Interaction method and apparatus for virtual objects, and device and storage medium
By displaying multiple rescue locations in the virtual object's pending rescue state and sending rescue commands when the correct location is selected, the problems of monotonous rescue process and insufficient interactivity are solved, thereby improving user experience and human-computer interaction rate.
Patent Information
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- TENCENT TECHNOLOGY (SHENZHEN) CO LTD
- Filing Date
- 2025-09-19
- Publication Date
- 2026-04-30
AI Technical Summary
In existing technologies, when virtual objects are in a state of waiting for rescue, the rescue process lacks interactivity and strategy, and the rescue methods are limited, resulting in low user experience and low human-computer interaction rate.
By displaying multiple rescue locations, users can select a suitable rescue location and send rescue commands when the correct location is selected to increase the attribute values of the virtual object, thereby enhancing the diversity and interactivity of the rescue process.
It improves the strategic and interactive nature of the virtual object rescue process, enhances the user's interactive experience, and increases the human-computer interaction rate.
Smart Images

Figure CN2025122559_30042026_PF_FP_ABST
Abstract
Description
Interaction methods, devices, equipment, and storage media for virtual objects
[0001] This application claims priority to Chinese Patent Application No. 202411496284.8, filed on October 24, 2024, entitled “Interaction Method, Apparatus, Device and Storage Medium for Virtual Objects”, the entire contents of which are incorporated herein by reference. Technical Field
[0002] This application relates to the field of computer technology, and in particular to an interaction method, apparatus, device, and storage medium for virtual objects. Background Technology
[0003] With the continuous development of computer technology, the types of applications supporting virtual scenes are increasing. For example, applications supporting virtual scenes include games. In some games, such as role-playing games or open-world games, users can control virtual objects to interact with other virtual objects within a virtual scene. Virtual objects have attribute values; when an attribute value of a virtual object falls below an attribute threshold, the virtual object is in a state awaiting rescue. Summary of the Invention
[0004] This application provides a method, apparatus, device, and storage medium for interacting with virtual objects, which can improve the strategic nature and interactivity of the virtual object rescue process, thereby increasing the human-computer interaction rate. The technical solution is as follows:
[0005] In a first aspect, embodiments of this application provide an interaction method for virtual objects, the method being executed by a first computer device, the method comprising:
[0006] Displays a first virtual object in a state of awaiting rescue, wherein the state of awaiting rescue indicates that the reference attribute value of the first virtual object is less than or equal to an attribute threshold;
[0007] If the first virtual object meets the reference rescue conditions, multiple rescue locations corresponding to the first virtual object are displayed;
[0008] If the selected rescue location among the plurality of rescue locations is the same as the reference rescue location, a first rescue command is sent. The first rescue command is used to increase the reference attribute value of the first virtual object by a first value. The reference rescue location represents the location where the first virtual object is attacked.
[0009] Secondly, embodiments of this application provide a method for interacting with virtual objects, the method being executed by a second computer device, the method comprising:
[0010] Displays a first virtual object in a state of awaiting rescue, wherein the state of awaiting rescue indicates that the reference attribute value of the first virtual object is less than or equal to an attribute threshold;
[0011] In response to a rescue operation performed on the second virtual object under reference rescue conditions, multiple rescue locations corresponding to the first virtual object, including the reference rescue location, are displayed. The second virtual object is the object that performs the rescue operation on the first virtual object, and the reference rescue location represents the location where the first virtual object is attacked.
[0012] In response to the second virtual object's selection operation for a rescue location among the plurality of rescue locations, the selected rescue location is highlighted among the plurality of rescue locations;
[0013] Upon receiving a first rescue instruction, the reference attribute value of the first virtual object is increased by a first value based on the first rescue instruction. The first rescue instruction is an instruction sent by the terminal of the second virtual object, and the first rescue instruction indicates that the selected rescue location is the same as the reference rescue location.
[0014] Thirdly, embodiments of this application provide an interaction device for virtual objects, the device comprising:
[0015] The first display module is used to display a first virtual object in a state of awaiting rescue, wherein the state of awaiting rescue indicates that the reference attribute value of the first virtual object is less than or equal to an attribute threshold.
[0016] The first display module is further configured to display multiple rescue locations corresponding to the first virtual object when the first virtual object meets the reference rescue conditions;
[0017] The first rescue module is used to send a first rescue command when the selected rescue location among the plurality of rescue locations is the same as the reference rescue location. The first rescue command is used to increase the reference attribute value of the first virtual object by a first value. The reference rescue location represents the location where the first virtual object is attacked.
[0018] Fourthly, embodiments of this application provide an interaction device for virtual objects, the device comprising:
[0019] The second display module is used to display a first virtual object in a state of awaiting rescue, wherein the state of awaiting rescue indicates that the reference attribute value of the first virtual object is less than or equal to an attribute threshold.
[0020] The second display module is further configured to respond to the rescue operation of the second virtual object under the reference rescue conditions, and display multiple rescue locations corresponding to the first virtual object, including the reference rescue location, wherein the second virtual object is the object that performs the rescue operation on the first virtual object, and the reference rescue location represents the location where the first virtual object is attacked;
[0021] The second display module is further configured to, in response to the second virtual object's selection operation of a rescue location among the plurality of rescue locations, highlight the selected rescue location among the plurality of rescue locations;
[0022] The second rescue module is used to, upon receiving a first rescue instruction, increase the reference attribute value of the first virtual object by a first value based on the first rescue instruction, wherein the first rescue instruction is an instruction sent by the terminal of the second virtual object, and the first rescue instruction indicates that the selected rescue location is the same as the reference rescue location.
[0023] Fifthly, embodiments of this application provide a computer device, the computer device including a processor and a memory, the memory storing at least one piece of program code, the at least one piece of program code being loaded and executed by the processor to enable the computer device to implement the interaction method of any of the virtual objects described above.
[0024] In a sixth aspect, a non-volatile computer-readable storage medium is also provided, wherein at least one piece of program code is stored in the non-volatile computer-readable storage medium, the at least one piece of program code being loaded and executed by a processor to enable a computer to implement the interaction method of any of the virtual objects described above.
[0025] In a seventh aspect, a computer program or computer program product is also provided, wherein the computer program or computer program product stores at least one computer instruction, which is loaded and executed by a processor to enable the computer to implement the interaction method of any of the above-mentioned virtual objects.
[0026] In the embodiments of this application, during the rescue of a first virtual object based on reference rescue conditions, multiple rescue locations can be displayed. When the selected rescue location among the multiple rescue locations is the same as the reference rescue location, the reference attribute value of the first virtual object is increased by a first value using a first rescue instruction. By displaying multiple rescue locations during the rescue process, the diversity of rescue methods can be increased, thereby enhancing the strategic nature of the rescue process. Furthermore, selecting a rescue location based on multiple rescue locations can improve the interactivity of the rescue process, enhance the user's interactive experience, and thus increase the human-computer interaction rate. Attached Figure Description
[0027] Figure 1 is a structural block diagram of a computer system provided in an embodiment of this application;
[0028] Figure 2 is a flowchart of a virtual object interaction method provided in an embodiment of this application;
[0029] Figure 3 is a schematic diagram of a game interface including a first rescue control and a second rescue control provided in an embodiment of this application;
[0030] Figure 4 is a schematic diagram of a game interface including a rescue location distribution map displayed on a second terminal according to an embodiment of this application;
[0031] Figure 5 is a schematic diagram of a game interface including a rescue location distribution map displayed on a first terminal according to an embodiment of this application;
[0032] Figure 6 is a schematic diagram of a game interface for a rescue process based on a first rescue method provided in an embodiment of this application;
[0033] Figure 7 is a schematic diagram of a game interface after adding a second value to the reference attribute value of a first virtual object according to an embodiment of this application;
[0034] Figure 8 is a schematic diagram of a game interface including a first prompt message and a cooldown time provided in an embodiment of this application;
[0035] Figure 9 is a flowchart of another virtual object interaction method provided in an embodiment of this application;
[0036] Figure 10 is a flowchart of another virtual object interaction method provided in an embodiment of this application;
[0037] Figure 11 is a schematic diagram of the structure of a virtual object interaction device provided in an embodiment of this application;
[0038] Figure 12 is a schematic diagram of another virtual object interaction device structure provided in an embodiment of this application;
[0039] Figure 13 is a structural block diagram of a terminal device provided in an embodiment of this application;
[0040] Figure 14 is a schematic diagram of the structure of a server provided in an embodiment of this application. Detailed Implementation
[0041] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.
[0042] It should be noted that the terms "first," "second," etc., used in this application are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such terms can be used interchangeably where appropriate so that the embodiments of this application described herein can be implemented in orders other than those illustrated or described herein. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this application as detailed in the appended claims.
[0043] Before introducing the technical solution of this application, the abbreviations and key terms involved in the embodiments of this application will be defined.
[0044] Virtual scene: refers to a scene provided (or displayed) by an application when it runs on a terminal device. This virtual scene is a created environment for virtual objects to perform activities. A virtual scene can be a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene, etc. A virtual scene can be a simulation of the real world, a semi-simulation of the real world, or a purely fictional scene. For example, the virtual scene involved in this application embodiment is a three-dimensional virtual scene. In some embodiments, a virtual scene can also be referred to as a virtual environment, a virtual world, etc.
[0045] Virtual objects: These are movable objects within a virtual scene, such as virtual characters, animals, or anime figures. Players can manipulate these virtual objects using peripheral devices or by tapping on a touchscreen. Each virtual object has its own shape and volume within the virtual scene, occupying a portion of the scene's space. For example, when the virtual scene is three-dimensional, the virtual objects are three-dimensional models created using animation skeletal technology. In some embodiments, the player may also be referred to as an interactive object, a user, or a game player.
[0046] In related technologies, when a virtual object is in a state of awaiting rescue, other virtual objects rescue it within a fixed rescue time. During the rescue process, the other virtual objects and the virtual object in the state of awaiting rescue remain stationary within the fixed rescue time, without any operation. The rescue method is simplistic and lacks interactivity and strategy.
[0047] Figure 1 is a structural block diagram of a computer system provided in an embodiment of this application. The computer system 100 includes: a first terminal 110, a server 120, and a second terminal 130.
[0048] The first terminal 110 has a client 111 installed and running that supports virtual scenes. This client 111 can be a game client. When the first terminal 110 runs the client 111, the user interface of the client 111 is displayed on the screen of the first terminal 110. When the client 111 is a game client, the client 111 can be, but is not limited to, first-person shooter (FPS) games, open-world games, third-person shooter (TPS) games, multiplayer online battle arena (MOBA) games, multiplayer shooting survival games, massively multiplayer online role-playing games (MMOs), action role-playing games (ARPGs), etc. In some embodiments, client 111 may also be other types of clients besides game clients. For example, client 111 may also be a virtual reality (VR) client, an augmented reality (AR) client, a 3D map program, a map simulation program, a social client, an interactive entertainment client, etc.
[0049] The first terminal 110 is a terminal used by the first user 112. The first user 112 uses the first terminal 110 to control a virtual object located in a virtual scene to perform activities. The activities of the virtual object controlled by the first terminal 110 include, but are not limited to, at least one of the following: moving, jumping, teleporting, releasing skills, using props, adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing.
[0050] The second terminal 130 has a client 131 installed and running that supports virtual scenes. This client 131 can be a game client, or it can be another type of client besides a game client, such as a virtual reality client, an augmented reality client, a 3D mapping program, a map simulation program, a social networking client, an interactive entertainment client, etc. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. For example, client 111 and client 131 can be the same client.
[0051] The second terminal 130 is the terminal used by the second user 132. The second user 132 uses the second terminal 130 to control another virtual object located in the virtual scene to perform activities. The virtual object controlled by the second terminal 130 can be called the virtual object of the second user 132.
[0052] Optionally, the virtual object controlled by the first terminal 110 and the virtual object controlled by the second terminal 130 are in the same virtual scene. Optionally, the first virtual object controlled by the first terminal 110 and the second virtual object controlled by the second terminal 130 may belong to the same faction, the same team, the same organization, have a friend relationship, or have temporary communication permissions. Optionally, the first virtual object and the second virtual object may also belong to different factions, different teams, different organizations, or have an adversarial relationship.
[0053] The game client displays virtual objects and the virtual scenes in which they exist. Users can control these virtual objects to interact with other virtual objects or the virtual scene itself. For example, users can control virtual objects to move within the scene, unlocking new maps; complete in-game challenges or tasks; rescue other virtual objects; engage in combat to improve their attributes; and search for virtual items or item fragments within the scene.
[0054] Figure 1 shows only two terminals, but in different embodiments, there are multiple other terminals 140, which can access the server 120. Optionally, the other terminals 140 are terminals corresponding to developers. A development and editing platform for clients supporting virtual scenes is installed on the other terminals 140. Developers can edit and update the client on the other terminals 140 and transmit the updated client installation package to the server 120 via wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.
[0055] The first terminal 110, the second terminal 130, and other terminals 140 are connected to the server 120 via a wireless network or a wired network.
[0056] Server 120 provides background services for clients installed on terminal devices (first terminal 110, second terminal 130, and other terminals 140) that can provide virtual scenes. In one possible implementation, the virtual object interaction method provided in this embodiment can be executed by the terminal device alone, or it can be jointly implemented by the terminal device and server 120. When the method is jointly implemented by the terminal device and server 120, server 120 undertakes the main computational work, and the terminal device undertakes the secondary computational work. Alternatively, server 120 undertakes the secondary computational work, and the terminal device undertakes the main computational work. Or, the terminal device and server 120 can collaborate on computation using a distributed computing architecture.
[0057] In an exemplary embodiment of this application, server 120 includes processor 122, user account database 123, battle service module 124, and user-facing input / output interface (I / O interface) 125. Processor 122 loads instructions stored in server 120 and processes data in user account database 123 and battle service module 124. User account database 123 stores data of user accounts used by first terminal 110, second terminal 130, and other terminals 140, such as user account avatars, nicknames, combat power indices, and service regions. Battle service module 124 provides virtual battle scenarios for users. User-facing I / O interface 125 establishes communication and exchanges data with first terminal 110 and / or second terminal 130 via wireless or wired network.
[0058] Optionally, the terminal devices (first terminal 110, second terminal 130, and other terminals 140) can be any electronic device product capable of human-computer interaction with the user through one or more methods such as a keyboard, touchpad, remote control, gamepad, voice interaction, or handwriting device. For example, the terminal devices can be smartphones, tablets, laptops, desktop computers, smartwatches, PCs (Personal Computers), mobile phones, PDAs (Personal Digital Assistants), wearable devices, PPCs (Pocket PCs), smart car systems, smart TVs, etc.
[0059] The first terminal 110, the second terminal 130, and other terminals 140 can refer to one of a plurality of terminal devices, or to a plurality of terminal devices. The number of terminals is not limited in this embodiment. The server 120 can be a single server, a server cluster consisting of multiple servers, or any of a cloud computing platform and a virtualization center. The number of terminals is not limited in this embodiment.
[0060] In one embodiment of this application, the client 131 of the second terminal 130 is used as an example for description. The client 131 can display a virtual scene, which may include a first virtual object and a second virtual object in a state of awaiting rescue. The first virtual object may be an object controlled by a first user 112, and the second virtual object may be an object controlled by a second user 132. The second user 132 can control the second virtual object to perform rescue operations on the first virtual object. During the rescue of the first virtual object, the second user 132 can control the second virtual object to select a rescue method. When the second user 132 controls the second virtual object to select the first rescue method, that is, when the rescue of the first virtual object meets the reference rescue conditions, the second terminal 130 can display a rescue location distribution map of the first virtual object. The rescue location distribution map may include multiple selectable rescue locations, and each rescue location corresponds one-to-one with the body location of the first virtual object. The second user 132 can control the second virtual object to select any rescue location in the rescue location distribution map for rescue. When the selected rescue location is the same as the reference rescue location, the reference rescue location is the location where the first virtual object was attacked, and the first virtual object is successfully rescued. For example, a first value can be added to the first virtual object's health, that is, the first virtual object's health is increased by a first value.
[0061] The virtual object interaction method provided in this application embodiment can be applied to the computer system shown in FIG1 above. For example, the method can be executed by the first terminal 110 and the second terminal 130 in FIG1, or it can be executed interactively by the first terminal 110, the server 120 and the second terminal 130. Taking the execution of the method by the first terminal 110 and the second terminal 130 as an example.
[0062] This application provides an interaction method for virtual objects. The method can be executed by a first computer device, which is a terminal of an object that performs rescue operations on a virtual object in a state of awaiting rescue. This application uses the virtual object in a state of awaiting rescue as the first virtual object and the object that performs rescue operations on the virtual object in a state of awaiting rescue as the second virtual object as an example. In this case, the first computer device includes the terminal of the second virtual object. That is, this application uses the example of the interaction method of virtual objects being executed by the terminal of the second virtual object as an example. As shown in FIG2, the method includes the following steps 201 to 203.
[0063] In step 201, a first virtual object in a state of pending rescue is displayed. The state of pending rescue indicates that the reference attribute value of the first virtual object is less than or equal to the attribute threshold.
[0064] In the exemplary embodiments of this application, the terminal of the second virtual object has a client installed and running that can provide a virtual scene. For example, the client can be a game client, a virtual reality client, an augmented reality client, a 3D map program, a map simulation program, a social client, an interactive entertainment client, etc. This embodiment uses a game client as an example, but the game client can be any type of game client, and this embodiment does not limit its scope. Exemplarily, the virtual scene is a scene provided by the terminal's application. Multiple virtual objects can be displayed in the virtual scene, and different virtual objects can be controlled by different terminals or servers. In addition to displaying virtual objects, virtual elements can also be displayed in the virtual scene. Exemplarily, virtual elements can include mountains, plains, rivers, lakes, oceans, deserts, swamps, quicksand, sky, plants, buildings, etc. This application provides an illustrative example of the virtual scene, and does not impose any limitations on it.
[0065] For example, this application uses an FPS game client as an example for illustration. In response to the game client receiving a game start command, the terminal of the second object displays the application's game preloading interface. For example, the game preloading interface may include a virtual object selection interface, a social system interface, a map selection interface, and a game loading interface for the current round, etc.
[0066] In an exemplary embodiment of this application, after the FPS game starts, a virtual scene during the game can be displayed. Users can control virtual objects to move within the virtual scene or interact with other virtual objects. Exemplarily, the terminal of the second virtual object is the terminal used by the second user. The second user can control the second virtual object to move within the virtual scene. When the second virtual object moves near a first virtual object in a state awaiting rescue, the first virtual object in this state can be displayed. The reference attribute value of the first virtual object can be less than or equal to an attribute threshold. For example, the reference attribute value can be the first virtual object's health. When the first virtual object is attacked by other virtual objects in the virtual scene, its health decreases. When the first virtual object's health is less than or equal to the health threshold, its movement is restricted. At this time, the first virtual object can be in a state awaiting rescue, also known as a downed state. Exemplarily, the attribute threshold can be set based on the actual game situation, and this application does not limit this setting.
[0067] For the terminal of the first virtual object, when the reference attribute value of the first virtual object is less than or equal to the attribute threshold, it can send rescue information to other terminals. The process of sending rescue information may include: displaying a call for rescue control; generating rescue information in response to the triggering operation of the call for rescue control, the rescue information including at least one of the location of the first virtual object or a first rescue duration; and sending the rescue information to the terminal of the second virtual object.
[0068] A rescue call control is a control used to call other virtual objects to perform rescue operations on a first virtual object. Exemplarily, the rescue call control can be displayed as a button or a triggerable icon, etc., and this application embodiment does not limit this. Furthermore, this application embodiment does not limit the way the rescue call control is displayed. Exemplarily, the rescue call control can be displayed at a fixed position in the display interface; exemplarily, the rescue call control can be displayed in the area surrounding the position of the first virtual object. Exemplarily, taking a game client as an example, the display interface refers to the game interface, that is, the rescue call control is displayed in the game interface.
[0069] For example, when the first virtual object is in a state of waiting for rescue (downed state), a call for rescue control can be displayed in the game interface of the first virtual object's terminal. After the call for rescue control is triggered, rescue information for the first virtual object can be generated. For example, the triggering operation of the call for rescue control may include, but is not limited to, a single click operation, a double click operation, and a long press operation for the call for rescue control.
[0070] Rescue information is used to indicate that a first virtual object needs rescue. Rescue information includes at least one of the following: the location of the first virtual object or a first rescue duration. For example, rescue information may include, but is not limited to, the location of the first virtual object and the first rescue duration. The location of the first virtual object refers to its position in the virtual scene; for example, the location of the first virtual object could be the coordinates of the position where the first virtual object falls. The first rescue duration is used to constrain the available time for rescuing the first virtual object; that is, the first rescue duration can be the duration during which the first virtual object can be rescued. In other words, if the first virtual object is not rescued within the first rescue duration, the rescue of the first virtual object fails, and the first virtual object is eliminated.
[0071] After generating rescue information, relevant information about the second virtual object can also be obtained. For example, the second virtual object is associated with the first virtual object, allowing them to interact during gameplay; that is, the second virtual object can perform rescue operations on the first virtual object. For instance, the second and first virtual objects can be friends. Alternatively, they can be non-friends but belong to the same faction, or they can belong to different factions.
[0072] The relevant information of the second virtual object may include, but is not limited to, the location of the second virtual object, the health points of the second virtual object, whether the second virtual object is in combat, and the virtual items possessed by the second virtual object. This information can be used to determine whether the second virtual object meets the basic rescue conditions. If the second virtual object meets the basic rescue conditions, a rescue message can be sent to the terminal of the second virtual object; if the second virtual object does not meet the rescue conditions, the search can continue for a second virtual object that meets the basic rescue conditions. The basic rescue conditions are used to constrain the second virtual object capable of performing rescue operations on the first virtual object. For example, the basic rescue conditions may be that the distance between the second virtual object and the first virtual object is less than a predetermined distance, and the second virtual object possesses virtual rescue items. Another example is that the basic rescue conditions may be that the second virtual object is not in combat, and the second virtual object possesses virtual rescue items. Yet another example is that the basic rescue conditions may be that the distance between the second virtual object and the first virtual object is less than a predetermined distance, and the health points of the second virtual object are greater than a predetermined health point. The predetermined distance and predetermined health points can be set based on experience or can be flexibly adjusted according to the application scenario or needs; this embodiment does not limit these settings. It should be noted that the basic rescue conditions described in this application are illustrative examples. Basic rescue conditions can be set based on the actual situation of the game, and this application does not impose any restrictions on them.
[0073] After the terminal of the first virtual object sends rescue information to the terminal of the second virtual object, the terminal of the second virtual object can receive the rescue information and display it, so that the second user can learn about the relevant situation of the first virtual object that needs rescue based on the rescue information.
[0074] An exemplary embodiment of this application generates rescue information through a call rescue control. The rescue information may include the location of the first virtual object and the first rescue duration. Generating rescue information through the call rescue control simplifies the rescue information generation process and improves the efficiency of rescue information generation. Furthermore, sending the rescue information to the terminal of the second virtual object that meets the basic rescue conditions enables the first virtual object to receive timely and effective rescue, avoiding invalid rescue operations for other virtual objects, improving rescue efficiency, and allowing users to better plan their rescue strategies. This enhances the strategic nature of the game and the user experience, thereby increasing the human-computer interaction rate.
[0075] It should be noted that the above description only illustrates the example of the terminal of the first virtual object generating rescue information based on the trigger operation of the call for rescue control, and the embodiments of this application are not limited thereto. Exemplarily, the terminal of the first virtual object can also generate rescue information in the following way: after the reference attribute value of the first virtual object is less than or equal to the attribute threshold, the terminal of the first virtual object generates rescue information in response to detecting a call for rescue voice or a call for rescue gesture. The call for rescue voice is a voice used to call other virtual objects to perform rescue operations on the first virtual object, and the call for rescue gesture is a gesture used to call other virtual objects to perform rescue operations on the first virtual object. The call for rescue voice and call for rescue gesture can be set based on experience or flexibly adjusted according to application scenarios or needs; the embodiments of this application do not limit this.
[0076] For example, the terminal of the first virtual object can also generate rescue information in the following way: after the reference attribute value of the first virtual object is less than or equal to the attribute threshold, the terminal of the first virtual object generates rescue information in response to detecting a call for rescue operation generated in the controller. The call for rescue operation is an operation generated in the controller to call other virtual objects to perform rescue operations on the first virtual object. The call for rescue operation can be set based on experience or flexibly adjusted according to application scenarios or needs; this embodiment does not limit this. For example, the call for rescue operation can be an operation of pressing multiple buttons in the controller sequentially, an operation of pressing multiple buttons in the controller simultaneously, or an operation of performing a specified operation on a specified button in the controller, etc.
[0077] In step 202, if the first virtual object meets the reference rescue conditions, multiple rescue locations corresponding to the first virtual object are displayed.
[0078] This application does not limit the display format of multiple rescue locations in its embodiments. For example, multiple rescue locations can be displayed in the form of a distribution map. In this case, displaying multiple rescue locations corresponding to the first virtual object includes: displaying a distribution map of rescue locations corresponding to the first virtual object, where the distribution map includes multiple rescue locations. For example, multiple rescue locations can also be displayed in the form of a list. In this case, displaying multiple rescue locations corresponding to the first virtual object includes: displaying a list of rescue locations corresponding to the first virtual object, where the list includes multiple rescue locations.
[0079] For example, the second virtual object can select a rescue method. If the selected rescue method meets the reference rescue conditions, the first virtual object is rescued based on the selected rescue method. The process of determining that the reference rescue conditions are met may include: if the distance between the second virtual object and the first virtual object is less than or equal to a distance threshold, displaying a first rescue control, where the second virtual object is the object performing the rescue operation on the first virtual object; and in response to the triggering operation of the first rescue control, determining that the first virtual object meets the reference rescue conditions, that is, determining that the rescue for the first virtual object meets the reference rescue conditions. For example, the reference rescue conditions may include a rescue method. Determining whether the first virtual object meets the reference rescue conditions based on whether the first rescue control is triggered is a relatively simple logic, which helps to improve the efficiency of determining whether the first virtual object meets the reference rescue conditions, thereby improving the rescue efficiency of the first virtual object.
[0080] In an exemplary embodiment of this application, after the terminal of the second virtual object receives the rescue information, the second user can control the second virtual object to move towards the location of the first virtual object. When the second virtual object moves to the vicinity of the first virtual object, it can provide assistance to the first virtual object. In some embodiments, assistance may also be referred to as rescue.
[0081] Optionally, after the terminal of the second virtual object receives the rescue information, it can also generate a rescue path based on the rescue information and relevant information of the virtual scene, and display the rescue path in the virtual scene. For example, the rescue path can be the path with the shortest time for the second virtual object to reach the vicinity of the first virtual object. The rescue path can help the second virtual object to quickly reach the vicinity of the first virtual object, thereby improving the rescue efficiency and success rate of the first virtual object.
[0082] As the second virtual object approaches the first virtual object, which is in a state awaiting rescue, when the distance between the two virtual objects is less than or equal to a distance threshold, the second virtual object's terminal can display a first rescue control and a second rescue control. The first rescue control is associated with a first rescue method, and the second rescue control is associated with a second rescue method. Once either rescue control is triggered, a rescue operation can be performed on the first virtual object based on the rescue method associated with that control.
[0083] For example, after the first rescue control is triggered, the first virtual object can be rescued based on the first rescue method. That is, the rescue of the first virtual object meets the reference rescue conditions. For example, the first rescue method can be a special rescue method, also known as an interactive rescue method. The process of rescuing the first virtual object based on the first rescue method is described in detail below, and can be found in the relevant content below, so it will not be repeated here. After the second rescue control is triggered, the first virtual object can be rescued based on the second rescue method. The second rescue method can be a normal rescue method. That is, after the second virtual object is within the rescue range of the first virtual object for a period of time that meets the rescue duration, the rescue of the first virtual object can be completed. For example, the rescue range of the first virtual object can be an area where the distance between the first virtual object and the first virtual object is less than or equal to a rescue distance threshold. The rescue range threshold can be set based on the actual game situation.
[0084] Figure 3 is a schematic diagram of a game interface including a first rescue control and a second rescue control provided in an embodiment of this application. As shown in Figure 3, the game interface can display a first virtual object 301 and a second virtual object 302, wherein the first virtual object 301 is in a downed state, i.e., a state awaiting rescue. When the user controls the second virtual object 302 to move towards the first virtual object 301, if it is detected that the distance between the second virtual object 302 and the first virtual object 301 is less than a distance threshold, the first rescue control 303 and the second rescue control 304 can be displayed in the game interface. For example, the first rescue control 303 is a special rescue control, and the second rescue control 304 is a normal rescue control.
[0085] In one embodiment, when the first rescue control is triggered, the rescue method for the first virtual object is determined to be the first rescue method, and the game interface of the second virtual object's terminal (which may be referred to as the second terminal) can display a rescue location distribution map corresponding to the first virtual object. When the first virtual object's terminal (which may be referred to as the first terminal) receives a rescue operation from the second virtual object, the first terminal can also display a rescue location distribution map corresponding to the first virtual object. The rescue location distribution map may include multiple rescue locations that the second virtual object can select, and among the multiple rescue locations, there may be a reference rescue location, wherein the reference rescue location is the location where the first virtual object is attacked, which may also be referred to as the injured location or bleeding location. For example, the reference rescue location in the rescue location distribution map displayed in the first terminal may have a first mark, which can be used to distinguish the reference rescue location from other rescue locations.
[0086] The form and display method of the first marker can be set based on experience, or flexibly adjusted according to the application scenario or needs. This application embodiment does not limit this. For example, the first marker can be a circular marker, a square marker, a star-shaped marker, a hand marker, etc. For example, the first marker can be superimposed on the reference rescue position, or it can be displayed in the surrounding area of the reference rescue position, etc.
[0087] Figure 4 is a schematic diagram of a game interface including a rescue location distribution map displayed on a second terminal according to an embodiment of this application. As shown in Figure 4, after the first rescue control is triggered, the game interface of the second terminal can display a rescue location distribution map 401, which can include multiple rescue locations. For example, rescue locations can include the head, torso (torso 1, torso 2, torso 3, torso 4), left arm, right arm, left hand, right hand, left leg (left leg 1, left leg 2, left leg 3, left leg 4), right leg (right leg 1, right leg 2, right leg 3, right leg 4), left foot, and right foot. The second virtual object can select any location in the rescue location distribution map 401 for rescue. For example, the rescue location that the second virtual object can select is the right foot.
[0088] Figure 5 is a schematic diagram of a game interface including a rescue location distribution map displayed on a first terminal according to an embodiment of this application. As shown in Figure 5, after the first rescue control is triggered, the game interface of the first terminal can display a rescue location distribution map 501. The rescue location distribution map 501 can display multiple rescue locations, including a reference rescue location. The reference rescue location has a first mark 502, which is used to characterize the location that needs to be rescued. The reference rescue location can be determined based on the location where the first virtual object is attacked by other virtual objects.
[0089] In step 203, if the selected rescue location among multiple rescue locations is the same as the reference rescue location, a first rescue command is sent. The first rescue command is used to increase the reference attribute value of the first virtual object by a first value. The reference rescue location represents the location where the first virtual object is attacked.
[0090] In an exemplary embodiment of this application, after the second virtual object selects a rescue location from multiple rescue locations (e.g., multiple rescue locations in a rescue location distribution map), the second terminal or server controlling the second virtual object can determine the selected rescue location. If the selected rescue location is the same as a reference rescue location, the second terminal can generate a first rescue instruction and send the first rescue instruction to the server or the first terminal of the first virtual object. The first rescue instruction is used to add a first value to the reference attribute value of the first virtual object; in other words, the first rescue instruction is used to add a first value to the reference attribute value of the first virtual object. The first value can be set based on experience or can be flexibly adjusted according to the application scenario or requirements. This embodiment of the application does not limit this. For example, the first value can be a fixed value; for example, the first value can be the difference between the reference attribute value of the first virtual object and the attribute's maximum value. In this case, adding the first value to the reference attribute value of the first virtual object can increase the reference attribute value of the first virtual object to the attribute's maximum value, which is the maximum value that the reference attribute value of the first virtual object is allowed to reach.
[0091] For example, the selected rescue location may be displayed differently from other rescue locations. For instance, referring to Figure 4 or Figure 5, the selected rescue location may have a hand marker.
[0092] For example, after the second virtual object selects a rescue location in the rescue location distribution map, when the first terminal controlling the first virtual object receives the second virtual object's selection operation for a rescue location among multiple rescue locations (e.g., multiple rescue locations in the rescue location distribution map), the selected rescue location is highlighted among the multiple rescue locations (e.g., multiple rescue locations in the rescue location distribution map). The purpose of highlighting the selected rescue location is to visually distinguish it from other rescue locations among the multiple rescue locations. This application embodiment does not limit the method of highlighting the selected rescue location, as long as the above objective is achieved.
[0093] In some embodiments, the way the selected rescue location is highlighted may include, but is not limited to, highlighting the selected rescue location, displaying the selected rescue location in a negative light, displaying the selected rescue location graphically, and displaying the selected rescue location dynamically.
[0094] In some embodiments, the selected rescue location may be highlighted by displaying the selected rescue location using a first transparency, which is different from a second transparency, which is the transparency used to display other rescue locations among a plurality of rescue locations besides the selected rescue location.
[0095] In some embodiments, the selected rescue location may be highlighted by displaying the selected rescue location using a first brightness, which is different from a second brightness, where the second brightness is the brightness used to display other rescue locations among a plurality of rescue locations besides the selected rescue location.
[0096] In some embodiments, the selected rescue location may be highlighted by flashing, wherein the other rescue locations among the multiple rescue locations are displayed statically.
[0097] In some embodiments, the selected rescue location may have a second marker, which can be highlighted by displaying the second marker on or around the selected rescue location. The display method of the second marker may differ from that of the first marker. That is, the rescue location selected by the second virtual object in the second terminal will be synchronized to the first terminal. For example, the second marker may be a hand marker. Alternatively, the second marker may be a circular marker, a square marker, a star marker, etc.
[0098] Optionally, during the rescue process of the first virtual object by the second virtual object, the terminal of the second virtual object can also display the remaining rescue time for rescuing the first virtual object; if the selected rescue location is the same as the reference rescue location, a third value is reduced from the remaining rescue time, in other words, the remaining rescue time is reduced by a third value. The difference between the total time required to rescue the first virtual object based on the first rescue method and the time already rescued is the remaining rescue time, that is, the remaining rescue time is the time between the current time and the time when the first virtual object is successfully rescued. When the rescue location selected by the second virtual object is the same as the reference rescue location, the third value can be reduced based on the remaining rescue time. The third value can be set based on experience, or can be flexibly adjusted according to the application scenario or needs, and this application embodiment does not limit it in this way. For example, the third value can be a fixed value; for example, the third value can be a reference ratio of the remaining rescue time, and the reference ratio can be set based on experience, for example, the reference ratio can be 10%.
[0099] For example, if the total time required for the rescue process of the first virtual object based on the first rescue method is 10 seconds, and the remaining rescue time of the first virtual object is 8 seconds, and the selected rescue position of the second virtual object in the rescue position distribution map corresponding to the first virtual object is the same as the reference rescue position, the remaining rescue time can be directly reduced by 2 seconds, that is, the remaining rescue time can be directly reduced to 6 seconds.
[0100] The exemplary embodiment of this application shows that the remaining rescue time displayed in the game interface allows users to clearly and intuitively understand the rescue progress. When the selected rescue location is the same as the reference rescue location, reducing the remaining rescue time of the first virtual object can accelerate the rescue progress, reduce the rescue time required during the rescue of the first virtual object, thereby improving the strategic nature of the rescue process, enriching the game experience, and thus increasing the human-computer interaction rate.
[0101] For example, when the remaining rescue time decreases to a preset value, a first rescue command can be generated, and a rescue operation can be performed on the first virtual object based on the first rescue command. This is illustrated using the reference rescue position as the right hand, the reference attribute value as health, and a preset value of 0. When the second virtual object selects a right-hand rescue position, the selected rescue position is the same as the reference rescue position, which can reduce the remaining rescue time and accelerate the rescue progress. When the remaining rescue time is 0, a first rescue command can be generated, and a first value can be added to the first virtual object's health based on the first rescue command. That is, if the first virtual object is successfully rescued using the first rescue method, the first virtual object can move normally in the virtual scene and interact with other virtual objects. For example, after successfully rescuing the first virtual object using the first rescue method, the first object's health can be increased to its maximum value. It should be noted that the reference attribute value of the first virtual object after the increase is illustrative in this application, and this application does not impose any limitations on it.
[0102] Figure 6 is a schematic diagram of a game interface for a rescue process based on a first rescue method provided in an embodiment of this application. As shown in Figure 6, the game interface can display a rescue location distribution map 601, which can display multiple rescue locations selectable by the second virtual object and rescue information 602. The rescue information 602 can display the rescue progress and remaining rescue time. For example, if the reference rescue location (the attacked location) of the first virtual object is the right hand, when the rescue location selected by the second virtual object is the right hand, a third value can be directly reduced from the remaining rescue time. The remaining rescue time after reducing the third value is, for example, 5.3 seconds. That is, the rescue operation is performed on the first virtual object within 5.3 seconds, and the rescue of the first virtual object is completed after 5.3 seconds. The rescue progress can be represented by a gray bar in the rescue information 602. As the rescue progresses, the length of the gray bar increases until the entire rescue progress is completed. Then, the game interface can display the first virtual object 604 and the second virtual object 603. When the second virtual object 603 successfully rescues the first virtual object 604, the first virtual object's health 605 is restored to full.
[0103] In an exemplary embodiment of this application, when the rescue duration for the first virtual object is greater than or equal to a second duration threshold, a second rescue instruction is sent. The second rescue instruction is used to add a second value to the reference attribute value of the first virtual object. In other words, the second rescue instruction is used to add a second value to the reference attribute value of the first virtual object.
[0104] For example, if the selected rescue location and the reference rescue location are different within the second threshold time period of the second virtual object, that is, the rescue time period is greater than or equal to the second time threshold, a second rescue instruction can be sent to the first terminal or the server. The second rescue instruction is used to control the addition of a second value to the reference attribute value of the first virtual object. The second value can be less than the first value. The second time threshold can be greater than or equal to the total time of the rescue process of the first virtual object based on the first rescue method.
[0105] For example, if the reference attribute value is health, and the total rescue time for the first virtual object based on the first rescue method is 10 seconds, the second time threshold can be set to 12 seconds. If the second virtual object's selected rescue location is different from the reference rescue location within 12 seconds, a second value can be added to the first virtual object's health. The game interface of the first and second terminals can display the first virtual object's health after adding the second value.
[0106] Figure 7 is a schematic diagram of a game interface provided in an embodiment of this application after adding a second value to the reference attribute value of the first virtual object. As shown in Figure 7, the game interface displays a first virtual object 701 and a second virtual object 702. When the duration of the rescue process for the first virtual object 701 is greater than or equal to the second threshold duration, a basic rescue operation can be performed on the first virtual object 701, that is, the first virtual object 701 will be successfully rescued. The game interface can display the health value 703 of the first virtual object 701 after the successful rescue. The health value corresponding to the gray part can be the health value of the second value. The total length of the gray part and the white part is the total health value of the first virtual object. The total health value of the first virtual object is the maximum health value of the first virtual object, that is, the maximum health value that the first virtual object can reach.
[0107] In an exemplary embodiment of this application, when the rescue duration of the first virtual object is greater than or equal to a second duration threshold, that is, when the rescue location selected by the second virtual object is different from the reference rescue location within the second duration threshold, a second value can be added to the reference health value of the first virtual object based on the second rescue command. The virtual object can be rescued by the second rescue command, which can increase the rescue success rate of the first virtual object and the balance of the game.
[0108] In an exemplary embodiment of this application, when the rescue location selected by the second virtual object in the second terminal differs from the reference rescue location among multiple rescue locations (e.g., multiple rescue locations in a rescue location distribution map), a first prompt message is displayed. This first prompt message indicates that the reference rescue location selection is incorrect. For example, when the second terminal or server determines that the rescue location selected by the second virtual object among multiple rescue locations (e.g., multiple rescue locations in a rescue location distribution map) is different from the reference rescue location, the second terminal can generate the first prompt message and display it in the game interface. This first prompt message indicates that the second user controlling the second virtual object has selected the wrong reference rescue location and needs to reselect a rescue location. By displaying the first prompt message, the second user is intuitively alerted that the selected rescue location is different from the reference rescue location, thus prompting the second user to reselect a rescue location as soon as possible. This improves the second user's interactive experience and, consequently, increases the human-computer interaction rate.
[0109] In an exemplary embodiment of this application, when the selected rescue location differs from the reference rescue location on the first terminal of the first virtual object, a second prompt message is displayed. The second prompt message indicates that the selected reference rescue location was incorrect; in other words, the second prompt message indicates that the selected rescue location is different from the reference rescue location. Exemplarily, after the second virtual object is controlled to select a rescue location, the selected rescue location can also be displayed synchronously on the first terminal of the first virtual object. For example, the game interface of the first terminal can display the selected rescue location with a second marker and the reference rescue location with a first marker. When the selected rescue location differs from the reference rescue location, the game interface of the first terminal can display the second prompt message, which is used to remind the user controlling the first terminal that the rescue location selected by the second virtual object is incorrect. It should be noted that the second prompt message is similar to the first prompt message and will not be described again here. By displaying a second prompt message on the first terminal, the first user can be alerted that the rescue location selection is incorrect. In the subsequent process, the first user can actively interact with the second user who controls the second virtual object using interactive controls, assisting the second user in controlling the second virtual object to determine the reference rescue location, shortening the time for the second user to determine the reference rescue location, improving the efficiency of the second user in determining the reference rescue location, and thus improving the rescue efficiency of the first virtual object.
[0110] Optionally, during the rescue of the first virtual object, if the selected rescue location among multiple rescue locations (e.g., multiple rescue locations in the rescue location distribution map) is different from the reference rescue location, a cooldown period is displayed. The cooldown period represents the duration during which a rescue location among multiple rescue locations (e.g., multiple rescue locations in the rescue location distribution map) cannot be selected. In response to the cooldown period being less than or equal to a first duration threshold, the selected rescue location is re-determined among multiple rescue locations (e.g., multiple rescue locations in the rescue location distribution map).
[0111] For example, when the rescue location selected by the second virtual object differs from the reference rescue location, the game interface of the second terminal can display the cooldown duration. Optionally, the game interface can also display the cooldown status, which indicates whether a rescue location can be selected. As the game progresses, the cooldown duration gradually decreases. When the cooldown duration exceeds a first duration threshold, the selection operation of multiple rescue locations (e.g., multiple rescue locations in the rescue location distribution map) can be in a cooldown state. At this time, the second virtual object cannot reselect a rescue location until the cooldown duration is less than or equal to the first duration threshold. Then, the selection operation of multiple rescue locations (e.g., multiple rescue locations in the rescue location distribution map) can be in a selection state, and the second virtual object can reselect other rescue locations from among the multiple rescue locations (e.g., multiple rescue locations in the rescue location distribution map). Here, the cooldown duration is the difference between the total cooldown duration and the consumed cooldown duration.
[0112] For example, the total cooldown time is 1 second, and the first time threshold is 0. That is to say, if the rescue location is selected incorrectly, the cooldown state needs to last for 1 second. As the game progresses, the cooldown time gradually decreases until it decreases to 0, at which point the cooldown location can be selected again.
[0113] Taking the right hand as the reference rescue position as an example, Figure 8 is a schematic diagram of a game interface including a first prompt message and a cooldown time provided in an embodiment of this application. As shown in Figure 8, the game interface can display a rescue position distribution map 801. The selected rescue position is the right foot, which is different from the right hand, the position being attacked. The game interface can display a first prompt message 802 and a cooldown message 803. The first prompt message 802 can be "Incorrect rescue position selected". The cooldown message 803 can include a cooldown status and a cooldown time. The cooldown status can be "Selecting a cooldown position", and the cooldown time can be 0.7 seconds. That is, a rescue position can be selected again after 0.7 seconds.
[0114] In an exemplary embodiment of this application, when the selected rescue location differs from the reference location, a first prompt message is used to prompt the user to reselect a rescue location. This first prompt message guides the user to continue selecting other rescue locations, assisting in completing the rescue process of the first virtual object, improving interactivity with the user, and thus increasing the human-computer interaction rate. Furthermore, when the selected rescue location differs from the reference location, a cooldown period can be displayed. During the cooldown period, the user cannot reselect a rescue location, which can, to some extent, prevent the user from making frequent incorrect selections in a short period, helping to improve the strategic nature of the user's rescue location selection and the game's balance.
[0115] Optionally, during the rescue of the first virtual object, the display interface of the second terminal (e.g., a game interface) may also display a first interactive control, which is used to interact with the first virtual object; in response to the triggering operation of the first interactive control, the first interactive information is sent to the terminal of the first virtual object.
[0116] For example, when rescuing the first virtual object, the user can interact with the first virtual object using the first interactive control displayed in the current game interface. After detecting the triggering operation of the first interactive control, an interactive information input area can be displayed, where the first interactive information can be entered. After the first interactive information is entered, it can be sent to the terminal of the first virtual object. For example, the first interactive information may include, but is not limited to, text information, voice information, image information, and video information. The first interactive information can be used to inquire about information related to the reference rescue location. For example, the triggering operation of the first interactive control includes, but is not limited to, single-click operation, double-click operation, and long-press operation. The second user can enter the first interactive information in the interactive information input area as needed. The content of the first interactive information is highly flexible, which helps to improve the matching degree between the first interactive information sent to the terminal of the first virtual object and the expectations of the second user, thereby improving the interactive experience of the second user and increasing the human-computer interaction rate.
[0117] In an exemplary embodiment, the first interactive information may also be pre-set information, that is, the content of the first interactive information is pre-set and unchangeable content. In this case, after the trigger operation of the first interactive control is detected, the first interactive information can be sent to the terminal of the first virtual object immediately, which is beneficial to improving the efficiency of sending the first interactive information to the terminal of the first virtual object.
[0118] It should be noted that the method of using the first interactive control to assist in selecting the rescue location in this application is an example. The rescue location can also be selected by observing the posture of the first virtual object or by traversing the rescue locations in the rescue location distribution map. This application does not limit the method of assisting in selecting the rescue location.
[0119] This application embodiment only illustrates the example of the second virtual object's terminal sending first interactive information to the first virtual object's terminal based on the triggering operation of the first interactive control; this application embodiment is not limited to this. For example, the second virtual object's terminal can also send the first interactive information to the first virtual object's terminal in response to detecting interactive voice or interactive gesture. Interactive voice is the voice used to send the first interactive information to the first virtual object's terminal, and interactive gesture is the gesture used to send the first interactive information to the first virtual object's terminal. Interactive voice and interactive gesture can be set based on experience or flexibly adjusted according to application scenarios or needs; this application embodiment does not limit this.
[0120] For example, the method by which the terminal of the second virtual object sends the first interactive information to the terminal of the first virtual object can also be: the terminal of the second virtual object, in response to detecting an interactive operation generated in the controller, sends the first interactive information to the terminal of the first virtual object. The interactive operation is an operation generated in the controller for sending the first interactive information to the terminal of the first virtual object. The interactive operation can be set based on experience, or it can be flexibly adjusted according to the application scenario or requirements. This application embodiment does not limit this.
[0121] In an exemplary embodiment of this application, a second interactive control may be displayed on the display interface (e.g., a game interface) of the first terminal. The second interactive control is used to interact with the second virtual object. In response to the triggering operation of the second interactive control, second interactive information is sent to the terminal of the second virtual object. The second interactive information is used to guide the second virtual object to select a reference rescue location.
[0122] In one embodiment, after the first terminal receives the first interactive information sent by the second terminal, the first interactive information and the second interactive control can be displayed in the game interface of the first terminal. After the second interactive control is triggered, the second interactive information can be sent to the second terminal. The second interactive information may include relevant information about the reference rescue location, that is, relevant information about the attacked location, to guide the second virtual object to select the reference rescue location more quickly.
[0123] In another embodiment, when the distance between the second virtual object and the first virtual object is detected to be less than or equal to a distance threshold, a second interactive control is displayed in the game interface of the first terminal. The user can actively interact with the second virtual object based on the triggering operation of the second interactive control. For example, the triggering operation of the second interactive control may include, but is not limited to, a single-click operation, a double-click operation, and a long-press operation on the second interactive control.
[0124] For example, after the second interactive control is triggered, an information interaction area can be displayed on the game interface of the first terminal. Second interactive information can be entered in this area. After the second interactive information is entered, it can be sent to the second terminal controlling the second virtual object. This second interactive information can guide the second virtual object to select a reference rescue location. The first user can enter the second interactive information in the information interaction area as needed. The high flexibility of the second interactive information content helps improve the matching degree between the second interactive information sent to the terminal of the second virtual object and the expectations of the first user, thereby improving the first user's interactive experience and increasing the human-computer interaction rate.
[0125] In an exemplary embodiment, the second interactive information may also be pre-set information, that is, the content of the second interactive information is pre-set and unchangeable content. In this case, after the trigger operation of the second interactive control is detected, the second interactive information can be sent to the terminal of the second virtual object immediately, which helps to improve the efficiency of sending the second interactive information to the terminal of the second virtual object.
[0126] In an exemplary embodiment of this application, a first interactive control can send first interactive information to a first terminal of a first virtual object. This first interactive information can be used to inquire about relevant information regarding a reference rescue location, thereby improving interactivity during the rescue process. After receiving the first interactive information or detecting that the distance between the second virtual object and the first virtual object is less than or equal to a distance threshold, the first terminal can display a second interactive control on its game interface. Once triggered, the second interactive control can send the second interactive information to the second terminal of the second virtual object, guiding the second virtual object to select a reference rescue location. During the rescue process, the process of determining the reference rescue location through the first and second interactive information not only increases the interactivity and operational depth of the game, enhancing its strategic depth, but also reduces the time it takes for the second virtual object to select a reference rescue location, improving rescue efficiency and success rate, thus enhancing the game experience.
[0127] In an exemplary embodiment of this application, the second terminal of the second virtual object can also receive second interactive information, which is sent by the terminal of the first virtual object; a prompt rescue location is highlighted among multiple rescue locations (e.g., multiple rescue locations in a rescue location distribution map), and the prompt rescue location is determined based on the second interactive information. The purpose of highlighting the prompt rescue location is to visually distinguish the prompt rescue location from other rescue locations among the multiple rescue locations. This application embodiment does not limit the method of highlighting the prompt rescue location, as long as the above objective is achieved.
[0128] For example, after the second terminal of the second virtual object receives the second interaction information, it can parse the second interaction information to obtain a parsing result. For example, the parsing result may include a suggested rescue location indicated by the first virtual object. The suggested rescue location may be the same as or close to the reference rescue location. After determining the suggested rescue location, it can be displayed on the rescue location distribution map of the game interface of the second terminal, and the reference rescue location can be gradually located using the suggested rescue location. During the rescue process, the second virtual object can use the suggested rescue location as the selected rescue location. For example, if the second interaction information is "My right hand is injured," the parsed suggested rescue location can be the right hand position; if the second interaction information is "My hand is injured," the parsed suggested rescue locations can be the left hand position and the right hand position.
[0129] Optionally, the display method of the rescue location indications on the rescue location distribution map can differ from the display method of other rescue locations. For example, the display methods of the rescue location indications can include, but are not limited to, highlighting, negative display, patterned display, and dynamic display. In other words, the methods of highlighting the rescue location indications can include, but are not limited to, highlighting, negative display, patterned display, and dynamic display.
[0130] In some embodiments, the way to highlight the prompt rescue location can be by displaying the prompt rescue location using a third transparency, which is different from the fourth transparency, which is the transparency used to display other rescue locations among a plurality of rescue locations besides the prompt rescue location.
[0131] In some embodiments, the method of highlighting the prompt rescue location can be: displaying the prompt rescue location using a third brightness, which is different from the fourth brightness, which is the brightness used to display other rescue locations among multiple rescue locations besides the prompt rescue location.
[0132] In some embodiments, the method of highlighting the prompt rescue location can be: displaying the prompt rescue location by flashing, wherein the other rescue locations among the multiple rescue locations are displayed statically, excluding the prompt rescue location.
[0133] In some embodiments, the location indicated for rescue may have a third marker, which can be used to highlight the location by displaying the third marker on or around the location. The display method of the third marker may differ from that of the first and second markers. For example, the third marker may be a hand marker, a circular marker, a square marker, a star marker, etc.
[0134] In an exemplary embodiment of this application, after receiving the second interactive information, the second terminal can display the suggested rescue location obtained based on the second interactive information on the rescue location distribution map. By interacting with the first virtual object and using the second interactive information to provide feedback on the suggested rescue location to locate the reference rescue location, the interactivity during the rescue process can be improved and the time for the second virtual object to select the reference rescue location can be reduced, thereby improving rescue efficiency and rescue success rate.
[0135] In the rescue process of a first virtual object based on reference rescue conditions, embodiments of this application can display multiple rescue locations (e.g., display a rescue location distribution map including multiple rescue locations). When the selected rescue location (e.g., multiple rescue locations in the rescue location distribution map) is the same as the reference rescue location, the reference attribute value of the first virtual object is increased by a first value using a first rescue instruction. By displaying multiple rescue locations during the rescue process (e.g., displaying a rescue location distribution map including multiple rescue locations), the diversity of rescue methods can be improved, thereby enhancing the strategic nature of the rescue process. Furthermore, selecting a rescue location based on multiple rescue locations (e.g., multiple rescue locations in the rescue location distribution map) can improve the interactivity of the rescue process, enhance the user's interactive experience, and thus increase the human-computer interaction rate.
[0136] Figure 9 is a flowchart of another virtual object interaction method provided in an embodiment of this application. This method can be executed by a second terminal 130 in the computer system shown in Figure 1. The method includes the following:
[0137] Step 901: Display the first virtual object in the state of waiting for rescue. The first virtual object's health value is not greater than the health value threshold.
[0138] Step 902: Determine whether the distance between the second virtual object and the first virtual object is not greater than a distance threshold. If the distance between the second virtual object and the first virtual object is not greater than the distance threshold, proceed to step 903; if the distance between the second virtual object and the first virtual object is greater than the distance threshold, return to step 901.
[0139] Step 903 displays the standard rescue controls and the special rescue controls.
[0140] Step 904: Determine whether the normal rescue control or the special rescue control has been triggered.
[0141] Step 905: After the normal rescue control is triggered, determine the rescue duration of the second virtual object located in the rescue area of the first virtual object.
[0142] Step 906: Determine if the rescue duration is greater than the rescue duration threshold. If the rescue duration is greater than the rescue duration threshold, proceed to step 907; if the rescue duration is not greater than the rescue duration threshold, return to step 905.
[0143] Step 907: Complete the basic rescue of the first virtual object.
[0144] Step 908: After the special rescue control is triggered, the rescue location distribution map corresponding to the first virtual object is displayed. The rescue location distribution map includes multiple selectable rescue locations.
[0145] Step 909: Based on the triggering operation of any rescue location in the rescue location distribution map, determine the selected rescue location.
[0146] Step 910: Determine whether the selected rescue location is the same as the location where the first virtual object was attacked. If the selected rescue location is different from the location where the first virtual object was attacked, proceed to step 911; if the selected rescue location is the same as the location where the first virtual object was attacked, proceed to step 913.
[0147] Step 911: Display the first prompt message and cooling time. The first prompt message is used to indicate that the selected rescue location is incorrect.
[0148] Step 912: Determine if the cooling time has ended. If the cooling time has ended, proceed to step 913; otherwise, return to step 911.
[0149] Step 913: Increase the first value by the first virtual object's health.
[0150] It should be noted that the relevant content of steps 901 to 913 has been described in steps 201 to 203, and will not be repeated here.
[0151] In the rescue process of the first virtual object based on reference rescue conditions, embodiments of this application allow for the selection of normal and special rescue methods through ordinary and special rescue controls, increasing the diversity of the rescue process and thus enhancing the strategic depth of the game. During the rescue of the first virtual object using the special rescue method, a rescue location distribution map including multiple rescue positions can be displayed. When the selected rescue position on the distribution map differs from the reference rescue position, a prompt message and a cooldown period can be displayed. The first prompt message indicates an incorrect rescue position selection, allowing for timely replacement of the rescue position and improving rescue efficiency. The cooldown period prevents users from frequently making incorrect selections within a short period, contributing to improved strategic choice of rescue positions and game balance. When the selected rescue position on the distribution map is the same as the reference rescue position, a first rescue command is used to add a first value to the reference attribute value of the first virtual object, enhancing the interactivity of the rescue process.
[0152] This application provides an interaction method for virtual objects, which can be executed by a second computer device. The second computer device is the terminal of the virtual object in a state of awaiting rescue. This application uses the virtual object in a state of awaiting rescue as the first virtual object and the object performing rescue operations on the virtual object in a state of awaiting rescue as the second virtual object as an example. In this case, the second computer device includes the terminal of the first virtual object. That is, this application uses the example of the interaction method of virtual objects being executed by the terminal of the first virtual object as an example. As shown in FIG10, the method includes the following steps 1001 to 1004.
[0153] In step 1001, a first virtual object in a state of pending rescue is displayed. The state of pending rescue indicates that the reference attribute value of the first virtual object is less than or equal to the attribute threshold.
[0154] In one possible implementation, after displaying a first virtual object in a state awaiting rescue, the method further includes: displaying a call for rescue control; generating rescue information in response to a triggering operation of the call for rescue control, the rescue information including at least one of the location of the first virtual object or a first rescue duration; and sending the rescue information to the terminal of the second virtual object.
[0155] In one possible implementation, after generating the rescue information, the method further includes: obtaining relevant information about the second virtual object; and sending the rescue information to the terminal of the second virtual object, including: sending the rescue information to the terminal of the second virtual object that meets the basic rescue conditions when the relevant information indicates that the second virtual object meets the basic rescue conditions.
[0156] In step 1002, in response to the rescue operation of the second virtual object under the reference rescue conditions, multiple rescue locations corresponding to the first virtual object, including the reference rescue location, are displayed. The second virtual object is the object that performs the rescue operation on the first virtual object, and the reference rescue location represents the location where the first virtual object is attacked.
[0157] In one possible implementation, after displaying multiple rescue locations, including a reference rescue location, corresponding to the first virtual object, the method further includes: displaying a second prompt message, the second prompt message indicating that the selected rescue location is different from the reference rescue location.
[0158] In one possible implementation, the method further includes: displaying a second interactive control for interacting with a second virtual object; and, in response to a triggering operation of the second interactive control, sending second interactive information to the terminal of the second virtual object for guiding the second virtual object to select a reference rescue location.
[0159] In one possible implementation, in response to a triggering operation of the second interactive control, sending second interactive information to the terminal of the second virtual object includes: in response to a triggering operation of the second interactive control, displaying an information interaction area for inputting the second interactive information; and in response to the completion of inputting the second interactive information, sending the second interactive information to the terminal of the second virtual object.
[0160] In step 1003, in response to the second virtual object's selection operation for a rescue location among multiple rescue locations, the selected rescue location is highlighted among the multiple rescue locations.
[0161] In step 1004, upon receiving a first rescue instruction, the reference attribute value of the first virtual object is increased by a first value based on the first rescue instruction. The first rescue instruction is an instruction sent by the terminal of the second virtual object, and the first rescue instruction indicates that the selected rescue location is the same as the reference rescue location.
[0162] The specific implementation methods and beneficial effects of the above steps 1001 to 1004 have been described in the method embodiment shown in Figure 2. Please refer to the relevant descriptions in the method embodiment shown in Figure 2 for understanding, and they will not be repeated here.
[0163] This application also provides an interaction device for virtual objects. Figure 11 is a schematic diagram of the structure of an interaction device for virtual objects provided in an embodiment of this application. As shown in Figure 11, the device includes:
[0164] The first display module 1101 is used to display a first virtual object in a state of awaiting rescue, wherein the state of awaiting rescue indicates that the reference attribute value of the first virtual object is less than or equal to the attribute threshold.
[0165] The first display module 1101 is also used to display multiple rescue locations corresponding to the first virtual object when the first virtual object meets the reference rescue conditions;
[0166] The first rescue module 1102 is used to send a first rescue command when the selected rescue location among multiple rescue locations is the same as the reference rescue location. The first rescue command is used to increase the reference attribute value of the first virtual object by a first value. The reference rescue location represents the location where the first virtual object is attacked.
[0167] In one possible implementation, the first display module 1101 is further configured to display a first prompt message when the selected rescue location is different from the reference rescue location, the first prompt message being used to indicate that the reference rescue location has been selected incorrectly.
[0168] In one possible implementation, the first display module 1101 is further configured to display a cooling duration when the selected rescue location is different from the reference rescue location, wherein the cooling duration represents the duration during which a rescue location among multiple rescue locations cannot be selected; and to re-determine the selected rescue location among multiple rescue locations in response to the cooling duration being less than or equal to a first duration threshold.
[0169] In one possible implementation, the first rescue module 1102 is further configured to send a second rescue instruction when the rescue duration for the first virtual object is greater than or equal to a second duration threshold. The second rescue instruction is configured to increase the reference attribute value of the first virtual object by a second value.
[0170] In one possible implementation, the first display module 1101 is further configured to display a first rescue control when the distance between the second virtual object and the first virtual object is less than or equal to a distance threshold, wherein the second virtual object is the object that performs a rescue operation on the first virtual object; and in response to the triggering operation of the first rescue control, determine that the first virtual object meets the reference rescue conditions.
[0171] In one possible implementation, the first display module 1101 is further configured to display a first interactive control, which is used to interact with the first virtual object; the first rescue module 1102 is further configured to send first interactive information to the terminal of the first virtual object in response to the triggering operation of the first interactive control.
[0172] In one possible implementation, the first rescue module 1102 is used to display an interactive information input area in response to the triggering operation of the first interactive control, the interactive information input area being used to input the first interactive information; and in response to the completion of the input of the first interactive information, to send the first interactive information to the terminal of the first virtual object.
[0173] In one possible implementation, the first rescue module 1102 is further configured to receive second interactive information, which is sent by the terminal of the first virtual object; the first display module 1101 is further configured to highlight the rescue location among multiple rescue locations, which is determined based on the second interactive information.
[0174] In one possible implementation, the first display module 1101 is further configured to display the remaining rescue time for the first virtual object; the first rescue module 1102 is configured to reduce the remaining rescue time by a third value if the selected rescue location is the same as the reference rescue location.
[0175] In the embodiments of this application, during the rescue of a first virtual object based on reference rescue conditions, multiple rescue locations can be displayed through the first display module and the first rescue module. When the selected rescue location among the multiple rescue locations is the same as the reference rescue location, the reference attribute value of the first virtual object is increased by a first value using the first rescue instruction. By displaying multiple rescue locations during the rescue process, the diversity of rescue methods can be increased, thereby enhancing the strategic nature of the rescue process. Furthermore, selecting a rescue location based on multiple rescue locations can improve the interactivity of the rescue process, enhance the user's interactive experience, and thus increase the human-computer interaction rate.
[0176] This application also provides another virtual object interaction device. Figure 12 is a schematic diagram of the structure of another virtual object interaction device provided in an embodiment of this application. As shown in Figure 12, the device includes:
[0177] The second display module 1201 is used to display a first virtual object in a state of waiting for rescue. The state of waiting for rescue indicates that the reference attribute value of the first virtual object is less than or equal to the attribute threshold.
[0178] The second display module 1201 is also used to respond to the rescue operation of the second virtual object under the reference rescue conditions, and to display multiple rescue locations corresponding to the first virtual object, including the reference rescue location. The second virtual object is the object that performs the rescue operation on the first virtual object, and the reference rescue location represents the location where the first virtual object is attacked.
[0179] The second display module 1201 is also configured to, in response to the second virtual object's selection operation of a rescue location among multiple rescue locations, highlight the selected rescue location among the multiple rescue locations;
[0180] The second rescue module 1202 is used to, upon receiving a first rescue instruction, increase the reference attribute value of the first virtual object by a first value based on the first rescue instruction. The first rescue instruction is an instruction sent by the terminal of the second virtual object, and the first rescue instruction indicates that the selected rescue location is the same as the reference rescue location.
[0181] In one possible implementation, the second display module 1201 is also used to display a second prompt message, which is used to indicate that the reference rescue location has been selected incorrectly.
[0182] In one possible implementation, the second display module 1201 is further configured to display a second interactive control for interacting with the second virtual object; the second rescue module 1202 is further configured to send second interactive information to the terminal of the second virtual object in response to the triggering operation of the second interactive control, the second interactive information for guiding the second virtual object to select a reference rescue location.
[0183] In one possible implementation, the second rescue module 1202 is used to display an information interaction area in response to the triggering operation of the second interactive control. The information interaction area is used to input the second interactive information. In response to the completion of the input of the second interactive information, the second interactive information is sent to the terminal of the second virtual object.
[0184] In one possible implementation, the second display module 1201 is further configured to display a call for rescue control; in response to the triggering operation of the call for rescue control, generate rescue information, the rescue information including at least one of the location of the first virtual object or the rescue duration; the second rescue module 1202 is further configured to send the rescue information to the terminal of the second virtual object.
[0185] In one possible implementation, the device further includes an acquisition module (not shown in the figure) for acquiring relevant information about the second virtual object; the second rescue module 1202 is also used to send rescue information to the terminal of the second virtual object that meets the rescue conditions when the relevant information indicates that the second virtual object meets the rescue conditions.
[0186] In the embodiments of this application, the second display module and the second rescue module can display multiple rescue locations during the rescue of the first virtual object based on reference rescue conditions. Among these multiple rescue locations, the selected rescue location can be highlighted simultaneously, improving the synchronicity of the rescue process. Furthermore, by using a first rescue command to increase the reference attribute value of the first virtual object by a first value, the first rescue command indicates that the selected rescue location is the same as the reference rescue location, which improves the interactivity of the rescue process and thus increases the human-computer interaction rate.
[0187] It should be understood that the above-described apparatus is only illustrated by the division of the functional modules described above when implementing its functions. In practical applications, the functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments belong to the same concept, and their specific implementation process can be found in the method embodiments, which will not be repeated here.
[0188] Figure 13 is a structural block diagram of a terminal device provided in an embodiment of this application. The terminal device 2100 can be any electronic device product capable of human-computer interaction with a user through one or more methods such as a keyboard, touchpad, remote control, gamepad, voice interaction, or handwriting device. Examples include PCs (Personal Computers), mobile phones, smartphones, PDAs (Personal Digital Assistants), wearable devices, PPCs (Pocket PCs), tablet computers, smart car systems, smart TVs, and smartwatches.
[0189] Typically, terminal device 2100 includes a processor 2101 and a memory 2102.
[0190] Processor 2101 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 2101 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). Processor 2101 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 2101 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 2101 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.
[0191] The memory 2102 may include one or more computer-readable storage media, which may be non-transitory. The memory 2102 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 2102 is used to store at least one instruction, which is executed by the processor 2101 to implement the virtual object interaction method provided in the method embodiments of this application. In some embodiments, the non-transitory computer-readable storage media may also be referred to as a non-volatile computer-readable storage medium.
[0192] In some embodiments, the terminal device 2100 may also optionally include a display screen 2105.
[0193] Display screen 2105 is used to display a UI (User Interface). This UI may include graphics, text, icons, videos, and any combination thereof. When display screen 2105 is a touch display screen, it also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to processor 2101 for processing. In this case, display screen 2105 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one display screen 2105, disposed on the front panel of terminal device 2100; in other embodiments, there may be at least two display screens, disposed on different surfaces of terminal device 2100 or in a folded design; in still other embodiments, display screen 2105 may be a flexible display screen, disposed on a curved or folded surface of terminal device 2100. Furthermore, display screen 2105 may be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. The display screen 2105 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode). In some embodiments, the first virtual object, rescue location, etc. involved in the method embodiments of this application are displayed through the display screen 2105.
[0194] Those skilled in the art will understand that the structure shown in FIG13 does not constitute a limitation on the terminal device 2100, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.
[0195] Figure 14 is a schematic diagram of the server structure provided in an embodiment of this application. The server 2200 can vary considerably due to different configurations or performance. It may include one or more processors 2201 and one or more memories 2202. The one or more memories 2202 store at least one line of program code, which is loaded and executed by the one or more processors 2201 to implement the virtual object interaction method provided in the above-described method embodiments. Of course, the server 2200 may also have wired or wireless network interfaces, a keyboard, and input / output interfaces for input and output. The server 2200 may also include other components for implementing device functions, which will not be elaborated here.
[0196] In an exemplary embodiment, a non-volatile computer-readable storage medium is also provided, which stores at least one piece of program code, which is loaded and executed by a processor to enable a computer to implement any of the above-described virtual object interaction methods.
[0197] Optionally, the aforementioned non-volatile computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc read-only memory (CD-ROM), magnetic tape, floppy disk, and optical data storage device, etc.
[0198] In an exemplary embodiment, a computer program or computer program product is also provided, which stores at least one computer instruction, which is loaded and executed by a processor to enable the computer to implement any of the above-described virtual object interaction methods.
[0199] It should be noted that all information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.), and signals involved in this application have been authorized by the user or fully authorized by all parties, and the collection, use, and processing of related data must comply with the relevant laws, regulations, and standards of the relevant countries and regions. For example, the rescue location distribution map and reference attribute values involved in this application were obtained with full authorization.
[0200] It should be understood that "multiple" as used in this article refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects have an "or" relationship.
[0201] The above description is merely an exemplary embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the principles of this application should be included within the protection scope of this application.
Claims
1. A method for interacting with virtual objects, wherein, The method is performed by a first computer device, and the method includes: Displays a first virtual object in a state of awaiting rescue, wherein the state of awaiting rescue indicates that the reference attribute value of the first virtual object is less than or equal to an attribute threshold; If the first virtual object meets the reference rescue conditions, multiple rescue locations corresponding to the first virtual object are displayed; If the selected rescue location among the plurality of rescue locations is the same as the reference rescue location, a first rescue command is sent. The first rescue command is used to increase the reference attribute value of the first virtual object by a first value. The reference rescue location represents the location where the first virtual object is attacked.
2. The method according to claim 1, wherein, The method further includes: If the selected rescue location differs from the reference rescue location, a first prompt message is displayed, which indicates that the reference rescue location has been selected incorrectly.
3. The method according to claim 1 or 2, wherein, The method further includes: If the selected rescue location is different from the reference rescue location, the cooling time is displayed, which represents the duration during which one of the multiple rescue locations cannot be selected; In response to the cooling time being less than or equal to a first duration threshold, the selected rescue location is re-determined among the plurality of rescue locations.
4. The method according to any one of claims 1 to 3, wherein, The method further includes: If the rescue duration for the first virtual object is greater than or equal to the second duration threshold, a second rescue instruction is sent, which is used to increase the reference attribute value of the first virtual object by a second value.
5. The method according to any one of claims 1 to 4, wherein, The method further includes: When the distance between the second virtual object and the first virtual object is less than or equal to a distance threshold, the first rescue control is displayed, and the second virtual object is the object that performs the rescue operation on the first virtual object; In response to the triggering operation of the first rescue control, it is determined that the first virtual object meets the reference rescue conditions.
6. The method according to any one of claims 1 to 5, wherein, The method further includes: Display a first interactive control, which is used to interact with the first virtual object; In response to the triggering operation of the first interactive control, the first interactive information is sent to the terminal of the first virtual object.
7. The method according to claim 6, wherein, The step of sending first interactive information to the terminal of the first virtual object in response to the triggering operation of the first interactive control includes: In response to the triggering operation of the first interactive control, an interactive information input area is displayed, which is used to input the first interactive information; In response to the completion of the first interactive information input, the first interactive information is sent to the terminal of the first virtual object.
8. The method according to any one of claims 1 to 7, wherein, The method further includes: Receive second interactive information, which is sent by the terminal of the first virtual object; The rescue location is highlighted among the multiple rescue locations, and the highlighted rescue location is determined based on the second interactive information.
9. The method according to any one of claims 1 to 8, wherein, The method further includes: Displays the remaining rescue time for the first virtual object; If the selected rescue location is the same as the reference rescue location, the remaining rescue time will be reduced by a third value.
10. A method for interacting with a virtual object, wherein, The method is performed by a second computer device, and the method includes: Displays a first virtual object in a state of awaiting rescue, wherein the state of awaiting rescue indicates that the reference attribute value of the first virtual object is less than or equal to an attribute threshold; In response to a rescue operation performed on the second virtual object under reference rescue conditions, multiple rescue locations corresponding to the first virtual object, including the reference rescue location, are displayed. The second virtual object is the object that performs the rescue operation on the first virtual object, and the reference rescue location represents the location where the first virtual object is attacked. In response to the second virtual object's selection operation for a rescue location among the plurality of rescue locations, the selected rescue location is highlighted among the plurality of rescue locations; Upon receiving a first rescue instruction, the reference attribute value of the first virtual object is increased by a first value based on the first rescue instruction. The first rescue instruction is an instruction sent by the terminal of the second virtual object, and the first rescue instruction indicates that the selected rescue location is the same as the reference rescue location.
11. The method according to claim 10, wherein, The method further includes: A second prompt message is displayed, indicating that the selected rescue location is different from the reference rescue location.
12. The method according to claim 10 or 11, wherein, The method further includes: Display a second interactive control, which is used to interact with the second virtual object; In response to the triggering operation of the second interactive control, a second interactive message is sent to the terminal of the second virtual object. The second interactive message is used to guide the second virtual object to select the reference rescue location.
13. The method according to claim 12, wherein, The step of sending second interactive information to the terminal of the second virtual object in response to the triggering operation of the second interactive control includes: In response to the triggering operation of the second interactive control, an information interaction area is displayed, wherein the information interaction area is used to input the second interactive information; In response to the completion of the second interactive information input, the second interactive information is sent to the terminal of the second virtual object.
14. The method according to any one of claims 10 to 13, wherein, The method further includes: Displays a call for emergency assistance control; In response to the triggering operation of the call for rescue control, rescue information is generated, the rescue information including at least one of the location of the first virtual object or the first rescue duration; The rescue information is sent to the terminal of the second virtual object.
15. The method according to claim 14, wherein, The method further includes: Obtain relevant information about the second virtual object; Sending the rescue information to the terminal of the second virtual object includes: If the relevant information indicates that the second virtual object meets the basic rescue conditions, the rescue information is sent to the terminal of the second virtual object that meets the basic rescue conditions.
16. An interactive device for virtual objects, wherein, The device includes: The first display module is used to display a first virtual object in a state of awaiting rescue, wherein the state of awaiting rescue indicates that the reference attribute value of the first virtual object is less than or equal to an attribute threshold. The first display module is further configured to display multiple rescue locations corresponding to the first virtual object when the first virtual object meets the reference rescue conditions; The first rescue module is used to send a first rescue command when the selected rescue location among the plurality of rescue locations is the same as the reference rescue location. The first rescue command is used to increase the reference attribute value of the first virtual object by a first value. The reference rescue location represents the location where the first virtual object is attacked.
17. An interactive device for virtual objects, wherein, The device includes: The second display module is used to display a first virtual object in a state of awaiting rescue, wherein the state of awaiting rescue indicates that the reference attribute value of the first virtual object is less than or equal to an attribute threshold. The second display module is further configured to respond to the rescue operation of the second virtual object under the reference rescue conditions, and display multiple rescue locations corresponding to the first virtual object, including the reference rescue location, wherein the second virtual object is the object that performs the rescue operation on the first virtual object, and the reference rescue location represents the location where the first virtual object is attacked; The second display module is further configured to, in response to the second virtual object's selection operation of a rescue location among the plurality of rescue locations, highlight the selected rescue location among the plurality of rescue locations; The second rescue module is used to, upon receiving a first rescue instruction, increase the reference attribute value of the first virtual object by a first value based on the first rescue instruction, wherein the first rescue instruction is an instruction sent by the terminal of the second virtual object, and the first rescue instruction indicates that the selected rescue location is the same as the reference rescue location.
18. A computer device, wherein, The computer device includes a processor and a memory, the memory storing at least one piece of program code, the at least one piece of program code being loaded and executed by the processor to enable the computer device to implement the interaction method of the virtual object as described in any one of claims 1 to 15.
19. A non-volatile computer-readable storage medium, wherein, The non-volatile computer-readable storage medium stores at least one piece of program code, which is loaded and executed by a processor to enable the computer to implement the interaction method of the virtual object as described in any one of claims 1 to 15.
20. A computer program product, wherein, The computer program product stores at least one computer instruction, which is loaded and executed by a processor to enable the computer to implement the interaction method of the virtual object as described in any one of claims 1 to 15.
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