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

By detecting the distance to virtual objects in a virtual scene and outputting prompts, the problem of information display interfaces obstructing the view is solved, thus improving the gaming experience and human-computer interaction efficiency.

WO2026051661A1PCT designated stage Publication Date: 2026-03-12TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-08-04
Publication Date
2026-03-12

AI Technical Summary

Technical Problem

When the information display interface in a virtual scene obstructs the view, existing technology prevents players from reacting to interactions in the virtual scene in a timely manner, affecting game smoothness and human-computer interaction efficiency.

Method used

When players browse the information display interface, the distance between virtual objects is detected. When a second virtual object gets close to the first virtual object, a prompt message is output to remind players of the occluded interaction in the virtual scene.

Benefits of technology

It enhances the player's gaming experience, reduces the consumption of information processing resources, improves the smoothness and response speed of virtual scene rendering, avoids conflicts between the information display interface and visual focus, and enhances the efficiency of human-computer interaction.

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Abstract

The present application provides an interaction processing method and apparatus for a virtual scene, an electronic device, a computer-readable storage medium, and a computer program product. The method comprises: displaying a virtual scene, the virtual scene comprising a first virtual object; in response to an information viewing operation, displaying an information display interface that covers at least a portion of the virtual scene; and, in response to the distance between at least one second virtual object and the first virtual object being less than a distance threshold, outputting prompt information.
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Description

Method and apparatus for processing interaction of virtual scene, electronic device, computer readable storage medium and computer program product

[0001] Cross-reference to Related Applications

[0002] The present application is based on and claims priority to Chinese patent application No. 2024112445993, filed on September 5, 2024, the entire contents of which are incorporated herein by reference. TECHNICAL FIELD

[0003] The present application relates to the technical field of Internet, in particular to a method and apparatus for processing interaction of virtual scene, electronic device, computer readable storage medium and computer program product. BACKGROUND

[0004] Based on the display technology of graphics processing hardware, the channel for perceiving the environment and obtaining information is expanded, especially the display technology of virtual scene, which can realize diversified interaction between virtual objects controlled by users (or players) or artificial intelligence according to actual application requirements, and has various typical application scenarios, for example, in the virtual scene of games, the real battle process between virtual objects can be simulated.

[0005] Taking a role-playing game as an example, in the related art, in order to avoid the field of view of the game scene being completely blocked, a design scheme of half screen or edge reserved space is usually adopted to display the information display interface, however, on the one hand, the requirement for information processing is more stringent, and the amount of information that can be loaded is also more limited, on the other hand, it is also easy to cause additional interference to information reading, and it is impossible to meet the browsing demand of the player for the information display interface while reminding the field of view covered (or blocked) by the information display interface in the game scene, the information display interface may conflict with the visual focus in the game scene, resulting in that the information greatly interferes with the game scene, too many computing resources are consumed, the game performance is reduced, the smoothness and response speed of the game are affected, and thus the efficiency of human-computer interaction is low. SUMMARY

[0006] The embodiments of the present application provide a method and apparatus for processing interaction of virtual scene, electronic device, computer readable storage medium and computer program product, which can timely remind the interaction covered by the information display interface in the virtual scene when the player browses the information display interface, so as to improve the efficiency of human-computer interaction.

[0007] The technical solutions of the embodiments of the present application are as follows:

[0008] The embodiments of the present application provide a method for processing interaction of virtual scene, the method is executed by an electronic device, comprising:

[0009] display a virtual scene, wherein the virtual scene comprises a first virtual object;

[0010] in response to an information viewing operation, display an information display interface in a manner of covering at least part of the virtual scene;

[0011] in response to a distance between at least one second virtual object and the first virtual object being less than a distance threshold, output prompt information.

[0012] Embodiments of the present application provide an interactive processing apparatus of a virtual scene, comprising:

[0013] a display module configured to display a virtual scene, wherein the virtual scene comprises a first virtual object;

[0014] the display module is configured to, in response to an information viewing operation, display an information display interface in a manner of covering at least part of the virtual scene;

[0015] an output module configured to, in response to a distance between at least one second virtual object and the first virtual object being less than a distance threshold, output prompt information.

[0016] Embodiments of the present application provide an electronic device, comprising:

[0017] a memory configured to store computer executable instructions or computer programs;

[0018] a processor configured to execute the computer executable instructions or computer programs stored in the memory to implement the interactive processing method of a virtual scene provided by embodiments of the present application.

[0019] Embodiments of the present application provide a computer readable storage medium storing computer executable instructions or computer programs, configured to be executed by a processor to implement the interactive processing method of a virtual scene provided by embodiments of the present application.

[0020] Embodiments of the present application provide a computer program product comprising computer programs or computer executable instructions, configured to be executed by a processor to implement the interactive processing method of a virtual scene provided by embodiments of the present application.

[0021] Embodiments of the present application have the following beneficial effects:

[0022] When the player browses the information display interface, the part of the virtual scene covered by the information display interface is detected, and when it is detected that other virtual objects (i.e., at least one second virtual object) are close to the virtual object (i.e., the first virtual object) controlled by the current player, prompt information is output. In this way, the interaction in the virtual scene blocked by the information display interface can be delivered through the prompt information without affecting the player's information reading, so as to timely remind the player. The browsing demand of the player for the information display interface is met, the visual field covered by the information display interface in the game scene is reminded, the conflict between the information display interface and the visual focus in the virtual scene is avoided, the interference of the information on the virtual scene is reduced, the resource consumption in the information processing process is saved, the fluency and response speed of the virtual scene rendering process are improved, and the efficiency of human-computer interaction is improved. Therefore, the player can be prevented from not reacting in time due to focusing on the information display interface, and the game experience of the player is improved. BRIEF DESCRIPTION OF DRAWINGS

[0023] FIG. 1 is an architecture schematic diagram of an interaction processing system 100 of a virtual scene provided by an embodiment of the present application;

[0024] FIG. 2 is a structural schematic diagram of an electronic device 500 provided by an embodiment of the present application;

[0025] FIG. 3 is a first flow schematic diagram of an interaction processing method of a virtual scene provided by an embodiment of the present application;

[0026] FIG. 4 is a second flow schematic diagram of an interaction processing method of a virtual scene provided by an embodiment of the present application;

[0027] FIG. 5 is a third flow schematic diagram of an interaction processing method of a virtual scene provided by an embodiment of the present application;

[0028] FIG. 6 is a first application scenario schematic diagram of an interaction processing method of a virtual scene provided by an embodiment of the present application;

[0029] FIG. 7 is a second application scenario schematic diagram of an interaction processing method of a virtual scene provided by an embodiment of the present application;

[0030] FIG. 8 is a principle schematic diagram of a depth test provided by an embodiment of the present application;

[0031] FIG. 9 is a fourth flow schematic diagram of an interaction processing method of a virtual scene provided by an embodiment of the present application;

[0032] FIG. 10 is a fifth flow schematic diagram of an interaction processing method of a virtual scene provided by an embodiment of the present application;

[0033] FIG. 11 is a third application scenario schematic diagram of an interaction processing method of a virtual scene provided by an embodiment of the present application. DETAILED DESCRIPTION

[0034] In order to make the purposes, technical solutions and advantages of the present application clearer, the present application will be further described in detail below with reference to the drawings. The described embodiments should not be regarded as limitations to the present application. All other embodiments obtained by those of ordinary skill in the art without creative work under the premise that there is no conflict, belong to the scope of protection of the present application.

[0035] In the following description, reference is made to "some embodiments", which describes a subset of all possible embodiments, but it can be understood that "some embodiments" can be the same subset or different subsets of all possible embodiments, and can be combined with each other without conflict.

[0036] It can be understood that, in the embodiments of the present application, the data related to user information and the like (for example, data of a game character controlled by a player) are involved. When the embodiments of the present application are applied to specific products or technologies, the user's permission or consent needs to be obtained, and the collection, use and processing of the related data need to comply with relevant laws, regulations and standards.

[0037] In the following description, the terms "first\second\..." are only to distinguish similar objects, and do not represent a specific order of the objects. It can be understood that "first\second\..." can be interchanged in a specific order or sequence as allowed, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.

[0038] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which the present application belongs. The terms used herein are only for the purpose of describing the embodiments of the present application and are not intended to limit the present application.

[0039] Before the embodiments of the present application are further described in detail, the terms and phrases involved in the embodiments of the present application are explained, and the terms and phrases involved in the embodiments of the present application are applicable to the following explanations.

[0040] 1) In response to: used to represent the conditions or states on which the operations performed depend, when the dependent conditions or states are met, one or more operations performed can be real-time or have a set delay; in the absence of special instructions, there is no restriction on the execution order of multiple operations performed.

[0041] 2) Virtual scene: a scene displayed (or provided) by an application when running on a terminal device. The scene can be a simulated environment of the real world, a virtual environment that is half simulated and half fictional, or a purely fictional 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, and the embodiments of the present application do not limit the dimension of the virtual scene. For example, the virtual scene can include a sky, a land, an ocean, and the like, and the land can include desert, city, and the like, and a user can control a virtual object to move in the virtual scene.

[0042] 3) Virtual object: an image of various people and things that can interact in a virtual scene, or a movable object in a virtual scene. The movable object can be a virtual person, a virtual animal, an animation character, and the like, such as a person, an animal, and the like displayed in a virtual scene. For example, the virtual object can be a virtual image in a virtual scene representing a user. The virtual scene can include multiple virtual objects, each virtual object having its own shape and volume in the virtual scene and occupying a part of the space in the virtual scene.

[0043] 4) Cloud gaming: also known as gaming on demand, which means deploying a game program in a server, running an instance of the game program (referred to as a game instance), and sending game data output during running to a browser page of a user terminal. The page calls a media component of the browser to decode the game data, and renders a real-time game screen in the game process according to the decoding result. When the page detects an operation implemented by the user in the game screen, it will be reported to the game instance running in the server. When receiving the game data generated by the game instance in response to the operation, the decoding and rendering process will be repeated, so as to present the change of the game screen according to the user's operation in the page.

[0044] That is, cloud gaming is an online gaming technology based on cloud computing technology. Cloud gaming technology enables a thin client with relatively limited graphics processing and data processing capabilities to run high-quality games. In the cloud gaming scenario, the game is not run on the user terminal (such as a player's game terminal), but is run in the cloud server, and the cloud server renders the game scene into an audio and video stream and transmits it to the user terminal through the network. In this way, the user terminal does not need to have strong graphics processing and data processing capabilities, but only needs to have basic streaming media playback capabilities and the ability to obtain player input instructions and send them to the cloud server.

[0045] 5) information display interface: an interface for displaying a virtual scene. For example, a graphical user interface (GUI) display, such as an augmented reality (AR) interface, a virtual reality (VR) interface, a voice user interface (VUI), an interactive projection interface (using projection technology to display information on a plane), an eye movement detection interface (an interface controlled by detecting the user's line of sight), a holographic interface (a three-dimensional hologram formed by holographic projection technology, without the need to wear special glasses to see a stereoscopic image), a multi-modal interface (an interactive interface that combines multiple interaction modes, such as touch, vision, hearing, etc.), a brain-machine interface (BMI) interface, etc.

[0046] With the upgrading of mobile device performance generation by generation, role-playing type three-dimensional (3D) real scene type mobile games are becoming more and more common, especially the rise of the open world concept, the original game console type action, massive multiplayer online (MMO, Massive Multiplayer Online) and other gameplay are transplanted to mobile phones. However, due to the limitation of the size of the mobile phone screen, the information display of complex nurturing, equipment, backpack and other systems will block more game view, at this time the safety of the game character controlled by the player in the game scene (such as a virtual world) will be affected. For example, when the player opens the equipment system to view the attributes of the game character in the wild non-safe area, he often ignores the danger of being attacked by other game characters because of focusing on the interface for displaying equipment information, and only closes the equipment interface when he hears the sound effect of the other party launching a skill and himself being attacked, resulting in being too late.

[0047] In order to solve the above technical problems, the related technology provides the following two solutions: one is to try not to design a full-screen interface to block the view, but to adopt a half-screen or edge empty design scheme. However, this design is more demanding on information processing, and the amount of information that can be loaded is also more limited; on the other hand, it is also easy to cause additional interference to the player's information reading. Two is to determine the absolute dangerous condition, which usually determines whether to automatically close the interface opened by the player through the conditions of entering the battle, being attacked, etc., or increases the red breathing warning animation effect on the interface, however, this design method is easy to affect the player's information reading, interrupt the current task processing, and at the same time this moment interruption is usually too late, losing the initiative of the battle.

[0048] It can be seen that the scheme provided by the related art either treats the symptoms but not the root cause, is not friendly to information design, and greatly limits the planning of the game play, or only handles the dangerous situation of being attacked or interrupted in an extreme case, causing the player to be unable to react in time, thereby affecting the victory of the battle. Over time, this will make the player overly nervous and cautious in such games, unable to deeply read the core game play information, reducing the playability and durability of the game, and the excessive nervousness will also cause the player to be anxious, thereby failing to achieve the relaxed and comfortable experience of the game.

[0049] In view of this, the embodiment of the present application provides a virtual scene interaction processing method and device, electronic equipment, computer readable storage medium and computer program product, which can remind the player of the interaction in the virtual scene covered by the information display interface in time when the player browses the information display interface, so as to improve the game experience of the player. The electronic equipment provided by the embodiment of the present application is described below. The electronic equipment provided by the embodiment of the present application can be implemented as a terminal device (corresponding to a stand-alone version of the game), or cooperatively implemented by a terminal device and a server (corresponding to a networked version of the game). The virtual scene interaction processing method provided by the embodiment of the present application is taken as an example for description.

[0050] Before introducing the architecture of the virtual scene interaction processing system provided by the embodiment of the present application, the game mode related to the embodiment of the present application is introduced first. For the scheme cooperatively implemented by the terminal device and the server, two game modes are mainly involved, which are a local game mode and a cloud game mode. The local game mode refers to that the terminal device and the server cooperatively run the game processing logic, the operation instruction input by the player in the terminal device is partly 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 complex and needs to consume more computing power. The cloud game mode refers to that the game logic processing is completely run by the server (for example, a cloud server), and the game scene data is rendered into an audio / video stream by the cloud server, and then transmitted to the terminal device through the network for display. That is to say, the terminal device only needs to have the basic stream media playing ability and the ability to obtain the operation instruction of the player and send it to the server.

[0051] The architecture of the virtual scene interaction processing system provided by the embodiment of the present application is described below.

[0052] For example, referring to FIG. 1, which is an architecture diagram of an interactive processing system 100 of a virtual scene according to an embodiment of the present application. As shown in FIG. 1, the interactive processing system 100 of the virtual scene includes a server 200, a network 300 and a terminal device 400. The server 200 is a background server (for example, a game background server) of a client 410 running on the terminal device 400. 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 a user (or player). The client 410 running on the terminal device 400 can be various types of clients, such as a shooting game client, a role-playing game client, a massively multiplayer online game client, and a browser, etc.

[0053] In some embodiments, taking a role-playing game as an example, a virtual scene can be displayed in the human-computer interaction interface of the client 410. The virtual scene includes a first virtual object (for example, a game character A controlled by the current player can be displayed in the virtual scene). Then, the client 410 displays an information display interface in a manner of covering at least part of the virtual scene in response to an information viewing operation triggered by the player. The information display interface can be used to display information related to the first virtual object (for example, including attribute information of the first virtual object, or information of a virtual prop equipped by the first virtual object, etc.). That is, the information display interface will block the view of the player in the virtual scene. For example, the information display interface can cover at least the first virtual object in the virtual scene. Due to the existence of the information display interface, the player cannot understand the situation of the first virtual object in the virtual scene at this time. Then, the client 410 can detect the virtual scene. When it is detected that the distance between at least one second virtual object (for example, a game character B controlled by another player) and the first virtual object is less than a distance threshold, that is, when it is detected that another game character is close to the game character controlled by the current player, a prompt information can be output. In this way, the situation of the part of the virtual scene covered by the information display interface can be conveyed to the player through the prompt information without interrupting the information reading of the player, so as to timely remind the player, and thus the game experience of the player is improved.

[0054] It should be noted that the virtual scene in the virtual scene interaction processing method provided by the embodiments of the present application can be completely based on the terminal device output, or based on the terminal device and the server cooperative output, for example, the related data calculation and output of the virtual scene can be completely completed by relying on the graphic processing hardware computing capability of the terminal device 400, wherein the types of graphic processing hardware include a central processing unit (CPU) and a graphics processing unit (GPU). For example, when forming a visual perception of a virtual scene, the terminal device 400 calculates the required data by graphic computing hardware, and completes loading, parsing and rendering of display data, and outputs a video frame capable of forming a visual perception of a virtual scene by graphic output hardware, for example, a two-dimensional video frame is presented on the display screen of a smart phone, or a video frame achieving a three-dimensional display effect is projected on the lens of an augmented reality / virtual reality glasses; in addition, in order to enrich the perception effect, the terminal device 400 can also form one or more of auditory perception, tactile perception, motion perception and taste perception by means of different hardware.

[0055] Of course, the virtual scene calculation can also be completed by relying on the computing capability of the server 200, and the virtual scene is output by the terminal device 400, for example, taking forming a visual perception of a virtual scene as an example, the server 200 calculates the virtual scene related display data (for example, scene data) and sends it to the terminal device 400 through the network 300, the terminal device 400 relies on graphic computing hardware to complete loading, parsing and rendering of the calculated display data, and relies on graphic output hardware to output the virtual scene to form a visual perception, for example, a two-dimensional video frame can be presented on the display screen of a smart phone, or a video frame achieving a three-dimensional display effect is projected on the lens of an augmented reality / virtual reality glasses; for the form of perception of the virtual scene, it can be understood that the corresponding hardware output of the terminal device 400 can be used, for example, a microphone is used to form auditory perception, a vibrator is used to form tactile perception, and the like.

[0056] It should be noted that the server 200 in FIG. 1 can be a stand-alone physical server, a server cluster or a distributed system composed of multiple physical servers, or a cloud server providing cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDN), and basic cloud computing services such as big data and artificial intelligence platforms. The terminal device 400 can be a smart phone, a tablet computer, a notebook computer, a desktop computer, a smart speaker, a smart watch, a vehicle-mounted terminal, and the like, but is not limited thereto. The terminal device 400 and the server 200 can be connected directly or indirectly through wired or wireless communication, which is not limited in the embodiments of the present application.

[0057] In some embodiments, the terminal device or the server can also implement the interactive processing method of the virtual scene provided in the embodiments of the present application by running various computer executable instructions or computer programs. For example, the computer executable instructions can be microprogram level commands, machine instructions or software instructions. The computer program can be a native program or a software module in the operating system; can be a native application program (APP), that is, a program that needs to be installed in the operating system to run, such as a role-playing game APP; or can be a small program that can be embedded into any APP, that is, a program that only needs to be downloaded into a browser environment to run. In summary, the above computer executable instructions can be any form of instructions, and the above computer programs can be any form of application programs, modules or plug-ins.

[0058] The structure of the electronic device provided in the embodiments of the present application will be described below. Taking the electronic device as a terminal device as an example, referring to FIG. 2, FIG. 2 is a structural schematic diagram of an electronic device 500 provided in the embodiments of the present application. The electronic device 500 shown in FIG. 2 includes at least one processor 510, a memory 550, at least one network interface 520 and a user interface 530. The 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 realize the connection and communication between the components. In addition to including a data bus, the bus system 540 also includes a power bus, a control bus and a status signal bus. However, for the purpose of clear illustration, all kinds of buses are marked as the bus system 540 in FIG. 2.

[0059] The processor 510 can be an integrated circuit chip that has the processing capability of signals, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components, etc., wherein the general-purpose processor can be a microprocessor or any conventional processor.

[0060] The user interface 530 includes one or more output devices 531 that enable presentation of media content, including at least one of: one or more speakers, one or more visual display screens. The user interface 530 also includes one or more input devices 532 that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

[0061] The memory 550 can be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard drives, optical drives, etc. The memory 550 optionally includes one or more storage devices physically located in proximity to the processor 510.

[0062] The memory 550 includes volatile memory or non-volatile memory, and can also include both volatile and non-volatile memory. Non-volatile memory can be read only memory (ROM), and volatile memory can be random access memory (RAM). The memory 550 described in embodiments of the present application is intended to include any suitable type of memory.

[0063] In some embodiments, the memory 550 is capable of storing data to support various operations, examples of which include programs, modules, and data structures or a subset or superset thereof, which are described below.

[0064] The operating system 551 includes system programs for processing various basic system services and performing hardware-related tasks, such as a framework layer, a core library layer, a driver layer, etc., for implementing various basic services and processing hardware-based tasks;

[0065] The network communication module 552 is used to communicate with other computing devices via one or more (wired or wireless) network interfaces 520, examples of which include Bluetooth, wireless compatibility certification (WiFi), and universal serial bus (USB), etc.

[0066] a presentation module 553 for enabling presentation of information (e.g., a user interface for operating a peripheral device and displaying content and information) via one or more output devices 531 (e.g., a display screen, a speaker, etc.) associated with the user interface 530;

[0067] an input processing module 554 for detecting and translating one or more user inputs or interactions from one or more input devices 532.

[0068] In some embodiments, the apparatus provided by the embodiments of the present application can be implemented in software. FIG. 2 shows an interactive processing apparatus 555 of a virtual scene stored in the memory 550, which can be software in the form of programs and plug-ins, etc., including the following software modules: a display module 5551, an output module 5552, a control module 5553, an acquisition module 5554, and a determination module 5555. These modules are logical, and thus can be combined or further split according to the implemented functions. It should be noted that all the above modules are shown at one time in FIG. 2 for the convenience of expression, but should not be regarded as excluding the implementation that the interactive processing apparatus 555 of the virtual scene can only include the display module 5551 and the output module 5552. The functions of the various modules will be described below.

[0069] The interactive processing method of the virtual scene provided by the embodiments of the present application will be described in detail below in combination with exemplary applications and implementations of the terminal device provided by the embodiments of the present application.

[0070] For example, referring to FIG. 3, which is a first flowchart of the interactive processing method of the virtual scene provided by the embodiments of the present application, the steps shown in FIG. 3 will be described.

[0071] It should be noted that the method shown in FIG. 3 can be executed by various forms of computer programs run by the terminal device, and is not limited to the client, for example, can also be the operating system, software module, script, and applet described above, and thus the following description with the example of the client should not be regarded as limiting the embodiments of the present application. In addition, for the convenience of description, the terminal device and the client run by the terminal device will not be specifically distinguished in the following description.

[0072] In step 101, a virtual scene is displayed.

[0073] Here, the virtual scene can include a first virtual object, for example, the first virtual object can be a game character A in the virtual scene (e.g., a game scene) controlled by a current player (e.g., player 1). Of course, the virtual scene can also include other virtual objects, such as game characters controlled by other players or non-player characters, etc.

[0074] In some embodiments, a client (e.g., a role-playing game APP) can be running on a terminal device associated with a current player, and a plurality of virtual objects (e.g., game characters B and C, etc.) including a first virtual object (e.g., game character A) controlled by the current player can be displayed in a human-computer interaction interface of the client, for example, the plurality of virtual objects can be participating in the same virtual game.

[0075] As an example, a large online multiplayer role-playing game APP can be running on a terminal device (e.g., a mobile phone) associated with a player, and when receiving a click operation of the player on an APP icon, a virtual scene can be displayed on a screen of the terminal device (i.e., a human-computer interaction interface of the large online multiplayer role-playing game APP), wherein the virtual scene can include a plurality of game characters including a game character controlled by the current player.

[0076] In some embodiments, the virtual scene can be displayed in a first-person perspective (e.g., the current player plays a virtual object in the game in the player's own perspective), or in a third-person perspective (e.g., the player chases a virtual object in the game to play the game), or in a bird's-eye view (i.e., a perspective of observing the entire virtual scene from a top-down angle), and the different perspectives can be switched arbitrarily.

[0077] As an example, the first virtual object can be a virtual object controlled by the current player in the game, and the virtual scene can also include other virtual objects (i.e., second virtual objects), for example, virtual objects controlled by other users or by a robot program, that is, the second virtual objects can be player characters and non-player characters. The virtual objects can be divided into any of a plurality of teams, and the teams can be in an antagonistic relationship or a cooperative relationship, and the teams in the virtual scene can include one or all of the above relationships.

[0078] As an example, the virtual scene displayed in the human-computer interaction interface can include: determining a field of view area of the first virtual object according to a viewing position and a field of view angle of the first virtual object in the complete virtual scene, and presenting a part of the complete virtual scene located in the field of view area, that is, the displayed virtual scene can be a part of the panoramic virtual scene. Because the first-person perspective is the most impactful viewing perspective for users, in this way, immersive perception of users during operation can be achieved.

[0079] For example, in the case of displaying a virtual scene from a bird's eye view, the virtual scene displayed in the human-computer interaction interface can include: in response to a zooming operation on the panoramic virtual scene, presenting the partial virtual scene corresponding to the zooming operation in the human-computer interaction interface, that is, the displayed virtual scene can be a partial virtual scene relative to the panoramic virtual scene. In this way, the operability of the user during operation can be improved, thereby improving the efficiency of human-computer interaction. In addition, switching between different perspectives can also be performed. 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.

[0080] In step 102, in response to an information viewing operation, an information display interface is displayed based on a manner of covering at least part of the virtual scene.

[0081] Here, the information display interface can be used to display information related to the first virtual object (such as attribute information of the first virtual object itself, or virtual prop information equipped by the first virtual object, etc.), and covers at least part of the virtual scene, for example, the information display interface covers the first virtual object displayed in the virtual scene (that is, the first virtual object is blocked by the information display interface, so that the player cannot see the first virtual object in the virtual scene).

[0082] In some embodiments, the above-mentioned manner of displaying the information display interface based on covering at least part of the virtual scene can be implemented by displaying the information display interface in a manner of completely covering the virtual scene, wherein the information display interface can include the first virtual object, for example, the first virtual object included in the virtual scene (such as game character A controlled by the current player in the game scene) can be displayed in the information display interface.

[0083] For example, taking game character A controlled by player 1 as the first virtual object, when an information viewing operation (such as an operation of opening a backpack interface) triggered by player 1 is received, the information display interface (such as a backpack interface) can be displayed in a manner of completely covering the game scene, for example, the information display interface can be displayed in a full-screen manner, and game character A can be displayed in the information display interface, for example, the upper body of game character A facing player 1 can be displayed in the information display interface.

[0084] For example, referring to FIG. 11, which is a third application scenario diagram of the method for processing interaction of a virtual scene according to an embodiment of the present application, as shown in the upper diagram of FIG. 11, a virtual object 802 is displayed in a virtual scene 801, and in response to an information viewing operation of a player who controls the virtual object 802, as shown in the lower diagram of FIG. 11, an information display interface 803 is displayed on the virtual scene 801, that is, the information display interface 803 is displayed in a manner of completely covering the virtual scene 801, and the information display interface 803 includes the virtual object 802.

[0085] In some embodiments, the information display interface can also be displayed in a manner of covering at least part of the virtual scene by the following manner: displaying the information display interface in a manner of covering part of the virtual scene, and canceling display of at least one control included in the virtual scene, wherein the information display interface covers at least a first virtual object included in the virtual scene, and the at least one control is used to control the first virtual object.

[0086] For example, taking the first virtual object as a game character A controlled by the player 1 as an example, when receiving an information viewing operation triggered by the player 1 in the game scene, the information display interface (for example, a backpack interface) can be displayed in a manner of covering part of the virtual scene, that is, the size of the information display interface is smaller than the size of the virtual scene, for example, the size of the information display interface is only one fourth of the size of the virtual scene, and the information display interface can be displayed in a manner of hovering at the center of the virtual scene (that is, the center of the virtual scene and the center of the information display interface are coincident). In addition, when the information display interface is displayed, the control for controlling the game character A in the game scene can also be canceled, that is, the control for controlling the game character A in the game scene is hidden, because the player at this time focuses on reading the content displayed by the information display interface, rather than controlling the game character A, and therefore, in order to save resources, the control for controlling the game character A displayed in the game scene can be hidden.

[0087] For example, referring to FIG. 7, as shown in FIG. 7, in response to the information viewing operation of the player, the non-full-screen interface 701 (that is, the information display interface covering part of the virtual scene) can be displayed in a manner of only shielding the middle field of view of the virtual scene.

[0088] The embodiments of the present application can display the information display interface in a manner of completely covering the virtual scene, or in a manner of covering part of the virtual scene and canceling display of at least one control included in the virtual scene. The information display interface that completely covers the virtual scene can enable the user to focus on the provided information and reduce interference in the virtual environment. The information display interface that covers part of the virtual scene can be used to provide auxiliary information or interactive options without destroying the sense of immersion, allow the user to focus on the virtual scene and key information at the same time, and help maintain the sense of immersion of the scene. When the information display interface is displayed in a manner of covering part of the virtual scene, the control is dynamically displayed or hidden according to the current operation of the user and changes in the virtual environment, which can simplify the user interface, enhance the user's perception of the environment, and improve the interaction efficiency. The above scheme can flexibly adjust the coverage range of the information display interface and the display of the control according to the user's needs and the characteristics of the scene, and improve the user experience.

[0089] In some other embodiments, in addition to the above examples, the following processing can also be performed: a preview window is displayed in the virtual scene, wherein the preview window at least includes part of the virtual scene covered by the information display interface, and the preview window and the information display interface are two independent areas in the virtual scene.

[0090] For example, when the information display interface is displayed in a manner of covering part of the virtual scene, a preview window can also be displayed in the virtual scene, for example, the preview window can be displayed on the left side of the information display interface, and part of the virtual scene covered by the information display interface can be displayed in the preview window. That is, the player can read the relevant information in the information display interface while observing the situation of the part of the virtual scene blocked by the information display interface through the preview window.

[0091] For example, continuing to refer to FIG. 7, when the player opens the non-full-screen interface 701 (corresponding to the information display interface covering part of the virtual scene) that only blocks the middle field of view to operate, an independent small camera preview window 703 (corresponding to the preview window) can be projected in the corner (for example, the upper left corner) of the game interface 702, and the content blocked by the non-full-screen interface 701 in the game interface 702 can be displayed in the preview window 703.

[0092] In the embodiment of the present application, when the information display interface is displayed in a manner of covering part of the virtual scene, a preview window is simultaneously displayed in the virtual scene to display the part of the virtual scene covered by the information display interface. The preview window can enable the user to still see the covered part of the virtual scene without hiding the information display interface, maintain the integrity and continuity of the scene, and neither completely separate the user from the virtual environment nor let the information display interface interfere with the user's immersive experience. The user can directly see in the preview window how his operation affects the covered area, which can provide intuitive feedback and improve the accuracy of the operation.

[0093] In some embodiments, in addition to the above examples, the following processing can also be performed: in response to the distance between the at least one second virtual object and the first virtual object being less than a fourth distance threshold (for example, 80 meters) and the at least one second virtual object not being completely covered by the information display interface, highlighting the at least one second virtual object included in the preview window to remind the player.

[0094] For example, taking the first virtual object as a game character A controlled by the player 1 and the at least one second virtual object as a game character B controlled by the player 2, assuming that the game character A controlled by the player 1 and the game character B controlled by the player 2 are in an antagonistic relationship, when it is detected in the game scene that the distance between the game character B and the game character A is less than 80 meters and the game character B in the game scene is not completely covered by the information display interface, the game character B displayed in the preview window can be highlighted to remind the player 1. That is, the player 1 can be reminded through the preview window without interrupting the reading task of the player 1.

[0095] For example, continuing to refer to FIG. 7, when other game characters controlled by players appear within the 80-meter field of view, since the window obstruction does not affect the discovery of the farthest field of view, the other game characters 704 controlled by players can be highlighted only in the preview window 703 to achieve the purpose of early discovery, thereby preventing the visual attention of the player from being concentrated on the non-full-screen interface 701.

[0096] In step 103, in response to the distance between the at least one second virtual object and the first virtual object being less than the distance threshold, the prompt information is output.

[0097] Here, the type of the prompt information can include dangerous prompt information and safe prompt information. For example, when the at least one second virtual object is in an antagonistic relationship with the first virtual object (e.g., the at least one second virtual object and the first virtual object are in two mutually opposing virtual camps in the virtual scene), the dangerous prompt information can be output when it is detected that the at least one second virtual object is close to the first virtual object. When the at least one second virtual object is in a cooperative relationship with the first virtual object (e.g., the at least one second virtual object and the first virtual object are in the same virtual camp in the virtual scene), the safe prompt information can be output when it is detected that the at least one second virtual object is close to the first virtual object. When the at least one second virtual object is a neutral virtual object in the virtual scene, the dangerous prompt information can be output when it is detected that the at least one second virtual object is close to the first virtual object and initiates an attack on the first virtual object.

[0098] In some embodiments, the step 103 can be implemented by outputting the dangerous prompt information in response to the distance between the at least one second virtual object and the first virtual object being less than the distance threshold and the at least one second virtual object being in an antagonistic relationship with the first virtual object.

[0099] For example, taking the first virtual object as a game character A controlled by a current player (e.g., player 1) and the at least one second virtual object as a game character B controlled by a player 2, assuming that the game character A and the game character B are in two mutually opposing camps in the game scene, i.e., the game character A controlled by the player 1 and the game character B controlled by the player 2 are in an antagonistic relationship (i.e., the player 2 is an enemy of the player 1), when it is detected that the game character B controlled by the player 2 is close to the game character A controlled by the player 1 (e.g., it is detected that the distance between the game character B controlled by the player 2 and the game character A controlled by the player 1 is less than 80 meters), the dangerous prompt information can be output, for example, the dangerous prompt information can be displayed on the screen, or the dangerous prompt information can be played through voice, or the dangerous prompt information can be displayed and played through voice at the same time to remind the player 1, for example, to remind the player 1 that danger is approaching and to be prepared.

[0100] In some embodiments, the step 103 can be implemented by outputting the dangerous prompt information in response to the distance between the at least one second virtual object and the first virtual object being less than the distance threshold and the at least one second virtual object being in an antagonistic relationship with the first virtual object.

[0101] For example, taking the first virtual object as game character A controlled by the current player (e.g., player 1) and the at least one second virtual object as game character B controlled by player 2 as an example, assuming that game character A controlled by player 1 and game character B controlled by player 2 are in the same virtual camp in the game scene, i.e., game character A controlled by player 1 and game character B controlled by player 2 are in a cooperative relationship (that is, player 2 is a teammate of player 1), when it is detected that game character B controlled by player 2 is approaching game character A controlled by player 1, for example, when it is detected that the distance between game character B controlled by player 2 and game character A controlled by player 1 is less than 80 meters, a safety prompt information can be output, for example, the safety prompt information can be displayed on the screen, or the safety prompt information can be played in the form of voice, or the safety prompt information is displayed at the same time in the form of voice, so as to remind player 1, for example, to remind player 1 that the teammate is approaching.

[0102] It should be noted that when the number of the at least one second virtual object is multiple, there can be a second virtual object in the multiple second virtual objects that is in an enemy relationship with the first virtual object, and there can be a second virtual object in the multiple second virtual objects that is in a cooperative relationship with the first virtual object, so when the second virtual object in the multiple second virtual objects that is in an enemy relationship with the first virtual object approaches the first virtual object, a danger prompt information can be output, and when the second virtual object in the multiple second virtual objects that is in a cooperative relationship with the first virtual object approaches the first virtual object, a safety prompt information can be output.

[0103] For example, taking the first virtual object as game character A controlled by player 1, and the 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, assuming that game character B and game character A are in an enemy relationship, game character C and game character A are in a cooperative relationship, and game character B and game character C are approaching game character A at the same time, when it is detected that the distance between game character B and game character A is less than the distance threshold, a danger prompt information can be output, and similarly, when it is detected that the distance between game character C and game character A is less than the distance threshold, a safety prompt information can be output. That is, the type and number of prompt information can be related to the number and type of the at least one second virtual object.

[0104] In some embodiments, the step 103 described above can also be implemented by the following manner: in response to the distance between the at least one second virtual object and the first virtual object being less than the distance threshold, and the at least one second virtual object initiating an attack on the first virtual object, outputting a danger prompt information.

[0105] For example, taking the first virtual object as game character A controlled by the current player (e.g., player 1) and the at least one second virtual object as neutral game character (e.g., a monster A in a neutral camp) in the game scene as an example, when it is detected that the monster A is close to the game character A controlled by the player 1 and initiates an attack on the game character A, a danger prompt information can be output.

[0106] It should be noted that when the number of the at least one second virtual object is multiple, the prompt information can be output as long as there is one second virtual object whose distance to the first virtual object is less than the distance threshold; of course, the prompt information can also be output when the distances between the multiple second virtual objects and the first virtual object are all less than the distance threshold; or the prompt information can be output once every time there is one second virtual object whose distance to the first virtual object is less than the distance threshold, which is not limited in the embodiments of the present application.

[0107] For example, taking the first virtual object as game character A controlled by the player 1 and the at least one second virtual object as game character B controlled by the player 2 and game character C controlled by the player 3 as an example, when it is detected that the distance between any one of the game character B and the game character C and the game character A is less than the distance threshold (e.g., 80 meters), the prompt information is output; or when it is detected that the distances between the game character B and the game character C and the game character A are all less than 80 meters, the prompt information is output; or when it is detected that the distance between the game character B and the game character A is less than 80 meters, the prompt information is output, and it is assumed that the distance between the game character C and the game character A is subsequently detected to be less than 80 meters, the prompt information is output again. It should be noted that the prompt information output twice can be the same or different, for example, the prompt information output the first time can carry the related information of the game character B, and the prompt information output the second time can carry the related information of the game character C, which is not limited in the embodiments of the present application.

[0108] The embodiments of the present application can output the danger prompt information or the safety prompt information when the distance between the second virtual object and the first virtual object is less than the distance threshold, which can timely remind the user of the potential danger, so as to avoid or reduce the safety risk in actual operation, or can obtain the feedback about the distance between the virtual objects in real time, which is helpful for the user to make a quick response and adjustment. The prompt information can help the user to maintain the required distance and improve the efficiency and success rate of task completion. At the same time, according to different application scenarios and user needs, the distance threshold and the detail level of the prompt information can be adjusted. Here, the distance prompt can be conveyed in various ways, such as visual warning, sound alarm or vibration feedback, to meet the needs of different users.

[0109] In some embodiments, the distance threshold triggering the output of the prompt information is determined based on any one of the following factors: the type of the second virtual object, the camp relationship between the second virtual object and the first virtual object, the type of the virtual task performed by the first virtual object, the reaction time of the first virtual object, and the level of the first virtual object.

[0110] Here, the distance threshold triggering the output of the prompt information can be related to the type of the second virtual object, that is, for different types of second virtual objects, the corresponding distance threshold can be different. For example, for a second virtual object with an attack strength greater than an attack strength threshold, this type of second virtual object is relatively dangerous, and the corresponding distance threshold can be set to be larger. For a second virtual object with an attack strength less than the attack strength threshold, since this type of second virtual object is relatively safe, even if the distance between the first virtual object and the second virtual object is relatively close, the threat to the first virtual object is not large, and the corresponding distance threshold can be set to be smaller. Of course, the distance threshold can also be a fixed value (for example, it can be pre-set by a game developer or planner), that is, the distance threshold can be independent of the type of the second virtual object, and the embodiments of the present application do not make specific limitations.

[0111] In some embodiments, the distance threshold triggering the output of the prompt information can also be related to the camp between virtual objects, that is, for a second virtual object in the same camp as the first virtual object, the corresponding distance threshold can be greater than the distance threshold corresponding to a second virtual object in a different camp from the first virtual object. Thus, the safety level can be distinguished according to the camp of the virtual object, and for potentially hostile virtual objects, an earlier warning can be issued to protect the first virtual object controlled by the user.

[0112] For the type of virtual task performed by the first virtual object, the distance threshold corresponding to a virtual task of the battle type can be smaller than the distance threshold corresponding to a virtual task of the exploration type. For example, if the game is a battle game, the distance threshold between the characters can be relatively small (such as 5 meters), to increase the tension of the battle. If it is an exploration game, the threshold can be relatively large (such as 10 meters), to avoid frequent prompts.

[0113] For the reaction time of the first virtual object, the distance threshold corresponding to the reaction time of the first virtual object can be determined according to a pre-set association table, so that the virtual object has sufficient reaction time, wherein in the pre-set association table, the reaction time of the virtual object is associated with the distance threshold. For example, if the reaction time of the first virtual object is 1 second, the corresponding distance threshold can be 3 meters. If the reaction time of the first virtual object is 2 seconds, the corresponding distance threshold can be 5 meters.

[0114] For the level of the first virtual object, the distance threshold can be set larger for a player of a novice level, and the distance threshold can be smaller for a player of a high level. For example, the distance threshold for a player of a novice level can be 10 meters, and the distance threshold for a player of a high level can be 5 meters.

[0115] In some embodiments, when the information display interface (referred to as information interface for short) is displayed in a manner of completely covering the virtual scene, and the information display interface includes the first virtual object, step 103 can be implemented by the following manner: in response to the distance between the at least one second virtual object and the first virtual object being less than the first distance threshold (for example, 80 meters), outputting prompt information based on the first virtual object in the information display interface.

[0116] For example, the above-mentioned outputting prompt information based on the first virtual object can be implemented by the following manner: performing at least one of the following processing: displaying the prompt information output by the first virtual object; playing the prompt information based on the timbre of the first virtual object; and playing the prompt information based on a preset timbre.

[0117] For example, taking the first virtual object as a game character A controlled by a player 1, and taking the at least one second virtual object as a game character B controlled by a player 2 as an example, assuming that the game character A and the game character B are in an antagonistic relationship, for example, the game character A and the game character B are in two virtual camps that are in opposition to each other in the game scene, when the player 1 reads the information related to the game character A in the information display interface displayed in full screen, the game scene blocked by the information display interface can be detected, when the distance between the game character B and the game character A is detected to be less than 80 meters in the game scene, the game character A displayed in the information display interface can be controlled to output a danger prompt information, for example, the danger prompt information can be displayed near the game character A, for example, “be careful, there seems to be an enemy around”, or the danger prompt information can be played based on the timbre of the game character A. The danger prompt information can also be played based on a preset timbre, here, the preset timbre can be a timbre selected by the player controlling the game character A from a timbre template in advance.

[0118] It should be noted that, in order to further improve the reminding effect, when the prompt information is output based on the first virtual object, the first virtual object can also be controlled to perform a corresponding action, for example, an animation of the first virtual object nodding or shaking can be played in the information display interface, so as to further improve the reminding effect.

[0119] In some embodiments, in response to the distance between the at least one second virtual object and the first virtual object being less than a second distance threshold (e.g., 50 meters), the first virtual object is controlled to enter an interactive state (e.g., including a cooperative state and a combat state, depending on the relationship between the at least one second virtual object and the first virtual object), and a bearing of the at least one second virtual object is displayed around the first virtual object.

[0120] For example, taking the first virtual object as game character A controlled by player 1 and the at least one second virtual object as game character B controlled by player 2, when the distance between game character B and game character A is detected to be less than 50 meters in the game scene, i.e., game character B further approaches game character A, game character A displayed in the information display interface can be controlled to enter a combat state, e.g., game character A can be controlled to perform some combat actions or assume some combat poses, and at the same time, the approximate bearing of game character B can be displayed around game character A to remind player 1 to counterattack at any time.

[0121] In some embodiments, the information display interface can further include a virtual camera (or virtual camera) bound to the first virtual object, and in response to the distance between the at least one second virtual object and the first virtual object being less than the second distance threshold, the distance between the virtual camera and the first virtual object can be increased, and the height of the virtual camera in the information display interface can be raised to display the full body of the first virtual object in the information display interface.

[0122] For example, taking the first virtual object as game character A controlled by player 1 and the at least one second virtual object as game character B controlled by player 2, when the distance between game character B and game character A is detected to be less than 50 meters in the game scene, i.e., game character B further approaches game character A, game character A displayed in the information display interface can be controlled to enter a combat state, e.g., game character A can be controlled to perform some combat actions or assume some combat poses, and at the same time, the approximate bearing of game character B can be displayed around game character A to remind player 1 to counterattack at any time.

[0123] For example, referring to FIG. 6, as shown in FIG. 6, when the maximum distance of the in-scene field of view visibility range (e.g., about 80 meters) of the current player-controlled game character (i.e., the first virtual object) is greater than the distance between the current player-controlled game character and the enemy player-controlled game character (i.e., the second virtual object), the current player-controlled game character 602 (i.e., the first virtual object) in the opened full-screen system interface 601 (i.e., the information display interface) plays an independent "alert" standby animation and emits a bubble prompt 603 (i.e., a prompt information), for example, "be careful, there seems to be an enemy around". When the distance between the current player-controlled game character and the other player-controlled game characters in the vicinity is about 50 meters, it is determined that the enemy players have an attacking tendency, and the current player is in a state of being possibly discovered. At this time, the perspective of the game character 602 displayed in the full-screen system interface 601 changes, for example, the animation pose of the game character 602 is switched to a battle warning state, and the virtual camera bound to the game character 602 is slightly pulled away and pulled up to display the whole body of the game character 602 in the full-screen system interface 601, and the approximate direction 604 of the enemy is marked in the surrounding range of the game character 602, that is, the player is reminded to enter the battle state at any time through the dynamic UI prompt, and the player can close the interface to fight.

[0124] In some embodiments, in response to the distance between the at least one second virtual object and the first virtual object being less than the second distance threshold, the first virtual object can be controlled to exit the interactive state, and the position mark of the at least one second virtual object can be controlled to be cancelled in the surrounding of the first virtual object.

[0125] For example, continuing to take the first virtual object as the game character A controlled by the player 1 and the at least one second virtual object as the game character B controlled by the player 2 as an example, assuming that the game character A and the game character B are in an enemy relationship, when the distance between the game character B and the game character A is greater than 50 meters, that is, when it is detected that the enemy is gradually far away, the game character A displayed in the information display interface can be controlled to exit the battle state, and the position mark of the game character B can be controlled to be cancelled in the surrounding of the game character A. That is, the state of the game character A is dynamically adjusted with the approach and departure of the enemy. In this way, the player can read the information related to the game character A in the information display interface and also timely understand the relevant situation of the enemy.

[0126] In some embodiments, when the distance between the at least one second virtual object and the first virtual object is less than a third distance threshold (e.g., 20 meters), the orientation of the first virtual object can be adjusted, and at least a part (e.g., the middle part) of the information display interface can be transparently processed to make the at least one second virtual object displayed through the information display interface, wherein the third distance threshold is less than the second distance threshold.

[0127] Here, at least part (e.g. the middle part) of the information display interface can be transparentized in any of the following ways:

[0128] Method one: add transparency to the color value of at least part (e.g. the middle part) of the information display interface; for example, set the text color transparency to 60%, which can be written as "android:textColor="#60FFFFFF" ", where "60" is the transparency value, ranging from 00 (fully transparent) to FF (completely opaque).

[0129] Method two: use the setAlpha method, set by the code "text.getBackground().mutate().setAlpha(50);", and fill a number between 0 and 255 in the parentheses, 0 for full transparency, the larger the number, the less transparent.

[0130] Method three: set in the layout, in the layout file, use "android:alpha="0.5"" to set, the value range is 0.0 to 1.0, 0.0 means full transparency, 1.0 means completely opaque.

[0131] For example, the above-mentioned adjustment of the orientation of the first virtual object can be implemented in the following way: the orientation of the first virtual object is adjusted to face the direction of the target second virtual object, wherein the target second virtual object is a second virtual object in the at least one second virtual object that meets one of the following conditions: closest to the first virtual object, maximum state parameter.

[0132] For example, taking the first virtual object as game character A controlled by player 1 and the at least one second virtual object as game character B controlled by player 2 as an example, assuming that game character A and game character B are in an antagonistic relationship, when the distance between game character B and game character A is detected to be less than 20 meters in the game scene, that is, the enemy is approaching continuously and poses a great threat, the orientation of game character A displayed in the information display interface (e.g. assuming the original orientation of game character A is facing the player) can be adjusted to face the direction of game character B, and the information display interface can also be transparentized to enable game character B to be displayed through the information display interface, that is, player 1 can see game character B in the game scene, to facilitate player 1 to counterattack.

[0133] For example, continuing to refer to FIG. 6, when it is detected that the enemy player-controlled game character continues to approach, for example, the distance between the enemy player-controlled game character and the current player-controlled game character is less than 20 meters, the orientation of the game character 602 can be changed to a regular operation state in the local (for example, the direction of facing away from the player), and the contour edge of the game character 602 can be highlighted in red to prompt the player to be vigilant and that a dangerous situation has occurred. In addition, the middle part of the full-screen system interface 601 can also be transparently processed to display the actual field of view in the current local, for example, the enemy player-controlled game character 605 can be displayed through the middle part of the full-screen system interface 601.

[0134] It should be noted that when the number of the at least one second virtual object is multiple, the orientation of the first virtual object (for example, the game character A) can be adjusted to face the second virtual object (for example, the game character C) closest to the first virtual object among the multiple second virtual objects (for example, the game character B and the game character C, where the distance between the game character B and the game character A is 70 meters, and the distance between the game character C and the game character A is 60 meters), that is, the first virtual object is controlled to preferentially counterattack the second virtual object closest to the first virtual object; or the orientation of the first virtual object can be adjusted to face the second virtual object with the highest attack power among the multiple second virtual objects, that is, the first virtual object is controlled to preferentially counterattack the second virtual object with the highest attack power, and the embodiments of the present application do not make specific limitations on this.

[0135] For example, the orientation of the first virtual object can also be adjusted in the following manner: the orientation of the first virtual object is adjusted to a default direction of the first virtual object in the virtual scene (for example, the direction of facing away from the player).

[0136] For example, taking the game character A controlled by the player 1 as the first virtual object, for the convenience of the player 1 to observe, the game character A displayed in the information display interface can face the player, and when it is detected that the enemy continues to approach in the game scene, the orientation of the game character A can be adjusted from facing the player to facing away from the player, that is, the orientation of the game character A is adjusted to a default orientation of the game character A in the game scene (for example, the direction of facing away from the player).

[0137] In other embodiments, in response to the distance between the at least one second virtual object and the first virtual object being less than the third distance threshold, the following processing can also be performed: displaying at least one control included in the virtual scene in the information display interface, where the at least one control is used to control the first virtual object; in response to a triggering operation on any control, controlling the first virtual object to perform a corresponding operation, and canceling the display of the information display interface.

[0138] For example, continuing to take the first virtual object as the game character A controlled by the player 1 and the at least one second virtual object as the game character B controlled by the player 2 as an example, when it is detected that the distance between the game character B and the game character A in the game scene is less than 20 meters, the control (for example, including an attack button, a jump button, and a skill release button) for controlling the game character A in the game scene can also be displayed in the information display interface (for example, a backpack interface). When receiving a click operation of the player 1 for any control, for example, assuming that the click operation of the player 1 for the attack button is received, the game character A can be controlled to attack the game character B, and the information display interface is canceled. That is, the control displayed in the information display interface is not shielded by the system and can take effect directly when triggered, and the information display interface can be automatically closed, realizing seamless switching between information reading and battle and further improving the game experience of the player.

[0139] It should be noted that if the player 1 does not click any control displayed in the information display interface, the information display interface will not be automatically closed until the player 1 clicks any control or manually closes the information display interface.

[0140] For example, continuing to refer to FIG. 6, when the distance between the game characters currently controlled by the players is less than 20 meters, a plurality of operation buttons 604 in the local can be displayed in the full-screen system interface 601, and in response to a click operation of the player for the attack button, the game character 602 can be controlled to attack and the full-screen system interface 601 is automatically closed, thereby realizing seamless switching; if the player still maintains the browsing interface state, the state is maintained until the player actively attacks or closes the full-screen system interface.

[0141] The embodiment of the present application displays at least one control included in the virtual scene in the information display interface when the distance between the second virtual object and the first virtual object is less than the third distance threshold, controls the first virtual object to perform a corresponding operation in response to a trigger operation for any control, and cancels the display of the information display interface. When the user triggers the control on the interface (such as clicking, dragging, etc.), the first virtual object performs the operation associated with the control, and after the user triggers the control, the information display interface disappears, the original view of the game scene is restored, the view is prevented from being blocked by the interface element, the user focuses on the game, instant visual, auditory, or tactile feedback is provided to the user to confirm that the operation has been recognized and performed, and the user experience is improved.

[0142] In some embodiments, when the information display interface is displayed in a manner of covering part of the virtual scene, and the preview window is displayed in the virtual scene, referring to FIG. 4, which is a second flowchart of the method for processing the interaction of the virtual scene according to an embodiment of the present application, as shown in FIG. 4, step 103 shown in FIG. 3 can be implemented by step 1031 and step 1032 shown in FIG. 4, which will be described in combination with the steps shown in FIG. 4.

[0143] In step 1031, in response to the distance between the at least one second virtual object and the first virtual object being less than a fifth distance threshold, the border of the preview window is highlighted.

[0144] Here, the fifth distance threshold (for example, 50 meters) is less than the fourth distance threshold (for example, 80 meters) described above.

[0145] In some embodiments, taking the first virtual object as the game character A controlled by the player 1 and the at least one second virtual object as the game character B controlled by the player 2 as an example, assuming that the game character A and the game character B are in an antagonistic relationship, when it is detected in the game scene that the distance between the game character B and the game character A is less than 50 meters, the border of the preview window can be highlighted (for example, highlighted or displayed in a flashing manner) to remind the player 1.

[0146] In step 1032, the prompt information is output.

[0147] In some embodiments, step 1032 can be implemented by at least one of the following manners: displaying the identifier (for example, the avatar) of the first virtual object in the virtual scene, and outputting the prompt information based on the identifier; playing the prompt information based on the timbre of the first virtual object.

[0148] For example, continuing the above example, when it is detected in the game scene that the distance between the game character B and the game character A is less than 50 meters, in addition to highlighting the border of the preview window, the avatar of the game character A and the danger prompt information output based on the avatar of the game character A, for example, “be careful, there are enemies around”, can also be displayed in the game scene.

[0149] It should be noted that in addition to displaying the danger prompt information in the game scene, the danger prompt information can also be played in the form of voice, for example, the danger prompt information can be played based on the timbre of the game character A, that is, the player 1 is reminded through the sound emitted by the game character A, which is not limited in the embodiments of the present application.

[0150] In some embodiments, in response to the distance between the at least one second virtual object and the first virtual object being less than a sixth distance threshold, at least a portion (e.g., the middle portion) of the information display interface is transparentized to allow the first virtual object to be displayed through the information display interface, where the sixth distance threshold (e.g., 20 meters) is less than the fifth distance threshold.

[0151] For example, assuming that the first virtual object is a game character A controlled by a player 1 (i.e., the current player) and the at least one second virtual object is a game character B controlled by a player 2, and the game character A and the game character B are in an enemy relationship, when the distance between the game character B and the game character A is detected to be less than 20 meters in the game scene, i.e., the enemy is approaching, the at least a portion (e.g., the middle portion) of the information display interface is transparentized to allow the game character A to be displayed through the information display interface, i.e., the player 1 can see the game character A displayed in the game scene through the information display interface, thereby facilitating the player 1 to control the game character A to counterattack.

[0152] In the embodiments of this application, when the distance between the second virtual object and the first virtual object is less than the sixth distance threshold, at least a portion (e.g., the middle portion) of the information display interface is transparentized to allow the first virtual object to be displayed through the information display interface, and the change of the transparency provides a dynamic interactive experience for the player, increases the dynamicity and real-time feedback of the game, and the transparency can be dynamically adjusted according to different game scenes and requirements to adapt to different game stages or special events.

[0153] In some embodiments, the information display interface and the first virtual object can be in a rendering queue of a rendering engine, and the at least a portion of the information display interface can be transparentized to allow the first virtual object to be displayed through the information display interface by the following manner: the depth test is turned off in the rendering engine, and the first virtual object included in the rendering queue is rendered; in response to the first virtual object being rendered, at least a portion of the information display interface included in the rendering queue is transparentized, and the information display interface with the increased transparency is rendered to allow the first virtual object to be displayed through the information display interface.

[0154] For example, taking the first virtual object as the game character A controlled by the player 1 and the information display interface as the backpack interface as an example, under normal circumstances, the rendering engine needs to perform a depth test when rendering the game character A and the backpack interface, that is, testing which of the backpack interface and the game character A is farther away from the virtual camera. If the game character A is farther away from the virtual camera, that is, the game character A is blocked by the backpack interface, only the backpack interface can be rendered, and the game character A blocked by the backpack interface is not rendered. In the embodiment of the application, since the game character A and the backpack interface need to be displayed at the same time, the depth test can be turned off in the rendering engine, and the game character A is first rendered. When the game character A is rendered, the backpack interface is continuously rendered in a transparent manner, so that the game character A can be displayed through the backpack interface.

[0155] Here, in 3D graphics rendering, the depth test (also called Z-Buffer Test) is a technology used to solve "who is in front and who is behind". When there are multiple objects overlapping in a scene, the depth test ensures that only the pixel closest to the camera will be finally displayed on the screen, and the blocked part will not be rendered.

[0156] Taking the scene in which the backpack interface blocks the game character A as an example, the specific process of the depth test is described below.

[0157] First, the depth buffer (Z-Buffer) is set. Each time a frame of picture is rendered, the GPU records a depth value (z value) for each pixel point, indicating the distance of the pixel to the camera. Second, the game character A is rendered. The depth of each pixel of the game character A on the screen is recorded to the depth buffer. Then, the backpack interface is rendered. When rendering each pixel of the backpack interface, the rendering engine checks the depth value of the pixel. If the pixel of the backpack interface is closer to the camera (the depth value is smaller) than the pixel of the character A, the screen pixel is updated and the depth buffer is overwritten. If the pixel of the backpack interface is farther away, the character A will not be covered, and the pixel of the character A is retained. Finally, in the area blocked by the backpack interface, only the backpack interface is displayed, and the blocked part of the character A is not rendered (even if it is rendered, it will not be displayed). In the area not covered by the backpack interface, the character A is normally displayed.

[0158] For example, assuming the camera looks at the screen, the pixel depth somewhere on the body of character A is z = 0.5, and the pixel depth somewhere on the backpack interface is z = 0.3 (the smaller the number, the closer to the camera); after rendering character A, the depth buffer is z = 0.5, when rendering the backpack interface, it is found that z = 0.3 is closer than 0.5, so the pixel of the backpack interface covers this point, and the depth buffer is updated to z = 0.3, so that the user will only see the backpack interface, and the occluded part of character A will not be displayed; if the area outside the backpack interface is only character A (z = 0.5, without other closer objects), character A will be displayed normally.

[0159] In some embodiments, in response to the distance between the at least one second virtual object and the first virtual object being less than the sixth distance threshold, the following processing can also be performed: displaying at least one control in the virtual scene; in response to a triggering operation for any control, controlling the first virtual object to perform a corresponding operation, and canceling display of the information display interface in the virtual scene.

[0160] For example, continuing to take the first virtual object as game character A controlled by player 1 and the at least one second virtual object as game character B controlled by player 2 as an example, when it is detected in the game scene that the distance between game character B and game character A is less than 20 meters, in addition to the transparent processing of the information display interface (for example, the backpack interface), controls for controlling game character A can also be displayed in the game scene (these controls are hidden when the information display interface is displayed), when a click operation of player 1 for any control is received, game character A can be controlled to perform a corresponding operation, and the information display interface can be canceled from display in the game scene, that is, the information display interface is automatically closed to seamlessly switch to the battle state.

[0161] In some embodiments, referring to FIG. 5, FIG. 5 is a third flowchart of the interaction processing method of the virtual scene provided in the embodiments of the present application, as shown in FIG. 5, before step 103 shown in FIG. 3 is performed, steps 104 and 105 shown in FIG. 5 can also be performed, which will be described in combination with the steps shown in FIG. 5.

[0162] In step 104, a first position of the first virtual object in the virtual scene and at least one second position of the at least one second virtual object in the virtual scene are obtained.

[0163] In some embodiments, taking the first virtual object as game character A controlled by player 1 and the at least one second virtual object as game character B controlled by player 2 as an example, the first position of game character A in the game scene can be determined by using the positioning service provided by the game engine, and the second position of game character B in the game scene can also be obtained from the game background server.

[0164] In step 105, a distance between the at least one second virtual object and the first virtual object is determined based on the first position and the at least one second position.

[0165] In some embodiments, taking the above examples, continuing to take the first virtual object as game character A controlled by player 1 and the at least one second virtual object as game character B controlled by player 2 as examples, after obtaining the first position of game character A in the game scene and the second position of game character B in the game scene, the coordinates of the first position of game character A and the coordinates of the second position of game character B can be subtracted to obtain the distance between game character A and game character B.

[0166] The method for processing interaction of a virtual scene provided by the embodiments of the present application can detect the part of the virtual scene covered by the information display interface when a player is browsing the information display interface, output a prompt information when it is detected that other virtual objects (i.e., at least one second virtual object) are close to the virtual object (i.e., the first virtual object) controlled by the current player. In this way, the interaction situation of the virtual scene covered by the information display interface can be delivered through the prompt information without affecting the information reading of the player, so as to timely remind the player, thereby preventing the player from not reacting in time due to focusing on the information display interface, and further improving the game experience of the player.

[0167] In summary, the embodiments of the present application can detect the part of the virtual scene covered by the information display interface when a player is browsing the information display interface, output a prompt information when it is detected that other virtual objects (i.e., at least one second virtual object) are close to the virtual object (i.e., the first virtual object) controlled by the current player. In this way, the interaction situation of the virtual scene covered by the information display interface can be delivered through the prompt information without affecting the information reading of the player, so as to timely remind the player, meet the browsing demand of the player for the information display interface, remind the visual field situation of the game scene covered by the information display interface, avoid the conflict between the information display interface and the visual focus in the virtual scene, reduce the interference of the information on the virtual scene, save the resource consumption in the information processing process, improve the fluency and response speed of the virtual scene rendering process, improve the efficiency of human-computer interaction, thereby preventing the player from not reacting in time due to focusing on the information display interface, and further improving the game experience of the player.

[0168] In the following, an exemplary application of the embodiments of the present application in an actual application scenario will be described.

[0169] Taking a mobile phone game as an example, due to the limitation of the size of the mobile phone screen, the information display of a complex raising, equipment, backpack and the like system will block more game view, at this time, the safety of the game character controlled by the player in the virtual world will be affected, for example, when the player opens the equipment system to view the attribute of the player in the wild in an unsafe area, the player often ignores the danger of being attacked by others (i.e. other game characters controlled by other players) due to focusing on the equipment interface, and does not close the equipment interface until the other party launches a skill and the player is attacked to produce a sound effect, resulting in being too late.

[0170] In view of this, the embodiment of the present application provides a virtual scene interaction processing method, which collects a plurality of information to determine, and provides prompt information by cooperating with interface models, sketches or user interface (UI, User Interface) prompts and the like elements, so as to help the player to solve such safety problems in the case of view blocking, and at the same time to meet the full screen design layout problem under multiple information and provide better safety for the player. In addition, the technical scheme provided by the embodiment of the present application can be reused to a certain extent in different types of games, so as to bring better game experience to different players.

[0171] That is, the technical scheme provided by the embodiment of the present application solves the unsafe problem encountered when the role-playing, battle royale (BR, Battle Royale) and the like type of game performs a large amount of information processing to the greatest extent, the blocked battlefield view situation is transmitted through reasonable information interface content, the prompt is more natural and clear, and more explicit early warning can be given to prevent the player from reacting too late. In addition, by reasonably collecting models, sketches and UI information and the like in the interface as design elements of the prompt, a more immersive prompt animation or dynamic effect can be designed, the situation of the battle is transmitted through the information that the player is focusing on, and the experience is smoother and more immersive.

[0172] The virtual scene interaction processing method provided by the embodiment of the present application will be described below.

[0173] In some embodiments, when the player opens the full screen character system interface (corresponding to the information display interface described above) to view the equipment and attribute information, nothing is known about the local view, at this time, the core elements in the interface, such as the sketch / model of the game character played by the player, can be increased with animation and voice information to prompt the player about the safety of the current local view, for example, different degrees of prompt and warning effect can be given according to the number, battle power value and position distance of other game characters controlled by other players within 80 meters around the game character controlled by the player.

[0174] For example, referring to FIG. 6, which is a first application scenario diagram of the method for processing interaction of a virtual scene according to an embodiment of the present application. As shown in FIG. 6, when the maximum distance (for example, about 80 meters) of the field of view of the local scene appears a game character (corresponding to the second virtual object) controlled by an enemy player, in the opened full-screen system interface 601 (corresponding to the information display interface which completely covers the virtual scene), the game character 602 (corresponding to the first virtual object) controlled by the current player will play an independent "alert" standby animation and issue a bubble prompt 603 (i.e., prompt information), for example, "be careful, there seems to be an enemy around". When other game characters controlled by nearby players focus on and approach the game character controlled by the current player, for example, assuming that multiple game characters controlled by other players approach, for example, at a distance of about 50 meters from the game character controlled by the current player, it is determined that the enemy player has an attacking tendency, and the current player is in a state of being possibly discovered, i.e., currently in a selection stage of a battle advantage, at this time, the view angle of the game character 602 displayed in the full-screen system interface 601 will change, for example, the animation pose of the game character 602 will be switched to a battle warning state, and the virtual camera bound to the game character 602 will be slightly pulled away and pulled up to display the full body of the game character 602 in the full-screen system interface 601, and the approximate direction of the enemy is marked in the surrounding range of the game character 602, i.e., through a dynamic UI prompt to remind the player to enter a battle state at any time, at this time, the player can close the interface and then fight. Of course, if the game characters controlled by other players gradually move away, the prompt information will gradually disappear, thus, the operation and information processing of the system interface are not affected at all.

[0175] Continuing to refer to FIG. 6, when it is detected that the enemy player-controlled game character continues to approach, for example, the distance between the current player-controlled game character is less than 20 meters, the system identifies that the threat of the game character is extremely great, at this time, the camera view of the game character 602 is automatically pulled to the highest farthest, and the orientation of the game character 602 is changed to the regular operation state in the local (for example, the direction away from the player), and the outline edge of the game character 602 can be red and bright to prompt the player to be vigilant and the dangerous situation. In addition, the middle part of the full-screen system interface 601 can also be transparently processed to display the actual field of view in the current local, for example, the enemy player-controlled game character 605 can be displayed through the middle part of the full-screen system interface 601. In addition, a plurality of operation buttons 604 in the local (for example, including attack buttons, battle buttons, and skill release buttons, etc.) are also displayed in the full-screen system interface 601, and are not shielded by the system and can be directly clicked to take effect. If the player clicks the attack button at this time, the game character 602 will attack and automatically close the full-screen system interface 601, thereby realizing seamless switching; if the player still maintains the browsing interface state, the state is maintained until the player attacks or closes the full-screen system interface.

[0176] In some other embodiments, when the player opens the non-full-screen interface that only blocks the middle field of view to operate, the information focused by the player is usually pure text or system information, and the safety state of the current game character cannot be observed, at this time, an independent small camera preview window can be projected in the corner of the game interface, so that the player can also observe the survival state of the game character in the case of being blocked, and the higher the height and the farther the distance of the camera, the larger the observed field of view. In addition, different levels of prompts and warning states can be displayed on the window according to the distinction of the dangerous situation.

[0177] For example, referring to FIG. 7, FIG. 7 is a second application scenario diagram of the interactive processing method of the virtual scene provided by the embodiments of the present application, as shown in FIG. 7, when the player opens the non-full-screen interface 701 that only blocks the middle field of view to operate (corresponding to the information display interface of the above-mentioned partially covered virtual scene), an independent small camera preview window 703 (corresponding to the above-mentioned preview window) can be projected in the corner (for example, the upper left corner) of the game interface 702, and the content blocked by the non-full-screen interface 701 in the game interface 702 is displayed in the preview window 703. When other player-controlled game characters appear within the 80-meter field of view, since the window blocking does not affect the target discovery of the farthest field of view, only the other player-controlled game character 704 can be highlighted in the preview window 703 to achieve the purpose of early discovery, thereby preventing the player's visual attention from being concentrated on the non-full-screen interface 701 leading to not discovering the enemy in time.

[0178] Continuing to refer to FIG. 7, when the distance between the game character controlled by the other player and the game character controlled by the current player is less than 50 meters, the threat of the other player is increased, and the other player is in a position to seize the initiative in the battle. In addition to highlighting the game character 704 controlled by the other player in the preview window 703, the border of the preview window 703 can be highlighted (for example, starting to glow red) to prompt the player to be alert to the possible danger. In addition, the game character controlled by the current player can issue a voice and subtitle prompt. For example, the game interface 702 can display the prompt information 705 output by the game character controlled by the current player, such as "There are enemies around! Be careful!", and the player can immediately close the non-full screen interface 701 to seize the initiative in the battle, thereby winning the final victory.

[0179] Continuing to refer to FIG. 7, when the distance between the game character controlled by the other player and the game character controlled by the current player is less than 20 meters, and an attack is initiated, the transparency of the middle part of the non-full screen interface 701 can be further increased, so that the game character 706 controlled by the current player in the game interface 702 can be displayed through the non-full screen interface 701. In addition, a plurality of skill operation keys 707 can be displayed in the game interface 702. The player can attack or defend by clicking any key 707. At this time, the non-full screen interface 701 is automatically closed. In this way, the abruptness and untimely reaction of the automatic closing of the interface when being hit can be avoided, and the player can smoothly view the field of view according to the distance.

[0180] The rendering technology related to the technical solutions provided in the embodiments of the present application will be described below.

[0181] In some embodiments, referring to Table 1, Table 1 is a rendering queue table built in the rendering engine provided in the embodiments of the present application. As shown in Table 1, the rendering queue (Rendering Order) is a list for controlling the rendering order. In the rendering method provided in the embodiments of the present application, the sorting rendering needs to be closed after the triggering condition. In the case of closing the depth test, it can be seen that the object in the background (Background) queue will be rendered first. If there is no depth test, it will be displayed at the back of the picture. If there are objects in the geometry (Geometry) queue in front, the objects in the geometry queue will be displayed first.

[0182] Table 1: Rendering queue table built in the rendering engine

[0183] The principle of depth testing (Depth Testing) will be described below.

[0184] In some embodiments, referring to FIG. 8, which is a schematic diagram of a depth test according to an embodiment of the present application, as shown in FIG. 8, the depth test, also known as Z-Buffering, records the distance between the surface of each pixel point of a three-dimensional object and a camera, and uses the information to determine which objects should be displayed and which objects should be occluded. If the rendering engine detects that a new pixel that an object is trying to write is located further away, the write operation can be prevented based on the result. This feature can be used when rendering transparent objects. In order to achieve the occlusion rendering effect provided by the embodiments of the present application, i.e., to render the part of the character that is not occluded and not to render the part of the character that is occluded, the test method can be modified to Greater, i.e., the part of the character that is not occluded has a smaller depth than the occluding object, and the part of the character that is occluded has an infinite depth, so the depth test fails and the occluded part is rendered as a PASS output. At this time, the depth test can be normally performed, the part of the character that is occluded is not rendered, and only the part of the character that is not occluded is rendered. Finally, various shaders can be added to the occluded part of the character to achieve different rendering effects.

[0185] The process of identifying and displaying the client will be further described below.

[0186] (1) Obtain position data

[0187] In some embodiments, each client needs to know the position of its own game character and all other game characters controlled by other players. This can usually be achieved by the server periodically broadcasting the position of each player character. For example, each client can register with the server when starting, and request the position data of all other player characters. The server can periodically send the latest position data of all player characters to each client through a broadcast mechanism (such as a transmission protocol such as UDP or WebSocket).

[0188] (2) Calculate distance

[0189] In some embodiments, on the client side, the distance between the current player character and other player characters can be calculated by comparing the coordinates of the current player character and the coordinates of other player characters received from the server. For example, the coordinates of the current player character can be obtained through internal calculation of the game engine or GPS, and the position data of other player characters received from the server can be processed in a loop to calculate the distance.

[0190] (3) Filter player characters within the range

[0191] In some embodiments, a predefined radius (e.g., 80 meters, 50 meters, 20 meters) can be set, and then all other player characters located within the radius can be filtered out, for example, by traversing the distance array calculated in the previous step to filter out all elements less than or equal to the radius value.

[0192] (4) Statistical quantity

[0193] In some embodiments, all valid targets within the range can be calculated to determine how many other player characters exist nearby, for example, the length of the filtered list can be used as the number of nearby valid targets.

[0194] (5) Update UI

[0195] In some embodiments, the result can be updated to a certain part of the user interface, for example, it can be a mini-map or a counter in the corner of the screen, depending on the front-end framework or library used, for example, it can be updated using methods such as React, Vue.js, or DOM manipulation. DOM manipulation is a core concept in web development that allows developers to read, modify, and style HTML documents using JavaScript. DOM manipulation includes getting elements, modifying element content, modifying element attributes, modifying element styles, etc.

[0196] The virtual scene interaction processing method provided in the embodiments of the present application will be described below in conjunction with FIG. 9.

[0197] For example, referring to FIG. 9, FIG. 9 is a fourth flowchart of the virtual scene interaction processing method provided in the embodiments of the present application. The steps shown in FIG. 9 will be described.

[0198] In step 201, a full-screen interface is displayed.

[0199] In some embodiments, in response to an information viewing operation, the information display interface can be displayed based on a manner of covering at least part of the virtual scene. Here, the full-screen interface corresponds to the information display interface displayed based on the manner of covering the entire virtual scene described above. In response to the opening operation of the full-screen interface (e.g., the backpack interface) in the game by the player, the information related to the full-screen interface is displayed.

[0200] In step 202, a location update request is sent to the server.

[0201] In some embodiments, when the game character controlled by the player moves in the game, a location update request can be sent to the server, wherein the name of the game character is carried in the location update request.

[0202] In step 203, the player position is sent.

[0203] In some embodiments, when receiving the position of each game character returned by the server, the position of each game character can be updated synchronously to other players to share the game position of each game character in the virtual scene.

[0204] In step 204, the distance is calculated.

[0205] Here, calculating the distance refers to calculating the distance between the game character controlled by the current player and the game character controlled by other players.

[0206] In some embodiments, the distance between the game character controlled by the current player and the game character controlled by other players can be calculated by using the method of Euclidean distance.

[0207] For example, the coordinates of the game character A controlled by the current player are (x1, y1), and the coordinates of the game character B controlled by other players are (x2, y2), then the distance between the game character A and the game character B is

[0208] In step 205, it is judged whether the distance is less than 80 meters and greater than 50 meters, if yes, steps 206 and 207 are executed, if not, steps 208 are executed.

[0209] In step 206, the alert standby animation is played.

[0210] In some embodiments, the game character controlled by the current player can be displayed in the full-screen interface, when it is detected that the distance between the game character controlled by other players and the game character controlled by the current player is less than 80 meters, the game character displayed in the full-screen interface can be controlled to perform corresponding actions.

[0211] In step 207, the bubble UI prompt is displayed.

[0212] In step 208, it is judged whether the distance is less than 50 meters and greater than 20 meters, if yes, steps 209 and 210 are executed, if not, steps 211 to 213 are executed.

[0213] In step 209, the camera lens is pulled up.

[0214] In some embodiments, when the distance between the game character controlled by other players and the game character controlled by the current player is greater than 20 meters and less than 50 meters, the virtual camera bound to the game character controlled by the current player can be pulled up to display the full body of the game character controlled by the player in the full-screen interface.

[0215] In step 210, the UI position of the enemy (game character controlled by other players) is displayed.

[0216] In some embodiments, while the full body of the game character controlled by the current player is displayed in the full screen interface, the approximate direction of the game character controlled by other players can be displayed around the game character controlled by the current player to remind the current player to be ready for the combat state at any time.

[0217] In step 211, the interface camera is closed.

[0218] In some embodiments, when the distance between the game character controlled by other players and the game character controlled by the current player is less than 20 meters, the interface camera can be closed.

[0219] In step 212, the rendering transparency is adjusted.

[0220] In some embodiments, after the interface camera is closed, the transparency of the full screen system interface rendering can be adjusted, for example, the middle part of the full screen system interface is transparentized to display the actual field of view of the current virtual scene, for example, the game character controlled by the current player can be displayed through the middle part of the full screen system interface.

[0221] In step 213, the operation area level is improved.

[0222] In some embodiments, when it is detected that the distance between the game character controlled by other players and the game character controlled by the current player is less than 20 meters, the middle part of the full screen interface can be transparentized so that the player can see the game interface through the full screen interface to understand the combat situation in the current round.

[0223] It should be noted that steps 201 to 213 shown in FIG. 9 correspond to the case of the full screen interface shown in FIG. 6, and the description about FIG. 6 can be referred to, and the embodiments of the present application will not be repeated here.

[0224] Next, the interactive processing method of the virtual scene provided by the embodiments of the present application will be described in combination with FIG. 10.

[0225] For example, referring to FIG. 10, FIG. 10 is a fifth flowchart of the interactive processing method of the virtual scene provided by the embodiments of the present application, which will be described in combination with the steps shown in FIG. 10.

[0226] In step 301, a half screen interface is displayed.

[0227] In some embodiments, in response to the information viewing operation, the information display interface can be displayed based on a manner of covering at least part of the virtual scene. Here, the half-screen interface, i.e., the non-full-screen interface, corresponds to the manner of displaying the information display interface based on covering part of the virtual scene as described above. The information display interface can include the first virtual object, e.g., the first virtual object included in the virtual scene can be displayed in the information display interface.

[0228] In step 302, a location update request is sent to the server.

[0229] In some embodiments, when the game character controlled by the player moves in the game, a location update request can be sent to the server, wherein the name of the game character is carried in the location update request.

[0230] In step 303, the player location is sent.

[0231] In some embodiments, when the location of each game character returned by the server is received, the location of each game character can be updated synchronously to other players to share the game location of each game character in the virtual scene.

[0232] In step 304, the distance is calculated.

[0233] Here, the distance calculation refers to the calculation of the distance between the game character controlled by the current player and the game character controlled by other players.

[0234] In some embodiments, the Euclidean distance method can be used to calculate the distance between the game character controlled by the current player and the game character controlled by other players.

[0235] For example, the coordinates of the game character A controlled by the current player are (x1, y1), and the coordinates of the game character B controlled by other players are (x2, y2). The distance between the game character A and the game character B is

[0236] In step 305, it is determined whether the distance is less than 80 meters and greater than 50 meters. If yes, steps 306 to 308 are executed. If no, step 309 is executed.

[0237] In step 306, a small preview window is displayed.

[0238] In some embodiments, when the information display interface is displayed in a manner of covering part of the virtual scene, a small preview window (corresponding to the preview window as described above) can be displayed in the virtual scene, wherein the small preview window includes at least the part of the virtual scene covered by the information display interface, and the small preview window and the information display interface are two independent areas in the virtual scene.

[0239] In an example, a small preview window can be displayed on the left side of the information display interface, and the part of the virtual scene covered by the information display interface can be displayed in the small preview window, that is, the player can observe the situation of the part of the virtual scene blocked by the information display interface through the small preview window while reading the relevant information in the information display interface.

[0240] In step 307, the reported position of the server is received.

[0241] In some embodiments, when the position of each game character reported by the server is received, the position of each game character can be updated synchronously to other players to share the game position of each game character in the virtual scene.

[0242] In step 308, the enemy is highlighted.

[0243] In some embodiments, in response to the distance between the second virtual object controlled by the other player and the first virtual object controlled by the current player being less than the distance threshold (for example, 80 meters), and the second virtual object not being completely covered by the information display interface, the second virtual object included in the small preview window can be highlighted to remind the current player.

[0244] In an example, taking the first virtual object as game character A controlled by player 1 and the at least one second virtual object as game character B controlled by player 2 as an example, assuming that the game character A controlled by player 1 and the game character B controlled by player 2 are in an antagonistic relationship, when the distance between the game character B and the game character A in the game scene is detected to be less than 80 meters, and the game character B in the game scene is not completely covered by the information display interface, the game character B displayed in the preview window can be highlighted to remind player 1. That is, player 1 can be reminded through the preview window without interrupting the reading task of player 1.

[0245] In step 309, it is determined whether the distance is less than 50 meters and greater than 20 meters, if yes, steps 310 to 313 are executed, and if no, steps 314 to 319 are executed.

[0246] In step 310, the small preview window is displayed.

[0247] In step 311, the reported position of the server is received.

[0248] In step 312, the character dialogue prompt is displayed.

[0249] In some embodiments, when the distance between the second virtual object controlled by the other player and the first virtual object controlled by the current player is less than 50 meters, a character dialogue prompt can be displayed. Here, the type of prompt information can include dangerous prompt information and safe prompt information, for example, when at least one second virtual object is in an antagonistic relationship with the first virtual object (for example, at least one second virtual object and the first virtual object are in two mutually opposing virtual camps in the virtual scene), when at least one second virtual object is detected to approach the first virtual object, the dangerous prompt information can be output; when at least one second virtual object is in a cooperative relationship with the first virtual object (for example, at least one second virtual object and the first virtual object are in the same virtual camp in the virtual scene), when at least one second virtual object is detected to approach the first virtual object, the safe prompt information can be output; when at least one second virtual object is a neutral virtual object in the virtual scene, when at least one second virtual object is detected to approach the first virtual object and attack the first virtual object, the dangerous prompt information can be output.

[0250] For example, taking the first virtual object as game character A controlled by the current player (for example, player 1) and at least one second virtual object as game character B controlled by player 2 as an example, assuming that game character A and game character B are in two mutually opposing camps in the game scene, that is, game character A controlled by player 1 and game character B controlled by player 2 are in an antagonistic relationship (that is, player 2 is the enemy of player 1), when it is detected that game character B controlled by player 2 approaches game character A controlled by player 1 (for example, it is detected that the distance between game character B controlled by player 2 and game character A controlled by player 1 is less than 80 meters), the dangerous prompt information can be output, for example, the dangerous prompt information can be displayed in the screen, or the dangerous prompt information can be played through voice, or the dangerous prompt information is displayed while being broadcasted through voice, to remind player 1 that danger is approaching and to be prepared.

[0251] In step 313, the border of the small preview window is highlighted.

[0252] For example, continuing to refer to FIG. 7, when the distance between the game character controlled by the other player and the game character controlled by the current player is less than 50 meters, the threat of the other player is increased, at this time, the game character controlled by the current player can output voice and subtitle prompt information, for example, the game character controlled by the current player can output prompt information 705, for example, “There are enemies around! Be careful!”.

[0253] In step 314, the interface camera is closed.

[0254] In some embodiments, the interface camera can be closed when the distance between the game character controlled by other players and the game character controlled by the current player is less than 20 meters.

[0255] In step 315, the server-reported position is received.

[0256] In some embodiments, after the interface camera is closed, the position request can be continuously sent to the server, and the position of the virtual object in the virtual scene sent by the server can be received in real time.

[0257] In step 316, the character dialogue prompt is displayed.

[0258] In step 317, the border of the small preview window is highlighted.

[0259] In step 318, the operation area level is raised.

[0260] In step 319, the rendering transparency is adjusted.

[0261] In some embodiments, the transparency of the full-screen system interface rendering can be adjusted, for example, the middle part of the full-screen system interface is transparentized to display the actual field of view of the current virtual scene, for example, the game character controlled by the current player can be displayed through the middle part of the full-screen system interface.

[0262] It should be noted that the technical solutions of steps 301 to 319 shown in FIG. 10 correspond to the case of the non-full-screen interface shown in FIG. 7, and the description of FIG. 7 above can be referred to, and the embodiments of the present application will not be described here.

[0263] In summary, the technical solutions provided by the embodiments of the present application have the following beneficial effects:

[0264] The technical solutions provided by the embodiments of the present application are suitable for various types of games, in addition to the above-mentioned role-playing games and battle royale games, they are also suitable for third-person shooting games. When the player opens the full-screen or half-screen interface to block the middle area of the field of view in the scene space, more explicit battlefield prompts are needed to improve the survival ability and timely combat reaction, so as to ensure that there is no conflict between the player's viewing information and attention to the battlefield situation in fair competition, appropriately reduce the player's anxiety and tension, so as to be able to pay more attention to attribute information, and further play the advantages of the game system. At the same time, it can also make the game design not be affected by the excessive information blocking the field of view, create more interesting game rules and numerical competition and gambling, and further improve the game experience of the player.

[0265] The following continues to illustrate an exemplary structure of the embodiment of the virtual scene interaction processing apparatus 555 provided by the present application, which is implemented as a software module. In some embodiments, as shown in FIG. 2, the software module stored in the virtual scene interaction processing apparatus 555 of the memory 550 can include a display module 5551 and an output module 5552.

[0266] The display module 5551 is configured to display a virtual scene, wherein the virtual scene includes a first virtual object; the display module 5551 is further configured to, in response to an information viewing operation, display an information display interface in a manner of covering at least part of the virtual scene; and the output module 5552 is configured to, in response to a distance between the at least one second virtual object and the first virtual object being less than a distance threshold, output prompt information.

[0267] In some embodiments, the display module 5551 is further configured to display the information display interface in a manner of completely covering the virtual scene, wherein the information display interface includes the first virtual object; and the output module 5552 is further configured to, in response to the distance between the at least one second virtual object and the first virtual object being less than the first distance threshold, output the prompt information in the information display interface based on the first virtual object.

[0268] In some embodiments, the output module 5552 is further configured to perform at least one of the following processes: displaying the prompt information output by the first virtual object; and playing the prompt information based on the timbre of the first virtual object.

[0269] In some embodiments, the virtual scene interaction processing apparatus 555 further includes a control module 5553 configured to, in response to the distance between the at least one second virtual object and the first virtual object being less than a second distance threshold, control the first virtual object to enter an interactive state; and the display module 5551 is further configured to display a position mark of the at least one second virtual object around the first virtual object, wherein the second distance threshold is less than the first distance threshold.

[0270] In some embodiments, the information display interface further includes a virtual camera bound to the first virtual object; and the control module 5553 is further configured to, in response to the distance between the at least one second virtual object and the first virtual object being less than the second distance threshold, increase a distance between the virtual camera and the first virtual object and increase a height of the virtual camera in the information display interface, so as to display a full body of the first virtual object in the information display interface.

[0271] In some embodiments, the control module 5553 is further configured to, in response to the distance between the at least one second virtual object and the first virtual object being greater than the second distance threshold, control the first virtual object to exit the interactive state; and the display module 5551 is further configured to cancel the display of the position mark of the at least one second virtual object around the first virtual object.

[0272] In some embodiments, the control module 5553 is further configured to, in response to a distance between the at least one second virtual object and the first virtual object being less than a third distance threshold, adjust an orientation of the first virtual object, and transparentize at least part of the information display interface to display the at least one second virtual object through the information display interface, where the third distance threshold is less than the second distance threshold.

[0273] In some embodiments, the control module 5553 is further configured to perform one of the following processes: adjusting the orientation of the first virtual object to face a direction of a target second virtual object, where the target second virtual object is a second virtual object in the at least one second virtual object that satisfies one of the following conditions: being closest to the first virtual object, having a maximum state parameter; and adjusting the orientation of the first virtual object to a default direction of the first virtual object in the virtual scene.

[0274] In some embodiments, the display module 5551 is further configured to, in response to a distance between the at least one second virtual object and the first virtual object being less than a third distance threshold, display at least one control included in the virtual scene in the information display interface, where the at least one control is used to control the first virtual object; the control module 5553 is further configured to, in response to a triggering operation on any control, control the first virtual object to perform a corresponding operation; and the display module 5551 is further configured to cancel display of the information display interface.

[0275] In some embodiments, the display module 5551 is further configured to display the information display interface in a manner of covering part of the virtual scene, and cancel display of at least one control included in the virtual scene, where the information display interface at least covers the first virtual object included in the virtual scene, and the at least one control is used to control the first virtual object.

[0276] In some embodiments, the display module 5551 is further configured to display a preview window in the virtual scene, where the preview window at least includes part of the virtual scene covered by the information display interface, and the preview window and the information display interface are two independent areas in the virtual scene.

[0277] In some embodiments, the display module 5551 is further configured to, in response to a distance between the at least one second virtual object and the first virtual object being less than a fourth distance threshold, and the at least one second virtual object not being completely covered by the information display interface, highlight at least one second virtual object included in the preview window.

[0278] In some embodiments, the display module 5551 is further configured to highlight the frame of the preview window in response to the distance between the at least one second virtual object and the first virtual object being less than a fifth distance threshold; and the output module 5552 is further configured to output the prompt information, where the fifth distance threshold is less than the fourth distance threshold.

[0279] In some embodiments, the output module 5552 is further configured to perform at least one of the following processes: displaying an identifier of the first virtual object in the virtual scene, and outputting the prompt information based on the identifier; and playing the prompt information based on the timbre of the first virtual object.

[0280] In some embodiments, the control module 5553 is further configured to, in response to the distance between the at least one second virtual object and the first virtual object being less than a sixth distance threshold, perform transparency processing on at least part of the information display interface, so that the first virtual object is displayed through the information display interface, where the sixth distance threshold is less than the fifth distance threshold.

[0281] In some embodiments, the information display interface and the first virtual object are in a rendering queue of a rendering engine, and the control module 5553 is further configured to close a depth test in the rendering engine, and render the first virtual object included in the rendering queue; in response to the first virtual object being rendered, increase the transparency of at least part of the information display interface included in the rendering queue, and render the information display interface after the transparency is increased, so that the first virtual object is displayed through the information display interface.

[0282] In some embodiments, the display module 5551 is further configured to display at least one control in the virtual scene in response to the distance between the at least one second virtual object and the first virtual object being less than the sixth distance threshold; the control module 5553 is further configured to, in response to a triggering operation on any control, control the first virtual object to perform a corresponding operation; and the display module 5551 is further configured to cancel the display of the information display interface in the virtual scene.

[0283] In some embodiments, the interaction processing apparatus 555 of the virtual scene further includes an acquisition module 5554 and a determination module 5555, where the acquisition module 5554 is configured to acquire a first position of the first virtual object in the virtual scene and at least one second position of at least one second virtual object in the virtual scene; and the determination module 5555 is configured to determine the distance between the at least one second virtual object and the first virtual object based on the first position and the at least one second position.

[0284] In some embodiments, the output module 5552 is further configured to, in response to the distance between the at least one second virtual object and the first virtual object being less than the distance threshold and the at least one second virtual object being in an antagonistic relationship with the first virtual object, output a danger prompt information; in response to the distance between the at least one second virtual object and the first virtual object being less than the distance threshold and the at least one second virtual object initiating an attack on the first virtual object, output the danger prompt information; and in response to the distance between the at least one second virtual object and the first virtual object being less than the distance threshold and the at least one second virtual object being in a cooperative relationship with the first virtual object, output a safety prompt information.

[0285] It should be noted that the description of the device embodiments of the present application is similar to the description of the above method embodiments, and has similar beneficial effects as the method embodiments, and thus will not be described herein. For technical details not described in the interactive processing device of the virtual scene provided in the embodiments of the present application, the description of any one of FIG. 3, FIG. 4, or FIG. 5 can be referred to.

[0286] The embodiments of the present application provide a computer program product, which includes a computer program or computer executable instructions stored in a computer readable storage medium. The processor of the computer device reads the computer executable instructions from the computer readable storage medium, and the processor executes the computer executable instructions to make the computer device execute the interactive processing method of the virtual scene provided in the embodiments of the present application.

[0287] The embodiments of the present application provide a computer readable storage medium storing computer executable instructions, wherein the computer executable instructions stored therein, when executed by a processor, will cause the processor to execute the interactive processing method of the virtual scene provided in the embodiments of the present application, for example, the interactive processing method of the virtual scene as shown in FIG. 3, FIG. 4, or FIG. 5.

[0288] In some embodiments, the computer readable storage medium can be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disc, or CD-ROM, etc.; or various devices including one or any combination of the above memories.

[0289] In some embodiments, the executable instructions can be in the form of programs, software, software modules, scripts or codes, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and can be deployed in any form, including being deployed as independent programs or as modules, components, subroutines or other units suitable for use in a computing environment.

[0290] As an example, the executable instructions can be deployed to execute on one electronic device, or on multiple electronic devices located at one site, or on multiple electronic devices distributed across multiple sites and interconnected via a communication network.

[0291] The above merely provides an example of the embodiments of the present application, but is not intended to limit the protection scope of the present application. Any modification, equivalent replacement, and improvement made within the spirit and scope of the present application shall be included in the protection scope of the present application.

Claims

1. A method for processing interaction of a virtual scene, the method being performed by an electronic device, the method comprising: displaying a virtual scene, wherein the virtual scene comprises a first virtual object; in response to an information viewing operation, displaying an information presentation interface based on a manner of covering at least part of the virtual scene; in response to a distance between at least one second virtual object and the first virtual object being less than a distance threshold, outputting prompt information.

2. The method of claim 1, wherein, The displaying the information presentation interface based on the manner of covering at least part of the virtual scene comprises: displaying the information presentation interface in a manner of completely covering the virtual scene, wherein the information presentation interface comprises the first virtual object. The outputting prompt information in response to the distance between the at least one second virtual object and the first virtual object being less than the distance threshold comprises: in response to the distance between the at least one second virtual object and the first virtual object being less than a first distance threshold, outputting the prompt information based on the first virtual object in the information presentation interface.

3. The method of claim 2, wherein, The outputting the prompt information based on the first virtual object comprises: performing at least one of the following: displaying the prompt information output by the first virtual object; playing the prompt information based on a timbre of the first virtual object; playing the prompt information based on a preset timbre.

4. The method of claim 2 or 3, wherein, The method further comprises: in response to the distance between the at least one second virtual object and the first virtual object being less than a second distance threshold, controlling the first virtual object to enter an interactive state, and displaying a bearing mark of the at least one second virtual object around the first virtual object, wherein the second distance threshold is less than the first distance threshold.

5. The method of claim 4, wherein: the information presentation interface further comprises a virtual camera bound to the first virtual object; in response to the distance between the at least one second virtual object and the first virtual object being less than the second distance threshold, the method further comprises: increasing a distance between the virtual camera and the first virtual object, and increasing a height of the virtual camera in the information presentation interface, to display a full body of the first virtual object in the information presentation interface.

6. The method of claim 4 or 5, wherein, The method further comprises: in response to the distance between the at least one second virtual object and the first virtual object being greater than the second distance threshold, controlling the first virtual object to exit the interactive state, and canceling display of the bearing mark of the at least one second virtual object around the first virtual object.

7. The method according to any one of claims 4 to 6, wherein, The method further comprises: in response to the distance between the at least one second virtual object and the first virtual object being less than a third distance threshold, adjusting an orientation of the first virtual object, and performing a transparency processing on at least part of the information presentation interface, to display the at least one second virtual object through the information presentation interface, wherein the third distance threshold is less than the second distance threshold.

8. The method of claim 7, wherein, The adjusting the orientation of the first virtual object comprises: performing one of the following: adjusting an orientation of the first virtual object to face a direction of a target second virtual object, wherein the target second virtual object is a second virtual object in the at least one second virtual object that meets one of the following conditions: closest to the first virtual object, having a maximum state parameter; adjusting the orientation of the first virtual object to a default direction of the first virtual object in the virtual scene.

9. The method of claim 7 or 8, wherein, The method further includes, in response to a distance between the at least one second virtual object and the first virtual object being less than a third distance threshold: displaying at least one control included in the virtual scene in the information display interface, wherein the at least one control is used to control the first virtual object; in response to a triggering operation on any of the controls, controlling the first virtual object to perform a corresponding operation, and canceling display of the information display interface.

10. The method of any of claims 1-9, wherein: the displaying of the information display interface in a manner of covering at least part of the virtual scene includes: displaying the information display interface in a manner of covering part of the virtual scene, and canceling display of at least one control included in the virtual scene, wherein the information display interface covers at least the first virtual object included in the virtual scene, and the at least one control is used to control the first virtual object.

11. The method according to any one of claims 1 to 10, wherein, The method further includes: displaying a preview window in the virtual scene, wherein the preview window includes at least part of the virtual scene covered by the information display interface, and the preview window and the information display interface are two independent areas in the virtual scene.

12. The method of claim 10 or 11, wherein, The method further includes: in response to a distance between the at least one second virtual object and the first virtual object being less than a fourth distance threshold, and the at least one second virtual object not being completely covered by the information display interface, highlighting the at least one second virtual object included in the preview window.

13. The method of claim 12, wherein, The outputting of the prompt information in response to a distance between the at least one second virtual object and the first virtual object being less than a distance threshold includes: in response to a distance between the at least one second virtual object and the first virtual object being less than a fifth distance threshold, highlighting a border of the preview window, and outputting the prompt information, wherein the fifth distance threshold is less than the fourth distance threshold.

14. The method of claim 13, wherein, The outputting of the prompt information includes: performing at least one of the following: displaying an identifier of the first virtual object in the virtual scene, and outputting the prompt information based on the identifier; playing the prompt information based on a timbre of the first virtual object.

15. The method of claim 13 or 14, wherein, The method further includes: in response to a distance between the at least one second virtual object and the first virtual object being less than a sixth distance threshold, increasing transparency of at least part of the information display interface, so that the first virtual object is displayed through the information display interface, wherein the sixth distance threshold is less than the fifth distance threshold.

16. The method of claim 15, wherein: The information display interface and the first virtual object are in a rendering queue of a rendering engine; The increasing the transparency of at least part of the information display interface to display the first virtual object through the information display interface comprises: Turning off a depth test in the rendering engine, and rendering the first virtual object included in the rendering queue; In response to the first virtual object being rendered, increasing the transparency of at least part of the information display interface included in the rendering queue, and rendering the information display interface with increased transparency to display the first virtual object through the information display interface.

17. The method of claim 15 or 16, wherein, Before the responding to the distance between the at least one second virtual object and the first virtual object being less than the sixth distance threshold, the method further comprises: Displaying the at least one control in the virtual scene; In response to a triggering operation on any of the controls, controlling the first virtual object to perform a corresponding operation, and canceling display of the information display interface in the virtual scene.

18. The method of any one of claims 1 to 17, wherein, Before the responding to the distance between the at least one second virtual object and the first virtual object being less than the distance threshold, the method further comprises: Obtaining a first position of the first virtual object in the virtual scene, and at least one second position of the at least one second virtual object in the virtual scene; Based on the first position and the at least one second position, determining the distance between the at least one second virtual object and the first virtual object.

19. The method of any one of claims 1 to 18, wherein, The responding to the distance between the at least one second virtual object and the first virtual object being less than the distance threshold, and outputting prompt information, comprises: In response to the distance between the at least one second virtual object and the first virtual object being less than the distance threshold, and the at least one second virtual object being in an antagonistic relationship with the first virtual object, outputting a danger prompt information; In response to the distance between the at least one second virtual object and the first virtual object being less than the distance threshold, and the at least one second virtual object initiating an attack on the first virtual object, outputting a danger prompt information; In response to the distance between the at least one second virtual object and the first virtual object being less than the distance threshold, and the at least one second virtual object being in a cooperative relationship with the first virtual object, outputting a safety prompt information.

20. The method of any one of claims 1 to 19, wherein, The distance threshold is determined based on any of the following factors: a type of the second virtual object, a camp relationship between the second virtual object and the first virtual object, a type of a virtual task performed by the first virtual object, a reaction time of the first virtual object, a level of the first virtual object.

21. An apparatus for interactive processing of a virtual scene, wherein, The apparatus comprises: a display module configured to display a virtual scene, wherein the virtual scene comprises a first virtual object; the display module is further configured to, in response to an information viewing operation, display an information display interface in a manner of covering at least part of the virtual scene; an output module configured to, in response to a distance between at least one second virtual object and the first virtual object being less than a distance threshold, output prompt information.

22. An electronic device, comprising: comprises: a memory for storing computer executable instructions or computer programs; a processor for implementing the interactive processing method of the virtual scene according to any one of claims 1 to 20 when executing the computer executable instructions or computer programs stored in the memory.

23. A computer-readable storage medium storing computer-executable instructions or a computer program, wherein, The computer executable instructions or computer programs are executed by the processor to implement the interactive processing method of the virtual scene according to any one of claims 1 to 20.

24. A computer program product comprising computer programs or computer executable instructions, wherein, The computer executable instructions or computer programs are executed by the processor to implement the interactive processing method of the virtual scene according to any one of claims 1 to 20. The computer executable instructions or computer programs are executed by the processor to implement the interactive processing method of the virtual scene according to any one of claims 1 to 20.

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