limited in the embodiments of the present application.
[0057] In some embodiments, the interactive method of the virtual scene provided in the embodiments of the present application can be implemented with the help of cloud technology. Cloud technology refers to a hosting technology that unifies a series of resources such as hardware, software, and network in a wide area network or a local area network to realize the calculation, storage, processing and sharing of data. Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, and application technology based on the cloud computing business model application. It can form a resource pool that is used on demand and is flexible and convenient. Cloud computing technology will become an important support. The background services of the technical network system require a large amount of computing resources and storage resources. As an example, the server (such as server 200) can also be 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.
[0058] In some embodiments, multiple servers may be organized into a blockchain, with the servers being nodes on the blockchain. Information connections may exist between each node in the blockchain, and information may be transmitted between nodes via the information connections. Data related to the virtual scene interaction method provided in the embodiments of the present application (e.g., scene data of the virtual scene) may be stored on the blockchain.
[0059] In some embodiments, the terminal or server can implement the interactive method of the virtual scene provided by the embodiment of the present application by running various computer executable instructions or computer programs. For example, computer executable instructions can be commands, machine instructions or software instructions at the microprogram level. 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 a game APP; it can also be a small program that can be embedded in any APP, that is, a program that only needs to be downloaded to a browser environment and can be run. In short, the above-mentioned computer executable instructions can be instructions in any form, and the above-mentioned computer program can be an application, module or plug-in in any form.
[0060] The following describes an electronic device for implementing an interactive method for a virtual scene provided in an embodiment of the present application. Referring to Figure 2, Figure 2 is a structural diagram of an electronic device 500 for implementing an interactive method for a virtual scene provided in an embodiment of the present application. The electronic device 500 provided in an embodiment of the present application can be a terminal or a server. The electronic device 500 provided in an embodiment of the present application includes: at least one processor 510, a memory 550, at least one network interface 520 and a user interface 530. The various components in the electronic device 500 are coupled together via a bus system 540. It can be understood that the bus system 540 is used to achieve connection and communication between these components. In addition to the data bus, the bus system 540 also includes a power bus, a control bus and a status signal bus. However, for the sake of clarity, the various buses are labeled as bus system 540 in Figure 2.
[0061] In some embodiments, the interactive device of the virtual scene provided in the embodiments of the present application can be implemented in software. Figure 2 shows the interactive device 555 of the virtual scene stored in the memory 550, which can be software in the form of programs and plug-ins, including the following software modules: display module 5551 and control module 5552. These modules are logical, so they can be arbitrarily combined or further split according to the functions implemented. The functions of each module will be explained below.
[0062] The following describes the interactive method of the virtual scene provided by the embodiment of the present application. In some embodiments, the interactive method of the virtual scene provided by the embodiment of the present application can be implemented by various electronic devices. For example, it can be implemented by a terminal alone, or by a server alone, or by a terminal and a server in collaboration. Taking terminal implementation as an example, see Figure 3, which is a flow chart of the interactive method of the virtual scene provided by the embodiment of the present application. The interactive method of the virtual scene provided by the embodiment of the present application includes:
[0063] Step 101: The terminal displays a first virtual object, a second virtual object, a target scene area, and scene props located in the target scene area in a virtual scene.
[0064] The first virtual object has a first skill.
[0065] Here, the terminal can run a client that supports virtual scenes (such as a game client), and the terminal outputs a virtual scene (such as a shooting game scene, a role-playing game scene, etc.) during the operation of the client. For example, the terminal can obtain scene data of the virtual scene from the server, and then render the scene data to output the virtual scene. In an embodiment of the present application, the terminal can display a first virtual object in the output virtual scene. The first virtual object can be a virtual character controlled by a user entering the virtual scene. The first virtual object has a first skill. When the first virtual object releases the first skill, a skill prop can be generated. For example, the skill prop can be a virtual flying sword, a virtual bullet, a virtual arrow, a virtual bomb, etc. In actual applications, the first skill can be possessed by the first virtual object itself, or it can be obtained by completing a target task (such as reaching a score threshold for interactive performance, defeating a virtual monster, collecting virtual resources, etc.), which is not limited here.
[0066] In addition, the terminal also displays a second virtual object in the virtual scene. The second virtual object can be a virtual character controlled by other users entering the virtual scene, or a virtual object controlled by a robot program (such as a virtual monster, a virtual character, etc.). The user can control the first virtual object and the second virtual object to interact and confront each other. In an embodiment of the present application, there is a target scene area in the virtual scene, and there are scene props in the target scene area. When the first virtual object releases the first skill, the terminal can control the scene props to detach from the target scene area. In actual applications, the types of target scene areas include but are not limited to the following types: ground (such as muddy land, swampland, asphalt land, etc.), buildings, natural objects (such as mountains, stones), waters, ice, snow, air, etc.
[0067] In some embodiments, the terminal can generate scene props in the following manner: in response to the second trigger operation for the first skill, the scene props are generated in the target scene area. Here, the first virtual object can release the first skill by triggering the second trigger operation for the first skill, and generate scene props in the target scene area. The second trigger operation and the first trigger operation can be different or the same. For example, in response to the long press operation for the first skill, the terminal controls the first virtual object to release the first skill, thereby generating a skill prop (such as a virtual flying sword) for the first skill. When the skill prop collides with the target scene area, the skill prop is controlled to stay in the target scene area, which is equivalent to generating a scene prop in the target scene area. In this way, the generation of scene props is achieved by releasing virtual skills, which enriches the diversity of skills, increases the strategic application of skills, and thus improves the interactive experience of the virtual scene.
[0068] In some embodiments, a target object in a virtual scene can also generate a scene prop. For example, the target object can be not only the first virtual object itself, but also another user's virtual character entering the virtual scene (such as a second virtual object, a teammate of the first virtual object, an opponent of the first virtual object, etc.), or a specific virtual object controlled by a robot program in the virtual scene (such as a virtual monster, an NPC, etc.).
[0069] In some embodiments, the scene props of the target scene area may also be generated by a second skill, which is different from the first skill.
[0070] As an example, the scene prop can stay in a virtual scene area (such as a target scene area) in the virtual scene, and the virtual scene area can be the ground, ice surface, river surface, mountain surface, building surface, etc. For example, refer to Figure 4, which is a display diagram of the scene props provided by an embodiment of the present application. Here, the target object releases the first skill in the virtual scene, thereby generating a skill prop through the first skill (the skill prop shown in Figure 4 is a virtual flying sword). The skill prop stays in the target scene area of the virtual scene in a manner of being inserted into the ground, generating a scene prop in the target scene area (i.e., a virtual flying sword staying in the target scene area).
[0071] Step 102: In response to a first triggering operation for the first skill, the scene props are controlled to leave the target scene area, and the separated scene props are controlled to interact with the first virtual object and the second virtual object in coordination with each other.
[0072] Here, the terminal receives a first trigger operation for a first skill of a first virtual object, which may be a release operation (for controlling the first virtual object to release the first skill) and may be triggered by a control for the first skill. In response to the first trigger operation, the terminal controls the scene props to leave the target scene area, so that when controlling the first virtual object to interact with the second virtual object, the scene props can be controlled to cooperate with the first virtual object to interact with the second virtual object.
[0073] In some embodiments, the terminal can control the detached scene props to interact with the first virtual object and the second virtual object by executing the following steps: controlling the detached scene props to be launched toward the second virtual object; when the detached scene props hit the second virtual object, reducing the attribute value of the object attribute of the second virtual object.
[0074] Here, after the scene props leave the target scene area, the terminal can also control the scene props to be launched toward the second virtual object to control the first virtual object to interact and confront the second virtual object. When the scene props hit the second virtual object, the attribute value of the object attribute of the second virtual object can be reduced. Among them, the object attributes may include blood volume, speed, recovery ability, attack power, etc. For example, when the detached scene props are launched, the movement of the scene props can be controlled according to the prop movement parameters of the first skill until it hits the second virtual object; the prop movement parameters may include the trajectory of movement (or flight) (such as a straight line, line segment, Bezier curve, etc.), speed, duration, etc.
[0075] In some embodiments, the terminal can control the detached scene props to interact with the first virtual object and the second virtual object by executing the following steps: controlling the detached scene props to be arranged around the first virtual object in a formation of the target shape; when the first virtual object is attacked by the second virtual object, controlling the detached scene props to eliminate the negative impact of the attack on the first virtual object.
[0076] Here, after the scene props leave the target scene area, the terminal can control the scene props to be arranged around the first virtual object in a formation of the target shape. Wherein, the target shape includes but is not limited to a circle, a square, a triangle, etc. In the process of interactive confrontation between the first virtual object and the second virtual object, the scene props can be used to eliminate the negative impact of the second virtual object's attack on the first virtual object. For example, a target number of scene props can eliminate the negative impact of an attack on the first virtual object. The target number can be preset, such as 1 or more targets; the target number for eliminating the negative impact caused by different types of attacks can also be different, that is, the target number can be determined by the type of attack received. In this way, by calling the scene props in the target scene area, the defensive effect in the interactive confrontation is achieved, the interactive method of the virtual scene is increased, and the interactive experience of the virtual scene is improved.
[0077] In some embodiments, the terminal may perform the following processing: displaying skill release prompt information of the scene props; wherein the skill release prompt information is used to prompt that there are scene props in the virtual scene that can escape from the target scene area.
[0078] Here, the terminal can display skill release prompt information, which is used to prompt the existence of scene props in the virtual scene that can escape from the target scene area. In actual applications, the skill release prompt information can be displayed at least one of the following times: time 1) when there are scene props in the virtual scene; time 2) when there are skill props within the sensing range of the first virtual object; time 3) when the skill props generated by the target virtual object that has a target relationship with the first virtual object and releases the first skill exist in the virtual scene. It should be noted that the target relationship can include at least one of the following: 1) the target virtual object and the first virtual object are in the same camp; 2) the target virtual object is an auxiliary object of the first virtual object, such as an NPC such as a character or animal that follows the actions of the first virtual object; 3) the player account of the target virtual object and the player account of the first virtual object have a social relationship such as a friend. In actual applications, the skill release prompt information can also prompt the location of the target scene area, so that the user can control the first virtual object to move to the corresponding position to release the first skill. In this way, when there are scene props in the virtual scene, the corresponding skill release prompt information can be displayed to remind users that they can interact by calling the scene props, enriching the interaction method of the virtual scene and improving the interaction efficiency.
[0079] In some embodiments, there are multiple scene props; the terminal can receive a release instruction for the first skill in the following manner: receiving a pressing operation for the skill control of the first skill; during the execution of the pressing operation, adjusting the number of scene props to be separated from the multiple scene props; in response to the pressing operation being released, receiving a first trigger operation for the first skill, and determining the target number of scene props to be separated after the adjustment when the pressing operation is released, the target number is less than or equal to the number of scene props; accordingly, the terminal can control the scene props to separate from the target scene area in the following manner: controlling the target number of scene props to separate from the target scene area.
[0080] Here, the terminal provides a skill control for releasing the first skill. By pressing this skill control, the number of props to be removed from the virtual scene can be adjusted. It should be noted that this adjustment process is an accumulation process. As the pressing operation is performed, the number of props to be removed from the scene continuously accumulates. The accumulation rate can be pre-set, such as 2 per second. The terminal can also display the accumulation process of props to be removed from the scene, such as the change in the number of props to be removed from the scene, the gradual increase in the number of props to be removed from the scene, and so on. When the pressing operation on the skill control is released, the first triggering operation for the first skill is received and the adjusted target number of props to be removed from the scene is determined at the time of the release of the pressing operation, that is, the accumulated number of props to be removed from the scene at the time of the release of the pressing operation. Based on this, the terminal can control the removal of the target number of scene props from the target scene area. The execution process of the above-mentioned pressing operation can be understood as the accumulation phase of the first skill, that is, the accumulation of the number of props to be removed from the scene from the virtual scene. In this way, the number of props to be removed from the scene is controlled by pressing operations, which increases the interaction methods of the virtual scene and improves the interaction efficiency.
[0081] It should be noted that the above-mentioned skill control has an activation state and a cooling state. When the skill control is in the activation state, the skill control is available, and the release instruction of the first skill can be triggered through the skill control. When the skill control is in the cooling state, the skill control is not available. The cooling state has a corresponding cooling time threshold. When the cooling time of the skill control in the cooling state reaches the cooling time threshold, the skill control is controlled to switch from the cooling state to the activation state. In actual applications, the activation of the skill control can also be achieved by controlling the first virtual object to complete the target task (such as the interaction score reaches the score threshold, defeating the virtual monster, collecting virtual resources, etc.).
[0082] In some embodiments, the terminal can control the scene props to leave the target scene area in the following manner: when there are multiple scene props, determine the scene props to be left in the sensing area of the first virtual object, and the multiple scene props include the scene props to be left; control the scene props to be left to leave the target scene area. It should be noted that the sensing area of the first virtual object can be: a two-dimensional plane area of a target shape (such as a circle, square, rectangle, triangle, etc.) centered on the first virtual object, or a three-dimensional space of a target three-dimensional structure (such as a spherical structure, a cubic structure, etc.) centered on the first virtual object. In this way, the scene props to be left can be automatically determined based on the position of the first virtual object without the need for user selection, thereby improving the interaction efficiency of the virtual scene.
[0083] In some embodiments, the terminal can control the scene props to leave the target scene area in the following manner: when there are multiple scene props, determine the scene props to be left by the target virtual object through the release of the first skill; wherein, the multiple scene props include the scene props to be left, and there is a target relationship between the target virtual object and the first virtual object; control the scene props to be left to leave the target scene area. It should be noted that the target relationship may include at least one of the following: 1) the target virtual object and the first virtual object are in the same camp; 2) the target virtual object is an auxiliary object of the first virtual object, such as an NPC such as a character or animal that follows the actions of the first virtual object; 3) the player account of the target virtual object and the player account of the first virtual object have a social relationship such as a friend. In this way, the scene props to be left can be automatically determined based on the relationship between the target virtual object and the first virtual object, without the need for user selection, thereby improving the interaction efficiency of the virtual scene.
[0084] In some embodiments, the terminal can also generate skill props in response to the first trigger operation for the first skill (i.e., when the first virtual object releases the above-mentioned first skill). Therefore, after controlling the scene props to leave the target scene area, the terminal can control the scene props and the skill props generated by the first virtual object by releasing the first skill, and coordinate the interaction between the first virtual object and the second virtual object. For example, the scene props and the skill props generated by the first skill released by the coordinated first virtual object can be launched, so that both the scene props and the skill props are used to coordinate the interaction and confrontation between the first virtual object and the second virtual object. In actual applications, the effect of the first skill can be positively correlated with the number of virtual props launched (including scene props and skill props). Therefore, through the embodiments of the present application, the maximum number of virtual props launched by the first skill at one time can be increased, thereby enhancing the effect of the first skill and improving the interaction efficiency of the virtual scene.
[0085] As an example, refer to FIG5 , which is a schematic diagram of the launch of virtual props provided in an embodiment of the present application. Here, the virtual props (including scene props and skill props) are virtual flying swords. As shown in FIG5 (1), the scene props are inserted on the ground of the virtual scene; as shown in FIG5 (2), when the first virtual object releases the first skill, the scene props leave the ground of the virtual scene, and the scene props are launched together with the skill props generated by the first virtual object when releasing the first skill.
[0086] In some embodiments, the terminal can also display the skill props generated by the first virtual object by releasing the first skill; accordingly, after controlling the scene props to leave the target scene area, the terminal can display the process of merging the separated scene props with the skill props; when the merging of the separated scene props and the skill props is completed, the merged scene props and skill props are controlled to be launched.
[0087] Here, the terminal can also generate skill props in response to the first trigger operation for the first skill (that is, when the first virtual object releases the above-mentioned first skill), so the terminal can display the skill props generated by the first virtual object by releasing the first skill. In some embodiments, the terminal can display the skill props generated by the first virtual object by releasing the first skill in the following manner: when the number of skill props is multiple, display the multiple skill props generated by the first virtual object by releasing the first skill, which are arranged in a formation according to the target shape. It should be noted that the target shape can be a square, circle, rectangle, triangle, semicircle, etc. The multiple skill props arranged in formation can be located around the first virtual object. The first virtual object can be surrounded by the multiple skill props arranged in formation, and the first virtual object can also be located on one side of the multiple skill props arranged in formation, such as the left side, right side, top, bottom, etc.
[0088] For example, see FIG6 , which is a schematic diagram of the display of skill props provided in an embodiment of the present application. Here, the skill prop is a virtual flying sword. As shown in FIG6 (1), multiple skill props are arranged in a circular formation, and the first virtual object is surrounded by the multiple skill props arranged in the circular formation; as shown in FIG6 (2), multiple skill props are arranged in a 3*3 square formation, and the first virtual object is located on one side (i.e., the left side) of the multiple skill props arranged in the square formation.
[0089] The terminal then displays the process of merging the detached scene props with the skill props, that is, the process of the scene props moving from the target scene area to the area around the location of the skill props. When the merging of the detached scene props with the skill props is completed, the first virtual object can be controlled to launch the scene props in collaboration with the first virtual object by releasing the skill props generated by the first skill. In some embodiments, the terminal can display the process of merging the scene props with the skill props in the following manner: according to the formation joining rules, the process of adding the scene props to the multiple skill props arranged in the formation of the target shape is displayed to merge the scene props with the skill props.
[0090] Here, the formation joining rule can be pre-set. For example, the skill props are arranged in an M*N square matrix, and the formation joining rule can be in the form of increasing columns without increasing rows, first left then right, first up then down; or it can also be in the form of increasing rows without increasing columns, first up then down, first left then right; the skill props are arranged in a circular formation, and the formation joining rule can be to expand outward to increase the circle layer, and starting from the target direction, join in a clockwise (or counterclockwise) direction in sequence. As an example, see Figure 7, Figure 7 is a schematic diagram of the merging process of skill props and scene props provided in an embodiment of the present application. Here, as shown in (1) in Figure 7, the skill props are arranged in a 3 (rows) * 3 (columns) square formation; the 5 scene props to be merged (the virtual flying swords shown by the bold lines in Figure 7) will be merged into the square formation in the form of upper left ① (as shown in (2) in Figure 7), middle left ② (as shown in (3) in Figure 7), lower left ③ (as shown in (4) in Figure 7), upper right ④ (as shown in (5) in Figure 7), and middle right ⑤ (as shown in (6) in Figure 7) in sequence.
[0091] By applying the above embodiment, the maximum number of virtual props launched by the first skill at one time (including scene props in the target scene area and skill props generated by releasing the first skill) can be increased, thereby enhancing the effect of the first skill and improving the interaction efficiency of the virtual scene; and when merging the detached scene props with the skill props, it is implemented according to the display formation of the skill props and the formation joining rules, thereby increasing the scene experience of the virtual scene.
[0092] In some embodiments, the terminal may perform the following processing: displaying the target merging time for merging the separated scene props and skill props; accordingly, when the target merging time reaches the merging time threshold, it is determined that the merging of the separated scene props and skill props is completed. Here, the merging time threshold can be pre-set, such as 3 seconds. When the target merging time of the scene props and skill props reaches the merging time threshold, it is determined that the merging of the scene props and skill props is completed.
[0093] In some embodiments, the terminal may perform the following processing: obtaining prop movement parameters for the first skill; controlling the launched scene props and skill props to move in the virtual scene according to the prop movement parameters. Here, the prop movement parameters may include movement (or flight) trajectories (such as straight lines, line segments, Bezier curves, etc.), speed, duration, etc. After the scene props and skill props are launched, the scene props and skill props move according to the prop movement parameters. In this way, by controlling the movement of the launched scene props and skill props, the interactive effect of the virtual scene is improved.
[0094] As an example, refer to FIG8 , which is a schematic diagram of the launch of virtual props provided in an embodiment of the present application. Here, the virtual props (including scene props and skill props) are all virtual flying swords. As shown in FIG8 (1), the scene props and skill props are combined and displayed around the first virtual object; as shown in FIG8 (2), the scene props and skill props are launched together; as shown in FIG8 (3), the scene props and skill props fly in the virtual scene.
[0095] In some embodiments, the terminal may perform the following processing: determining the collision target of the launched target virtual prop in the virtual scene, the target virtual props including scene props and skill props; when the collision target is a first type of virtual scene area, controlling the target virtual prop to stay in the first type of virtual scene area; wherein, the target virtual prop staying in the first type of virtual scene area is used to control the target virtual prop to leave the virtual scene area when receiving a first trigger operation for a first skill.
[0096] Here, when the terminal controls the target virtual prop (including scene props and skill props) to move in the virtual scene, it will collide with the target in the virtual scene. When the target virtual prop collides with the target in the virtual scene, the collision target of the target virtual prop in the virtual scene is determined. If the collision target is a first type of virtual scene area, the target virtual prop is controlled to stay in the first type of virtual scene area. For example, the virtual scene area can be the ground (mud, swamp, asphalt, etc.), water, building, natural objects (such as mountains, stones), ice, snow, air, etc. The types of virtual scene areas include but are not limited to the following types: ground (such as mud, swamp, asphalt, etc.), building, natural objects (such as mountains, stones), water, ice, snow, air, etc. The first type can be at least one of the above types.
[0097] It should be noted that the target virtual props that remain in the first type of virtual scene area can control the target virtual props to leave the virtual scene area when receiving the first trigger operation for the first skill, so that the target virtual props that leave the virtual scene area can be controlled to interact with the first virtual object and the second virtual object. It should be noted that when the target virtual props stay in the first type of virtual scene area, it can be achieved by inserting, suspending, hanging, pasting, etc. In this way, when the target virtual props are launched to interact with the second virtual object, the target virtual props that do not hit the second virtual object can be left in the virtual scene, so that when the first skill is released again, they can leave the virtual scene area to interact with the first virtual object and the second virtual object, increasing the maximum number of virtual props launched by the first skill at one time (including the target virtual props in the virtual scene area and the skill props generated by releasing the first skill), thereby enhancing the effect of the first skill and improving the interaction efficiency of the virtual scene.
[0098] In some embodiments, after controlling the target virtual prop to stay in the first type of virtual scene area, the terminal may perform the following processing: controlling the first type of virtual scene area to be converted into the second type of virtual scene area; wherein, the second type of virtual scene area is used to adjust the attribute values of the object attributes of the target virtual object in the second type of virtual scene area.
[0099] Here, after the controlled target virtual prop stays in the first type of virtual scene area, the first type of virtual scene area can also be converted into a second type of virtual scene area. The second type can be a type different from the first type among the types of the above-mentioned virtual scene areas. The second type and the first type can be related. For example, the first type and the second type belong to the same first general type. For example, if the first general type is ground, then the first type "asphalt ground" can be converted into the second type "swampland"; for example, if the first general type is water type, then the first type "river surface" can be converted into the second type "ice surface". Among them, the second type of virtual scene area can also adjust the attribute values of the object attributes of the target virtual object in the second type of virtual scene area. For example, when the target virtual object is located in the second type of virtual scene area, the attribute values of the object attributes of the target virtual object can be adjusted, and the adjustment includes positive adjustment and negative adjustment. When the target virtual object and the first virtual object belong to the same faction, the adjustment can be positive, such as increasing health, speed, or attack power. When the target virtual object and the first virtual object belong to opposing factions, the adjustment can be negative, such as reducing health, speed, or attack power. Object attributes can include health, speed, recovery, attack power, and so on. In this way, the target virtual props remaining in the virtual scene can also achieve the conversion of virtual scene area types, enriching the interaction methods of the virtual scene and improving the interaction efficiency of the virtual scene.
[0100] In some examples, the target virtual prop that stays in the second type of virtual scene area can also be used to control the target virtual prop to leave the virtual scene area when the first trigger operation for the first skill is received, so that the target virtual prop that leaves the virtual scene area can be controlled to interact with the first virtual object and the second virtual object.
[0101] In some embodiments, the terminal may perform the following processing: when the target virtual prop stays in the virtual scene area for a duration that reaches a duration threshold, the target virtual prop is controlled to disappear from the virtual scene, and the second type of virtual scene area is controlled to be converted into the first type of virtual scene area. Here, the duration threshold may be pre-set, and when the target virtual prop stays in the virtual scene area for a duration that reaches the duration threshold, the target virtual prop is controlled to disappear from the virtual scene, and the second type of virtual scene area is also controlled to be converted into the first type of virtual scene area. Of course, in some embodiments, the target virtual prop that stays in the virtual scene area may not be restricted by the duration threshold, for example, it may exist in the virtual scene to a certain extent (such as an interactive round of the virtual scene).
[0102] In some embodiments, the terminal may perform the following processing: when the target virtual prop leaves the virtual scene area, the second type of virtual scene area is controlled to be converted into the first type of virtual scene area. Similarly, when the target virtual prop leaves the virtual scene area, the second type of virtual scene area may also be converted into the first type of virtual scene area.
[0103] As an example, refer to FIG9 , which is a schematic diagram of the conversion of the virtual scene area provided by the embodiment of the present application. Here, as shown in FIG9 (1), the virtual scene area is a muddy ground surface, and the target virtual prop (i.e., virtual flying sword) is not parked; as shown in FIG9 (2), the virtual scene area is inserted with a virtual flying sword, and the virtual scene area is converted from a muddy ground surface to a swampy ground surface; as shown in FIG9 (3), the virtual flying sword inserted into the virtual scene area disappears, i.e., the virtual flying sword leaves the virtual scene area, and the virtual scene area is converted from a swampy ground surface to a muddy ground surface.
[0104] In some embodiments, the terminal may perform the following processing: determining the collision target of the launched target virtual prop in the virtual scene, the target virtual props including scene props and skill props; when the collision target is a third type of virtual scene area, controlling the target virtual prop to disappear from the virtual scene. It should be noted that the third type is a type of virtual scene area that is different from the second type and the first type. In this way, for the target virtual prop that collides with the third type of virtual scene area, it can be controlled to disappear, and at this time it can no longer be called by the first skill, which can increase the interactive mode of the virtual scene and make the interaction of the virtual scene more strategic.
[0105] In some embodiments, the terminal may perform the following processing: determining the collision target of the launched target virtual props in the virtual scene, the target virtual props including scene props and skill props; when the collision target is the target virtual object, adjusting the attribute value of the object attribute of the target virtual object.
[0106] Here, when the terminal controls the target virtual prop (including scene props and skill props) to move in the virtual scene, it will collide with the target in the virtual scene. When the target virtual prop collides with the target in the virtual scene, the collision target of the target virtual prop in the virtual scene is determined. If the collision target is the target virtual object, the attribute value of the object attribute of the target virtual object is adjusted. The adjustment here includes positive adjustment and negative adjustment. When the target virtual object and the virtual object belong to the same camp, the adjustment can be positive adjustment, such as increasing health, increasing speed, increasing attack power, etc.; when the target virtual object and the first virtual object belong to the opposing camp, the adjustment can be negative adjustment, such as reducing health, reducing speed, weakening attack power, etc. Here, the object attributes can include health, speed, recovery ability, attack power, etc. In this way, by transmitting the target virtual prop to the target virtual object, the target virtual prop is controlled to interact with the first virtual object and the second virtual object in coordination, improving the interaction efficiency of the virtual scene.
[0107] In some embodiments, after adjusting the attribute value of the object attribute of the target virtual object, the terminal may perform the following processing: control the target virtual prop to penetrate the target virtual object, and control the target virtual prop to continue moving; when the moving target virtual prop collides with the scene target of the virtual scene again, execute the processing logic matching the scene target on the scene target.
[0108] Here, after adjusting the attribute value of the object attribute of the target virtual object, the terminal can also control the target virtual prop to penetrate the target virtual object and control the target virtual prop to continue moving. It should be noted that the maximum number of target virtual objects that can be passed through can be preset. When the number of target virtual objects passed through does not exceed the threshold value, the target virtual prop can continue to move. In some examples, as the number of target virtual objects passed through increases, the movement speed of the target virtual prop can also change, such as the movement speed decreases. When the moving target virtual prop collides with the scene target in the virtual scene again, the processing logic that matches the scene target is executed on the scene target. Specifically, the scene target can be a first type of virtual scene area, a third type of virtual scene area, and a target virtual object. Then, the processing logic provided in the above embodiment for the collision target being a first type of virtual scene area, a collision target being a third type of virtual scene area, and a collision target being a target virtual object can be used to process the corresponding scene target, which will not be repeated here. In this way, the target virtual prop can also move through the target virtual object, thereby continuing to collide with other targets to execute corresponding logic, further enriching the interaction methods in the virtual scene and improving the interaction effect and efficiency of the virtual scene.
[0109] In some embodiments, the collision target may also be a virtual scene area that has been transformed into the second type. In this case, the target virtual prop may be controlled to stay in the second type of virtual scene area.
[0110] In some embodiments, the target virtual item includes multiple sub-virtual items. The terminal can adjust the properties of the target virtual object's object attributes by obtaining an adjustment value for the property value of a sub-virtual item and a target number of sub-virtual items; and adjusting the property value of the target virtual object's object attribute based on the target number and the adjustment value. Here, each sub-virtual item is assigned a corresponding adjustment value for the property value. When the target number of sub-virtual items collides with the target virtual object, the property value of the target virtual object's object attribute can be adjusted by the following amount: Total Adjustment Value = Adjustment Value * Target Number.
[0111] In some embodiments, the terminal may perform the following processing: when the target virtual prop's residence time in the virtual scene reaches a residence time threshold, the target virtual prop is controlled to disappear from the virtual scene. Target virtual props include scene props and skill props. In actual applications, regardless of whether the target virtual prop collides with an object in the virtual scene, when the target virtual prop's residence time in the virtual scene reaches the residence time threshold, the target virtual prop may also be controlled to disappear from the virtual scene. This can reduce the waste of display resources and device processing resources, thereby improving resource utilization.
[0112] Next, an exemplary application of the embodiments of the present application in an actual application scenario is described. Here, the virtual scene is a massively multiplayer online role-playing game (MMORPG) scene, in which a first virtual object controlled by a player, a third virtual object controlled by a teammate, a second virtual object controlled by an interactive opponent, and a monster virtual object (controlled by a robot program) can all fly in the air of the virtual scene.
[0113] In actual applications, the terminal corresponding to the player account controlling the first virtual object can display a virtual screen corresponding to a virtual scene, which includes multiple different virtual scene areas (such as mud, rivers, swamps, mountains, etc.); all virtual objects in the virtual scene can have the skill of "physical flying sword" (the above-mentioned first skill); the terminal interface also displays the first skill corresponding to the first skill control. When it is detected that a single-click operation is performed on the first skill control (the above-mentioned second trigger operation), the first virtual object can be controlled to release the skill, and the flying sword (the above-mentioned skill prop) can be launched into the air; after the flying sword hits the target in the virtual scene, the corresponding operation can be performed, for example: when the flying sword penetrates the opponent's virtual object, it can cause damage to the opponent's virtual object; when the flying sword hits the virtual scene area, if the virtual scene area is of the first type (such as mud), the flying sword can be controlled to penetrate the virtual scene area and form a physical flying sword (the above-mentioned scene prop) in the virtual scene area. At this time, the virtual scene area changes from the first type to the second type (such as swamp) and displays the corresponding scene effect; if the virtual scene area is of the third type (such as a mountain), the flying sword is controlled to disappear from the virtual scene.
[0114] Continuing with the example of the ground in the virtual scene area, when the number of physical flying swords inserted into the ground exceeds a threshold, a prompt effect for charging the flying swords can be displayed on the first skill control, and the number of physical flying swords can also be displayed on the first skill control. This prompt effect can prompt the player to release the physical flying sword skill to call the physical flying swords inserted into the ground to charge the number of flying swords launched by the physical flying sword skill. When a long press operation is detected on the first skill control, the first virtual object is controlled to charge, and the duration of the charging operation can be determined by the number of physical flying swords. When the charging is completed and a release operation is detected on the first skill control (the long press operation combined with the release operation is the first trigger operation described above), the physical flying swords on the ground and the flying swords generated by the first virtual object releasing the physical flying sword skill are controlled to be launched together to interact with the opponent virtual object. Here, the more flying swords launched, the greater the damage caused to the opponent virtual object. In some embodiments, the physical flying swords on the ground can disappear after the attack ends. The flying swords generated by the player releasing the physical flying sword skill can also fall to the ground to generate physical flying swords for subsequent use when releasing the physical flying sword skill.
[0115] It should be noted that the triggering operations in the embodiments of the present application include, but are not limited to, click, double-click, long press, slide, and other operations. The controls in the embodiments of the present application can be equivalent to function items and can have various presentation forms, such as graphic buttons, progress bars, menus, lists, etc., which are not limited in the embodiments of the present application. The user or player mentioned in the embodiments of the present application can be the object corresponding to the account currently logged in by the client, or it can be the object using the current client when the client is not currently logged in.
[0116] Applying the above-mentioned embodiment of the present application, in a virtual scene, a first virtual object, a second virtual object, a target scene area and scene props located in the target scene area are displayed. When a first trigger operation for a first skill is received, the scene props are controlled to leave the target scene area, thereby controlling the detached scene props to interact with the first virtual object and the second virtual object in coordination. Here, scene props are provided in the target scene area of the virtual scene. If the first virtual object triggers the first skill during the interaction, the scene props in the target scene area can be called to interact with the first virtual object and the second virtual object. In this way, the target scene area of the virtual scene provides scene props for the first skill to call, which can enrich the application methods of virtual skills in the virtual scene, thereby improving the interactive control efficiency of the virtual scene and improving the utilization rate of hardware processing resources; 2) It can enrich the diversity of skills, increase the application strategy of skills, and thus improve the interactive experience of the virtual scene.
[0117] The following uses a virtual game scene as an example to illustrate an exemplary application of the embodiments of this application in a practical application scenario. In related art game scenarios, when a player controls a virtual object to release a first skill, if the first skill is released at a certain location in the virtual scene, the first skill can only make a one-way change to the virtual scene, and then the skill effect disappears. For example, releasing a freeze skill only freezes the corresponding location in the virtual scene. This results in limited application scenarios for the first skill.
[0118] Based on this, the embodiment of the present application provides a first skill of ballistic type (i.e., capable of generating skill props (such as virtual flying swords, virtual flying knives, virtual lightning, virtual arrows, etc.)) at the level of linkage between the virtual scene and the first skill. When this type of first skill is released, a corresponding skill prop can be generated (as shown in FIG4 , the skill prop is a virtual flying sword), and the skill prop can be moved to the corresponding target along a specific trajectory; if the final landing point of the skill prop is a virtual scene area of the first type (such as muddy land), the skill prop can be inserted into the virtual scene area of the first type in the virtual scene to obtain a scene prop, and the virtual scene area of the first type is changed to a virtual scene area of the second type (such as a swamp); at the same time, when a virtual object releases this type of first skill, the scene props on the virtual scene area within the target range (such as the sensing area of the virtual object) can be linked to be launched together, thereby amplifying the original skill effect of the first skill (such as the attack effect against the target virtual object). In this way, through this type of first skill, in addition to being able to make the first skill affect the virtual scene, the virtual scene can also affect the first skill in turn. Based on this, richer game interaction strategies can be generated, providing a more three-dimensional interactive experience of virtual scenes.
[0119] (1) Explain the impact of the first skill on the virtual scene.
[0120] 1. The impact of the player-controlled virtual object releasing the first skill on the virtual scene includes:
[0121] a) The player controls the virtual object to release the first skill, generating and launching a corresponding skill item. The launched skill item follows a specific trajectory, as shown in Figure 4 , where the specific trajectory of the skill item is a downward trajectory. If the skill item's impact target (or landing point) is the target virtual object, the target virtual object may receive corresponding benefits or damage. For example, if the target virtual object and the virtual object belong to opposing factions, the skill item may cause damage to the target virtual object.
[0122] b) If the target of the skill item is a virtual scene area of the first type (such as muddy land), the skill item can be transformed into a physical state and inserted into the virtual scene area of the first type to obtain a scene item. In actual applications, the scene item inserted into the virtual scene area of the first type may not disappear at all, or it may disappear after a set time. At the same time, the virtual scene area of the first type where the scene item is inserted can be transformed into a virtual scene area of the second type (such as a swamp); and when the target virtual object is located in the virtual scene area of the second type, the target virtual object will receive corresponding gains or damage. For example, when the target virtual object and the virtual object belong to opposing camps, the virtual scene area of the second type can cause damage to the target virtual object.
[0123] c) If the target of the skill item is a virtual scene area of the third type (such as rocks, mountains, etc., which are not muddy surfaces), the skill item may disappear directly.
[0124] 2. The impact of a specific virtual object (such as a monster controlled by a robot program in a game scene) releasing its first skill on the virtual scene, including:
[0125] a) If a specific virtual object releases a first skill and the target (or landing point) of the launched skill prop is a virtual object, damage may be caused to the virtual object.
[0126] b) If a specific virtual object releases a first skill and the target of the launched skill item is a first type of virtual scene area (e.g., muddy ground), the skill item can be transformed into a physical form and inserted into the first type of virtual scene area, resulting in a scene item. Simultaneously, the first type of virtual scene area where the scene item was inserted can be transformed into a second type of virtual scene area (e.g., swampland). When the virtual object is in the second type of virtual scene area, it will be damaged.
[0127] 3. Restoration of virtual scenes, including:
[0128] a) After the scene props inserted into the virtual scene area are absorbed and launched by the released first skill, the second type of virtual scene area is restored to the first type of virtual scene area.
[0129] b) When the existence duration of the scene props inserted into the virtual scene area reaches a duration threshold, the scene props may disappear to restore the virtual scene.
[0130] (2) Explain the impact of virtual scenes on the first skill.
[0131] 1. When a virtual object releases its first skill, the scene props inserted in the virtual scene area within the virtual object's sensing area can be linked and launched together with the skill props generated when the first skill is released, thereby enhancing the skill effect of the first skill.
[0132] 2. The release process of the first skill includes:
[0133] a) Scene prop attraction: As shown in FIG5 , when the virtual object releases the first skill, the scene props inserted into the sensing area of the virtual object will be called.
[0134] b) Scene prop convergence: As shown in Figure 5, during the charging and launching phase of the first skill, the indexed scene props can all converge around the virtual object along a preset trajectory (e.g., an arc trajectory) within a preset duration (e.g., 0.2 seconds).
[0135] c) Scenery Item Launch: As shown in Figure 8, during the launch phase of the first skill, in addition to the skill items generated when the first skill is released, scenery items attracted to the virtual scene will also be launched along the same trajectory, enhancing the skill effect of the first skill. For example, the more target virtual items (including skill items and scenery items) launched, the greater the damage inflicted.
[0136] Next, the interactive method of the virtual scene provided by the embodiment of the present application is described in detail with reference to FIG10. The interactive method of the virtual scene provided by the embodiment of the present application includes:
[0137] 1. Release the first skill; 2. Is the releaser a player? If so, execute 3, if not, execute 4; 3. Are there any scene props generated when the first skill is released within the releaser's sensing area? If so, execute 5, if not, execute 4; 4. During the charging phase, the releaser summons skill props according to the skill configuration; 5. During the charging phase, the releaser additionally absorbs scene props in the virtual scene; 6. During the launching phase, all props (including skill props and scene props) fly according to the predetermined trajectory; 7. Does the prop collide with the virtual scene during flight? If so, execute 8, if not, execute 10; 8. Is the collision surface muddy? If so, execute 9, if not, execute 10; 9. The prop is inserted into the muddy ground of the virtual scene to provide the scene props in the virtual scene; 10. The flight time of the prop reaches the upper limit; 11. The prop disappears.
[0138] Next, the first skill mentioned above will be described in detail.
[0139] 1. The basic logic of the first skill.
[0140] 1. The definition of the First Skill includes: a) a new special effect for launching a skill item: ID 1000; b) a skill trajectory with ID 1000, indicating that this First Skill is the first skill of the skill item launcher category; c) the number of skill items launched and their flight path are independently configured through the skill editor (such as the timeline); d) the damage of a single skill item can be fixed; the more skill items hit, the higher the damage dealt by the First Skill.
[0141] 2. The first skill release process includes:
[0142] a) Start releasing.
[0143] When the releasing subject releases the first skill, it is first determined whether the releasing subject is the player's virtual object or a specific virtual object (such as a monster controlled by a robot program in a game scene).
[0144] a1) If the releasing subject is a specific virtual object, the normal charging logic is executed;
[0145] a2) If the releasing subject is the player's virtual object, a special effect search is performed on the scene props to determine whether there is a special effect of the scene prop ID 1000 within a sphere with a radius of X meters (X is the configuration value of the first skill) with the player's virtual object as the center.
[0146] a2.1) If not, execute the normal charging logic.
[0147] a2.2) If yes, the scene prop absorption logic is executed first, and then the normal power storage logic is executed.
[0148] Among them, the scene prop absorption logic is: the scene prop indexed by ID 1000 is pulled around the player's virtual object within Y seconds (Y is the configuration value of the first skill). The distribution shape of the scene prop after being pulled around the player's virtual object is based on the formation in the charging stage.
[0149] b) Accumulation phase.
[0150] b1) After the aforementioned scene prop absorption logic is executed, the normal power accumulation logic is entered;
[0151] b2) Under normal charging logic, the player's virtual object will summon X skill props (X is the configuration value of the first skill), arranged around the virtual object in a specific formation. The formation logic includes:
[0152] b2.1) The default formation is an M*N square (M and N are the configuration values of the first skill). It can support absorbing scene props inserted into the virtual scene to expand the formation arrangement. In actual application, the formation can be expanded to various arrangements such as square, circular, and semicircular.
[0153] b2.2) The absorbed scene props can be arranged into the formation by adding columns without adding rows, first left then right, and first top then bottom;
[0154] b2.3) Taking a 3 (row) x 3 (column) matrix as an example, the first five scene props absorbed will be merged into the upper left, left center, lower left, upper right, and right center, respectively; the arrangement will be in this order.
[0155] c) Launch phase.
[0156] c1) After the aforementioned conventional charging logic is executed, all props (including skill props summoned by the first skill and scene props absorbed into the virtual scene) are launched forward along the predetermined flight trajectory;
[0157] c2) The configuration items for the various parameters of the prop after launch can be as follows: c2.1) trajectory (straight line, line segment, Bezier curve, etc.); c2.2) locking logic (launching along the front, along the target point at the time of launch, etc.); c2.3) flight speed; c2.4) flight time (disappears when the flight time limit is reached); c2.5) damage (this configuration item is the damage of a single prop, and the total damage is calculated by adding up the number of prop hits).
[0158] d) Hit phase. When the prop collides with any target during flight, the following judgment is made:
[0159] d1) If the collision target is an opposing character (characters are classified by their own IDs), the corresponding damage will be inflicted on the target, and the item will continue to fly along its original trajectory until the flight time limit is reached;
[0160] d2) If the collision unit is a scene target (scenes have separate ID classifications), determine the classification of the scene target:
[0161] d2.1) If the scene target is a first-type virtual scene area (e.g., mud, scene object ID 2001), insert the prop into the scene target. Once inserted, the prop persists until its duration reaches the configured flight duration limit. Furthermore, successfully inserted props can be absorbed by the first skill released by the virtual object during its charge phase.
[0162] d2.2) The first type of virtual scene area (e.g., muddy ground) becomes the second type of virtual scene area (swamp, scene object ID 2002). The second type of virtual scene area inflicts X points of damage per second to any enemy character that enters it until the prop disappears and the scene is restored.
[0163] e) Disappearance Phase: Regardless of whether the prop hits or collides in the virtual scene, it will disappear when the configured flight time limit is reached, and the first skill ends.
[0164] By applying the above-described embodiments of the present application, in addition to enabling the first skill to affect the virtual scene, the virtual scene can also affect the first skill, thereby creating a richer game interaction strategy and providing a more three-dimensional interactive experience in the virtual scene. For example, the player can guide the opposing virtual object (such as a monster virtual object) to release the first skill to change the scene, and then use the scene props in the scene to strengthen their own skills and counterattack the opponent, thereby enhancing the strategic fun.
[0165] The following continues to describe an exemplary structure of the virtual scene interaction device 555 provided in an embodiment of the present application implemented as a software module. In some embodiments, as shown in Figure 2, the software modules in the virtual scene interaction device 555 stored in the memory 550 may include: a display module 5551, configured to display a first virtual object, a second virtual object, a target scene area and scene props located in the target scene area in the virtual scene, wherein the first virtual object has a first skill; a control module 5552, configured to control the scene props to detach from the target scene area in response to a first trigger operation for the first skill, and control the detached scene props to cooperate with the first virtual object to interact with the second virtual object.
[0166] In some embodiments, the display module 5551 is further configured to generate the scene props in the target scene area in response to a second trigger operation for the first skill.
[0167] In some embodiments, the control module 5552 is further configured to control the detached scene prop to be launched toward the second virtual object; when the detached scene prop hits the second virtual object, the attribute value of the object attribute of the second virtual object is reduced.
[0168] In some embodiments, the control module 5552 is further configured to control the detached scene props to be arranged around the first virtual object in a target-shaped formation; when the first virtual object is attacked by the second virtual object, control the detached scene props to eliminate the negative impact of the attack on the first virtual object.
[0169] In some embodiments, the control module 5552 is further configured to, when there are multiple scene props, determine the scene props to be separated that are located in the sensing area of the first virtual object, and the multiple scene props include the scene props to be separated; and control the scene props to be separated to separate from the target scene area.
[0170] In some embodiments, the control module 5552 is further configured to, when there are multiple scene props, determine the scene prop to be separated that is launched by the target virtual object through the release of the first skill; wherein, the multiple scene props include the scene prop to be separated, and there is a target relationship between the target virtual object and the first virtual object; and control the scene prop to be separated to separate from the target scene area.
[0171] In some embodiments, the display module 5551 is further configured to display the skill props generated by the first virtual object by releasing the first skill; the control module 5552 is further configured to display the process of merging the detached scene props with the skill props; when the detached scene props and the skill props are merged, the scene props and the skill props are controlled to be launched.
[0172] In some embodiments, the display module 5551 is further configured to display, when there are multiple skill props, multiple skill props generated by the first virtual object through the release of the first skill and arranged in a formation of the target shape; the control module 5552 is further configured to display the process of adding the scene props to the multiple skill props arranged in the formation of the target shape according to the formation adding rules.
[0173] In some embodiments, the display module 5551 is further configured to display the target merging time for merging the detached scene props with the skill props; the control module 5552 is further configured to determine that the merging of the detached scene props with the skill props is completed when the target merging time reaches a merging time threshold.
[0174] In some embodiments, the control module 5552 is further configured to obtain prop movement parameters for the first skill; and control the launched scene props and the skill props to move in the virtual scene according to the prop movement parameters.
[0175] In some embodiments, the control module 5552 is further configured to determine a collision target of the launched target virtual prop in the virtual scene, wherein the target virtual prop includes the scene prop and the skill prop; when the collision target is a first type of virtual scene area, the target virtual prop is controlled to stay in the first type of virtual scene area; wherein the target virtual prop staying in the first type of virtual scene area is used to control the target virtual prop to leave the virtual scene area when a first trigger operation for the first skill is received.
[0176] In some embodiments, the control module 5552 is further configured to control the conversion of the first type of virtual scene area into a second type of virtual scene area; wherein the second type of virtual scene area is used to adjust the attribute values of the object attributes of the target virtual object in the second type of virtual scene area.
[0177] In some embodiments, the control module 5552 is further configured to control the target virtual prop to disappear from the virtual scene and control the second type of virtual scene area to be converted into the first type of virtual scene area when the target virtual prop stays in the virtual scene area reaches a time threshold; or, when the target virtual prop leaves the virtual scene area, control the second type of virtual scene area to be converted into the first type of virtual scene area.
[0178] In some embodiments, the control module 5552 is further configured to determine a collision target of the launched target virtual prop in the virtual scene, where the target virtual prop includes the scene prop and the skill prop; when the collision target is a third type of virtual scene area, the target virtual prop is controlled to disappear from the virtual scene.
[0179] In some embodiments, the control module 5552 is further configured to determine a collision target of the launched target virtual prop in the virtual scene, where the target virtual prop includes the scene prop and the skill prop; when the collision target is a target virtual object, adjust the attribute value of the object attribute of the target virtual object.
[0180] In some embodiments, the control module 5552 is further configured to control the target virtual prop to penetrate the target virtual object and control the target virtual prop to continue moving; when the moving target virtual prop collides with the scene target of the virtual scene again, the processing logic matching the scene target is executed on the scene target.
[0181] In some embodiments, the target virtual prop includes multiple sub-virtual props, and the control module 5552 is further configured to obtain an adjustment value of the sub-virtual prop for the attribute value and a target number of the sub-virtual props; and adjust the attribute value of the object attribute of the target virtual object based on the target number and the adjustment value.
[0182] In some embodiments, the display module 5551 is further configured to display skill release prompt information of the scene props; wherein, the skill release prompt information is used to prompt that there are scene props in the virtual scene that can escape from the target scene area.
[0183] In some embodiments, there are multiple scene props; the control module 5552 is further configured to receive a press operation on the skill control for the first skill; during the execution of the press operation, the number of scene props to be separated from the multiple scene props is adjusted; in response to the press operation being released, a first trigger operation for the first skill is received, and the target number of scene props to be separated after the press operation is released and adjusted is determined, and the target number is less than or equal to the number of scene props; the control module 5552 is further configured to control the target number of scene props to leave the target scene area.
[0184] Applying the above-mentioned embodiment of the present application, in a virtual scene, a first virtual object, a second virtual object, a target scene area and scene props located in the target scene area are displayed. When a first trigger operation for a first skill is received, the scene props are controlled to leave the target scene area, thereby controlling the detached scene props to interact with the first virtual object and the second virtual object in coordination. Here, scene props are provided in the target scene area of the virtual scene. If the first virtual object triggers the first skill during the interaction, the scene props in the target scene area can be called to interact with the first virtual object and the second virtual object. In this way, the target scene area of the virtual scene provides scene props for the first skill to call, which can enrich the application methods of virtual skills in the virtual scene, thereby improving the interactive control efficiency of the virtual scene and improving the utilization rate of hardware processing resources; 2) It can enrich the diversity of skills, increase the application strategy of skills, and thus improve the interactive experience of the virtual scene.
[0185] The present application also provides a computer program product, which includes computer-executable instructions or a computer program stored in a computer-readable storage medium. A processor of an electronic device reads the computer-executable instructions or the computer program from the computer-readable storage medium and executes the computer-executable instructions or the computer program, causing the electronic device to perform the virtual scene interaction method provided in the present application.
[0186] An embodiment of the present application also provides a computer-readable storage medium, which stores computer-executable instructions or a computer program. When the computer-executable instructions or the computer program are executed by a processor, the processor will execute the virtual scene interaction method provided in the embodiment of the present application.
[0187] In some embodiments, the computer-readable storage medium may be a memory such as RAM, ROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; or may be various devices including one or any combination of the above memories.
[0188] In some embodiments, computer-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.
[0189] As an example, computer-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, e.g., 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).
[0190] By way of example, computer-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.
[0191] 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. A virtual scene interaction method, applied to an electronic device, the method comprising: In the virtual scene, a first virtual object, a second virtual object, a target scene area, and scene props located in the target scene area are displayed, and the first virtual object has a first skill; In response to a first trigger operation for the first skill, the scene props are controlled to leave the target scene area, and the separated scene props are controlled to interact with the first virtual object and the second virtual object in coordination with each other.
2. The method of claim 1, wherein: The method further comprises: In response to a second trigger operation for the first skill, the scene props are generated in the target scene area.
3. The method according to any one of claims 1 to 2, wherein: The controlling the scene prop to leave the target scene area includes: When there are multiple scene props, determining a scene prop to be separated that is located in the sensing area of the first virtual object, wherein the multiple scene props include the scene prop to be separated; Control the scene prop to be separated to separate from the target scene area.
4. The method according to any one of claims 1 to 2, wherein: The controlling the scene prop to leave the target scene area includes: When there are multiple scene props, determining the scene props to be detached that is launched by the target virtual object through releasing the first skill; The plurality of scene props include the scene prop to be separated, and there is a target relationship between the target virtual object and the first virtual object; Control the scene prop to be separated to separate from the target scene area.
5. The method according to any one of claims 1 to 4, wherein: The control of the separated scene props cooperating with the first virtual object and the second virtual object to interact includes: Controlling the detached scene prop to be launched toward the second virtual object; When the detached scene prop hits the second virtual object, the attribute value of the object attribute of the second virtual object is reduced.
6. The method according to any one of claims 1 to 4, wherein: The control of the separated scene props cooperating with the first virtual object and the second virtual object to interact includes: Controlling the separated scene props to be arranged around the first virtual object in a formation of a target shape; When the first virtual object is attacked by the second virtual object, the detached scene props are controlled to eliminate the negative impact of the attack on the first virtual object.
7. The method according to any one of claims 1 to 4, wherein: The method further comprises: Displaying the skill props generated by the first virtual object releasing the first skill; The control of the separated scene props cooperating with the first virtual object and the second virtual object to interact includes: Displaying the process of merging the separated scene props with the skill props; When the detached scene props and the skill props are completely merged, the merged scene props and the skill props are controlled to be launched.
8. The method of claim 7, wherein: The displaying of the skill prop generated by the first virtual object releasing the first skill includes: When there are multiple skill props, displaying multiple skill props generated by the first virtual object releasing the first skill and arranged in a target shape formation; The process of displaying the scene props and merging the skill props includes: According to the formation adding rule, the process of adding the scene props to the multiple skill props arranged in the formation of the target shape is displayed.
9. The method of claim 7, wherein: The method further comprises: Display the target merging time for merging the separated scene props with the skill props; The method further comprises: When the target merging time reaches the merging time threshold, it is determined that the merging of the separated scene props and the skill props is completed.
10. The method of claim 7, wherein: The method further comprises: Obtaining the prop movement parameters for the first skill; According to the prop movement parameters, the launched scene props and the skill props are controlled to move in the virtual scene.
11. The method of claim 7, wherein: The method further comprises: Determine a collision target of the launched target virtual prop in the virtual scene, wherein the target virtual prop includes the scene prop and the skill prop; When the collision target is a first type of virtual scene area, controlling the target virtual prop to stay in the first type of virtual scene area; Among them, the target virtual prop staying in the first type of virtual scene area is used to control the target virtual prop to leave the virtual scene area when a first trigger operation for the first skill is received.
12. The method of claim 11, wherein: After controlling the target virtual prop to stay in the first type of virtual scene area, the method further includes: Controlling the first type of virtual scene area to be converted into a second type of virtual scene area; The second type of virtual scene area is used to adjust the attribute value of the object attribute of the target virtual object in the second type of virtual scene area.
13. The method of claim 12, wherein: The method further comprises: When the duration for which the target virtual prop stays in the virtual scene area reaches a duration threshold, controlling the target virtual prop to disappear from the virtual scene, and controlling the second type of virtual scene area to be converted into the first type of virtual scene area; Alternatively, after the target virtual prop leaves the virtual scene area, the second type of virtual scene area is controlled to be converted into the first type of virtual scene area.
14. The method of claim 7, wherein: The method further comprises: Determine a collision target of the launched target virtual prop in the virtual scene, wherein the target virtual prop includes the scene prop and the skill prop; When the collision target is a third type of virtual scene area, the target virtual prop is controlled to disappear from the virtual scene.
15. The method of claim 7, wherein: The method further comprises: Determine a collision target of the launched target virtual prop in the virtual scene, wherein the target virtual prop includes the scene prop and the skill prop; When the collision target is a target virtual object, an attribute value of an object attribute of the target virtual object is adjusted.
16. The method of claim 15, wherein: After adjusting the attribute value of the object attribute of the target virtual object, the method further includes: Controlling the target virtual prop to penetrate the target virtual object, and controlling the target virtual prop to continue to move; When the moved target virtual prop collides with the scene target of the virtual scene again, a processing logic matching the scene target is executed on the scene target.
17. The method of claim 15, wherein: The target virtual prop includes a plurality of sub-virtual props, and the properties of adjusting the object properties of the target virtual object include: Obtaining an adjustment value of the sub-virtual item for the attribute value and a target quantity of the sub-virtual item; Based on the target number and the adjustment value, an attribute value of an object attribute of the target virtual object is adjusted.
18. The method according to any one of claims 1 to 17, wherein: The method further comprises: Display the skill release prompt information of the scene props; The skill release prompt information is used to prompt that there are scene props in the virtual scene that can be separated from the target scene area.
19. The method according to any one of claims 1 to 18, wherein: The number of the scene props is multiple; the method further includes: Receiving a pressing operation on a skill control for the first skill; During the pressing operation, the number of the scene props to be separated from the plurality of scene props is adjusted; In response to the pressing operation being released, a first triggering operation for the first skill is received, and a target number of the scene props to be separated after being adjusted when the pressing operation is released is determined, the target number being less than or equal to the number of the scene props; The controlling the scene prop to leave the target scene area includes: Control the target number of scene props to leave the target scene area.
20. A virtual scene interaction device, the device comprising: A display module, configured to display a first virtual object, a second virtual object, a target scene area, and scene props located in the target scene area in the virtual scene, wherein the first virtual object has a first skill; The control module is configured to control the scene props to leave the target scene area in response to a first trigger operation for the first skill, and control the separated scene props to interact with the first virtual object and the second virtual object in coordination with each other.
21. An electronic device, comprising: a memory configured to store computer executable instructions; The processor is configured to implement the virtual scene interaction method described in any one of claims 1 to 19 when executing the computer executable instructions stored in the memory.
22. A computer-readable storage medium storing computer-executable instructions or a computer program, wherein when the computer-executable instructions or the computer program are executed by a processor, the virtual scene interaction method according to any one of claims 1 to 19 is implemented.
23. A computer program product, comprising computer executable instructions or a computer program, wherein when the computer executable instructions or the computer program are executed by a processor, the virtual scene interaction method according to any one of claims 1 to 19 is implemented.
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