Virtual scene interaction processing method and apparatus, electronic device, computer-readable storage medium and computer program product

By displaying the hit prompt control in the virtual scene and automatically controlling the virtual object to turn to the attacker's direction, the problem of low human-computer interaction efficiency in the existing technology is solved, fast and efficient virtual object control is achieved, and game experience and resource utilization efficiency is improved.

WO2025102919A1PCT designated stage expired Publication Date: 2025-05-22TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
PCT/CN2024/116314
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-11-17
Filing Date
2024-09-02
Publication Date
2025-05-22

AI Technical Summary

Technical Problem

In the prior art, players need to perform multiple steps in virtual scenes to lock the enemy and fight back, resulting in low human-computer interaction efficiency.

Method used

By displaying a hit prompt control carrying a hit prompt control for indicating the attacker in the virtual scene, when the player triggers the hit prompt control, the virtual object is automatically controlled to turn to the target direction, that is, the direction facing the attacker.

Benefits of technology

It realizes the quick and efficient way to control virtual objects to attackers in a virtual scenario, improves human-computer interaction efficiency, speeds up game progress, and saves resource overhead for servers and terminal devices.

✦ Generated by Eureka AI based on patent content.

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Abstract

Provided in the present application are a virtual scene interaction processing method and apparatus, an electronic device and a storage medium. The method comprises: displaying a virtual scene in a human-computer interaction interface, the virtual scene comprising a plurality of virtual objects; in response to a first virtual object being attacked by at least one second virtual object, displaying in the virtual scene at least one under-attack prompt control, the pointing direction of each under-attack prompt control being consistent with the attack direction of the corresponding second virtual object; and in response to a trigger operation for a target under-attack prompt control, controlling the first virtual object to turn to a target direction, the target under-attack prompt control being a selected under-attack prompt control amongst the at least one under-attack prompt control, and the target direction being the direction opposite to the pointing direction of the target under-attack prompt control.
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Description

Interactive processing method, device, electronic device, computer-readable storage medium and computer program product for virtual scene

[0001] CROSS-REFERENCE TO RELATED APPLICATIONS

[0002] This application is based on the Chinese patent application with application number 202311540513.7 and application date of November 17, 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 field of computer human-computer interaction technology, and in particular to a method, device, electronic device, computer-readable storage medium, and computer program product for interactive processing of a virtual scene. Background Art

[0004] Display technology based on graphics processing hardware has expanded the channels for perceiving the environment and acquiring information. In particular, display technology for virtual scenes can achieve diversified interactions between virtual objects controlled by users or artificial intelligence (AI) according to actual application needs. It has various typical application scenarios. For example, in virtual scenes such as games, it can simulate the real battle process between virtual objects.

[0005] Taking mobile games as an example, in related technologies, if a player-controlled character is attacked by an enemy (e.g., a character controlled by another player), the player must manually adjust the screen orientation, locate the attacker within the game scene, and then counterattack. This solution requires multiple steps for the player to locate the enemy and counterattack, resulting in low human-computer interaction efficiency.

[0006] Summary of the Invention

[0007] The embodiments of the present application provide a method, device, electronic device, computer-readable storage medium, and computer program product for interactive processing of a virtual scene, which can control a virtual object to turn toward an attacker in a quick and efficient manner, thereby improving the efficiency of human-computer interaction in the virtual scene.

[0008] The technical solution of the embodiment of the present application is implemented as follows:

[0009] The embodiment of the present application provides a method for interactive processing of a virtual scene, which is executed by an electronic device and includes:

[0010] Displaying a virtual scene in a human-computer interaction interface, wherein the virtual scene includes a plurality of virtual objects;

[0011] In response to a first virtual object being attacked by at least one second virtual object, displaying at least one hit prompt control in the virtual scene, wherein the direction of each hit prompt control is consistent with the attack direction of the corresponding second virtual object;

[0012] In response to a trigger operation on a target hit prompt control, the first virtual object is controlled to turn toward a target direction, wherein the target hit prompt control is a selected hit prompt control among the at least one hit prompt control, and the target direction is the opposite direction of the target hit prompt control.

[0013] The embodiment of the present application provides an interactive processing device for a virtual scene, comprising:

[0014] a display module configured to display a virtual scene in a human-computer interaction interface, wherein the virtual scene includes a plurality of virtual objects;

[0015] The display module is further configured to display at least one hit prompt control in the virtual scene in response to the first virtual object being attacked by at least one second virtual object, wherein the direction of each hit prompt control is consistent with the attack direction of the corresponding second virtual object;

[0016] The control module is configured to control the first virtual object to turn toward a target direction in response to a trigger operation on a target hit prompt control, wherein the target hit prompt control is a selected hit prompt control among the at least one hit prompt control, and the target direction is the opposite direction of the pointing direction of the target hit prompt control.

[0017] An embodiment of the present application provides an electronic device, including:

[0018] a memory for storing executable instructions;

[0019] The processor is used to implement the interactive processing method of the virtual scene provided in the embodiment of the present application when executing the executable instructions stored in the memory.

[0020] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions for implementing the interactive processing method of a virtual scene provided in an embodiment of the present application when executed by a processor.

[0021] An embodiment of the present application provides a computer program product, including a computer program or computer executable instructions, which, when executed by a processor, implements the interactive processing method of the virtual scene provided in the embodiment of the present application.

[0022] The embodiments of the present application have the following beneficial effects:

[0023] When the virtual object controlled by the player (i.e., the first virtual object) is attacked by other virtual objects (i.e., the second virtual object) in the virtual scene, a hit prompt control indicating the attack direction of the attacker (i.e., the second virtual object) is displayed in the virtual scene. When the player triggers the selected hit prompt control (i.e., the target hit prompt control), the first virtual object can be controlled to turn in the opposite direction of the target hit prompt control, that is, in the direction of the second virtual object corresponding to the target hit prompt control. In this way, compared with the technical solutions provided by related technologies, the technical solutions provided in the embodiments of the present application can control the virtual object to turn towards the attacker in a quick and efficient manner, making it convenient for the player to counterattack, thereby improving the human-computer interaction efficiency of the virtual scene. At the same time, it can also speed up the game progress, thereby saving resource overhead of the server and terminal equipment. BRIEF DESCRIPTION OF THE DRAWINGS

[0024] FIG1 is a schematic diagram of the architecture of a virtual scene interactive processing system 100 provided in an embodiment of the present application;

[0025] FIG2 is a schematic structural diagram of an electronic device 500 provided in an embodiment of the present application;

[0026] FIG3 is a schematic diagram of a first flow chart of a method for interactive processing of a virtual scene provided in an embodiment of the present application;

[0027] FIG4A is a first principle diagram of an interactive processing method for a virtual scene provided in an embodiment of the present application;

[0028] FIG4B is a schematic diagram of a first application scenario of the interactive processing method for a virtual scene provided in an embodiment of the present application;

[0029] FIG5 is a second flow chart of the interactive processing method for a virtual scene provided in an embodiment of the present application;

[0030] FIG6A is a schematic diagram of a second application scenario of the interactive processing method for a virtual scene provided in an embodiment of the present application;

[0031] FIG6B is a schematic diagram of a third application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application;

[0032] FIG6C is a schematic diagram of a fourth application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application;

[0033] FIG6D is a schematic diagram of a fifth application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application;

[0034] FIG6E is a schematic diagram of a sixth application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application;

[0035] FIG6F is a schematic diagram of a seventh application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application;

[0036] FIG7A is a second schematic diagram of the interactive processing method for a virtual scene provided in an embodiment of the present application;

[0037] FIG7B is a third schematic diagram of the interactive processing method of a virtual scene provided in an embodiment of the present application;

[0038] FIG7C is a fourth principle diagram of the interactive processing method for a virtual scene provided in an embodiment of the present application;

[0039] FIG8 is a flow chart of an interactive processing method for a virtual scene provided in an embodiment of the present application. DETAILED DESCRIPTION

[0040] 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.

[0041] 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.

[0042] It is understandable that in the embodiments of the present application, when user information and other related data are involved (such as data of a game character controlled by a user), when the embodiments of the present application are applied to specific products or technologies, user permission or consent must be obtained, and the collection, use and processing of relevant data must comply with relevant laws, regulations and standards of relevant countries and regions.

[0043] 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.

[0044] In the following description, the terms "first\second\..." are merely used to distinguish similar objects and do not represent a specific ordering of the objects. It is understandable that "first\second\..." 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.

[0045] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by those skilled in the art to which this application pertains. The terms used herein are for the purpose of describing the embodiments of this application only and are not intended to limit this application.

[0046] 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.

[0047] 1) In response to: 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 in real time or with a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations executed are executed.

[0048] 2) Virtual scene: It is the scene displayed (or provided) when the application is running on the terminal device. The scene can be a simulation of the real world, a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. The embodiment of the present application does not limit the dimension of the virtual scene. For example, the virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. The user can control the movement of virtual objects in the virtual scene.

[0049] 3) Virtual Objects: These are the images of various 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, animated characters, and so on, such as people and animals displayed within the virtual scene. A virtual object can be a virtual image used to represent 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. A virtual object can also be a game character controlled by the user (or player).

[0050] 4) Cloud Gaming: Also known as Gaming on Demand, this involves deploying a game program on a server and running an instance of the game program (referred to as a game instance). The game instance then sends the game data generated during operation to the browser page on the user's terminal. The page then calls the browser's media component to decode the game data and renders the real-time game screen based on the decoded results. When the page detects user actions on the game screen, it reports them to the game instance running on the server. Upon receiving the game data generated by the game instance in response to the action, the decoding and rendering process is repeated, presenting the game screen on the page in response to the user's actions.

[0051] In other words, cloud gaming is an online gaming technology based on cloud computing. Cloud gaming technology enables thin clients with relatively limited graphics and data processing capabilities to run high-quality games. In a cloud gaming scenario, the game is not played on the user terminal (e.g., the player's gaming terminal), but rather on a cloud server. The cloud server renders the game scene into an audio and video stream, which is transmitted to the user terminal over the network. This eliminates the need for powerful graphics and data processing capabilities, requiring only basic streaming media playback capabilities and the ability to receive player input and send it to the cloud server.

[0052] 5) Attack Indicator: This indicator is used to indicate the attacker's attack direction and position. For example, when a first virtual object is attacked by a second virtual object located to its left, an Attack Indicator can be displayed to the left of the first virtual object. The direction of the Attack Indicator aligns with the attack direction of the second virtual object. For example, if the second virtual object attacks the first virtual object located to its right, the direction of the Attack Indicator is rightward, so the Attack Indicator also points to the right. In other words, the victim can intuitively understand the attacker's position and attack direction based on the Attack Indicator.

[0053] The embodiments of the present application provide a method, device, electronic device, computer-readable storage medium and computer program product for interactive processing of a virtual scene, which can control the virtual object to turn to the attacker in a quick and efficient manner, making it convenient for the player to fight back, thereby improving the human-computer interaction efficiency of the virtual scene. The electronic device provided by the embodiment of the present application is described below. The electronic device provided by the embodiment of the present application can be implemented as a terminal device (corresponding to the game application of the stand-alone version / offline mode), or implemented in collaboration with a server and a terminal device (corresponding to the game application of the network version). The following is an example of an interactive processing method for a virtual scene provided by an embodiment of the present application being implemented in collaboration with a server and a terminal device.

[0054] Before introducing the architecture of the interactive processing system of the virtual scene provided by the embodiment of the present application, the game mode involved in the embodiment of the present application is first introduced. The solution for the collaborative implementation of the terminal device and the server mainly involves two game modes, namely local game mode and cloud game mode, wherein the local game mode refers to the terminal device and the server collaboratively running the game processing logic, the operation instructions input by the player in the terminal device, part of which is processed by the terminal device running the game logic, and the other part is processed by the server running the game logic, and the game logic processing run by the server is often more complicated and requires more computing power; the cloud game mode refers to the game logic processing run entirely by the server (such as a cloud server), and the cloud server renders the game scene data into an audio and video stream, which is then transmitted to the terminal device via the network for display. In other words, the terminal device only needs to have basic streaming media playback capabilities and the ability to obtain the player's operation instructions and send them to the server.

[0055] The following describes the architecture of the interactive processing system for virtual scenes provided in an embodiment of the present application.

[0056] For example, see Figure 1, which is a schematic diagram of the architecture of the interactive processing system 100 for the virtual scene provided in an embodiment of the present application. In order to support the application of being able to control virtual objects to turn towards attackers in a quick and efficient manner, facilitating players to counterattack, thereby significantly improving players' operating experience and game fun, as shown in Figure 1, the interactive processing system 100 for the virtual scene includes: a server 200, a network 300 and a terminal device 400, wherein the network 300 can be a local area network or a wide area network, or a combination of the two, the terminal device 400 is a terminal device associated with the current user (or player), and a client 410 runs on the terminal device 400. The client 410 can be various types of clients, such as shooting game clients, real-time strategy game clients, Battle Royale game clients, role-playing game clients, and browsers.

[0057] In some embodiments, a virtual scene can be displayed in the human-computer interaction interface of the client 410, wherein the virtual scene can include multiple virtual objects including a first virtual object (for example, a game character A controlled by the current player). In response to the first virtual object being attacked by at least one second virtual object in the virtual scene (for example, a game character controlled by another player), the client 410 displays at least one corresponding hit prompt control in the virtual scene, wherein the direction of each hit prompt control is consistent with the attack direction of the corresponding second virtual object; then, the client 410 can control the first virtual object to turn towards the target direction in response to the current player's triggering operation on the target hit prompt control, wherein the target hit prompt control is the hit prompt control selected by the current player among the at least one hit prompt control, and the target direction is the opposite direction of the pointing of the target hit prompt control, that is, the direction of the second virtual object corresponding to the target hit prompt control (i.e., the selected attacker). In this way, the virtual object can be controlled to turn towards the attacker in a quick and efficient manner, which facilitates the player's counterattack, thereby improving the human-computer interaction efficiency of the virtual scene.

[0058] It should be noted that the virtual scene in the interactive processing method of the virtual scene provided in the embodiment of the present application can be completely based on the output of the terminal device, or based on the collaborative output of the terminal device and the server. For example, it can completely rely on the graphics processing hardware computing power of the terminal device 400 to complete the relevant data calculation and output of the virtual scene, wherein the types of graphics processing hardware include central processing units (CPU) and graphics processing units (GPU). For example, when forming the visual perception of the virtual scene, the terminal device 400 calculates the data required for display through the graphics computing hardware, and completes the loading, parsing and rendering of the display data, and outputs the video frames that can form the visual perception of the virtual scene in the graphics output hardware, for example, presenting two-dimensional video frames on the display screen of a smartphone, or projecting video frames on the lenses of augmented reality / virtual reality glasses to achieve a three-dimensional display effect; in addition, in order to enrich the perception effect, the terminal device 400 can also use different hardware to form one or more of auditory perception, tactile perception, motion perception and taste perception.

[0059] Of course, it is also possible to rely on the computing power of the server 200 to complete the virtual scene calculation and output the virtual scene on the terminal device 400. For example, taking the visual perception of the virtual scene as an example, the server 200 calculates the virtual scene-related display data (such as scene data) and sends it to the terminal device 400 through the network 300. The terminal device 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 visual perception. For example, a two-dimensional video frame can be presented on the display screen of a smartphone, or a video frame with a three-dimensional display effect can be projected on the lenses of augmented reality / virtual reality glasses. As for the perception of the form of the virtual scene, it can be understood that the corresponding hardware output of the terminal device 400 can be used, such as using a microphone to form auditory perception, using a vibrator to form tactile perception, and so on.

[0060] In other embodiments, the embodiments of the present application can also 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 within a wide area network or local area network to realize data calculation, storage, processing, and sharing.

[0061] Cloud technology is a general term for network, information, integration, management platform, and application technologies used in the cloud computing business model. It can form a resource pool that can be used flexibly and conveniently on demand. Cloud computing technology will become a key support. The backend services of technical network systems require a large amount of computing and storage resources.

[0062] For example, the server 200 in Figure 1 can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content distribution networks (CDNs), and big data and artificial intelligence platforms. The terminal device 400 can be a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, a car terminal, etc., but is not limited to this. The terminal device 400 and the server 200 can be directly or indirectly connected via wired or wireless communication, which is not limited in the embodiments of the present application.

[0063] In some embodiments, the terminal device or server can also implement the interactive processing method of the virtual scene provided in 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 strategy game APP (i.e., the above-mentioned client 410); it can also be a small program that can be embedded in any APP, that is, a program that can be run only by downloading it to a browser environment. 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.

[0064] Taking a computer program as an application, in actual implementation, the terminal device 400 installs and runs an application that supports a virtual scene. This application can be any of a multiplayer strategy game, a virtual reality application, a 3D map program, an adventure game, a massively multiplayer online role-playing game, or a multiplayer shooter survival game. The user uses the terminal device 400 to manipulate virtual objects in the virtual scene to perform activities, including but not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, and constructing virtual structures. Illustratively, the virtual object can be a virtual character, such as a simulated or animated character.

[0065] The structure of the electronic device provided by the embodiment of the present application will be described below. Taking the electronic device as a terminal device as an example, refer to Figure 2, which is a structural diagram of an electronic device 500 provided by an embodiment of the present application. The electronic device 500 shown in Figure 2 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 through 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, various buses are labeled as bus system 540 in Figure 2.

[0066] The processor 510 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where the general-purpose processor can be a microprocessor or any conventional processor, etc.

[0067] The user interface 530 includes one or more output devices 531 that enable presentation of media content, including one or more speakers and / or one or more visual display screens. The user interface 530 also includes one or more input devices 532, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

[0068] The memory 550 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard drives, optical drives, etc. The memory 550 may optionally include one or more storage devices that are physically remote from the processor 510.

[0069] The memory 550 includes volatile memory or non-volatile memory, or may include both volatile and non-volatile memory. The non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 550 described in the embodiments of the present application is intended to include any suitable type of memory.

[0070] In some embodiments, the memory 550 can store data to support various operations, examples of which include programs, modules, and data structures, or a subset or superset thereof, as exemplified below.

[0071] Operating system 551, including system programs for processing various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, driver layer, etc., for implementing various basic services and processing hardware-based tasks;

[0072] A network communication module 552 for reaching other computing devices via one or more (wired or wireless) network interfaces 520 , exemplary network interfaces 520 including Bluetooth, WiFi, and USB;

[0073] a presentation module 553 for enabling presentation of information via one or more output devices 531 (e.g., a display screen, a speaker, etc.) associated with the user interface 530 (e.g., a user interface for operating peripheral devices and displaying content and information);

[0074] The input processing module 554 is configured to detect one or more user inputs or interactions from one of the one or more input devices 532 and to translate the detected inputs or interactions.

[0075] In some embodiments, the device provided in the embodiments of the present application can be implemented in software. FIG2 shows an interactive processing device 555 for a virtual scene stored in a memory 550, which can be software in the form of programs and plug-ins, including the following software modules: a display module 5551, a control module 5552, a determination module 5553, an acquisition module 5554, a prediction module 5555, a training module 5556, and an adjustment module 5557. These modules are logical and can therefore be arbitrarily combined or further split according to the functions implemented. It should be pointed out that, in FIG2 , all the above modules are shown at once for the sake of convenience, but this should not be regarded as excluding the implementation of the interactive processing device 555 for the virtual scene that can only include the display module 5551 and the control module 5552. The functions of each module will be explained below.

[0076] The interactive processing method of the virtual scene provided in the embodiment of the present application will be specifically described below in combination with the exemplary application and implementation of the terminal device provided in the embodiment of the present application.

[0077] Refer to Figure 3, which is a first flow chart of the interactive processing method of the virtual scene provided in an embodiment of the present application, which will be explained in conjunction with the steps shown in Figure 3.

[0078] It should be noted that the method shown in FIG3 can be executed by various computer programs running on a terminal device, and is not limited to a client. For example, it can also be an operating system, software module, script, and applet as described above. Therefore, the example of a client below should not be considered a limitation of the embodiments of the present application. In addition, for the sake of convenience, the following description does not specifically distinguish between a terminal device and a client running on the terminal device.

[0079] In step 101, a virtual scene is displayed in a human-computer interaction interface.

[0080] Here, the virtual scene may include multiple virtual objects including a first virtual object (eg, game character A controlled by the current player).

[0081] In some embodiments, a client may be run on a terminal device associated with the current player (i.e., the user holding the terminal device as the execution subject) (i.e., the terminal device held by the current player for performing operations in the virtual scene), and a plurality of virtual objects including a first virtual object controlled by the current player (e.g., game character A) may be displayed in the human-computer interaction interface of the client, such as multiple virtual objects participating in the same virtual game. For example, taking a massively multiplayer online role-playing game APP as an example, a massively multiplayer online role-playing game APP may be run on a terminal device associated with the player (e.g., a mobile phone), and when a click operation on the APP icon by the player is received, a virtual scene may be displayed on the screen of the terminal device (i.e., the human-computer interaction interface of the massively multiplayer online role-playing game APP), wherein the virtual scene may include multiple game characters including the game character controlled by the current player.

[0082] In some embodiments, the human-computer interaction interface of the client may display the virtual scene from a first-person perspective (e.g., the current player plays the role of a virtual object in the game from their own perspective); it may also display the virtual scene from a third-person perspective (e.g., the player chases the virtual object in the game to play the game); or it may display the virtual scene from a bird's-eye view perspective; wherein, the different perspectives may be switched arbitrarily according to a perspective switching instruction triggered by the player (e.g., a click operation on the "Tab" key on the keyboard). For example, assuming that the current perspective is a first-person perspective, upon receiving a click operation on the "Tab" key by the player, the perspective may be switched from the first-person perspective to the third-person perspective; upon receiving a click operation on the "Tab" key by the player again, the perspective may be switched from the third-person perspective to the bird's-eye view perspective.

[0083] As an example, the first virtual object can be a virtual object controlled by the current player in the game. Of course, the virtual scene can also include other virtual objects, such as virtual objects that can be controlled by other users or by bots. Virtual objects can be divided into any of multiple teams. Teams can have hostile or collaborative relationships. Teams in the virtual scene can include any or all of the aforementioned relationships.

[0084] Taking the first-person perspective display of a virtual scene as an example, the virtual scene displayed in the human-computer interaction interface may include: determining the field of view area of ​​the first virtual object based on the viewing position and field of view angle of the first virtual object in the complete virtual scene (i.e., the range of the scene that can be captured by the virtual camera bound to the first virtual object in the virtual scene; the size of the field of view angle directly determines how large the scene the player can see), and presenting the portion of the virtual scene in the complete virtual scene that is located in the field of view area, that is, the displayed virtual scene may be a portion of the virtual scene relative to the panoramic virtual scene. Because the first-person perspective is the viewing perspective that can most impact the user, this can achieve an immersive perception of the user being in the game during operation.

[0085] Taking the bird's-eye view and wide-angle display of a virtual scene as an example, the virtual scene displayed in the human-computer interaction interface may include: in response to a zoom operation on a panoramic virtual scene, a portion of the virtual scene corresponding to the zoom operation is presented in the human-computer interaction interface, that is, the displayed virtual scene may be a partial virtual scene relative to the panoramic virtual scene. In this way, the operability of the user during the operation can be improved, thereby improving the efficiency of human-computer interaction. In addition, the above-mentioned different perspectives can also be switched. For example, assuming that the virtual scene is currently displayed from a first-person perspective, when a perspective switching operation triggered by the player is received, the first-person perspective can be switched to a bird's-eye view.

[0086] In step 102 , in response to a first virtual object being attacked by at least one second virtual object, at least one attack prompt control is displayed in a virtual scene.

[0087] Here, the direction of each hit prompt control (such as the hit prompt button) is consistent with the attack direction of the corresponding second virtual object. For example, assuming that the attack direction of the second virtual object is to the left (that is, the first virtual object is located on the left side of the second virtual object, and the second virtual object attacks the first virtual object located on the left), the direction of the hit prompt control is also to the left (for example, the arrow included in the hit prompt control is pointing to the left).

[0088] In some embodiments, the above-mentioned display of at least one hit prompt control in the virtual scene can be achieved in the following manner: in the plane where the human-computer interaction interface is located, a hit prompt area (such as a circular or rectangular area) centered on the first virtual object (such as the head or torso of the first virtual object) is displayed; for each second virtual object, the angle between the opposite direction of the attack direction of the second virtual object and the current direction of the first virtual object is determined; the position corresponding to the angle in the hit prompt area is determined, and the hit prompt control corresponding to the second virtual object is displayed at this position.

[0089] In other embodiments, following the above example, the above-mentioned determination of the position corresponding to the angle in the hit prompt area can be achieved in the following manner: in the plane where the human-computer interaction interface is located (for example, the plane where the first virtual object in the virtual scene is located, which plane is perpendicular to the ground plane of the virtual scene), with the first virtual object (for example, the head of the first virtual object) as the starting point, a detection ray is emitted in the direction of the angle offset counterclockwise from the reference direction (for example, it can be the vertical upward direction in the plane), wherein the reference direction is the direction in the plane corresponding to the current orientation of the first virtual object (for example, the direction obtained by rotating the current orientation of the first virtual object 90 degrees upward can be used as the reference direction, that is, the reference direction is the direction perpendicular to the current orientation of the first virtual object and upward, and upward here refers to the direction pointing to the head of the first virtual object); the intersection of the detection ray and the edge of the hit prompt area is determined as the position corresponding to the angle in the hit prompt area.

[0090] For example, taking the game character A controlled by player 1 as the first virtual object and the game character B controlled by player 2 as the at least one second virtual object, when it is detected that the game character A controlled by player 1 is attacked by the game character B controlled by player 2, for example, the virtual bullet fired by the game character B hits the game character A, then as shown in FIG4A , a hit prompt area 402 centered on the head of the game character A can be displayed in the plane 401 where the human-computer interaction interface is located (for example, it can be a circular area with a radius of R and a head of the game character A as the center), and then the angle (assuming it is 30°) between the opposite direction of the attack direction of the game character B and the current direction of the game character A (assuming the current direction of the game character A is perpendicular to the paper) can be calculated, and then the vertical direction in the plane 401 can be offset counterclockwise with the head of the game character A as the starting point in the plane 401 where the human-computer interaction interface is located. A detection ray 404 is emitted in a direction 30° to the upward direction 403 (i.e., the reference direction), and a hit prompt control corresponding to the game character B is displayed at the intersection 405 of the detection ray 404 and the edge of the hit prompt area 402. That is to say, the position where the hit prompt control is displayed in the virtual scene corresponds to the relative position relationship between the attacker (i.e., the second virtual object) and the first virtual object. For example, when the attacker (i.e., the second virtual object) is located on the left side of the first virtual object in the virtual scene, the hit prompt control is displayed on the left side of the first virtual object. When the attacker is located on the right side of the first virtual object in the virtual scene, the hit prompt control is displayed on the right side of the first virtual object. In this way, the player can intuitively understand the attacker's position based on the position of the hit prompt control, which is convenient for the player to perform subsequent counterattacks and further improves the human-computer interaction efficiency of the virtual scene.

[0091] In some embodiments, the above-mentioned display of at least one hit prompt control in the virtual scene can also be achieved in the following manner: for each second virtual object, the following processing is performed: obtaining the distance between the second virtual object and the first virtual object in the virtual scene; determining a size adapted to the distance, wherein the size is negatively correlated with the distance (i.e., the farther the distance, the smaller the size, for example, when the distance between the second virtual object and the first virtual object is 50 meters, the hit prompt control can be 10 cm long and 8 cm wide; when the distance between the second virtual object and the first virtual object is 30 meters, the hit prompt control can be 15 cm long and 10 cm wide); displaying a hit prompt control corresponding to the second virtual object and conforming to the size in the virtual scene. In other words, the closer the second virtual object is to the first virtual object, the more obvious the corresponding hit prompt control is. In this way, it is convenient for the player to understand the distance between the attacker and themselves based on the size of the hit prompt control, thereby providing a strong reference for subsequent decision-making.

[0092] For example, see Figure 4B, which is a schematic diagram of a first application scenario of the interactive processing method of a virtual scene provided by an embodiment of the present application. As shown in Figure 4B, a first virtual object 407 (for example, a game character A controlled by player 1) is displayed in the virtual scene 406. When it is detected that the first virtual object 407 is attacked by at least one second virtual object (for example, a game character B controlled by player 2 and a game character C controlled by player 3), a hit prompt area 408 (for example, a circular area) centered on the head of the first virtual object 407 can be displayed, and a hit prompt control 409 corresponding to the game character B and a hit prompt control 410 corresponding to the game character C are displayed at corresponding positions in the hit prompt area 408. For example, assuming that the game character B is located at the game character A, then the hit prompt control 409 corresponding to the game character B can be displayed on the left side of the game character A, and the direction of the hit prompt control 409 is consistent with the attack direction of the game character B (the game character B attacks the game character A located on its right side, that is, the attack direction is to the right) (that is, the direction of the hit prompt control 409 is also to the right); similarly, assuming that the game character C is on the right side of the game character A, then the hit prompt control 410 corresponding to the game character C can be displayed on the right side of the game character A, and the direction of the hit prompt control 410 is consistent with the attack direction of the game character C (the game character C attacks the game character A located on its left side, that is, the attack direction is to the left) (that is, the direction of the hit prompt control 410 is to the left). In addition, the distance between game character A and game character B and game character C can be further obtained. For example, assuming that the distance between game character A and game character B is 100 meters, and the distance between game character A and game character C is 60 meters, that is, game character C is closer to game character A. Therefore, the size of the hit prompt control 410 corresponding to game character C displayed in the virtual scene 406 can be larger than the size of the hit prompt control 409 corresponding to game character B. In this way, player 1 can intuitively understand the distance between game character B and game character C and himself (that is, game character A) based on the hit prompt control 409 and the hit prompt control 410, providing a reference for player 1's subsequent decision-making.

[0093] In other embodiments, the aforementioned display of at least one hit prompt control in the virtual scene can also be achieved by the following method: for each second virtual object, performing the following processing: in response to the second virtual object attacking the first virtual object, obtaining a damage value caused by the second virtual object to the first virtual object; determining a size adapted to the damage value, wherein the size is positively correlated with the damage value (i.e., the larger the damage value, the larger the size; for example, when the second virtual object causes 100 points of damage to the first virtual object, the hit prompt control may be 10 cm long and 8 cm wide; when the second virtual object causes 200 points of damage to the first virtual object, the hit prompt control may be 15 cm long and 10 cm wide); and displaying a hit prompt control corresponding to the second virtual object and conforming to the size in the virtual scene. In other words, when a game character controlled by a player is simultaneously attacked by multiple game characters controlled by multiple other players, the game character that causes more damage to the game character controlled by the player has a larger hit prompt control size (i.e., the hit prompt control is more prominent). In this way, the player can intuitively understand the attacker who currently poses the greatest threat to the player based on the hit prompt control, providing a powerful reference for subsequent counterattack strategies.

[0094] For example, taking the first virtual object as game character A controlled by player 1, and at least one second virtual object as game character B controlled by player 2 and game character C controlled by player 3 as an example, when it is detected that game character A controlled by player 1 is attacked simultaneously by game character B controlled by player 2 and game character C controlled by player 3, for example, assuming that game character A is hit by virtual bullets fired by game character B and game character C at the same time, the damage values ​​caused by game character B and game character C to game character A can be obtained respectively. For example, assuming that game character B causes 100 points of damage to game character A and game character C causes 50 points of damage to game character A, the size of the hit prompt control corresponding to game character B can be larger than the size of the hit prompt control corresponding to game character C. In this way, player 1 can intuitively understand that game character B currently poses a greater threat to himself based on the hit prompt control corresponding to game character B and the hit prompt control corresponding to game character C, and can thus give priority to counterattacking game character B.

[0095] It should be noted that the embodiment of the present application can also comprehensively determine the size of the hit prompt control based on the distance between the second virtual object and the first virtual object, and the damage value caused by the second virtual object to the first virtual object. For example, the distance and the damage value can be weighted and summed, and the size of the hit prompt control can be determined based on the weighted summation result. The embodiment of the present application does not make specific limitations on this.

[0096] Furthermore, it should be noted that when it is detected that a first virtual object is being attacked by multiple second virtual objects simultaneously, a corresponding attack prompt control for each second virtual object may be displayed. For example, if five second virtual objects are simultaneously attacking a first virtual object, five attack prompt controls may be displayed in the virtual scene. Of course, to avoid disrupting the player's normal gaming behavior due to displaying too many attack prompt controls, it is also possible to display only the attack prompt controls corresponding to some of the multiple second virtual objects, as described in detail below.

[0097] In some embodiments, when there are multiple second virtual objects, the aforementioned display of at least one hit prompt control in the virtual scene can also be implemented in the following manner: in response to multiple second virtual objects attacking a first virtual object, respectively obtaining the damage value caused by each second virtual object to the first virtual object; and displaying a hit prompt control corresponding to the target second virtual object in the virtual scene, wherein the target second virtual object is the second virtual object among the multiple second virtual objects whose damage value to the first virtual object is greater than a damage value threshold. It should be noted that when the damage values ​​caused by the multiple second virtual objects to the first virtual object are all less than the damage value threshold, the second virtual object that causes the greatest damage value to the first virtual object can be used as the target second virtual object.

[0098] For example, taking the first virtual object as game character A controlled by player 1, and the multiple second virtual objects as game character B controlled by player 2, game character C controlled by player 3, and game character D (i.e., a non-player character) controlled by artificial intelligence (e.g., a robot), when it is detected that game character A is attacked by game characters B, C, and D simultaneously, for example, assuming that game character A is hit by virtual bullets fired by game characters B, C, and D simultaneously, the damage values ​​caused by game characters B, C, and D to game character A can be obtained respectively. For example, assuming that game character B causes 60 points of damage to game character A, game character C causes 90 points of damage to game character A, and game character D causes 30 points of damage to game character A, then only the hit prompt control corresponding to game character C (i.e., the game character that caused the greatest damage value to game character A) can be displayed in the virtual scene. In this way, when the player is attacked by multiple attackers simultaneously, by only displaying the hit prompt control corresponding to the attacker that poses the greatest threat to the player in the virtual scene, interference to the player caused by displaying multiple hit prompt controls can be avoided, while also satisfying the player's need to fight back.

[0099] In other embodiments, when there are multiple second virtual objects, the above-mentioned display of at least one hit prompt control in the virtual scene can also be achieved in the following way: obtaining the distance between the first virtual object and multiple second virtual objects in the virtual scene; based on the distance, determining the target second virtual object within the attack range of the first virtual object among the multiple second virtual objects; and displaying the hit prompt control corresponding to the target second virtual object in the virtual scene.

[0100] For example, taking the game character A controlled by player 1 as the first virtual object, and the game character B controlled by player 2, the game character C controlled by player 3, and the game character D controlled by player 4 as an example, when it is detected that the game character A controlled by player 1 is attacked by game characters B, C, and D at the same time, the distances between game characters A and B, C, and D can be obtained respectively. For example, assuming that the distance between game characters A and B is 80 meters, the distance between game characters A and C is 70 meters, and the distance between game characters A and D is 100 meters, the attack distance of game character A can also be obtained. For example, assuming that the attack distance of game character A is 75 meters, that is, only game character C is within the attack range of game character A, that is, game characters B and D are outside the attack range of game character A, then only the attack prompt control corresponding to game character C can be displayed in the virtual scene, so that player 1 can counterattack the attacker who can be attacked.

[0101] In some embodiments, when there are multiple second virtual objects, the above-mentioned display of at least one hit prompt control in the virtual scene can also be achieved in the following manner: based on the feature information corresponding to the multiple second virtual objects, the first machine learning model is called for prediction processing to obtain the danger parameter of each second virtual object for the first virtual object (wherein the danger parameter can be used to characterize the probability of the second virtual object killing the first virtual object, that is, the larger the danger parameter, the higher the probability of successfully killing the first virtual object), wherein the feature information may include at least one of the following: the distance from the first virtual object, the skills possessed by the second virtual object, and the virtual props held by the second virtual object; the hit prompt control corresponding to the target second virtual object is displayed in the virtual scene, wherein the target second virtual object is the second virtual object whose danger parameter is greater than the danger parameter threshold among the multiple second virtual objects. It should be noted that when the multiple danger parameters corresponding to the multiple second virtual objects are all less than the danger parameter threshold, the second virtual object corresponding to the maximum danger parameter can be used as the target second virtual object.

[0102] For example, taking the first virtual object as the game character A controlled by player 1, and the multiple second virtual objects as the game character B controlled by player 2, the game character C controlled by player 3, and the game character D controlled by player 4, when it is detected that the game character A controlled by player 1 is attacked by the game character B, the game character C, and the game character D at the same time, for example, assuming that the game character A is hit by the virtual props (such as virtual bullets) fired by the game characters B, C, and D at the same time, the first machine learning model can be called to perform prediction processing based on the feature information corresponding to the game characters B, C, and D (such as the distance between them and the game character A, the skills they have, the types of virtual props they hold, etc.), and the game characters B, C, and D can be obtained. The danger parameters of character C and game character D for game character A, for example, assuming that the danger parameter of game character B for game character A is 78% (that is, the probability of game character B killing game character A is 78%), the danger parameter of game character C for game character A is 89% (that is, the probability of game character C killing game character A is 89%), and the danger parameter of game character D for game character A is 96% (that is, the probability of game character D killing game character A is 96%). At the same time, assuming that the pre-set danger parameter threshold is 90%, only the hit prompt control corresponding to game character D can be displayed in the virtual scene. In this way, it can avoid displaying too many hit prompt controls to interfere with the player, and at the same time it can also meet the player's need to counterattack the attacker who poses the greatest threat.

[0103] In other embodiments, continuing with the above example, before calling the first machine learning model for prediction processing, the following processing can also be performed: obtain a sample first virtual object and multiple sample second virtual objects, wherein each sample second virtual object is labeled with a risk parameter for the sample first virtual object; based on the feature information corresponding to the multiple sample second virtual objects, call the initialized first machine learning model for prediction processing to obtain the risk parameter of each sample second virtual object for the sample first virtual object; determine the error between the predicted risk parameter and the pre-labeled risk parameter; perform back propagation based on the error, and update the parameters of the first machine learning model during the back propagation process.

[0104] The principle of backpropagation is explained below. The training sample data is input into the input layer of the machine learning model, passes through the hidden layer, and finally reaches the output layer and outputs the result. This is the forward propagation process of the machine learning model. Since the output result of the initialized machine learning model has an error with the actual result, the error between the output result and the actual value is calculated, and the error is backpropagated from the output layer to the hidden layer until it reaches the input layer. During the backpropagation process, the value of the machine learning model parameter is adjusted according to the error, that is, the loss function is constructed based on the error between the output result and the actual value, and the partial derivative of the loss function with respect to the model parameters is calculated layer by layer to generate the gradient of the loss function with respect to the model parameters of each layer. Since the direction of the gradient indicates the direction of error expansion, the gradient of the model parameter is inverted and summed with the original parameters of each layer model. The summed result is used as the updated model parameters of each layer, thereby reducing the error caused by the model parameters; the above process is iterated continuously until convergence.

[0105] For example, the exemplary structure of the above-mentioned first machine learning model may include: an input layer (i.e., an embedding layer), an encoding layer (for example, it may be composed of multiple cascaded convolutional layers), a fully connected layer, and an output layer (including an activation function, such as a Softmax function). After obtaining the feature information corresponding to the plurality of sample second virtual objects, the feature information corresponding to the plurality of sample second virtual objects may first be input into the input layer for embedding processing, and then the embedded feature vector output by the input layer may be encoded by the encoding layer to obtain a hidden layer feature vector, and then the hidden layer feature vector may be fully connected by the fully connected layer. Finally, the fully connected result output by the fully connected layer may be input into the output layer so that the output layer performs activation processing, thereby obtaining the risk parameter of each sample second virtual object for the sample first virtual object. After obtaining the predicted risk parameter, the predicted risk parameter and the pre-labeled risk parameter may be substituted into the loss function to obtain the corresponding difference, and back propagation may be performed based on the difference, so that the parameters of the first machine learning model may be updated layer by layer during the back propagation process to obtain the trained first machine learning model.

[0106] It should be noted that the above-mentioned first machine learning model can be a neural network model (such as a convolutional neural network, a deep convolutional neural network, or a fully connected neural network), a decision tree model, a gradient boosting tree, a multi-layer perceptron, and a support vector machine, etc. The embodiment of the present application does not specifically limit the type of the first machine learning model.

[0107] In step 103, in response to a triggering operation on a target hit prompt control, the first virtual object is controlled to turn toward the target direction.

[0108] Here, the target hit prompt control is the selected hit prompt control among the at least one hit prompt control, and the target direction is the opposite direction of the target hit prompt control, that is, the direction facing the second virtual object corresponding to the target hit prompt control.

[0109] In some embodiments, taking the game character A controlled by player 1 as the first virtual object, and at least one second virtual object as the game character B controlled by player 2, the game character C controlled by player 3, and the game character D controlled by player 4 as an example, when it is detected that game character A is attacked by game character B, game character C, and game character D at the same time, three hit prompt controls corresponding to these three game characters can be displayed in the virtual scene, assuming that they are hit prompt control 1, hit prompt control 2, and hit prompt control 3, among which hit prompt control 1 is the hit prompt control corresponding to game character B, hit prompt control 2 is the hit prompt control corresponding to game character C, and hit prompt control 3 is the hit prompt control corresponding to game character D. Assuming that player 1 currently wants to counterattack game character B controlled by player 2, he can click on the hit prompt control 1 corresponding to game character B. When receiving the click operation of player 1 on the hit prompt control 1, the game character A can be controlled to turn towards the direction facing game character B, so that player 1 can control game character A to counterattack game character B controlled by player 2.

[0110] In some embodiments, the target hit prompt control can be manually selected by the player. In this case, before responding to the trigger operation on the target hit prompt control, the following processing can also be performed: in response to the selection operation on at least one hit prompt control, the selected hit prompt control is used as the target hit prompt control, and the display mode of the target hit prompt control is switched to a highlight mode (such as highlight display or flashing display) that is different from other hit prompt controls, wherein the other hit prompt controls are hit prompt controls other than the target hit prompt control in at least one hit prompt control.

[0111] For example, taking at least one hit prompt control as three hit prompt controls, assume that they are hit prompt control 1, hit prompt control 2 and hit prompt control 3, wherein hit prompt control 1 can be the hit prompt control corresponding to game character B, hit prompt control 2 can be the hit prompt control corresponding to game character C, hit prompt control 3 can be the hit prompt control corresponding to game character D. When the player's selection operation for hit prompt control 1 is received, the display mode of hit prompt control 1 can be switched to a highlighted display mode that is different from hit prompt control 2 and hit prompt control 3. For example, hit prompt control 1 can be switched to a highlighted display mode to remind the player that hit prompt control 1 is the selected target hit prompt control.

[0112] In other embodiments, the target hit prompt control can also be automatically selected based on artificial intelligence. In this case, before responding to the trigger operation for the target hit prompt control, the following processing can also be performed: based on the feature information corresponding to at least one hit prompt control, the second machine learning model is called to perform prediction processing to obtain the selection probability corresponding to each hit prompt control, wherein the feature information may include at least one of the following: the distance between the second virtual object corresponding to the hit prompt control and the first virtual object, the skills possessed by the second virtual object corresponding to the hit prompt control, and the virtual props held by the second virtual object corresponding to the hit prompt control; the hit prompt control corresponding to the maximum selection probability is used as the target hit prompt control, and the display mode of the target hit prompt control is switched to a highlighted display mode that is different from other hit prompt controls, wherein the other hit prompt controls are hit prompt controls other than the target hit prompt control in at least one hit prompt control.

[0113] For example, take at least one hit prompt control as three hit prompt controls, assuming they are hit prompt control 1, hit prompt control 2 and hit prompt control 3, where hit prompt control 1 can be game character B. The corresponding hit prompt control, hit prompt control 2 can be the hit prompt control corresponding to game character C, and hit prompt control 3 can be the hit prompt control corresponding to game character D. Based on the feature information corresponding to these three hit prompt controls, the second machine learning model can be called for prediction processing to obtain the selection probability corresponding to each hit prompt control. For example, assuming that the selection probability corresponding to hit prompt control 1 is 89%, the selection probability corresponding to hit prompt control 2 is 78%, and the selection probability corresponding to hit prompt control 3 is 95%, the hit prompt control with the highest selection probability (i.e., hit prompt control 3) can be used as the target hit prompt control. For example, the display mode of hit prompt control 3 can be switched to a highlighted display mode (e.g., a highlighted display mode) that is different from hit prompt control 1 and hit prompt control 2, so as to remind the player that the game character corresponding to hit prompt control 3 (i.e., game character D) is the game character that currently poses the greatest threat to himself, providing a reference for the player's subsequent counterattack strategy.

[0114] In other embodiments, the trigger operation may include a pressing operation, refer to Figure 5, which is a second flow chart of the interactive processing method of the virtual scene provided in an embodiment of the present application. As shown in Figure 5, step 103 shown in Figure 3 can also be implemented through steps 1031 to 1033 shown in Figure 5, which will be explained in conjunction with the steps shown in Figure 5.

[0115] In step 1031 , in response to a pressing operation on a target hit prompt control, the first virtual object is controlled to turn toward a target direction.

[0116] In some embodiments, taking at least one hit prompt control as three hit prompt controls as an example, assuming that they are hit prompt control 1, hit prompt control 2 and hit prompt control 3, wherein hit prompt control 1 can be the hit prompt control corresponding to game character B, hit prompt control 2 can be the hit prompt control corresponding to game character C, and hit prompt control 3 can be the hit prompt control corresponding to game character D. When the player's pressing operation on hit prompt control 1 (that is, the target hit prompt control manually selected by the player) is received, the first virtual object (for example, game character A) can be controlled to turn towards the direction facing game character B.

[0117] In step 1032, the target hit prompt control is switched to a wheel control.

[0118] In some embodiments, taking the first virtual object as the game character A controlled by player 1 and the target hit prompt control as the hit prompt control 1 corresponding to the game character B controlled by player 2 as an example, when the player 1 presses the hit prompt control 1 displayed on the left side of the virtual scene, the game character A can be controlled to turn towards the direction facing the game character B, and the hit prompt control 1 can also be switched to a roulette button.

[0119] In step 1033, an aiming control corresponding to the virtual prop to be released by the first virtual object is displayed in the virtual scene.

[0120] In some embodiments, following the above example, while switching the hit prompt control 1 to a roulette button, the aiming control (e.g., a crosshair) corresponding to the virtual prop (e.g., a virtual grappling hook) to be released by the game character A can also be displayed in the virtual scene. That is to say, when the player 1 presses the hit prompt control 1, in addition to controlling the game character A to turn in the direction facing the game character B, the crosshair corresponding to the virtual grappling hook to be released by the game character A can also be displayed in the virtual scene. In this way, the player 1 can realize the rapid turning of the game character and the aiming of the grappling hook by pressing the hit prompt control, which makes the operation faster and more convenient, and further improves the human-computer interaction efficiency of the virtual scene.

[0121] In some embodiments, while displaying the aiming control (e.g., a crosshair) corresponding to the virtual prop to be released by the first virtual object in the virtual scene, the following processing can also be performed: displaying a cancel release control (e.g., a "cancel release" button) in the virtual scene; and canceling the display of the wheel control, aiming control, and cancel release control in the virtual scene in response to a triggering operation for the cancel release control.

[0122] For example, taking the game character A controlled by player 1 as the first virtual object, while the crosshairs corresponding to the virtual hook to be released by game character A is displayed in the virtual scene, a cancel release button can also be displayed in the virtual scene. When player 1 clicks on the cancel release button, the roulette button, crosshairs and cancel release button can be canceled in the virtual scene.

[0123] In other embodiments, continuing with the above example, the following processing may also be performed: in response to a drag operation on the wheel control, the position of the aiming control in the virtual scene is adjusted accordingly according to the dragging direction and dragging amplitude (e.g., dragging distance) of the dragging operation; in response to the dragging operation being released, the first virtual object is controlled to release the virtual prop in the direction corresponding to the adjusted aiming control.

[0124] For example, assuming the first virtual object is game character A controlled by player 1 and the virtual prop is a virtual hook, when player 1 drags the wheel button, the drag direction and drag distance corresponding to the drag operation can be obtained. Based on the obtained drag direction and drag distance, the position of the crosshair corresponding to the virtual hook in the virtual scene can be adjusted accordingly. For example, assuming the drag direction is left and the drag distance is 1 cm, the crosshair corresponding to the virtual hook can be controlled to move 1 cm to the left in the virtual scene. In other words, the movement direction of the crosshair corresponding to the virtual hook is consistent with the drag direction of the drag operation, and the movement distance of the crosshair in the virtual scene can be positively correlated with the drag distance of the drag operation, that is, the greater the drag distance, the greater the movement distance of the crosshair in the virtual scene. Subsequently, when it is detected that the drag operation has been released, that is, when player 1 lets go, game character A can be controlled to release the virtual hook in the direction corresponding to the adjusted crosshair.

[0125] In some embodiments, in response to a drag operation on a wheel control, the following processing can also be performed: in response to a sliding operation on a blank area of ​​the virtual scene, the viewing angle of the first virtual object in the virtual scene is adjusted accordingly according to the sliding direction and sliding amplitude (e.g., sliding distance) of the sliding operation.

[0126] For example, taking the game character A controlled by player 1 as the first virtual object, player 1 can adjust the crosshairs corresponding to the virtual grappling hook by dragging the wheel button, and at the same time, adjust the viewing angle of the game character 1 by triggering a sliding operation in the blank area of ​​the virtual scene. For example, when a sliding operation triggered by player 1 on the blank area of ​​the virtual scene is received, the sliding direction and sliding distance of the sliding operation can be obtained, and the viewing angle of the game character A in the virtual scene can be adjusted accordingly according to the obtained sliding direction and sliding distance. For example, assuming that the sliding direction is to the left and the sliding distance is 1 cm, the viewing angle of the game character A can be offset to the left by 5 degrees (for example, the body of the game character A is controlled to be offset to the left by 5 degrees). That is to say, the rotation direction of the viewing angle of the game character A is consistent with the sliding direction, and the rotation angle of the viewing angle is positively correlated with the sliding distance, that is, the greater the sliding distance, the greater the corresponding rotation angle.

[0127] In some embodiments, the virtual prop can be a virtual grappling hook, and the following processing can also be performed: in response to the virtual prop hitting the second virtual object corresponding to the target hit prompt control, damage is caused to the second virtual object, and the second virtual object is moved to the position of the first virtual object, or the first virtual object is moved to the position of the second virtual object.

[0128] For example, taking the first virtual object as game character A controlled by player 1 and the target hit prompt control as the hit prompt control corresponding to game character B controlled by player 2, when the virtual grappling hook launched by game character A hits game character B, damage may be caused to game character B, wherein the damage value may be positively correlated with the distance between game characters A and B, i.e., the greater the distance, the greater the damage value caused; of course, the damage value may also be positively correlated with the level of game character A, i.e., the higher the level of game character A, the greater the damage value caused to game character B. At the same time, an animation of game character A moving to the position of game character B using the virtual grappling hook may be presented, or an animation of game character A hooking game character B to the position of game character A using the virtual grappling hook may be presented.

[0129] The embodiment of the present application provides an interactive processing method for a virtual scene. When a virtual object controlled by a player (i.e., a first virtual object) is attacked by other virtual objects (i.e., a second virtual object) in the virtual scene, a hit prompt control indicating the attack direction of the attacker (i.e., the second virtual object) is displayed in the virtual scene. When a trigger operation of the player for the selected hit prompt control (i.e., a target hit prompt control) is received, the first virtual object can be controlled to turn in the opposite direction of the target hit prompt control, that is, in the direction of the second virtual object corresponding to the target hit prompt control. In this way, compared with the technical solutions provided by related technologies, the technical solutions provided by the embodiment of the present application can control the virtual object to turn towards the attacker in a quick and efficient manner, making it convenient for the player to counterattack, thereby effectively improving the efficiency of human-computer interaction in the virtual scene; at the same time, it can also effectively speed up the progress of the game, thereby saving resource overhead of the server and terminal equipment.

[0130] Below, a Massive Multiplayer Online Role-Playing Game (MMORPG) is taken as an example to illustrate an exemplary application of the embodiments of the present application in an actual application scenario.

[0131] With the development of technology and the improvement of mobile device performance, the operation direction of the human-computer interaction interface is bound to develop towards a more convenient and efficient control method, so that players can have a more pleasant human-computer interaction method. In view of this, the embodiment of the present application provides an interactive processing method for a virtual scene, which can conveniently realize the rapid turning and enemy aiming and release of the game character without the need for the player to perform multiple steps. For example, in a mobile game, if the game character controlled by the player is attacked by a remote enemy (such as a game character controlled by another player), a hit prompt can be displayed on the screen, and the player can realize screen turning and quickly aiming the hook by dragging the hit prompt control. In this way, compared with the solution provided by the related art that the player needs to turn the screen first, then click the hook operation and finally aim and release, the technical solution provided by the embodiment of the present application is faster and more convenient to operate, thereby improving the efficiency of human-computer interaction.

[0132] The interactive processing method of the virtual scene provided in the embodiment of the present application is described in detail below.

[0133] In some embodiments, taking mobile games as an example, in mobile games, when a game character controlled by a player (corresponding to the first virtual object mentioned above) is attacked by a remote attack by a game character controlled by another player (corresponding to the second virtual object mentioned above), a hit prompt with a direction indicator (corresponding to the hit prompt control mentioned above) can be displayed on the screen, and the prompt can be received in 360 degrees.

[0134] For example, see Figure 6A, which is a schematic diagram of the second application scenario of the interactive processing method of the virtual scene provided in an embodiment of the present application. As shown in Figure 6A, in a mobile game, when a game character 601 controlled by a player is attacked by a remote attack from an enemy (such as a game character controlled by another player), a hit prompt 602 with a direction indication can be displayed on the screen.

[0135] It should be noted that the purpose of showing multiple hit prompts at different angles in Figure 6A is to illustrate that prompts can be received at 360 degrees. In actual applications, generally only one hit prompt is displayed on the screen at the same time. Of course, when the game character controlled by the player is attacked by multiple enemies at the same time, multiple hit prompts corresponding to multiple enemies can also be displayed on the screen at the same time.

[0136] In some embodiments, after receiving a hit prompt, for example, if the hit prompt appears on the left side of the screen, the player can use their left hand to click on the hit prompt to quickly turn to face the enemy on the left. Similarly, if the hit prompt appears on the right side of the screen, the player can use their right hand to click on the hit prompt to quickly turn to face the enemy on the right.

[0137] For example, see Figure 6B, which is a schematic diagram of the third application scenario of the interactive processing method of the virtual scene provided by an embodiment of the present application. As shown in Figure 6B, a hit prompt 603 is displayed on the left side of the screen. When a player clicks on the hit prompt control 603, for example, the player can use his left hand to click on the hit prompt 603, and can control the game character 601 to quickly turn to face the direction of the enemy 604 (such as a game character controlled by other players) located on the left side of the game character 601, so that the enemy 604 can be counterattacked.

[0138] In some embodiments, if the player is hit from behind, a corresponding hit prompt may be displayed at the bottom of the screen. After the player clicks on the hit prompt with his finger, he can quickly turn around and face the enemy.

[0139] For example, see Figure 6C, which is a schematic diagram of the fourth application scenario of the interactive processing method of the virtual scene provided in an embodiment of the present application. As shown in Figure 6C, when the game character 601 controlled by the player is attacked by a long-range attack from the enemy behind, the corresponding hit prompt 605 can be displayed at the bottom of the screen. When the player clicks on the hit prompt 605, the game character 601 can be controlled to turn around quickly to face the enemy behind.

[0140] In some embodiments, if when a hit prompt appears, the player presses and holds the hit prompt and performs a drag operation, then after the game character controlled by the player (referred to as the player character) completes the basic response (i.e., turning towards the attacker), the hit prompt displayed on the screen will also be switched to a wheel button. For example, the wheel button can be displayed with the center point of the hit prompt as the center of the circle. Dragging the wheel button with the player's finger will trigger the grappling operation, for example, the grappling crosshair can be displayed on the screen, as well as the cancel release button.

[0141] For example, see Figure 6D, which is a schematic diagram of the fifth application scenario of the interactive processing method of the virtual scene provided in an embodiment of the present application. As shown in Figure 6D, a hit prompt 603 is displayed on the left side of the screen. When the player presses the hit prompt 603, while controlling the game character 601 to quickly turn to face the enemy 604 on the left, the hit prompt 603 can also be switched to a roulette button 606. When the player drags the roulette button 606, the crosshairs 607 corresponding to the virtual grappling hook to be launched by the game character 601 and the cancel release button 608 can be displayed on the screen.

[0142] In some embodiments, continuing with the above example, if the player drags the wheel button with his left hand at this time, he will adjust the grappling hook to aim, and release it after letting go. Of course, the player can also click the cancel release button with his right hand to cancel.

[0143] For example, see FIG6E , which is a schematic diagram of a sixth application scenario of the interactive processing method for a virtual scene provided by an embodiment of the present application. As shown in FIG6E , when a player drags the wheel button 606, the position of the crosshair 607 on the screen can be adjusted accordingly according to the drag direction and drag distance of the drag operation. In other words, the player can aim by dragging the wheel button. When the crosshair 607 moves to a position overlapping with the enemy 604, the player can let go. At this time, the game character 601 can be controlled to launch a virtual grappling hook in the direction corresponding to the adjusted crosshair 607 to cause damage to the enemy 604. Of course, the player can also cancel by clicking the cancel release button 608. For example, when the player clicks the cancel release button 608, the wheel button 606, the crosshair 607, and the cancel release button 608 can be removed from the screen.

[0144] In other embodiments, if the player wants to adjust the viewing angle, they can use their right hand to control the viewing angle in the blank area, thus coordinating the left and right hands. Similarly, if the hit prompt appears on the right side of the screen, the player's right hand can perform similar operations. This embodiment of the present application will not be further described here.

[0145] For example, see Figure 6F, which is a schematic diagram of the seventh application scenario of the interactive processing method of the virtual scene provided in an embodiment of the present application. As shown in Figure 6F, a roulette button 606 is displayed on the left side of the screen. If the player needs to adjust the viewing angle while using the left hand to operate the roulette button 606, the player can use the right hand to slide in the blank area of ​​the screen. According to the sliding direction and sliding distance of the sliding operation, the viewing angle of the game character 601 is adjusted accordingly, thereby achieving the coordination of the player's left and right hands.

[0146] The following continues to explain the interactive processing method of the virtual scene provided by the embodiment of the present application from a technical perspective.

[0147] In some embodiments, when a game character controlled by a player is attacked remotely, an indicator with the direction of the attack source may be displayed on the screen, referred to as a hit prompt for short, wherein the hit prompt may be composed of a translucent red circular indication area (referred to as the hit indication area for short) and a number of flame-shaped hit indication buttons (referred to as the indication buttons for short, corresponding to the above-mentioned hit prompt controls) attached to the circumference of the circular indication area (referred to as the indication circumference for short), wherein the hit indication area represents the 360-degree range of the player character on the horizontal plane of the map, and the angular position of the indicator button on the indication circumference represents the clockwise angle of the attack source relative to the front of the player character on the horizontal plane of the map.

[0148] For example, see FIG7A , which is a schematic diagram of the second principle of the interactive processing method of the virtual scene provided by an embodiment of the present application. As shown in FIG7A , when the player character is hit by a long-range bullet attack, the angle 703 (assuming it is denoted as angleAttacker ) of the attack source (i.e., the attacker) relative to the current orientation of the player character can be calculated based on the flight direction 701 of the bullet when it hits the player character (assuming it is denoted as directionBullet ) and the current orientation 702 of the player character (assuming it is denoted as directionPlayer ). That is, the opposite direction of the bullet's flight direction minus the current orientation of the player character is calculated. The specific calculation formula is as follows:

[0149] angleAttcaker=(directionBullet*-1)-directionPlayer

[0150] In other embodiments, when a player clicks a button indicating a hit, the player character may be controlled to immediately adjust its direction, turning in the opposite direction of the bullet's flight direction, and facing the attacker.

[0151] For example, see FIG7B , which is a schematic diagram of the third principle of the interactive processing method for a virtual scene provided by an embodiment of the present application. As shown in FIG7B , when the attacker is located in front of the left side of the player character, upon receiving a click operation on the hit prompt button by the player, the player character can be controlled to face the left front. Similarly, if the attacker is located in front of the right side of the player character, upon receiving a click operation on the hit prompt button by the player, the player character can be controlled to face the right front. When the attacker is located behind the player character, upon receiving a click operation on the hit prompt button by the player, the player character can be controlled to turn around and face behind.

[0152] In some embodiments, referring to FIG7C , FIG7C is a fourth principle diagram of the interactive processing method of the virtual scene provided in an embodiment of the present application. As shown in FIG7C , if the player holds down the hit prompt button 704 and does not release it, then after the player character completes the basic response (i.e., turning towards the attacker), the hit prompt button displayed on the screen will be switched to the roulette button 705, and the state at this time can be defined as an additional response operation state.

[0153] For example, in the additional response mode, the player can control the crosshairs of the grappling skill by dragging the wheel button to start aiming at the attacker. For example, the crosshairs' position on the screen can be adjusted according to the offset amount when the player drags the wheel button. This adjustment algorithm is consistent with the shooting aiming crosshairs following gesture offset algorithm provided by related technologies, and will not be further described in this embodiment of the application. In addition, when the player releases the wheel button, the player character can be controlled to release the grappling skill.

[0154] In other embodiments, in the additional response operation state, a "Cancel Release" button may be displayed above the skill button area on the right side of the screen. When a player clicks the "Cancel Release" button, for example, the player clicks the "Cancel Release" button with their right hand, the additional response operation state can be exited. At this time, the wheel button, the crosshair, and the "Cancel Release" button will disappear from the screen. In addition, embodiments of the present application can also meet the need to adjust the viewing angle during the additional response operation process. For example, during the additional response operation process, if the player needs to adjust the viewing angle, they can use their right hand to slide left and right in the blank area of ​​the screen to achieve fine-tuning of the viewing angle.

[0155] It should be noted that the technical solution provided in the embodiment of the present application is symmetrical on the left and right. The above embodiment describes the situation where the attack comes from the left front. If the attack comes from the lower left, the operation method of the player's left and right hands is the same. If the attack comes from the right front and right rear of the player's character, the operation is symmetrically swapped on the left and right, that is, the "Cancel Release" button is displayed on the left side of the screen, and the perspective adjustment operation can be provided in the blank area on the left, and the wheel button for providing additional operations is displayed on the right side of the screen.

[0156] The interactive processing method of the virtual scene provided in the embodiment of the present application will be described below in conjunction with FIG. 8 .

[0157] For example, see FIG8 , which is a third flow chart of the interactive processing method for a virtual scene provided in an embodiment of the present application, and will be described in conjunction with the steps shown in FIG8 .

[0158] It should be noted that the execution entity of steps 201 to 213 shown in Figure 8 can be a client running on the terminal device associated with the current player (for example, player 1), and the game character controlled by player 1 (for example, game character A) is attacked by other game characters in the game scene (for example, game character B controlled by player 2).

[0159] In step 201, a game scene is displayed.

[0160] In some embodiments, after the game match is successfully matched, the game scene can be displayed in the human-computer interaction interface of the client, that is, the game enters the battle state.

[0161] In step 202 , it is determined whether a remote attack has occurred. If so, step 203 is executed; if not, step 213 is executed.

[0162] In some embodiments, during the running of the game, it can be detected in real time whether the game character A controlled by player 1 is attacked by other game characters in the game (for example, game character B controlled by player 2). If so, a hit prompt control can be displayed near the game character A, wherein the direction of the hit prompt control can be consistent with the attack direction of the game character B.

[0163] In step 203, a hit prompt control is displayed.

[0164] In step 204 , it is determined whether a click operation on the clicked prompt control is received. If so, step 205 is executed; if not, step 213 is executed.

[0165] In some embodiments, when a click operation on the hit prompt control by player 1 is received, game character A can be controlled to quickly and automatically face game character B (ie, the attacker).

[0166] In step 205, the game character controlled by the current player is controlled to automatically face the enemy.

[0167] In step 206 , it is determined whether the remote attack occurs again. If so, step 207 is executed; if not, step 213 is executed.

[0168] In some embodiments, it may be determined again whether the game character A is attacked by other game characters in the game. If so, the attack prompt control may be displayed near the game character A again.

[0169] In step 207, a hit prompt control is displayed.

[0170] In step 208 , it is determined whether a drag operation on the hit prompt control is received. If so, step 209 is executed; if not, step 213 is executed.

[0171] In some embodiments, when a drag operation is received by player 1 on a hit prompt control, the hit prompt control can be switched to a wheel control, and the crosshairs of the grappling skill can also be displayed, wherein the crosshairs can be used to represent the launch direction of the grappling skill. Player 1 can adjust the crosshairs of the grappling skill by dragging the wheel control. For example, when the crosshairs of the grappling skill coincides with game character B, player 1 can control game character A to use the grappling skill to launch a hook at game character B.

[0172] In step 209, the game character controlled by the current player is controlled to automatically face the enemy, and the hit prompt control is switched to a roulette control, while the crosshair of the grappling hook skill is displayed.

[0173] In step 210, in response to a drag operation on the wheel control, the crosshair of the grappling skill is adjusted.

[0174] In some embodiments, the player can use their left hand to drag the wheel button to adjust the crosshairs of the grappling hook skill.

[0175] In step 211 , in response to the field of view adjustment operation, the field of view of the game character is adjusted.

[0176] In some embodiments, player 1 can use his right hand to slide left and right in a blank area of ​​the screen to fine-tune the player character's perspective (or field of view). For example, when it is detected that player 1 is sliding to the left in a blank area of ​​the screen, the game character A can be controlled to turn left to adjust the field of view of game character A to the left.

[0177] In step 212, it is detected that the player releases the hand or clicks the cancel button, and the display of the wheel control and the crosshairs of the grappling hook skill are canceled.

[0178] In some embodiments, when it is detected that the player releases the hand or receives a click operation on the cancel button from the player, the wheel controls and the crosshairs of the grappling skill can be removed.

[0179] In step 213, the process ends.

[0180] In summary, the interactive processing method of the virtual scene provided in the embodiment of the present application has the following beneficial effects: the technical solution provided in the embodiment of the present application has a wide range of applications in games that need to improve operational efficiency. By allowing operations that originally required multiple steps to be completed quickly and efficiently, the player's operating experience can be significantly improved, thereby providing the player with more game fun.

[0181] The following continues to describe an exemplary structure of the interactive processing device 555 for the virtual scene provided in an embodiment of the present application implemented as a software module. In some embodiments, as shown in Figure 2, the software modules stored in the interactive processing device 555 for the virtual scene in the memory 550 may include: a display module 5551 and a control module 5552.

[0182] The display module 5551 is configured to display a virtual scene in a human-computer interaction interface, wherein the virtual scene includes multiple virtual objects; the display module 5551 is also configured to display at least one hit prompt control in the virtual scene in response to a first virtual object being attacked by at least one second virtual object, wherein the direction of each hit prompt control is consistent with the attack direction of the corresponding second virtual object; the control module 5552 is configured to control the first virtual object to turn to a target direction in response to a trigger operation on a target hit prompt control, wherein the target hit prompt control is a selected hit prompt control among the at least one hit prompt control, and the target direction is the opposite direction of the pointing direction of the target hit prompt control.

[0183] In some embodiments, the display module 5551 is further configured to display a hit prompt area centered on the first virtual object in the human-computer interaction interface; the interactive processing device 555 of the virtual scene also includes a determination module 5553, which is configured to determine, for each second virtual object, the angle between the opposite direction of the attack direction of the second virtual object and the current direction of the first virtual object; and determine the position in the hit prompt area corresponding to the angle; the display module 5551 is further configured to display a hit prompt control corresponding to the second virtual object at the position.

[0184] In some embodiments, the determination module 5553 is further configured to, in the plane where the human-computer interaction interface is located, take the first virtual object as the starting point and emit a detection ray in a direction that is counterclockwise offset from the reference direction angle, wherein the reference direction is the direction corresponding to the current orientation of the first virtual object in the plane; and determine the intersection of the detection ray and the edge of the hit prompt area as the position in the hit prompt area corresponding to the angle.

[0185] In some embodiments, the display module 5551 is further configured to perform the following processing for each second virtual object: obtaining the distance between the second virtual object and the first virtual object in the virtual scene; determining a size that matches the distance, wherein the size is negatively correlated with the distance; and displaying a hit prompt control that corresponds to the second virtual object and matches the size in the virtual scene.

[0186] In some embodiments, the display module 5551 is further configured to perform the following processing for each second virtual object: in response to the second virtual object attacking the first virtual object, obtain the damage value caused by the second virtual object to the first virtual object; determine a size that matches the damage value, wherein the size is positively correlated with the damage value; and display a hit prompt control that corresponds to the second virtual object and matches the size in the virtual scene.

[0187] In some embodiments, when the number of at least one second virtual object is multiple, the interactive processing device 555 of the virtual scene also includes an acquisition module 5554, which is configured to obtain the damage value caused by each second virtual object to the first virtual object in response to multiple second virtual objects attacking the first virtual object; the display module 5551 is also configured to display a hit prompt control corresponding to the target second virtual object in the virtual scene, wherein the target second virtual object is the second virtual object that causes the largest damage value to the first virtual object among the multiple second virtual objects.

[0188] In some embodiments, when there are multiple at least one second virtual objects, the acquisition module 5554 is further configured to obtain the distances between the first virtual object and the multiple second virtual objects in the virtual scene; the determination module 5553 is further configured to determine the target second virtual object within the attack range of the first virtual object among the multiple second virtual objects based on the distances; the display module 5551 is further configured to display a hit prompt control corresponding to the target second virtual object in the virtual scene.

[0189] In some embodiments, when the number of at least one second virtual object is multiple, the interactive processing device 555 of the virtual scene also includes a prediction module 5555, which is configured to call the first machine learning model for prediction processing based on the feature information corresponding to the multiple second virtual objects, and obtain the danger parameters of each second virtual object for the first virtual object, wherein the feature information includes at least one of the following: the distance between the second virtual object and the first virtual object, the skills possessed by the second virtual object, and the virtual props held by the second virtual object; the display module 5551 is also configured to display a hit prompt control corresponding to the target second virtual object in the virtual scene, wherein the target second virtual object is a second virtual object whose danger parameter is greater than the danger parameter threshold.

[0190] In some embodiments, the interactive processing device 555 of the virtual scene also includes a training module 5556, which is configured to perform the following processing before the prediction module 5555 calls the first machine learning model for prediction processing: obtain a sample first virtual object and multiple sample second virtual objects, wherein each sample second virtual object is annotated with a danger parameter for the sample first virtual object; based on the feature information corresponding to the multiple sample second virtual objects, call the initialized first machine learning model for prediction processing to obtain the danger parameter of each sample second virtual object for the sample first virtual object; determine the error between the predicted danger parameter and the pre-annotated danger parameter; perform back propagation based on the error, and update the parameters of the first machine learning model during the back propagation process.

[0191] In some embodiments, the control module 5552 is further configured to control the first virtual object to turn toward the target direction in response to a pressing operation on the target hit prompt control; the display module 5551 is further configured to switch the target hit prompt control to a wheel control, and to display the aiming control corresponding to the virtual prop to be released by the first virtual object in the virtual scene.

[0192] In some embodiments, the interactive processing device 555 of the virtual scene also includes a jump module 5557, which is configured to respond to a drag operation on the wheel control and adjust the position of the aiming control in the virtual scene according to the dragging direction and dragging amplitude of the dragging operation; the control module 5552 is also configured to respond to the drag operation being released and control the first virtual object to release the virtual props in the direction corresponding to the adjusted aiming control.

[0193] In some embodiments, the control module 5552 is further configured to cause damage to the second virtual object in response to the virtual prop hitting the second virtual object corresponding to the target hit prompt control, and move the second virtual object to the position of the first virtual object, or move the first virtual object to the position of the second virtual object.

[0194] In some embodiments, the adjustment module 5557 is further configured to adjust the viewing angle of the first virtual object in the virtual scene according to the sliding direction and sliding amplitude of the sliding operation in response to a sliding operation on a blank area of ​​the virtual scene.

[0195] In some embodiments, the display module 5551 is further configured to display a cancel release control in the virtual scene; in response to a trigger operation for the cancel release control, the wheel control, the aiming control, and the cancel release control are canceled from the virtual scene.

[0196] In some embodiments, the determination module 5553 is further configured to, before the control module 5552 responds to the trigger operation on the target hit prompt control, respond to the selection operation on at least one hit prompt control, and use the selected hit prompt control as the target hit prompt control; the display module 5551 is further configured to switch the display mode of the target hit prompt control to a highlighted display mode that is different from other hit prompt controls, wherein the other hit prompt controls are hit prompt controls other than the target hit prompt control.

[0197] In some embodiments, the prediction module 5555 is further configured to call the second machine learning model for prediction processing based on the feature information corresponding to at least one hit prompt control before the control module 5552 responds to the trigger operation on the target hit prompt control, so as to obtain the selection probability corresponding to each hit prompt control, wherein the feature information includes at least one of the following: the distance between the second virtual object corresponding to the hit prompt control and the first virtual object, the skills possessed by the second virtual object corresponding to the hit prompt control, and the virtual props held by the second virtual object corresponding to the hit prompt control; the determination module 5553 is further configured to use the hit prompt control corresponding to the maximum selection probability as the target hit prompt control; the display module 5551 is further configured to switch the display mode of the target hit prompt control to a highlighted display mode that is different from other hit prompt controls, wherein the other hit prompt controls are hit prompt controls other than the target hit prompt control.

[0198] It should be noted that the description of the device in the embodiment of the present application is similar to the description of the method embodiment described above, and has similar beneficial effects as the method embodiment, so it will not be repeated here. For the technical details not covered in the interactive processing device for virtual scenes provided in the embodiment of the present application, they can be understood based on the description of either Figure 3 or Figure 5.

[0199] The present invention provides a computer program product comprising a computer program or computer-executable instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer-executable instructions from the computer-readable storage medium and executes the computer-executable instructions, causing the computer device to perform the virtual scene interactive processing method described in the present invention.

[0200] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions, wherein the computer-executable instructions are stored. When the computer-executable instructions are executed by a processor, the processor will execute the interactive processing method of the virtual scene provided by the embodiment of the present application, for example, the interactive processing method of the virtual scene shown in Figure 3 or Figure 5.

[0201] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface storage, optical disk, or CD-ROM; or various devices including one or any combination of the above memories.

[0202] In some embodiments, executable instructions may be in the form of a program, software, software module, script, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.

[0203] As an example, executable instructions may be deployed to be executed on one electronic device, or on multiple electronic devices located at one site, or on multiple electronic devices distributed across multiple sites and interconnected by a communication network.

[0204] 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 method for interactive processing of a virtual scene, executed by an electronic device, the method comprising: Displaying a virtual scene in a human-computer interaction interface, wherein the virtual scene includes a plurality of virtual objects; In response to the first virtual object being attacked by at least one second virtual object, displaying at least one hit prompt control in the virtual scene, wherein the direction of each hit prompt control is consistent with the attack direction of the corresponding second virtual object; In response to a trigger operation on a target hit prompt control, the first virtual object is controlled to turn to a target direction, wherein the target hit prompt control is a selected hit prompt control among the at least one hit prompt control, and the target direction is the opposite direction of the target hit prompt control.

2. The method according to claim 1, wherein: The step of displaying at least one hit prompt control in the virtual scene comprises: Displaying a hit prompt area centered on the first virtual object in the human-computer interaction interface; For each of the second virtual objects, determining an angle between a direction opposite to the attack direction of the second virtual object and a current direction of the first virtual object; A position corresponding to the angle in the hit prompt area is determined, and a hit prompt control corresponding to the second virtual object is displayed at the position.

3. The method according to claim 2, wherein: The determining of the position in the hit prompt area corresponding to the angle includes: In the plane where the human-computer interaction interface is located, starting from the first virtual object, emitting a detection ray in a direction offset counterclockwise by the angle from a reference direction, wherein the reference direction is a direction in the plane corresponding to the current orientation of the first virtual object; The intersection point of the detection ray and the edge of the hit prompt area is determined as the position in the hit prompt area corresponding to the angle.

4. The method according to claim 1, wherein: The step of displaying at least one hit prompt control in the virtual scene comprises: For each of the second virtual objects, the following processing is performed: Acquire the distance between the second virtual object and the first virtual object in the virtual scene; Determining a size adapted to the distance, wherein the size is negatively correlated with the distance; A hit prompt control corresponding to the second virtual object and conforming to the size is displayed in the virtual scene.

5. The method according to claim 1, wherein: The step of displaying at least one hit prompt control in the virtual scene comprises: For each of the second virtual objects, the following processing is performed: In response to the second virtual object attacking the first virtual object, obtaining a damage value caused by the second virtual object to the first virtual object; Determining a size that matches the damage value, wherein the size is positively correlated with the damage value; A hit prompt control corresponding to the second virtual object and conforming to the size is displayed in the virtual scene.

6. The method according to any one of claims 1 to 5, wherein: When the number of the at least one second virtual object is plural, the displaying at least one hit prompt control in the virtual scene includes: In response to a plurality of the second virtual objects attacking the first virtual object, respectively obtaining a damage value caused by each of the second virtual objects to the first virtual object; A hit prompt control corresponding to a target second virtual object is displayed in the virtual scene, wherein the target second virtual object is a second virtual object that causes the greatest damage value to the first virtual object among a plurality of the second virtual objects.

7. The method according to any one of claims 1 to 5, wherein: When the number of the at least one second virtual object is plural, the displaying at least one hit prompt control in the virtual scene includes: Obtaining distances between the first virtual object and each of the plurality of second virtual objects in the virtual scene; Determine, according to the distance, a target second virtual object located within an attack range of the first virtual object among the plurality of second virtual objects; A hit prompt control corresponding to the target second virtual object is displayed in the virtual scene.

8. The method according to any one of claims 1 to 5, wherein: When the number of the at least one second virtual object is plural, the displaying at least one hit prompt control in the virtual scene includes: Based on the feature information respectively corresponding to the plurality of second virtual objects, the first machine learning model is called to perform prediction processing to obtain the danger parameter of each second virtual object with respect to the first virtual object, wherein the feature information includes at least one of the following: the distance between the second virtual object and the first virtual object, the skill possessed by the second virtual object, and the virtual prop held by the second virtual object; A hit prompt control corresponding to a target second virtual object is displayed in the virtual scene, wherein the target second virtual object is a second virtual object whose danger parameter is greater than a danger parameter threshold.

9. The method according to claim 8, wherein: Before calling the first machine learning model to perform prediction processing, the method further includes: Acquire a sample first virtual object and a plurality of sample second virtual objects, wherein each of the sample second virtual objects is annotated with a risk parameter for the sample first virtual object; Based on the feature information respectively corresponding to the plurality of sample second virtual objects, calling the initialized first machine learning model to perform prediction processing to obtain a risk parameter of each of the sample second virtual objects with respect to the sample first virtual object; Determining an error between the predicted risk parameter and the pre-marked risk parameter; Back propagation is performed based on the error, and the parameters of the first machine learning model are updated during the back propagation process.

10. The method according to any one of claims 1 to 9, wherein: In response to the triggering operation of the target hit prompt control, controlling the first virtual object to turn to the target direction includes: In response to a pressing operation on a target hit prompt control, controlling the first virtual object to turn toward a target direction, and switching the target hit prompt control to a wheel control, and An aiming control corresponding to the virtual prop to be released by the first virtual object is displayed in the virtual scene.

11. The method according to claim 10, wherein: The method further comprises: In response to a dragging operation on the wheel control, adjusting the position of the aiming control in the virtual scene according to the dragging direction and the dragging amplitude of the dragging operation; In response to the dragging operation being released, the first virtual object is controlled to release the virtual prop in a direction corresponding to the adjusted aiming control.

12. The method according to claim 11, wherein: The method further comprises: In response to the virtual prop hitting the second virtual object corresponding to the target hit prompt control, damage is caused to the second virtual object, and the second virtual object is moved to the position of the first virtual object, or the first virtual object is moved to the position of the second virtual object.

13. The method according to claim 11, wherein: In response to a drag operation on the wheel control, the method further includes: In response to a sliding operation on a blank area of ​​the virtual scene, the viewing angle of the first virtual object in the virtual scene is adjusted accordingly according to a sliding direction and a sliding amplitude of the sliding operation.

14. The method according to claim 10, wherein: The method further comprises: Displaying a cancel release control in the virtual scene; In response to a trigger operation for the cancel-release control, the wheel control, the aiming control, and the cancel-release control are canceled from display in the virtual scene.

15. The method according to any one of claims 1 to 14, wherein: Before responding to the triggering operation on the target hit prompt control, the method further includes: In response to a selection operation on at least one hit prompt control, the selected hit prompt control is used as a target hit prompt control, and the display mode of the target hit prompt control is switched to a highlighted display mode that is different from other hit prompt controls, wherein the other hit prompt controls are hit prompt controls other than the target hit prompt control.

16. The method according to any one of claims 1 to 14, wherein: Before responding to the triggering operation on the target hit prompt control, the method further includes: Based on the feature information respectively corresponding to the at least one hit prompt control, a second machine learning model is called to perform prediction processing to obtain a selection probability corresponding to each hit prompt control, wherein the feature information includes at least one of the following: the distance between the second virtual object corresponding to the hit prompt control and the first virtual object, the skill possessed by the second virtual object corresponding to the hit prompt control, and the virtual prop held by the second virtual object corresponding to the hit prompt control; The hit prompt control corresponding to the maximum selection probability is used as the target hit prompt control, and the display mode of the target hit prompt control is switched to a highlighted display mode different from other hit prompt controls, wherein the other hit prompt controls are hit prompt controls other than the target hit prompt control.

17. A virtual scene interactive processing device, the device comprising: A display module, configured to display a virtual scene in a human-computer interaction interface, wherein the virtual scene includes a plurality of virtual objects; The display module is further configured to display at least one hit prompt control in the virtual scene in response to the first virtual object being attacked by at least one second virtual object, wherein the direction of each hit prompt control is consistent with the attack direction of the corresponding second virtual object; The control module is configured to control the first virtual object to turn to a target direction in response to a trigger operation on a target hit prompt control, wherein the target hit prompt control is a selected hit prompt control among the at least one hit prompt control, and the target direction is the opposite direction of the pointing direction of the target hit prompt control.

18. An electronic device comprising: A memory for storing executable instructions; A processor is used to implement the interactive processing method of the virtual scene described in any one of claims 1 to 16 when executing the executable instructions stored in the memory.

19. A computer-readable storage medium storing computer-executable instructions, wherein when the computer-executable instructions are executed by a processor, the method for interactive processing of a virtual scene according to any one of claims 1 to 16 is implemented.

20. A computer program product, comprising a computer program or a computer executable instruction, wherein when the computer program or the computer executable instruction is executed by a processor, the method for interactive processing of a virtual scene according to any one of claims 1 to 16 is implemented.

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