Virtual-scene-based interaction method and apparatus, and medium, device and product

WO2026194674A1PCT designated stage Publication Date: 2026-09-24TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
PCT/CN2026/081665
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2025-03-20
Filing Date
2026-03-05
Publication Date
2026-09-24

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Abstract

A virtual-scene-based interaction method and apparatus, and a medium, a device and a product. The method comprises: displaying a first virtual character belonging to a first camp in a virtual scene (220); receiving an interaction control operation for a controlled character (240); when the first virtual character is eliminated, displaying a depiction in which the controlled character acquires a first evacuation resource, wherein the first evacuation resource is used for indicating a character identity of the first virtual character (260); and when the first evacuation resource acquired by the controlled character meets evacuation requirements, displaying a depiction in which the controlled character evacuates from the virtual scene (280).
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Description

Interactive methods, devices, media, equipment and products based on virtual scenarios

[0001] This application claims priority to Chinese Patent Application No. 202510335996.X, filed on March 20, 2025, entitled "Interactive Method, Apparatus, Medium, Device and Product Based on Virtual Scene", the entire contents of which are incorporated herein by reference. Technical Field

[0002] This application relates to the field of human-computer interaction, and in particular to an interactive method, device, medium, equipment and product based on a virtual scene. Background Technology

[0003] Evacuation mode is a strategic game mode where players control virtual characters to collect virtual resources in a virtual environment. When the collected virtual resources meet the evacuation requirements, players can evacuate from the virtual environment.

[0004] In related technologies, virtual resources are provided in different locations within a virtual scene. Players search for these virtual resources and use them to evacuate from the virtual scene.

[0005] However, the aforementioned game modes are relatively simple, and the distribution of virtual resources is rather rigid. Once the distribution pattern of virtual resources is known, the unknown nature of the game mode's content is greatly reduced, resulting in poor flexibility, a decrease in the frequency of choosing the game mode, and a reduction in the efficiency of the computing resources allocated to the game mode. Summary of the Invention

[0006] This application provides an interactive method, apparatus, medium, device, and product based on a virtual scene. The technical solution is as follows:

[0007] On the one hand, a virtual scene-based interaction method is provided, executed by a computer device, the method comprising:

[0008] Displays the first virtual character belonging to the first faction in the virtual scene. The first faction is the faction hostile to the second faction, and the second faction is the faction to which the controlled character belongs.

[0009] Receive an interaction control operation on the controlled character, the interaction control operation being used to control the controlled character to generate an interaction aimed at eliminating the first virtual character;

[0010] In the event that the first virtual character is eliminated, the controlled character is shown to acquire the first evacuation resource. The first evacuation resource is the resource required for the controlled character to evacuate from the virtual scene. The first evacuation resource is used to indicate the role identity of the first virtual character.

[0011] If the first evacuation resource obtained by the controlled character meets the evacuation requirements, the controlled character is shown to evacuate from the virtual scene.

[0012] On the other hand, an interactive device based on a virtual scene is provided, the device comprising:

[0013] The display module is used to display the first virtual character belonging to the first faction in the virtual scene. The first faction is the faction that is hostile to the second faction, and the second faction is the faction to which the controlled character belongs.

[0014] A receiving module is used to receive interactive control operations on the controlled character, the interactive control operations being used to control the controlled character to generate interactions aimed at eliminating the first virtual character;

[0015] The display module is further configured to display, in the event that the first virtual character is eliminated, that the controlled character has acquired a first evacuation resource, wherein the first evacuation resource is the resource required by the controlled character to evacuate the virtual scene, and the first evacuation resource is used to indicate the character identity of the first virtual character.

[0016] The display module is further configured to display that the controlled character is evacuating the virtual scene when the first evacuation resource obtained by the controlled character meets the evacuation requirements.

[0017] On the other hand, a computer device is provided, the computer device including a processor and a memory, the memory storing at least one instruction, at least one program, code set or instruction set, the at least one instruction, the at least one program, the code set or instruction set being loaded and executed by the processor to implement the virtual scene-based interaction method or the virtual scene-based interaction method provided in the above embodiments of this application.

[0018] On the other hand, a computer-readable storage medium is provided, wherein at least one instruction, at least one program, code set, or instruction set is stored in the storage medium, wherein the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by the processor to implement the virtual scene-based interaction method or the virtual scene-based interaction method provided in the embodiments of this application above.

[0019] On the other hand, a computer program product is provided that, when the computer program product is run on a computer, causes the computer to execute the virtual scene-based interaction method or the virtual scene-based interaction method provided in the above embodiments of this application.

[0020] The beneficial effects of the technical solutions provided in this application include at least the following:

[0021] The controlled character does not need to, or can not only, search for distributed virtual resources at different locations in the virtual scene, but can also acquire the evacuation resources generated when other virtual characters are eliminated, such as identity cards generated when other virtual characters are eliminated. By collecting the identity cards of other virtual characters, the controlled character determines the outcome of the game when the number of collected identity cards meets the evacuation requirements. This increases the unpredictability of evacuation games. In addition to the interaction between virtual characters and NPCs, it adds interaction between virtual characters. Furthermore, the controllable character determines whether it has completed the evacuation based on the interaction between virtual characters and the elimination of other virtual characters. This increases the diversity of interactions, improves the participation rate of evacuation games, avoids the waste of computing resources in evacuation games, and improves the utilization rate of computing resources. Attached Figure Description

[0022] Figure 1 is a schematic diagram of an interactive framework based on a virtual scene provided in an exemplary embodiment of this application;

[0023] Figure 2 is a flowchart of an exemplary embodiment of the present application providing an interactive method based on a virtual scene;

[0024] Figure 3 is a schematic diagram of a controlled character joining a virtual game according to an exemplary embodiment of this application;

[0025] Figure 4 is a schematic diagram of an identity card acquisition process provided in an exemplary embodiment of this application;

[0026] Figure 5 is a flowchart of an interactive method based on a virtual scene provided in another exemplary embodiment of this application;

[0027] Figure 6 is a schematic diagram of a map display interface provided in an exemplary embodiment of this application;

[0028] Figure 7 is a schematic diagram of a movement path provided in an exemplary embodiment of this application;

[0029] Figure 8 is a schematic diagram of a path drawing operation provided in an exemplary embodiment of this application;

[0030] Figure 9 is a schematic diagram of the path inflection point addition process provided in an exemplary embodiment of this application;

[0031] Figure 10 is a flowchart of an interactive method based on a virtual scene provided in another exemplary embodiment of this application;

[0032] Figure 11 is a schematic map provided in an exemplary embodiment of this application;

[0033] Figure 12 is a schematic map provided in an exemplary embodiment of this application;

[0034] Figure 13 is a flowchart of an interactive method based on a virtual scene provided in another exemplary embodiment of this application;

[0035] Figure 14 is a schematic diagram of the interface of a material acquisition process provided in an exemplary embodiment of this application;

[0036] Figure 15 is a schematic diagram of the interface for a scene observation process provided in an exemplary embodiment of this application;

[0037] Figure 16 is a schematic diagram of a map interface provided in an exemplary embodiment of this application;

[0038] Figure 17 is a schematic diagram of the process of a controlled character joining a virtual game provided in an exemplary embodiment of this application;

[0039] Figure 18 is a flowchart of an NPC approach process provided in an exemplary embodiment of this application;

[0040] Figure 19 is a schematic diagram of a follow operation provided in an exemplary embodiment of this application;

[0041] Figure 20 is a flowchart of a role elimination process provided in an exemplary embodiment of this application;

[0042] Figure 21 is a flowchart of a material acquisition process provided in an exemplary embodiment of this application;

[0043] Figure 22 is a flowchart of a material acquisition process provided in an exemplary embodiment of this application;

[0044] Figure 23 is a structural block diagram of an interactive device based on a virtual scene provided in an exemplary embodiment of this application;

[0045] Figure 24 is a structural block diagram of an interactive device based on a virtual scene provided in another exemplary embodiment of this application;

[0046] Figure 25 is a structural block diagram of a computer device provided in an exemplary embodiment of this application. Detailed Implementation

[0047] Virtual scene: A virtual scene is a scene displayed (or provided) by an application when it runs on a terminal. This virtual scene can be a simulation of a real scene, a semi-simulated / semi-fictional scene, or a purely fictional scene. A virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene; this application does not limit it to any particular type. The following embodiments use a three-dimensional virtual scene as an example.

[0048] Virtual characters / objects: These refer to movable objects in a virtual scene. These movable objects can be virtual objects, virtual animals, anime characters, etc., such as people, animals, plants, oil drums, walls, and stones displayed in a 3D virtual scene. Optionally, virtual objects are 3D models created based on animation skeletal technology. Each virtual object has its own shape and volume in the 3D virtual scene, occupying a portion of the space within the 3D virtual scene.

[0049] Extraction Mode: This is a strategic game mode where players collect virtual resources in a virtual environment. When the collected resources meet the extraction requirements, the player successfully extracts from the virtual environment. In extraction games, players control a character to explore and fight within the virtual environment, collecting resources to improve their survival ability. The core mechanic of extraction games lies in the extraction point settings. The controlled character must successfully extract to a safe area within a limited time or meet certain special conditions, bringing loot with them. If the controlled character is eliminated in the virtual environment or fails to extract within the time limit, they will lose the equipment and loot they brought into the virtual environment. The game requires players to remain vigilant, avoid ambushes by other players, develop flexible tactics, and be prepared to respond to unexpected situations.

[0050] In some embodiments, the virtual scene of the extraction game also includes non-player characters (NPCs). Optionally, these NPCs are virtual characters controlled by an artificial intelligence (AI) agent. Players can enter virtual matches in teams or solo. Optionally, when players enter a virtual match in a team, the virtual characters in the team are teammates, and the virtual characters in other teams and all or some of the NPCs are hostile virtual characters. When a player enters a virtual match solo, the virtual characters other than the controlled character are hostile virtual characters, or, the virtual characters controlled by other players other than the controlled character are hostile virtual characters, and all or some of the NPCs are hostile virtual characters.

[0051] In some embodiments, NPCs typically possess certain equipment and combat capabilities, such as wielding virtual attack items or wearing virtual protective gear. NPCs are usually located in key areas (e.g., extraction points) or resource points within the virtual environment, hindering the movement of virtual characters. NPCs are aggressive towards virtual characters; that is, if a virtual character is within an NPC's line of sight, the NPC will attack the virtual character.

[0052] The method provided in this application embodiment allows a controlled character to attack other virtual characters and, upon the elimination of other characters, acquire the corresponding character identity's evacuation resources. By collecting a certain amount of evacuation resources from eliminated players, the controlled character can evacuate from the virtual scene. In other words, the method provided in this application embodiment offers players a new interaction mode. The controlled character no longer needs to search for distributed virtual resources in different locations within the virtual scene. By eliminating other virtual characters, the controlled character acquires the evacuation resources generated when those characters are eliminated, such as identity cards. By collecting these identity cards, and when the number of collected identity cards meets the evacuation requirements, the controlled character is determined to have completed their evacuation from the virtual scene. This increases the unpredictability of evacuation games, adding interaction between virtual characters to the interaction between virtual characters and NPCs. Furthermore, the controlled character's evacuation is determined based on the interaction between virtual characters and the elimination of other virtual characters, increasing interaction diversity, improving participation rates in evacuation games, avoiding wasted computational resources, and improving the utilization of computational resources.

[0053] Schematic, Figure 1 is a schematic diagram of an interactive framework based on a virtual scene provided in an exemplary embodiment of this application.

[0054] In some embodiments, the virtual scene interaction method provided in this application can be completed independently by the terminal, independently by the server, or jointly by the terminal and the server. The interaction between virtual characters in the virtual scene is realized through data interaction between the terminal and the server.

[0055] The following is an illustrative example of an interaction method in a virtual scene, where a terminal and a server work together. As shown in Figure 1, after receiving an interactive control operation, the terminal 101 sends the corresponding operation information to the server 102. The server 102 stores the location, attribute information, and status of each NPC and virtual character in the virtual scene. After receiving the operation information of the interactive control operation, the server 102 updates the attribute information and status of the first virtual character interacting with the controlled character based on the operation information, and feeds back the updated attribute information and status of the first virtual character to the terminal 101. The terminal 101 receives the attribute information and status of the first virtual character fed back by the server 102, and when the first virtual character is eliminated, it acquires the first evacuation resource for the first virtual character.

[0056] In some embodiments, the aforementioned first evacuation resource is the resource required for a controlled character to evacuate from the virtual scene. The first evacuation resource is used to indicate the role identity of the eliminated first virtual character. Schematic, the first evacuation resource is implemented as the identity card of the first virtual character. By collecting the identity cards of multiple eliminated virtual characters, the controlled character can achieve the goal of evacuating from the virtual scene.

[0057] As illustrated in Figure 1, when the first virtual character is eliminated, the controlled character is shown acquiring the first virtual character's identity card 110, and the number of identity cards acquired by the controlled character is shown as 120. If the number of identity cards acquired by the controlled character reaches a preset threshold within a limited time, the controlled character completes its withdrawal from the virtual scene.

[0058] The terminal 101 is equipped with an application that provides game battle scenarios. This application can be a game application, a training simulation program, a social application, etc., and this application does not limit its scope. The aforementioned terminal is optional and can be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an e-book reader, a Moving Picture Experts Group Audio Layer III (MP3) player, a Moving Picture Experts Group Audio Layer IV (MP4) player, a smart TV, a smart vehicle, and other terminal devices. This application embodiment does not limit its scope.

[0059] It is worth noting that the aforementioned servers can be independent physical servers, server clusters or distributed systems composed of multiple physical servers, or cloud servers.

[0060] When the aforementioned server is implemented as a cloud server, the above-mentioned interaction method based on virtual scenes can be implemented as an interaction method provided in cloud games. In a cloud gaming scenario, the terminal is responsible for displaying the game screen and receiving the player's game operations. It sends the operation information related to the game operations to the cloud server, which then performs the game's logic calculations, screen generation, and other operations, and sends the generated game screen back to the terminal, which continues to update and display the received game screen.

[0061] It should be noted that all information (including but not limited to image information, 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 role data, scene data, etc. involved in this application were obtained with full authorization.

[0062] Figure 2 is a flowchart of an exemplary embodiment of the present application providing an interactive method based on a virtual scene. This method can be executed by a terminal, by a server, or by a combination of both. In this embodiment, the method is illustrated by example of execution by a terminal. As shown in Figure 2, the method includes the following steps.

[0063] Step 220: Display the first virtual character belonging to the first faction in the virtual scene.

[0064] The first faction is the opposing faction to the second faction in the virtual game. The second faction is the faction to which the controlled character belongs. The controlled character refers to the virtual character controlled by the current computer device or terminal. That is, the terminal runs a game program based on a virtual scene, and a first account is logged into the game program. The player controls the controlled character corresponding to the first account to act in the virtual scene through the game program.

[0065] In some embodiments, the controlled character and the first virtual character are in opposing camps. The first camp is the camp to which the first virtual character belongs, and the first camp includes one or more virtual characters, including the first virtual character.

[0066] In some embodiments, when each virtual character in the virtual scene participates in the virtual game alone, the first faction includes a virtual character, namely the first virtual character. Then, apart from NPCs, the number of virtual characters participating in the virtual game corresponds to the number of factions. The first virtual character is in the first faction, the controlled character is in the second faction, and the other virtual characters correspond to their respective factions. The factions are hostile to each other.

[0067] In other embodiments, when virtual characters in a virtual scene team up to participate in a virtual game, the first faction includes one virtual character (participating alone without a team member) or multiple virtual characters (teaming up with other virtual characters in the first faction). The number of teams participating in the virtual game plus the number of the corresponding factions in the second faction, and the factions are in an adversarial relationship.

[0068] In other embodiments, besides the controlled character and NPCs belonging to the second faction, other virtual characters participating in the virtual game belong to the first faction. Virtual characters in the first faction have cooperative or hostile relationships with each other, and the first and second factions have a hostile relationship. Alternatively, the controlled character and some NPCs belong to the second faction, while other virtual characters participating in the virtual game and other NPCs belong to the first faction.

[0069] In this embodiment, the controlled character and NPC belong to the second faction, the first virtual character belongs to the first faction, and the other virtual characters belong to their respective team factions or independent factions.

[0070] It is worth noting that the aforementioned NPCs include NPCs who participate in virtual battles in virtual scenes, that is, NPCs who have offensive or auxiliary attack capabilities against virtual characters. Optionally, the virtual scenes also include neutral NPCs who provide players with guidance, virtual items, entertainment activities, and other neutral interactions.

[0071] In some embodiments, the second faction includes a specified number of player-controlled virtual characters, or the second faction includes a preset number of player-controlled virtual characters. Illustratively, the second faction includes an NPC and one player-controlled virtual character (i.e., a controlled character), or the second faction includes an NPC and no more than three player-controlled virtual characters (other examples include controlled characters). This embodiment uses the example of a second faction including controlled characters and NPCs. That is, a controlled character cannot choose to team up with other players when joining the second faction, and once a controlled character is included in the second faction, no other player-controlled virtual characters can join.

[0072] In some embodiments, before entering the virtual scene, a match joining interface is first displayed. This interface allows players to choose how to join a virtual match, such as joining solo, joining in a team, or choosing their joining identity. In some embodiments, virtual characters in the second faction correspond to the first identity, and virtual characters in factions other than the second faction correspond to the second identity. Optionally, the first and second identities may correspond to the same or different withdrawal rules. For example, illustratively, a virtual character with the first identity withdraws from the virtual scene by eliminating other virtual characters to obtain first withdrawal resources; a virtual character with the second identity withdraws from the virtual scene by collecting other withdrawal resources.

[0073] Leaving the virtual scene is the representation of a controlled character completing a virtual match. Leaving the virtual scene indicates that the controlled character has left the virtual match and moved outside of it. That is, when the controlled character is in the virtual scene, it means they are in the virtual match but haven't completed their activities within it; when the controlled character is not in the virtual scene—for example, leaving the virtual scene or observing it from a spectator's perspective / illusory image—it means they have left the virtual match. Specifically, if the controlled character completes the virtual match by collecting the first withdrawal resources, it means their withdrawal is successful; if the controlled character ends the virtual match by being eliminated, it means their withdrawal failed.

[0074] In some embodiments, leaving the virtual scene means that the controlled character ends the virtual game, or leaving the virtual scene means that the controlled character completes a phase of the virtual game, or leaving the virtual scene means that the controlled character completes a sub-game in the virtual game.

[0075] When the controlled character leaves the virtual scene, it means the virtual game is over. When the controlled character leaves the virtual scene, the settlement interface corresponding to the virtual game is displayed. The settlement interface shows the game result of the controlled character, such as successful withdrawal or withdrawal failure. The settlement interface also includes the resources acquired by the controlled character in the virtual scene.

[0076] When a character leaves the virtual scene, it means that the controlled character has completed a phase of the virtual game. After leaving the virtual scene, the controlled character can take the resources obtained in the virtual scene outside the virtual game and can re-enter the virtual scene to participate in the virtual game.

[0077] When the controlled character leaves the virtual scene, it means that the controlled character has completed a sub-game in the virtual game. After leaving the virtual scene, the results of the sub-game are displayed on the results screen. After leaving the virtual scene of the sub-game, the controlled character is still in the virtual scene of the virtual game. The virtual scene of the virtual game may be the same as or different from the virtual scene of the sub-game.

[0078] In other embodiments, there may be or may not be a correlation between withdrawing from the virtual scene and the operation of the virtual game. Taking the absence of correlation as an example, illustratively, the controlled character can enter and exit the virtual scene an unlimited number of times, or a limited number of times within a unit of time. Each time the controlled character enters the virtual scene, it must meet withdrawal requirements to complete the withdrawal and be able to re-enter the virtual scene after withdrawal. These withdrawal requirements include at least one of the following: the number of acquired first withdrawal resources reaches a certain threshold, or the character reaches a withdrawal point.

[0079] Schematic, Figure 3 is a diagram illustrating the controlled character joining a virtual game according to an exemplary embodiment of this application. As shown in Figure 3, before the controlled character joins the virtual game, a game joining interface 300 is displayed. The game joining interface 300 includes an identity option 310, which is used to select a first identity. If the identity option 310 is not selected, the controlled character joins the virtual game by default with a second identity.

[0080] The match entry interface 300 also includes a team option 320. If the identity option 310 is selected, the team option 320 is unavailable by default, meaning the controlled character joins the second faction alone to participate in the virtual match. If the identity option 310 is not selected, the controlled character can choose to join the virtual match as a team through the team option 320, or choose to join the virtual match alone through the team option 320.

[0081] In some embodiments, the virtual character with a first identity and the virtual character with a second identity may have the same or different appearance characteristics. In some embodiments, when the appearance characteristics of the virtual character with the first identity and the virtual character with the second identity are different, the appearance characteristics of the virtual character with the first identity and the NPC may be the same or different. Optionally, the appearance characteristics of the virtual character with the first identity are designed separately; or, the virtual character with the first identity has an additional first decorative element compared to the virtual character with the second identity, the first decorative element being at least one of the following elements: virtual cloak, virtual skin, virtual hat, virtual bracelet, virtual bell, virtual belt, virtual shoes, virtual gloves, etc.; or, the virtual character with the first identity has an additional second decorative element compared to the NPC, the second decorative element being at least one of the following elements: virtual cloak, virtual skin, virtual hat, virtual bracelet, virtual bell, virtual belt, virtual shoes, virtual gloves, etc. By using the first or second decorative element to distinguish the virtual character with the first identity from the virtual character with the second identity and the NPC, different strategies can be executed for virtual characters with different identities, thereby improving the efficiency of human-computer interaction.

[0082] Step 240: Receive interactive control operations for the controlled character.

[0083] Interactive control operations are used to control the controlled character to engage in interactions with the first virtual character with the aim of eliminating the first virtual character.

[0084] Since the controlled character and the first virtual character belong to the opposing faction, the interactions between the controlled character and the first virtual character include attack interactions, trap setting interactions, etc., which are used to eliminate the first virtual character by reducing the first virtual character's behavioral abilities or attribute values.

[0085] Interactions aimed at eliminating the first virtual character include: interactions aimed at directly eliminating the first virtual character, such as direct attacks on the first virtual object; or interactions aimed at indirectly eliminating the first virtual character, such as trap setting operations.

[0086] In some embodiments, the interactive control operation includes at least one of the following operations:

[0087] 1. Receive and control the attack operations of the controlled character on the first virtual character;

[0088] Specifically, the controlled character may unleash an attack skill on the first virtual character; or, the controlled character may use virtual items to attack the first virtual character; or, the controlled character may physically attack the first virtual character. These attack operations are merely illustrative examples, and the embodiments of this application do not limit the attack methods used.

[0089] 2. Receive and control the trap setting operations of the controlled character in the virtual scene;

[0090] The trap setting operation can be performed before or after the first virtual character is displayed. In some embodiments, the trap setting operation is used to set trap elements in the virtual scene, which are used to restrict the movement capabilities of the first virtual character or other virtual characters; or, trap items are used to affect the attribute values ​​of the first virtual character or other virtual characters, such as health, attack power, and defense. In other embodiments, the trap setting operation is used to disguise the controlled character or the controlled character's pet character, or an NPC or teammate virtual character in the same second faction as the controlled character, as a trap element, such as an item box, in the virtual scene. When the first virtual character or other virtual characters interact with the trap element, the movement capabilities of the first virtual character or other virtual characters are restricted; or, the trap element is used to affect the attribute values ​​of the first virtual character or other virtual characters.

[0091] 3. Receive and control the environmental impact operations of the controlled character on the virtual scene.

[0092] Environmental impact operations are used to change factors such as terrain, weather, time, and element layout in a virtual scene. For example, an environmental impact operation can be used to adjust a virtual scene to a rainstorm. The rainstorm affects the actions of the first virtual character or other virtual characters, such as reducing their movement speed in the virtual scene; or it affects their attribute values, such as reducing their cold resistance, thereby affecting their health.

[0093] The above-described interactive control operation is merely an illustrative example, and the specific operation form of the interactive control operation is not limited in the embodiments of this application.

[0094] Step 260: If the first virtual character is eliminated, the controlled character is shown acquiring the first evacuation resources.

[0095] In the case where the first virtual character is eliminated, the controlled character is shown to acquire the first evacuation resource corresponding to the first virtual character.

[0096] The first evacuation resource is the resource required for a controlled character to evacuate from the virtual scene. The first evacuation resource is used to indicate the character identity of the first virtual character.

[0097] In some embodiments, the first evacuation resource is the resource dropped from the first virtual character when the first virtual character is eliminated. Optionally, the first evacuation resource does not exist if the first virtual character is not eliminated, but is generated when the first virtual character is eliminated. Optionally, the first evacuation resource is effective for virtual characters within a second faction, but ineffective for virtual characters within other factions. Virtual characters within other factions cannot obtain the first evacuation resource; or, virtual characters within other factions are unaware of the first evacuation resource, that is, they cannot see that the resources dropped by the first virtual character include the first evacuation resource.

[0098] In other words, the controlled character in the second camp can sense and obtain the first evacuation resource dropped by the first virtual character, and the controlled character needs to use the first evacuation resource to complete the evacuation from the virtual scene.

[0099] In some embodiments, the first evacuation resource is used to indicate the specific identity of the first virtual character; or, the first evacuation resource is used to indicate the identity type of the first virtual character. Illustratively, the first evacuation resource is the identity tag of the first virtual character, wherein the identity tag is a resource generated when a virtual character from a faction other than the second faction is eliminated, used to indicate that the first virtual character is a virtual character from a faction other than the second faction. Optionally, the identity tag includes at least one of the following information: the character name of the first virtual character, the account identifier corresponding to the first virtual character, the character image of the first virtual character, the faction name to which the first virtual character belongs, the character type of the first virtual character, and the character level of the first virtual character. The information in the identity tag is merely an illustrative example, and the specific form of the identity tag is not limited in the embodiments of this application.

[0100] Figure 4 is a schematic diagram of an identity tag acquisition process provided in an exemplary embodiment of this application. As shown in Figure 4, when the first virtual character 410 is eliminated, the eliminated supplies 420 of the first virtual character 410 are displayed, including the identity tag 421 of the first virtual character 410. In response to receiving a selection operation on the identity tag 421, the controlled character is shown acquiring the identity tag 421.

[0101] In some embodiments, when the first virtual character is eliminated, the eliminated resources corresponding to the first virtual character are displayed. In response to receiving an operation to acquire the eliminated resources, the controlled character is shown acquiring the eliminated resources, which include the first evacuation resources.

[0102] By introducing the first extraction resource into the elimination supplies of the first virtual character, the controlled character can obtain the first extraction resource to evacuate the virtual scene. This guides the controlled character to cooperate with NPCs in the virtual scene to eliminate enemy virtual characters, thereby obtaining the enemy virtual characters' first extraction resources. This improves the interaction methods in the virtual scene, increases the diversity of settlement in extraction games, and improves the efficiency of human-computer interaction.

[0103] In some embodiments, the elimination of the first virtual character includes 1. being eliminated by a controlled character; 2. being eliminated by other characters, wherein other characters include at least one of virtual characters controlled by other players and NPCs.

[0104] In some embodiments, the controlled character obtains different elimination resources corresponding to the first virtual character depending on the type of the first virtual character eliminated; or, the controlled character obtains different elimination resources corresponding to the first virtual character depending on the degree of participation of the controlled character when eliminating the first virtual character.

[0105] When the characters that eliminate the first virtual character are different, elimination resources are provided to the controlled characters in different proportions or in different ways. This prevents the controlled characters from being able to evacuate simply by searching for eliminated virtual characters in the virtual scene, thereby increasing the game participation of characters in the second camp and improving the utilization rate of computing resources.

[0106] Optionally, if the first virtual character is eliminated by a controlled character, the first elimination supplies corresponding to the first virtual character are displayed, including the first evacuation resources and the second evacuation resources; if the first virtual character is eliminated by other characters, the second elimination supplies corresponding to the first virtual character are displayed, including the first evacuation resources and the third evacuation resources.

[0107] Alternatively, if the first virtual character is eliminated by a controlled character, in response to receiving an operation to acquire eliminated resources, the controlled character is shown acquiring the first eliminated resources, which include the first evacuation resource and the second evacuation resource; if the first virtual character is eliminated by another character, in response to receiving an operation to acquire eliminated resources, the controlled character is shown acquiring the second eliminated resources, which include the first evacuation resource and the third evacuation resource.

[0108] The second and third evacuation resources are virtual resources dropped by the first virtual character, excluding the first evacuation resources. The second and / or third evacuation resources are virtual resources held by the first virtual character before being eliminated.

[0109] Wherein, the resource quantity of the second evacuation resource is greater than that of the third evacuation resource; or, the resource quality of the second evacuation resource is higher than that of the third evacuation resource.

[0110] Schematic illustration: When the first virtual object is eliminated by a controlled character, the identity card of the first virtual character and 10 virtual resources are displayed; when the first virtual object is eliminated by other characters, the identity card of the first virtual character and 8 virtual resources are displayed. Optionally, the 10 virtual resources are virtual resources collected by the first virtual character in the virtual scene, and the 8 virtual resources are virtual resources provided to the controlled character; or, the 8 virtual resources are virtual resources collected by the first virtual character in the virtual scene, and the 10 virtual resources are 2 additional virtual resources awarded to the controlled character on top of the 8 virtual resources.

[0111] Indicatively, when the first virtual object is eliminated by a controlled role, in response to receiving an operation to acquire eliminated resources, the controlled role is shown acquiring the identity card corresponding to the first virtual object and 10 virtual resources; when the first virtual object is eliminated by another role, in response to receiving an operation to acquire eliminated resources, the controlled role is shown acquiring the identity card corresponding to the first virtual object and 8 virtual resources.

[0112] In some embodiments, if the first virtual character is eliminated by a controlled character, the controlled character fully acquires the first virtual character's first evacuation resources; if the first virtual character is eliminated by other characters, the controlled character acquires the first virtual character's first evacuation resources at a preset ratio. The preset ratio is pre-set. Optionally, the preset ratio corresponds to the situation where the first virtual character's eliminated resources are contested. If the first virtual character's eliminated resources (first eliminated resources or second eliminated resources) are not acquired by other virtual characters, the controlled character acquires the first evacuation resources at a first preset ratio; if the first virtual character's eliminated resources are acquired by other virtual characters within a historical time period, the controlled character acquires the first evacuation resources at a second preset ratio, where the first preset ratio is greater than the second preset ratio, for example: the first preset ratio is 0.8 and the second preset ratio is 0.3.

[0113] The method provided in this embodiment allocates elimination resources to the controlled characters at different ratios based on their varying levels of participation when participating in the first virtual role. This refines the way the controlled characters acquire virtual resources, preventing them from completing the virtual game too quickly or too slowly, thereby increasing their participation in the virtual game and improving the utilization rate of computing resources.

[0114] In an optional embodiment, when the first virtual object is eliminated by other roles, the quantity or quality of the eliminated resources (including the first evacuation resources and other evacuation resources) obtained by the controlled roles differs based on the varying levels of participation of the controlled roles during the elimination process. Illustratively, the participation level of the controlled role corresponds to the extent to which the first virtual object is affected by the controlled role's attributes. For example, if the controlled role's attack action affects the first virtual object's health by 20 points during the elimination process, then the controlled role's participation level is 20%, and the quantity or quality of eliminated resources obtained corresponds to this 20% participation level. In some embodiments, there is a preset first correspondence between the attribute influence and the participation level, and a preset second correspondence between the participation level and the proportion or quality of eliminated resources obtained.

[0115] In some embodiments, when the first virtual character is eliminated by other characters, the quantity or quality of the eliminated resources obtained by the controlled character varies depending on the type of character that eliminated the first virtual character. Illustratively, when the first virtual character is eliminated by a virtual character controlled by another player, the controlled character obtains the eliminated resources corresponding to the first virtual object according to a first ratio; when the first virtual character is eliminated by an NPC, the controlled character obtains the eliminated resources corresponding to the first virtual object according to a second ratio. The first ratio is less than the second ratio.

[0116] Since the second faction also includes NPCs, the proportion of elimination resources obtained by the controlled character varies depending on whether the first virtual character is eliminated by other virtual characters or by NPCs. This increases the cooperation between the controlled character and NPCs, enhances the strategic nature of the evacuation game for the controlled character, and improves the utilization rate of computing resources and the efficiency of human-computer interaction.

[0117] It is worth noting that the above-mentioned methods for obtaining obsolete materials can be used in combination. That is, the quantity / quality of obsolete materials obtained under different obsolete conditions can be calculated by combining the above-mentioned determination rules.

[0118] In an optional embodiment, when a first virtual character is eliminated by a controlled character, a specified game state lasting for a first duration is applied to the controlled character. This specified game state indicates that the controlled character has eliminated other virtual characters within the first duration prior to the current moment. Optionally, when the controlled character is subject to the specified game state, and when the controlled character moves within a preset range of an opposing virtual character, the opposing virtual character is notified of the controlled character's location, such as "A second-faction character is nearby." Optionally, the first duration corresponds to the method by which the first virtual character is eliminated; or, the first duration is a pre-set duration; or, the first duration corresponds to the number of elimination events generated by the controlled character.

[0119] Step 280: If the first evacuation resource acquired by the controlled character meets the evacuation requirements, display the virtual evacuation scene of the controlled character.

[0120] Optionally, when the number of first evacuation resources acquired by the controlled character reaches a certain threshold, the virtual evacuation scene of the controlled character is displayed; or, when the cumulative level of the first evacuation resources acquired by the controlled character reaches a preset level, the virtual evacuation scene of the controlled character is displayed. For illustration, the character level of the first virtual character is used as the level of the first evacuation resource, and the updated cumulative level is obtained by adding this level to the level of the first evacuation resources acquired by the controlled character.

[0121] In some embodiments, if the first evacuation resource acquired by the controlled character meets the evacuation requirements and the character position of the controlled character meets the position requirements, the controlled character evacuation virtual scene is displayed.

[0122] Indicatively, when the controlled character acquires a preset threshold of first evacuation resources and is located at a preset evacuation point in the virtual scene, the controlled character is shown evacuating from the virtual scene.

[0123] In some embodiments, the first evacuation resource corresponding to the first virtual character includes the identity card of the first virtual character, which is used to uniquely identify the first virtual character. When the number of identity cards acquired by the controlled character reaches a preset threshold, the game result of the controlled character's evacuation from the virtual scene is displayed, wherein the faction to which the virtual character corresponding to the identity card acquired by the controlled character belongs is an enemy faction to the second faction.

[0124] Optionally, when a controlled character is eliminated in a virtual scene, the controlled character loses the game and drops the fourth extraction resource. Virtual characters controlled by other players can acquire the fourth extraction resource and use it to exchange for other virtual resources outside the virtual game.

[0125] Alternatively, when a controlled character is eliminated in a virtual scenario, the controlled character drops the fourth evacuation resource, and the controlled character can revive at a stronghold belonging to the second faction in the virtual scenario.

[0126] In summary, the method provided in this application offers players a new interactive mode. The controlled character no longer needs to search for distributed virtual resources at different locations in the virtual scene. Instead, by eliminating other virtual characters, the controlled character acquires the evacuation resources generated when those characters are eliminated, such as identity cards. By collecting these identity cards, and when the number of collected identity cards meets the evacuation requirements, the controlled character's evacuation from the virtual scene is determined. This increases the unpredictability of evacuation games. Building upon the interaction between virtual characters and NPCs, it adds interaction between virtual characters themselves. Furthermore, the method determines whether the controlled character has successfully evacuated the virtual scene based on the interaction between virtual characters and the elimination of other virtual characters. This increases the diversity of interactions, improves the participation rate in evacuation games, avoids wasting computational resources, and improves the utilization rate of computational resources.

[0127] In some embodiments, the second faction further includes one or more of the following virtual characters: at least one NPC; and virtual characters controlled by other terminals. In this embodiment, the second faction includes at least one NPC as an example; that is, the controlled character cooperates with the NPC in the second faction to complete virtual matches. In some embodiments, all NPCs in the virtual scene belong to the second faction, or some NPCs in the virtual scene belong to the second faction.

[0128] Figure 5 is a flowchart of an interactive method based on a virtual scene provided in another exemplary embodiment of this application. This method can be executed by a terminal, by a server, or by a combination of both. In this embodiment, the method is illustrated by example of execution by a terminal. As shown in Figure 5, the method includes the following steps.

[0129] Step 520: Display the first location marker of at least one NPC.

[0130] Optionally, at least one NPC's first location marker can be displayed on the map corresponding to the virtual scene, or at least one NPC's first location marker can be overlaid on the screen of the virtual scene.

[0131] The first position marker is used to characterize the position of at least one NPC in the virtual scene, or the first position marker is used to characterize the orientation of at least one NPC relative to the controlled character in the virtual scene.

[0132] In some embodiments, the first location marker of at least one NPC in the second faction is displayed; or, when the controlled character meets the marker display requirements, the first location marker of at least one NPC in the second faction is displayed. In this embodiment, the first location marker is displayed on the map corresponding to the virtual scene as an example.

[0133] Schematic illustration: When a controlled character acquires a marker-displaying item, a first location marker for at least one NPC from the second faction is displayed on the map; or, when at least one NPC from the second faction is within a first distance range of the controlled character, a first location marker corresponding to the NPC within that first distance range is displayed on the map; or, when at least one NPC from the second faction corresponds to a preset character type, a first location marker corresponding to the NPC of that preset character type is displayed on the map; or, when at least one NPC from the second faction triggers a preset type event in the virtual scene, a first location marker corresponding to the NPC that triggered the preset type event is displayed on the map. It is worth noting that the methods of displaying the first location markers are merely illustrative examples, and this application does not limit the scope of the embodiments described herein.

[0134] The method provided in this embodiment determines whether the controlled character has the ability to view NPC location markers under different conditions, which improves the participation of the controlled character in viewing NPC location markers under certain conditions in the virtual scene, and further improves the cooperation between the controlled character and the NPC, thereby improving the efficiency of human-computer interaction.

[0135] In some embodiments, the map corresponding to the virtual scene includes at least one of a thumbnail map and a standard map; wherein the thumbnail map is the map that is kept displayed on the game screen, and the standard map is the map that is triggered to be displayed when a map viewing operation is received. Optionally, the display size of the standard map is larger than the display size of the thumbnail map.

[0136] Schematic, Figure 6 is a schematic diagram of a map display interface provided by an embodiment of this application. As shown in Figure 6, when the map 600 is triggered to display, the first position marker 610 of the NPC in the second camp is displayed in the map 600. Optionally, the map 600 also includes the master position marker 620 of the controlled character in the virtual scene, which is used to express the position of the controlled character in the virtual scene, so as to know the relative position relationship or distance between the controlled character and the NPC.

[0137] In some embodiments, different NPCs display the same form of first location marker; or, different NPCs display different forms of first location marker. Illustratively, when there are at least two NPCs in the second faction, the first characteristic of the first location marker on the map will differ depending on at least one of the following: NPC's character type, character level, character attribute value, positional relationship between the NPC and the controlled character, and cooperative ability between the NPC and the controlled character.

[0138] Different display effects are used for different types of NPCs in virtual scenes, improving the ability of the first location marker to indicate the NPC type, enhancing the intuitiveness of the first location marker when displaying the map, and improving the efficiency of human-computer interaction.

[0139] The first performance feature includes at least one of the following: display color, highlight effect, display size, flicker frequency, transparency, etc.

[0140] For illustrative purposes, NPC role types include attack, defense, information delivery, and healing. When an NPC's role type corresponds to attack, its first position is marked on the map in the first color; when an NPC's role type corresponds to healing, its first position is marked on the map in the second color. The first and second colors are different.

[0141] The NPC's first location marker is updated in real time as the NPC moves in the virtual scene; or, the NPC's first location marker is updated according to a preset update cycle and the NPC's position in the virtual scene.

[0142] Alternatively, the NPC's first location marker is updated according to a first update frequency and the NPC's location in the virtual scene. The first update frequency corresponds to frequency-related factors, which include at least one of the following: the controlled character's level, the NPC's level, the number of remaining NPCs in the second faction, the controlled character's attribute value, the NPC's attribute value, and the distance between the NPC and the controlled character.

[0143] To illustrate, the higher the level of the controlled character, the higher the first update frequency, meaning there is a positive correlation between the controlled character's level and the first update frequency; the higher the level of the NPC, the higher the first update frequency, meaning there is a positive correlation between the NPC's level and the first update frequency; the fewer the remaining NPCs in the second faction, the higher the first update frequency, meaning there is a negative correlation between the number of remaining NPCs and the first update frequency; the lower the attribute value of the controlled character, the higher the first update frequency, meaning there is a negative correlation between the controlled character's attribute value and the first update frequency; the lower the attribute value of the NPC, the higher the first update frequency, meaning there is a negative correlation between the controlled character's attribute value and the first update frequency; the farther the distance between the NPC and the controlled character, the higher the first update frequency, meaning there is a positive correlation between the distance between the NPC and the controlled character and the first update frequency.

[0144] By determining the update frequency of the first position marker through different frequency-related factors, the controlled character is guided to move in the virtual scene in the direction of increasing the update frequency of the frequency-related factors, thereby increasing the participation of the controlled character in the virtual scene and improving the efficiency of human-computer interaction.

[0145] Step 540: Receive the call control operation.

[0146] The summon control operation is used to summon at least one NPC to move to the summon point; that is, the summon control operation is used to summon at least one NPC at the summon point.

[0147] In some embodiments, receiving a call control operation includes at least one of the following methods:

[0148] 1. If the first summoning operation is received directly based on the location of the controlled character, the summoning point is realized as the location point of the controlled character in the virtual scene;

[0149] Using the location of the controlled character as the summoning point, the surrounding NPCs are all moved towards the location of the controlled character, which improves the efficiency of human-computer interaction between the controlled character and NPCs, eliminating the need for the controlled character to approach each NPC one by one to interact.

[0150] 2. If the call-to-call point selection operation on the map is received as the second call-to-call operation, then the call-to-call point is the selected location point on the map;

[0151] By using any selected location on the map as a rallying point, NPCs around the selected location are made to move towards the selected location, which improves the human-computer interaction efficiency of the controlled character in controlling NPCs.

[0152] 3. If the selection operation of the target character on the map is received as the third summoning operation, the summoning point is realized as the location point of the target character in the virtual scene; wherein, the target character includes at least one of the controlled character, NPC, and virtual characters controlled by other players;

[0153] Using the target character on the map as a rallying point, the surrounding NPCs move towards the target character's location, thus interacting with the target character or following the target character's movement, improving the human-computer interaction efficiency of the controlled character controlling the NPCs.

[0154] 4. If the selection operation of the target scene element on the map is received as the fourth summoning operation, the summoning point is realized as the location point of the target scene element in the virtual scene.

[0155] Using the target scene element on the map as a gathering point, the surrounding NPCs are made to move towards the location of the target scene element, thereby interacting with the target scene element and improving the human-computer interaction efficiency of the controlled character controlling the NPC.

[0156] It is worth noting that the above-described call control operation is merely an illustrative example, and the implementation method of the call control operation is not limited in the embodiments of this application.

[0157] In some embodiments, the call point may also be a location point randomly determined on the map according to the call control operation.

[0158] Step 560, in response to the summoning control operation, displays all or some of at least one NPC moving toward the summoning point.

[0159] In some embodiments, when the gathering point is implemented as a static location point, it is shown that all or part of at least one NPC moves toward the static gathering point; when the gathering point is implemented as a dynamic location point, it is shown that all or part of at least one NPC moves with the dynamic gathering point.

[0160] By summoning NPCs to the same summoning point through the summoning control operation, the NPCs can move around at the summoning point, thereby improving the cooperation between the controlled character and the NPCs and increasing the efficiency of their interaction.

[0161] Optionally, when the summoning control operation is implemented as the first summoning operation described above, the summoning point is the position point of the controlled character in the virtual scene when the first summoning operation is received, and the summoning point is a static point; or, the summoning point is the real-time position point of the controlled character in the virtual scene, changing with the movement of the controlled character. When the summoning control operation is implemented as the second summoning operation described above, the summoning point is a static position point in the virtual scene. When the summoning control operation is implemented as the third summoning operation described above, the summoning point is the position point of the target character in the virtual scene when the third summoning operation is received, and the summoning point is a static point; or, the summoning point is the real-time position point of the target character in the virtual scene, changing with the movement of the target character. When the summoning control operation is implemented as the fourth summoning operation described above, the summoning point is the position point of the target scene element in the virtual scene when the fourth summoning operation is received, and the summoning point is a static point; or, the summoning point is the real-time position point of the target scene element in the virtual scene, changing with the movement of the target scene element.

[0162] In some embodiments, in response to a summoning control operation, all NPCs in the second faction in the virtual scene are controlled to move toward the summoning point.

[0163] In other embodiments, in response to a summoning control operation, NPCs within a first distance range of the summoning point are shown moving toward the summoning point.

[0164] Optionally, when the summoning point is implemented as a dynamic location point, if the NPC is outside the first distance range of the summoning point as the summoning point moves, the NPC cancels the dynamic following of the summoning point. If the NPC always remains within the first distance range of the summoning point, the NPC maintains the dynamic following of the summoning point.

[0165] In some embodiments, the first distance range is a preset distance range, or the first distance range is a distance range determined based on a summoning control operation or a controlled role.

[0166] In some embodiments, the first distance range is positively correlated with the operation duration of the summoning control operation; or, the first distance range corresponds to the operation mode of the summoning control operation; or, the first distance range corresponds to the distance between the summoning point and the controlled character; or, the first distance range corresponds to the summoning ability attribute of the controlled character.

[0167] Regarding the determination of the aforementioned first distance range, the first distance range meets one or more of the following conditions:

[0168] 1. The first distance range is related to the operation time of the summoning control operation;

[0169] In the above example, taking the positive correlation between the first distance range and the operation duration of the summoning control operation as an example, alternatively, the first distance range and the operation duration of the summoning control operation can also be negatively correlated, or the first distance range and the operation duration of the summoning control operation can be preset, or the first distance range and the operation duration of the summoning control operation can be customized by the player. This embodiment does not limit this.

[0170] To illustrate, the summoning control operation is implemented as a long press operation on the summoning point on the map. Taking the first distance range as a positive correlation with the operation duration of the summoning control operation as an example, the first distance range is determined according to the operation duration of the long press operation on the summoning point. The longer the operation duration of the long press operation, the larger the first distance range.

[0171] By determining the first distance range of the summoning circle through the operation duration of the summoning control operation, the personalization and diversity of the summoning of NPCs by the controlled character are improved, and the human-computer interaction efficiency of summoning NPCs is improved.

[0172] 2. The first distance range corresponds to the operation mode of the summoning control operation;

[0173] For illustration purposes, when a click operation is received on a gathering point on the map, the first distance range is determined to be A; when a double-click operation is received on a gathering point on the map, the first distance range is determined to be B, where A < B.

[0174] By determining the initial distance range of the summoning circle through the operation method of summoning control, the personalization and diversity of NPC summoning by the controlled character are improved, and the human-computer interaction efficiency of summoning NPCs is improved.

[0175] 3. The first distance range corresponds to the distance between the summoning point and the controlled character;

[0176] Optionally, there is a certain distance between the summoning point and the controlled character; or, when the distance between the summoning point and the controlled character is 0, a first distance range corresponding to the distance of 0 is determined; when the distance between the summoning point and the controlled character is not 0, the first distance range is determined according to a preset ratio based on the distance between the summoning point and the controlled character; or, the first distance range corresponding to the distance interval is determined according to the distance interval to which the distance between the summoning point and the controlled character belongs.

[0177] Based on the distance between the summoning point and the controlled character, the range of NPCs that the controlled character can summon is determined. Using the distance between the controlled character and the summoning point as a benchmark, the controlled character summons NPCs that are currently between itself and the summoning point to the summoning point, which improves the controlled character's control over NPCs and improves the efficiency of human-computer interaction.

[0178] 4. The first distance range corresponds to the summoning ability attribute of the controlled character.

[0179] The controlled character has a summoning ability attribute. Optionally, this summoning ability attribute can be changed through items or skills. Symbolically, in response to receiving an action that uses an attribute-boosting item, the controlled character's summoning ability attribute is displayed with a first value increase. A first distance range corresponding to the value is determined based on the value of the summoning ability attribute.

[0180] It is worth noting that the first distance range in the above-mentioned NPC summoning process is only an illustrative example, and the method of determining the first distance range in this application embodiment is not limited.

[0181] In some embodiments, the NPC moves towards the summoning point at a first moving speed, which is the NPC's moving speed before being summoned; or, the NPC moves towards the summoning point at a second moving speed, which is a speed obtained by increasing the first moving speed by a preset amount.

[0182] Optionally, the map displays all or some of at least one NPC moving toward the summoning point; and the map displays the movement path of the summoned NPCs moving toward the summoning point.

[0183] The options are as follows: 1) Display the NPC's movement path to the summoning point using the default display method; 2) Display the NPC's movement path to the summoning point using at least one of the following display factors: NPC's role type, role level, role attribute value, positional relationship between the NPC and the controlled character, and cooperative ability between the NPC and the controlled character.

[0184] Optionally, depending on the display factors, the movement path of the NPC moving towards the gathering point can be displayed with different secondary performance characteristics.

[0185] In illustrative terms, the second performance feature includes at least one of the following: display color, highlight effect, display size, flicker frequency, transparency, etc.

[0186] For illustration purposes, when an NPC's role type corresponds to an attack type, the NPC's movement path to the summoning point is displayed on the map in the first color; when an NPC's role type corresponds to a healing type, the NPC's movement path to the summoning point is displayed on the map in the second color.

[0187] Optionally, the first visual feature displayed by the NPC's first location marker may or may not be synchronized with the second visual feature displayed by the movement path. This embodiment will use synchronization as an example for explanation.

[0188] Schematic illustration: Figure 7 is a movement path diagram provided in an exemplary embodiment of this application. As shown in Figure 7, the map 700 includes a summoning point 710 selected by the player, and a summoning circle 720 with the summoning point 710 as the center and a first distance range as the radius. NPCs 711 within the summoning circle 720 move towards the summoning point 710. A movement path 712 is also displayed for each NPC 711 moving towards the summoning point 710, showing the NPC 711 moving along the movement path 712 towards the summoning point.

[0189] It is worth noting that the shape of the above-mentioned gathering circle 720 is only an illustrative example. After the gathering point 710 is determined, the shape of the gathering range can also be a rectangle, an ellipse, a rhombus, etc. This application embodiment does not limit this.

[0190] Optionally, if an NPC is not within the summoning range when the summoning control operation is triggered, but moves into the summoning range during the summoning process, the NPC's movement from the moment it enters the summoning range to the summoning point, as well as the NPC's movement path, will be displayed; or, the NPC's original path will be preserved, and the NPC's movement towards the summoning point will not be displayed.

[0191] In some embodiments, the summoning process has a preset duration; or, the duration of the summoning process is determined according to the operation type of the summoning control operation; or, the duration of the summoning process corresponds to the summoning capability attribute of the controlled role.

[0192] Optionally, in response to receiving a path editing operation, the summoned NPC is shown to move towards the summoning point along the edited path; wherein the path editing operation includes at least one of a path drawing operation, a path dragging operation, and a path turning point addition operation.

[0193] After displaying the movement path of the NPC moving to the gathering point, the system receives path editing operations on the movement path. In some embodiments, the movement path to be edited is first selected, and the path editing operation is received for the movement path to be edited.

[0194] The different operation methods for path editing are explained below:

[0195] 1. Path drawing operation;

[0196] Receive path drawing operations on the map and use the drawn path as the movement path of the NPC in the virtual scene.

[0197] Schematic, Figure 8 is a schematic diagram of a path drawing operation provided by an exemplary embodiment of this application. As shown in Figure 8, the map 800 displays the movement path 830 of NPC 810 moving to the gathering point 820. After receiving the path drawing operation, the updated movement path 840 is displayed, and NPC 810 moves to the gathering point 820 along the updated movement path 840, or moves to the destination drawn by the movement path 840 according to the updated movement path 840. Optionally, the destination is connected to show NPC 810 moving from the destination of the movement path 840 to the gathering point 820.

[0198] 2. Path dragging operation;

[0199] Receive a path drag operation on the map, respond to the path drag operation, determine the path endpoint based on the drag endpoint, display the updated path between the NPC's position and the path endpoint, and control the NPC to move according to the updated path.

[0200] In one possible implementation, in response to a path dragging operation, the shape of the movement path is kept unchanged, but the position of the movement path on the map is modified. This would display the NPC first moving from its current position to the starting point of the movement path, and then moving along the movement path to the ending point of the movement path.

[0201] Optionally, the final display shows the NPC moving from the path focus of the movement path to the summoning point.

[0202] 3. Add path turning points.

[0203] Receive the operation of adding path turning points on the map, add path turning points in the movement path, create an updated movement path from the starting point of the movement path to the path turning point, and then from the path turning point to the path ending point. Display the NPC moving along the updated movement path first to the path turning point, and then to the path ending point.

[0204] The number of path inflection points can be one or more. When there are multiple path inflection points, the movement path is updated according to the setting order of the multiple path inflection points. That is, the movement is from the i-th path inflection point to the (i+1)-th path inflection point according to the setting order of the multiple path inflection points, where i is a positive integer.

[0205] Schematic, Figure 9 is a schematic diagram of the path inflection point addition process provided in an exemplary embodiment of this application. As shown in Figure 9, the movement path 930 of NPC 910 moving to the gathering point 920 is displayed in the map 900. After receiving the path inflection point addition operation, the path inflection point 940 and the updated movement path 950 based on the path inflection point 940 are displayed. It is also shown that NPC 910 moves to the gathering point 920 along the updated movement path 950, or moves to the path inflection point 940 first, and then moves to the end point of the movement path 950 according to the updated movement path 950.

[0206] The path editing function allows users to adjust the movement paths of NPCs after they are displayed, changing the way NPCs are visually moved in the virtual scene and improving the efficiency and versatility of NPC control.

[0207] It is worth noting that the above path editing operations are merely illustrative examples, and the methods of editing path editing operations are not limited in the embodiments of this application.

[0208] In one optional embodiment, the second faction includes a controlled character and at least one NPC. That is, the controlled character cooperates with the NPC in the second faction to complete virtual matches. The NPC's field of vision in the virtual scene expands its ability to observe the controlled character's hostile virtual characters.

[0209] Figure 10 is a flowchart of an interactive method based on a virtual scene provided in another exemplary embodiment of this application. This method can be executed by a terminal, by a server, or by a combination of both. In this embodiment, the method is illustrated by example of execution by a terminal. As shown in Figure 10, the method includes the following steps.

[0210] Step 1020: If the second virtual character belonging to the third faction is within the field of vision of at least one NPC, display the second location marker of the second virtual character.

[0211] Specifically, the second location marker of the second virtual character is displayed in the map corresponding to the virtual scene, or the second location marker of the second virtual character is overlaid on the screen of the virtual scene.

[0212] The second location marker is used to represent the position of the second virtual character in the virtual scene.

[0213] The third faction and the second faction are hostile factions. Alternatively, the third faction and the first faction are the same faction; or, the third faction and the first faction are different and hostile factions; or, the third faction and the first faction are different and competitive factions.

[0214] Optionally, different second virtual characters may correspond to the same second position marker; or, different second virtual characters may correspond to different second position markers. For example, different second position markers may be displayed based on the character type of the second virtual character; or, different second position markers may be displayed based on the character attributes of the second virtual character; or, different second position markers may be displayed based on the distance between the second virtual character and the controlled character.

[0215] By displaying a second location marker to represent a second virtual character within the NPC's field of vision, the NPC becomes an additional observation tool for the controlled character, improving the controlled character's ability to observe the virtual scene, enhancing the cooperation between the controlled character and the NPC, and increasing the efficiency of human-computer interaction.

[0216] In some embodiments, the second location marker is updated at a preset frequency, or the second location marker is a static marker used to characterize the instantaneous position of the second virtual character when the NPC observes it. In some embodiments, at any given moment, when the second virtual character is within the NPC's field of vision, there is one and only one second location marker on the map corresponding to the second virtual character.

[0217] Schematic, FIG11 is a map diagram provided in an exemplary embodiment of the present application. As shown in FIG11, a first location marker 1110 of an NPC is displayed on map 1100. When a second virtual character is within the field of vision of the NPC, a second location marker 1120 of the second virtual character is displayed on map 1100.

[0218] In one optional embodiment, only one second location marker corresponding to a hostile virtual character is displayed on the map at any given time; or, at any given time, the map displays second location markers corresponding to a preset number of hostile virtual characters. When the number of second location markers of hostile virtual characters displayed on the map reaches the preset number, in response to the existence of a new hostile virtual character within the NPC's field of vision, the second location marker of the earliest appearing hostile character displayed on the map is deleted and updated to the second location marker of the new hostile virtual character.

[0219] Step 1040: In response to the second virtual character being out of the field of view of at least one NPC, the second location marker of the second virtual character is de-displayed.

[0220] Optionally, in response to the second virtual character leaving the field of view of at least one NPC, the second location marker of the second virtual character is removed from the map corresponding to the virtual scene.

[0221] The second location marker disappears from the map with a fade-out effect over time.

[0222] In some embodiments, the disappearance of the second location marker with a fade-out effect over time means that the visibility of the second location marker gradually decreases over time, thereby disappearing from the map.

[0223] By controlling the second location marker to fade out of the map, a marker persistence is given to the second location marker, avoiding the controlled character's poor observation ability of the second location marker due to flashing and crashing, thus improving the efficiency of human-computer interaction.

[0224] The second location marker reduces visibility in at least one of the following ways:

[0225] The transparency of the first and second location markers gradually increases over time until they become invisible on the map;

[0226] Optionally, the transparency of the second location marker is increased by a first increment within a preset time period until the transparency of the second location marker reaches a preset transparency, such as 90% or 100%, and then the second location marker is deleted from the map.

[0227] Second, determine the map background color where the second location marker is located, and gradually adjust the pixel value of the second location marker to match the pixel value of the map background color over time until the second location marker and the map background color are the same and blend into one, at which point the second location marker is no longer visible.

[0228] Optionally, first determine the preset time required for the second location marker to disappear, then determine the pixel difference between the pixel value of the second location marker and the pixel value of the map background color, and determine the adjustment range of the pixel value per unit time based on the ratio between the pixel difference and the preset time.

[0229] It is worth noting that the above-mentioned method for canceling the display of the second position mark is only an illustrative example, and the specific method for canceling the display of the second position mark in this application embodiment is not limited.

[0230] Schematic, Figure 12 is a map diagram provided in an exemplary embodiment of this application. As shown in Figure 12, the map 1200 displays a first location marker 1210 for an NPC and a second location marker 1220 for a second virtual character. At this time, the second virtual character is within the NPC's field of vision. When the second virtual character leaves the NPC's field of vision, the second location marker 1220 is gradually de-displayed by increasing its transparency.

[0231] The method provided in this embodiment provides the controlled character with the location of the second virtual character in the virtual scene by displaying a second location marker, simulating an NPC as an observation tool for the controlled character, thereby improving the cooperation ability between the NPC and the controlled character, avoiding the problem of excessive combat difficulty for the controlled character fighting alone, improving the efficiency of human-computer interaction, and improving the interaction efficiency between the NPC and the controlled character.

[0232] In one optional embodiment, the second faction includes a controlled character and at least one NPC. That is, the controlled character cooperates with the NPC in the second faction to complete virtual matches. The NPC's cooperation with the controlled character includes at least one of following or providing resources.

[0233] Figure 13 is a flowchart of an interactive method based on a virtual scene provided in another exemplary embodiment of this application. This method can be executed by a terminal, by a server, or by a combination of both. In this embodiment, the method is illustrated by example of execution by a terminal. As shown in Figure 13, the method includes the following steps.

[0234] Step 1300: Display at least one NPC who is in the second faction.

[0235] The second faction is the faction to which the controlled character belongs. The controlled character and at least one NPC are teammates in the second faction.

[0236] In some embodiments, at least one NPC belonging to the second faction is displayed in the virtual scene; or, at least one NPC belonging to the second faction is displayed on the map; or, at least one NPC belonging to the second faction is displayed on the thumbnail map.

[0237] Step 1320: If, in at least one NPC, the distance between the first NPC and the controlled character meets the preset distance requirement, in response to receiving the first interaction operation, obtain NPC resources from the first NPC.

[0238] NPC supplies are supplies provided by the first NPC.

[0239] In some embodiments, the first NPC provides NPC resources to the controlled character within a limited number of times. Optionally, the first NPC provides NPC resources only to virtual characters in the second faction, wherein the second faction consists only of virtual characters controlled by the player, i.e., the first NPC only provides NPC resources to the controlled characters.

[0240] By enabling resource sharing between the first NPC and the controlled character, the cooperative relationship between the NPC and the controlled character is improved, and the diversity of activities of the controlled character in the virtual scene is increased.

[0241] Schematic illustration: Figure 14 is a schematic diagram of the interface for a resource acquisition process provided in an exemplary embodiment of this application. As shown in Figure 14, a first NPC 1410 is included in the virtual scene. When the controlled character moves to a position that meets a preset distance requirement from the first NPC 1410, a prompt message 1420 is displayed, which prompts the controlled character to acquire NPC resources from the first NPC 1410. In response to receiving a first interactive operation, the character acquires NPC resources from the first NPC 1410.

[0242] In some embodiments, the first NPC is any NPC in the second faction, that is, any NPC has the ability to provide NPC resources to the controlled character; or, the first NPC is an NPC in the second faction that meets the conditions for providing resources, such as the first NPC being a NPC of a specified type in the second faction.

[0243] In some embodiments, when the first NPC is an NPC in the second faction that meets the conditions for providing resources, the first NPC includes one or more of the following:

[0244] 1. The first NPC is an NPC in the second faction whose level meets the requirements;

[0245] For example, the first NPC is the NPC in the second faction that has reached the preset level threshold, or the first NPC is the highest level NPC in the second faction.

[0246] In some embodiments, for at least two NPCs in the second faction, the first location marker of the highest-level NPC among the at least two NPCs is highlighted on the map. For example, a light effect is added to the first location marker of the highest-level NPC to indicate the location of the highest-level NPC in the virtual scene, so that the controlled character can move to the vicinity of the highest-level NPC and obtain NPC resources provided by the first NPC when the distance between the first NPC and the controlled character meets the preset distance requirements.

[0247] NPC resources are virtual resources pre-configured for the first NPC.

[0248] 2. The first NPC is the NPC located at a specific position within the second faction;

[0249] That is, there is a first NPC at a designated location in the virtual scene. When the controlled character moves to the vicinity of the first NPC, he can obtain NPC resources provided by the first NPC.

[0250] NPC resources are virtual resources pre-configured for the first NPC.

[0251] 3. The first NPC is the NPC in the second faction who completed the elimination event within the historical time period;

[0252] In some embodiments, when the first NPC eliminates other virtual characters within a historical time period, it acquires the virtual resources equipped by the other virtual characters as NPC resources; or, when the first NPC eliminates other virtual characters within a historical time period, it acquires the virtual resources allocated by the system as NPC resources.

[0253] 4. The first NPC is the NPC in the second faction who picks up virtual resources from the virtual scene during the historical time period.

[0254] In other words, if the first NPC obtains virtual resources from the virtual scene by picking them up within a historical time period, then the virtual resources picked up by the first NPC will be regarded as NPC resources.

[0255] It is worth noting that the above-mentioned first NPC and the method of obtaining NPC resources are merely illustrative examples, and the embodiments of this application do not limit them.

[0256] In some embodiments, NPC resources are used to provide virtual combat buffs to the controlled character. Schematic, NPC resources include at least one of the following: virtual items, virtual medicines, virtual attack items, virtual bullets, virtual arrows, virtual shields, etc.

[0257] Step 1340: If, in at least one NPC, there exists a second NPC that meets the preset distance requirement with the controlled character, in response to receiving a second interaction operation, the second NPC is displayed to move in the virtual scene following the controlled character.

[0258] Optionally, if at least one NPC exists that maintains a preset distance from the controlled character, and the number of NPCs following the controlled character is within a preset range, then in response to receiving a second interaction operation, the second NPC is displayed to move in the virtual scene following the controlled character. That is, the number of NPCs following the controlled character in the virtual scene is within a preset range.

[0259] By controlling a second NPC to follow the controlled character in the virtual scene, a close positional relationship is established between the NPC and the controlled character. This allows the controlled character to improve its cooperation with the NPC in the virtual scene, jointly complete activities in the virtual scene, and improve the efficiency of human-computer interaction.

[0260] In some embodiments, the NPC that follows the controlled character assists the controlled character in performing at least one of the following operations during the following process: 1. attack operation; 2. healing operation; 3. item acquisition operation; 4. scene observation operation.

[0261] Taking the attack operation as an example, when the controlled character engages in a virtual battle with an enemy virtual character, the NPC following the controlled character launches an attack on the enemy virtual character.

[0262] Taking the healing operation as an example, when the attribute value of the controlled character decreases, the NPC of the controlled character initiates healing on the controlled character. Optionally, when the attribute value of the controlled character decreases to a preset threshold, the NPC initiates healing on the controlled character; or, when the controlled character requests healing from the NPC, the NPC initiates healing on the controlled character.

[0263] Taking item acquisition as an example, when an NPC moves with a controlled character in a virtual scene, in response to the presence of a virtual item within the NPC's acquisition range, the NPC acquires the virtual item. Optionally, the virtual item is a player-specified type; or, the virtual item is any virtual item in the virtual scene; or, the virtual item corresponds to the NPC's type. Optionally, after acquiring the virtual item, the NPC stores it in its corresponding storage space, or stores it in the controlled character's corresponding storage space.

[0264] Taking scene observation as an example, when an NPC moves in the virtual scene following the controlled character, the direction the NPC faces is different from the direction the controlled character faces. The controlled character faces a 120° fan-shaped area centered on its direction of movement, NPC1 faces a 120° fan-shaped area connecting to this area, and NPC2 faces the remaining 120° fan-shaped area. When a hostile virtual object is within NPC1's field of vision, a first prompt message is displayed, informing the player that a hostile virtual object is within NPC1's field of vision. Alternatively, when virtual resources are within NPC1's field of vision, a second prompt message is displayed, informing the player that virtual resources are within NPC1's field of vision. Optionally, the field of vision faced by each NPC can be a default value or a value preset by the player.

[0265] The 120° fan-shaped range described above is merely an illustrative example. The field of view angles for the controlled character and NPC can be any preset angle value, and the NPC's field of view can be a custom range based on the field of view angle. For example, if the field of view angle for the controlled character and NPC is 100°, the player can edit and arbitrarily set the coordination between the NPC's field of view and the controlled character's field of view.

[0266] Schematic, Figure 15 is a schematic diagram of the scene observation process provided by an exemplary embodiment of this application. As shown in Figure 15, the controlled character 1510 is followed by NPC 1520 and NPC 1530. The field of view of the controlled character 1510, NPC 1520 and NPC 1530 is distributed as shown in the distribution diagram 1540. When there is a hostile virtual object in the field of view of NPC 1520, the first prompt information 1550 is displayed to prompt the player that there is currently a hostile virtual object in the field of view of NPC 1520 on the right.

[0267] Step 1360: If, in the case of at least one NPC, a third NPC is following the controlled character, in response to receiving a third interaction operation, the third NPC is shown to end following the controlled character.

[0268] In some embodiments, there is a time limit for the NPC to follow the controlled character. When the time limit is reached, the NPC will automatically end following the controlled character. Alternatively, the player can end the NPC's following of the controlled character through a third interaction operation.

[0269] In some embodiments, when at least two NPCs are following the controlled character, the following of the NPCs ends according to the following order. For example, if NPC1 follows the controlled character first, then the following of the NPC with the controlled character ends first. Alternatively, based on the different operation methods of the third interaction operation, the NPC that ends following the controlled character is determined. Schematic, in response to receiving a trigger operation from the first control, NPC1 ends following the controlled character, and in response to receiving a trigger operation from the second control, NPC2 ends following the controlled character. Here, the first and second controls are only illustrative examples. The trigger operation can also be performed through an external input device, such as a keyboard, gamepad, etc. Or, when the terminal is implemented as an AR / VR device, the trigger operation can also be implemented through eye-tracking operation, gesture operation, etc. Alternatively, the controlled character faces the NPC that needs to end following and triggers the third interaction operation. Alternatively, the controlled character moves towards the third NPC and triggers the third interaction operation.

[0270] Optionally, the second and third interactive operations described above can be implemented in the same form. When the operation in this form is received, it is determined whether the NPC follows the controlled character. If the NPC follows, the following is stopped; if the NPC does not follow, the NPC is controlled to follow.

[0271] Step 1380: In response to the elimination of a fourth NPC among at least one NPC, display the third position marker of the fourth NPC, which is used to characterize the position of the fourth NPC in the virtual scene where it was eliminated.

[0272] In response to the elimination of a fourth NPC among at least one NPCs, the third location marker of the fourth NPC is displayed on the map corresponding to the virtual scene.

[0273] In some embodiments, the third location marker disappears from the map with a fade-out effect over time.

[0274] By displaying a third location marker, the controlled character is notified of NPC elimination events, allowing players to adjust their game strategy in the virtual scene in real time based on the number of NPCs, thus improving the efficiency and amount of information displayed on the map.

[0275] In some embodiments, the disappearance of the third location marker with a fade-out effect over time means that the visibility of the third location marker gradually decreases over time, thereby disappearing from the map.

[0276] The third location marker reduces visibility in at least one of the following ways:

[0277] The transparency of the first and third position markers gradually increases over time until they become invisible on the map;

[0278] Optionally, the transparency of the third location marker is increased by a first increment within a preset time period until the transparency of the third location marker reaches a preset transparency, such as 90% or 100%, and then the third location marker is deleted from the map.

[0279] Second, determine the map background color where the third location marker is located, and gradually adjust the pixel value of the third location marker to match the pixel value of the map background color over time until the third location marker and the map background color are the same and blend into one, at which point the third location marker is no longer visible.

[0280] Optionally, first determine the preset time required for the third location marker to disappear, then determine the pixel difference between the pixel value of the third location marker and the pixel value of the map background color, and determine the adjustment range of the pixel value per unit time based on the ratio between the pixel difference and the preset time.

[0281] It is worth noting that the above-mentioned method of canceling the display of the third position mark is only an illustrative example, and the specific method of canceling the display of the third position mark is not limited in the embodiments of this application.

[0282] Figure 16 is a schematic diagram of a map interface provided in an exemplary embodiment of this application. As shown in Figure 16, the map 1600 includes a location marker 1610 for the controlled character and a third location marker 1620 for the NPC. The third location marker 1620 is used to indicate the location of the NPC when it is eliminated in the virtual scene.

[0283] In the method provided in this application embodiment, the controlled character and the NPC are in the same camp. The overall process of the method includes at least one of the following processes: (1) NPC approach process; (2) character elimination process; (3) resource acquisition process; (4) map display process. The above processes are described in detail.

[0284] First, before the above process, the player needs to select the faction of the controlled character and join the virtual scene. Figure 17 is a schematic diagram of the process of the controlled character joining the virtual game provided by an exemplary embodiment of this application. As shown in Figure 17, the process includes the following steps.

[0285] Step 1710: Choose the faction to team up with the NPC.

[0286] In other words, before joining a virtual match, players can choose to team up with an NPC or another faction. When teaming up with an NPC, players cannot choose to team up with other players. Optionally, a faction option is displayed in the game lobby. Players can select a faction option before matchmaking, indicating they are choosing to be in the same faction as the NPC. In this case, the automatic team-up option cannot be selected, and players can only join the NPC faction alone. If a player is already teamed up with other players, they cannot select a faction option.

[0287] Step 1711: Match with other players.

[0288] In some embodiments, players are matched with players who have not selected a faction option. In some embodiments, only one player selects a faction option before entering the virtual match, and other players join the virtual match alone or in teams with each other.

[0289] Step 1712: Enter the virtual game.

[0290] When a player-controlled character enters a virtual match as part of a team with an NPC, the condition for the controlled character to leave the virtual scene includes the controlled character acquiring a preset number of identity cards of other player-controlled virtual characters. In some embodiments, this is achieved by eliminating other player-controlled virtual characters to acquire their corresponding identity cards.

[0291] Optionally, the identity card is the extraction supplies dropped when a virtual character controlled by another player is eliminated. Alternatively, the identity card is the extraction supplies that a virtual character controlled by another player actively provides to the controlled character. For example, players can exchange the identity card for the ability to continue playing in the virtual environment.

[0292] Step 1713: Birth at a randomly preset spawn point.

[0293] In some embodiments, multiple random spawn points are set in the virtual scene. A spawn point is randomly selected from the multiple random spawn points as the spawn point of the controlled character. That is, when the controlled character initially enters the virtual scene, it is located at the location of the random spawn point.

[0294] The four processes described above will be introduced separately.

[0295] First, the process of (1) approaching the NPC will be described. Figure 18 is a flowchart of the NPC approaching process provided in an exemplary embodiment of this application. As shown in Figure 18, after step 1713 above, the following steps are also included.

[0296] Step 1714: Determine if an NPC is nearby.

[0297] Optionally, it can be determined whether an NPC is within a preset distance range of the controlled character. In some embodiments, the server stores the location data of each virtual character and NPC. Based on the location data of each NPC and the location data of the controlled character, the distance between each NPC and the controlled character is obtained, thereby determining whether an NPC is within a preset distance range of the controlled character.

[0298] Step 1715: When an NPC is nearby, receive the first interaction operation.

[0299] The first interactive operation is used to control the controlled character to obtain virtual resources from NPCs. In some embodiments, the first interactive operation is triggered by a first shortcut key.

[0300] In some embodiments, when an NPC is nearby, a resource acquisition prompt is displayed. The resource acquisition prompt is used to prompt the player to trigger the first interactive operation to acquire virtual resources from the NPC. The resource acquisition prompt is also used to indicate the triggering method of the first interactive operation.

[0301] Step 1716: Determine whether the NPC possesses virtual resources.

[0302] Optionally, virtual resources are resources pre-configured for all or some of the NPCs; or virtual resources are resources that NPCs automatically acquire in a virtual scene; or virtual resources are resources that NPCs acquire when they meet preset requirements in a virtual scene.

[0303] In some embodiments, all NPCs have the ability to acquire resources; or, some NPCs have the ability to acquire resources.

[0304] In some embodiments, the number of times an NPC can provide virtual resources to a controlled character is limited. When the number of times an NPC can provide virtual resources to a controlled character reaches the limit, the NPC is configured to not possess virtual resources.

[0305] Step 1717: If the NPC possesses virtual resources, acquire the virtual resources.

[0306] If an NPC possesses virtual resources, and the controlled character has not reached the maximum number of times they can obtain virtual resources from that NPC, the controlled character can obtain virtual resources.

[0307] Optionally, the number of times a single NPC provides virtual resources to a controlled character is limited, and the total number of times all NPCs provide virtual resources to a controlled character is also limited.

[0308] In other words, the controlled character acquires virtual resources only if the NPC possesses virtual resources, and the controlled character has not reached the first limit on the number of times they have acquired virtual resources from that NPC, nor the second limit on the number of times they have acquired virtual resources from any other NPC. The second limit is greater than or equal to the first limit.

[0309] Step 1718: When an NPC is nearby, receive the follow command.

[0310] The follow operation is used to control an NPC to follow a controlled character as they move within the virtual scene. In some embodiments, the follow operation is triggered via a second shortcut key.

[0311] In some embodiments, when an NPC is nearby, a follow prompt message is displayed. The follow prompt message is used to prompt the player to trigger the follow operation, so that the NPC follows the controlled character or stops following the controlled character. The follow prompt message is also used to indicate the triggering method of the follow operation.

[0312] Schematic, Figure 19 is a schematic diagram of a follow operation provided by an exemplary embodiment of this application. As shown in Figure 19, the virtual scene includes an NPC 1910. When the controlled character moves to a distance that meets the preset distance requirement from the NPC 1910, a prompt message 1920 is displayed. The prompt message 1920 is used to prompt the controlled character to control the NPC 1910 to follow the controlled character or to end the follow of the controlled character.

[0313] Step 1719: Determine whether the NPC follows the controlled character.

[0314] In some embodiments, an NPC is configured with a state machine, which includes a follow state and a free state. When the NPC's state machine is in the follow state, it means that the NPC follows the controlled character to move. When the NPC's state machine is in the free state or other states, it means that the NPC does not follow the controlled character to move.

[0315] Step 1720: If the NPC follows the controlled character, then end the NPC's following.

[0316] In other words, if the NPC's state machine corresponds to the follow state, then in response to the follow operation, the NPC's following of the controlled character ends, and the NPC's state machine is switched from the follow state to the free state.

[0317] When the NPC stops following the controlled character, the NPC moves around in the virtual scene based on the control of the AI ​​agent, without needing to move in the virtual scene under the guidance of the controlled character.

[0318] Step 1721: If the NPC does not follow the controlled character, then control the NPC to follow.

[0319] In some embodiments, if the NPC's state machine corresponds to a free state, the NPC's state machine is switched from the free state to the follow state, and the NPC is controlled to follow the controlled character to move in the virtual scene.

[0320] In some embodiments, if an NPC does not follow a controlled character and the number of NPCs following the controlled character has not reached the maximum limit, the NPC's state machine is switched from a free state to a follow state, showing that the NPC is following the controlled character in the virtual scene.

[0321] Next, the role elimination process (2) will be described. Figure 20 is a flowchart of a role elimination process provided in an exemplary embodiment of this application. As shown in Figure 20, after step 1713 above, the following steps are also included.

[0322] Step 1722: Determine whether the controlled character has eliminated other virtual characters.

[0323] In some embodiments, activity data of the controlled character in a virtual scene is acquired. When the activity data indicates that another virtual character has been eliminated by the controlled character, it is determined that the controlled character has generated an event that eliminates another virtual character. Specifically, the activity data of the controlled character is used to determine whether any other virtual characters have been eliminated by the controlled character within a first time period prior to the current moment.

[0324] Step 1723: If so, apply the specified game state to the controlled character.

[0325] The specified game state is a state applied to the controlled character to express that the controlled character has caused an elimination event against other virtual characters.

[0326] In some embodiments, when a controlled character is subjected to a specified game state, performance features corresponding to the specified game state are applied to the appearance of the controlled character, such as adding a light effect above the head of the controlled character.

[0327] In other embodiments, when a controlled character is subject to a specified game state, the location information of the controlled character is displayed to virtual characters controlled by other players. This location information can be either fuzzy or detailed. When implemented as fuzzy location information, that is, when the distance between the controlled character and other virtual characters controlled by other players is within a preset distance range, the virtual characters controlled by other players are notified of the presence of a controlled character nearby. When the location information is detailed, the location coordinates of the controlled character are displayed on the interface of other players, or a location marker of the controlled character is displayed on the maps of other players.

[0328] Step 1724: Determine whether the duration of the specified game state has reached the first duration.

[0329] The specified duration of the first duration of the game state is limited. This first duration corresponds to the method by which the first virtual character is eliminated; or, the first duration is a pre-set duration; or, the first duration corresponds to the number of elimination events that occur to the controlled character in the current virtual game.

[0330] Step 1725: If the first time duration is reached, the specified game state ends.

[0331] If the duration of the specified game state reaches a first duration, the state ends. In some embodiments, the first duration is static or dynamically variable. Optionally, during the process of the controlled character being subject to the specified game state, if a specified event occurs in the virtual game, the remaining duration of the first duration is increased or decreased. For example, if the controlled character eliminates another virtual character, the first preset duration is increased based on the remaining duration; if the controlled character is attacked by another virtual character, the second preset duration is decreased based on the remaining duration.

[0332] If the first duration changes dynamically, the decision to end the specified game state is based on the dynamically changed first duration.

[0333] Step 1726: If the first duration has not been reached, determine whether there are hostile virtual characters within the preset range of the controlled character.

[0334] Optionally, the server stores the location data of each virtual character. Based on the location data of each hostile virtual character and the location data of the controlled character, the distance between the hostile virtual character and the controlled character is obtained, thereby determining whether there is a hostile virtual character within the preset range of the controlled character.

[0335] From another perspective, when a controlled character is subjected to a specified game state, the system determines whether a controlled character exists within a preset range of the opposing virtual character.

[0336] Step 1727: If present, notify the hostile virtual character of the controlled character's location.

[0337] That is, if the controlled character is within the preset range of the hostile virtual character, a prompt message will be displayed on the terminal interface controlling the hostile virtual character to indicate the location of the controlled character, such as: "There are second-faction characters nearby".

[0338] In addition, the material acquisition process (3) will be described. Figure 21 is a flowchart of a material acquisition process provided in an exemplary embodiment of this application. As shown in Figure 21, after step 1713 above, the following steps are also included.

[0339] Step 1728: Determine whether the controlled character is within the preset range of virtual resources.

[0340] Virtual resources are resources that are pre-set in random or preset locations within a virtual scene, or resources dropped by virtual characters after they are eliminated in a virtual scene.

[0341] When a controlled character is within the preset range of virtual resources, the character meets the distance requirements for acquiring virtual resources; conversely, when a controlled character is not within the preset range of virtual resources, the character does not meet the distance requirements for acquiring virtual resources. In some embodiments, even when a controlled character meets the distance requirements for acquiring virtual resources, it is still necessary to determine whether the controlled character meets the requirements for acquiring virtual resources from other aspects, such as: character type, level, and the amount of virtual resources held.

[0342] Step 1729: If the controlled character is within the preset range of virtual resources, determine whether the virtual resources belong to the eliminated resources of the hostile virtual character.

[0343] In some embodiments, when the controlled character belongs to the same faction as the NPC, the controlled character only has the right to obtain the eliminated resources of the enemy virtual character. That is, for virtual resources in the virtual scene, when the controlled character is within the preset range of the virtual resources, it is determined whether the character type of the controlled character has the right to obtain the virtual resources.

[0344] Step 1730: If it is not an obsolete resource, the message "Cannot obtain" will be displayed.

[0345] If the virtual resource is not an eliminated resource belonging to the hostile virtual character, the controlled character will be prompted that they cannot obtain the virtual resource.

[0346] Step 1731: If resources are eliminated, obtain the identity card of the opposing virtual character.

[0347] In some embodiments, if virtual resources in a virtual scene are discarded resources belonging to an opposing virtual character, the controlled character is shown acquiring all or part of the discarded resources, wherein all or part of the discarded resources includes the opposing virtual character's identity card. The identity card is an element corresponding to the opposing virtual character and used to represent the identity of the opposing virtual character. In some embodiments, only virtual characters of the same faction as the NPC can acquire the identity cards of other opposing virtual characters; or, virtual characters of different factions can acquire each other's identity cards through a discard event.

[0348] Optionally, identity tokens are the necessary resources for a controlled character to leave the virtual scene. That is, when a controlled character collects a preset number of identity tokens, the controlled character will have the resources to leave the virtual scene.

[0349] Step 1732: Determine whether the controlled character has reached the evacuation point.

[0350] The extraction point is a pre-set location within the virtual scene, or it can be a randomly generated location. Extraction points are used by virtual characters to extract from the virtual scene. That is, once a controlled character has acquired a preset number of identity cards, they move to the extraction point and extract from the virtual scene, completing the virtual game. Similarly, other virtual characters, after meeting the extraction requirements, move to the extraction point and extract from the virtual scene, completing the virtual game.

[0351] Step 1733: If the evacuation point is reached, determine whether the controlled character holds the preset number of identity cards.

[0352] Optionally, when the number of identity cards held by the controlled character reaches a preset number and the controlled character is located at the evacuation point, the controlled character can perform an evacuation operation to evacuate from the virtual scene.

[0353] In some embodiments, the server stores identity card acquisition data of the controlled character. When the identity card acquisition data reaches a preset quantity, it indicates that the controlled character meets the conditions for leaving the virtual scene.

[0354] Optionally, the preset quantity is pre-set, or the preset proficiency is generated based on the performance of the controlled character in the virtual game, such as reducing the basic proficiency to the preset quantity based on the tasks completed by the controlled character in the virtual scene.

[0355] Step 1734: If the preset number is reached, display the evacuation virtual scene.

[0356] If the controlled character holds a preset number of identity cards, in response to receiving a withdrawal operation at the withdrawal point, a withdrawal screen showing the controlled character withdrawing from the virtual scene is displayed. In some embodiments, a settlement screen showing the controlled character completing a virtual match is displayed.

[0357] Step 1735: If the preset number is not reached, a message will be displayed indicating that evacuation is not possible.

[0358] If the number of identity cards held by the controlled character does not reach the preset number, in response to receiving the evacuation operation at the evacuation point, a prompt message will be displayed to inform the player that the controlled character cannot currently evacuate from the virtual scene.

[0359] Finally, the map display process (4) will be described. Figure 22 is a flowchart of a material acquisition process provided in an exemplary embodiment of this application. As shown in Figure 22, after step 1713 above, the following steps are also included.

[0360] Step 1736: Open the map.

[0361] The map of the controlled character is a map centered on the controlled character, that is, the location marker of the controlled character is included in the center of the map.

[0362] Optionally, in response to receiving a trigger operation on the thumbnail map, a normal map is opened, which is a map corresponding to the virtual scene displayed at a preset scale.

[0363] Step 1737 displays the NPC's first location marker.

[0364] Display the NPC's first location marker on the map, where the NPC's first location marker is used to express the NPC's position in the virtual scene.

[0365] In some embodiments, the first location markers of different NPCs are displayed the same, or the first location markers of different NPCs are displayed differently.

[0366] Optionally, the first position marker displayed for an NPC may vary depending on factors such as the NPC's character type, level, and attribute values.

[0367] Step 1738: If there is an enemy virtual character within the NPC's field of vision, generate a second location marker.

[0368] If an enemy virtual character of the controlled character is within the NPC's field of vision, a second location marker is generated on the map. The second location marker is used to indicate the location of the enemy virtual character in the virtual scene.

[0369] Step 1739: Display player location markers.

[0370] Optionally, the player's location marker is displayed in the center of the map, and the map's display area is adjusted accordingly as the controlled character moves in the virtual scene; or, the map's display area remains unchanged, and the display position of the player's location marker is adjusted as the controlled character moves in the virtual scene.

[0371] Step 1740: Determine if the summoning skill is effective.

[0372] In some embodiments, the summoning skill takes effect in response to receiving a summoning operation. Optionally, the summoning operation is a skill triggered by a controlled character under preset conditions, such as: cooldown reaching a preset duration, attribute value decreasing to a preset value, completing a specified task in a virtual scene, obtaining a specified item, etc. This application embodiment does not impose any limitations on this.

[0373] Step 1741: If the summoning skill is effective, display the NPC's movement path.

[0374] If the summoning skill takes effect, the movement path of the NPC in the virtual scene will be displayed on the map as it moves towards the summoning point. The summoning point is either the location point selected by the player on the map to summon the NPC, or a location point randomly generated in the virtual scene after the summoning operation is triggered.

[0375] Step 1742: Display the recruitment scope.

[0376] In some embodiments, a gathering circle is displayed on the map. The gathering circle is a circle with a preset distance as the radius, centered on the gathering point. NPCs within the gathering circle move towards the gathering point, while NPCs outside the gathering circle continue to move in the virtual scene along the original path.

[0377] Step 1743: If the summoning skill does not take effect, hide the NPC's movement path.

[0378] If the summoning skill is invalid or ineffective, only the NPC's first location marker will be displayed, and the NPC's movement path will not be displayed.

[0379] Step 1744: Hide the summoning range.

[0380] If the summoning skill is disabled or not effective, the summoning circle for summoning NPCs on the map will be removed.

[0381] It is worth noting that the above four processes are executed in parallel. That is, illustratively, taking (1) the NPC approach process and (2) the character elimination process as examples, in (1) the NPC approach process, step 1714 is executed first to determine whether an NPC is approaching. In some embodiments, when the controlled character is in a virtual scene, step 1714 is executed in the first cycle. In (2) the character elimination process, step 1722 is executed first to determine whether the controlled character eliminates other virtual characters. When the controlled character is in a virtual scene, step 1722 is executed in the second cycle. Steps 1714 and 1722 are executed in parallel. That is, when the first cycle and the second cycle are the same, steps 1714 and 1722 can be executed simultaneously. When the first cycle and the second cycle are different, steps 1714 and 1722 can be executed independently.

[0382] For example, taking (1) the NPC approach process and (4) the map display process, in (1) the NPC approach process, step 1714 is first executed to determine whether an NPC is approaching. In some embodiments, when the controlled character is in a virtual scene, step 1714 is executed in the first cycle. In (4) the map display process, in response to receiving the player's map display operation, step 1736 is executed to open the map. In the process of displaying the map, step 1714 is continuously executed in the first cycle, that is, the judgment of the NPC approach situation is not affected during the process of opening the map.

[0383] Alternatively, in some other embodiments, there is an influence relationship between the above four processes. For example, (4) the map display process has an influence on the other three processes. Optionally, in response to receiving the player's map display operation, after executing step 1736 to open the map, the execution of step 1714 of the above (1) NPC approach process, the execution of step 1722 of the above (2) character elimination process, and the execution of step 1728 of the above (3) resource acquisition process are cancelled.

[0384] It is worth noting that the parallel or influence relationships between the four processes mentioned above are merely illustrative examples, and the specific relationships between the four processes are not limited in the embodiments of this application.

[0385] Figure 23 is a structural block diagram of an interactive device based on a virtual scene provided in an exemplary embodiment of this application. As shown in Figure 23, the device includes:

[0386] Display module 2310 is used to display the first virtual character belonging to the first faction in the virtual scene. The first faction is the faction that is hostile to the second faction, and the second faction is the faction to which the controlled character belongs.

[0387] The receiving module 2320 is used to receive an interaction control operation on the controlled character, the interaction control operation being used to control the controlled character to generate an interaction aimed at eliminating the first virtual character;

[0388] The display module 2310 is further configured to display, in the event that the first virtual character is eliminated, that the controlled character has obtained a first evacuation resource, wherein the first evacuation resource is the resource required by the controlled character to evacuate the virtual scene, and the first evacuation resource is used to indicate the character identity of the first virtual character.

[0389] The display module 2310 is further configured to display that the controlled character is evacuating the virtual scene when the first evacuation resource obtained by the controlled character meets the evacuation requirements.

[0390] In an optional embodiment, the display module 2310 is further configured to display the eliminated resources corresponding to the first virtual character when the first virtual character is eliminated;

[0391] The display module 2310 is further configured to, in response to receiving an operation to acquire the obsolete resources, display that the controlled role has acquired the obsolete resources, wherein the obsolete resources include the first evacuation resources.

[0392] In an optional embodiment, the display module 2310 is further configured to display the first elimination materials corresponding to the first virtual character when the first virtual character is eliminated by the controlled character, wherein the first elimination materials include the first evacuation resources and the second evacuation resources.

[0393] The display module 2310 is also used to display the second eliminated resources corresponding to the first virtual character when the first virtual character is eliminated by other characters. The second eliminated resources include the first evacuation resources and the third evacuation resources.

[0394] The resource quantity of the second evacuation resource is greater than that of the third evacuation resource; or, the resource quality of the second evacuation resource is higher than that of the third evacuation resource.

[0395] In an optional embodiment, the display module 2310 is further configured to, in response to receiving an operation to acquire the acquired resources, display that the controlled character has acquired the first acquired resources when the first virtual character is eliminated by the controlled character, the first acquired resources including the first evacuation resource and the second evacuation resource.

[0396] The display module 2310 is further configured to, in response to receiving an operation to acquire the acquired resources, display that the controlled character has acquired second acquired resources, wherein the second acquired resources include the first evacuation resource and the third evacuation resource, when the first virtual character is eliminated by other characters.

[0397] The resource quantity of the second evacuation resource is greater than that of the third evacuation resource; or, the resource quality of the second evacuation resource is higher than that of the third evacuation resource.

[0398] In an optional embodiment, the second faction further includes one or more virtual characters;

[0399] At least one non-player character NPC;

[0400] Virtual characters controlled by other terminals.

[0401] In an optional embodiment, the display module 2310 is further configured to display a first location marker of the at least one NPC, the first location marker being used to characterize the position of the at least one NPC in the virtual scene.

[0402] In an optional embodiment, the display module 2310 is further configured to display a second location marker of the second virtual character when the second virtual character belonging to the third faction is within the field of view of the at least one NPC, the second location marker being used to characterize the position of the second virtual character in the virtual scene;

[0403] The third faction and the second faction are hostile factions.

[0404] In an optional embodiment, the display module 2310 is further configured to cancel the display of the second location marker of the second virtual character in response to the second virtual character leaving the field of vision of the at least one NPC;

[0405] The second location marker disappears from the map with a fade-out effect over time.

[0406] In an optional embodiment, the receiving module 2320 is further configured to receive a summoning control operation, the summoning control operation being used to summon the at least one NPC to move toward a summoning point;

[0407] The display module 2310 is also configured to, in response to the summoning control operation, display that all or part of the at least one NPC has moved toward the summoning point.

[0408] In an optional embodiment, the display module 2310 is further configured to, in response to the summoning control operation, display NPCs moving toward the summoning point within a first distance range of the summoning point.

[0409] In an optional embodiment, the first distance range meets one or more of the following conditions:

[0410] The first distance range is positively correlated with the operation duration of the summoning control operation;

[0411] The first distance range corresponds to the operation mode of the summoning control operation;

[0412] The first distance range corresponds to the distance between the summoning point and the controlled character;

[0413] The first distance range corresponds to the summoning ability attribute of the controlled character.

[0414] In an optional embodiment, the display module 2310 is further configured to display all or some of the at least one NPC moving toward the summoning point; and to display the movement path of the summoned NPCs moving toward the summoning point on the map;

[0415] The display module 2310 is further configured to, in response to receiving a path editing operation, display that the summoned NPC moves toward the summoning point along the edited path; wherein the path editing operation includes at least one of a path drawing operation, a path dragging operation, and a path turning point adding operation.

[0416] In an optional embodiment, as shown in FIG24, the device further includes:

[0417] The acquisition module 2330 is configured to, in response to receiving a first interaction operation, acquire NPC resources from the first NPC when a preset distance requirement exists between the first NPC and the controlled character among the at least one NPC; wherein the NPC resources are resources provided by the first NPC; or...

[0418] The display module 2310 is further configured to, in response to receiving a second interaction operation, display that the second NPC moves in the virtual scene following the controlled character when a second NPC and the controlled character meet a preset distance requirement among the at least one NPC; or...

[0419] The display module 2310 is further configured to, in response to receiving a third interaction operation, display that the third NPC has ended following the controlled character when a third NPC is present among the at least one NPCs.

[0420] In an optional embodiment, the display module 2310 is further configured to, in response to the elimination of a fourth NPC among the at least one NPC, display a third location marker of the fourth NPC in the map corresponding to the virtual scene, the third location marker being used to characterize the location where the fourth NPC was eliminated in the virtual scene.

[0421] In an optional embodiment, the first evacuation resource corresponding to the first virtual character includes the identity card of the first virtual character, the identity card being used to uniquely identify the first virtual character;

[0422] The display module 2310 is also used to display that the controlled character has left the virtual scene when the number of identity cards obtained by the controlled character reaches a preset threshold.

[0423] The faction to which the virtual character corresponding to the identity card obtained by the controlled character belongs is an enemy faction of the second faction.

[0424] This application also provides a computer device including a processor and a memory, wherein the memory stores at least one instruction, and the at least one instruction is loaded and executed by the processor to implement the virtual scene-based interactive method provided in the above-described method embodiments. It should be noted that the computer device may be the computer device shown in Figure 25 below.

[0425] Please refer to Figure 25, which shows a structural block diagram of a computer device provided in an exemplary embodiment of this application. Specifically, the computer device 2500 includes a Central Processing Unit (CPU) 2501, a system memory 2504 including Random Access Memory (RAM) 2502 and Read-Only Memory (ROM) 2503, and a system bus 2505 connecting the system memory 2504 and the CPU 2501. The computer device 2500 also includes a basic input / output system (I / O system) 2506 that facilitates the transfer of information between various devices within the computer, and a mass storage device 2507 for storing the operating system 2513, application programs 2514, and other program modules 2515. The basic input / output system 2506 includes a display 2508 for displaying information and input devices 2509 such as a mouse and keyboard for user input, as well as an input / output controller 2510. The computer device 2500 also includes a network interface unit 2511 connected to the network 2512.

[0426] Mass storage device 2507 is connected to central processing unit 2501 via mass storage controller (not shown) connected to system bus 2505.

[0427] This application also provides a computer device, which includes a memory and a processor. The memory stores at least one instruction, at least one program, code set, or instruction set. The processor loads the at least one instruction, at least one program, code set, or instruction set to implement the above-described interactive method based on a virtual scene.

[0428] This application also provides a computer-readable storage medium storing at least one instruction, at least one program, code set, or instruction set, wherein the at least one instruction, at least one program, code set, or instruction set is loaded and executed by a processor to implement the above-described interactive method based on a virtual scene.

[0429] This application also provides a computer program product that, when run on a computer, causes the computer to execute the interactive methods based on virtual scenes provided in the above-described method embodiments.

Claims

1. An interactive method based on a virtual scene, executed by a computer device, the method comprising: Displays the first virtual character belonging to the first faction in the virtual scene. The first faction is the faction hostile to the second faction, and the second faction is the faction to which the controlled character belongs. Receive an interaction control operation on the controlled character, the interaction control operation being used to control the controlled character to generate an interaction aimed at eliminating the first virtual character; In the event that the first virtual character is eliminated, the controlled character is shown to acquire the first evacuation resource. The first evacuation resource is the resource required for the controlled character to evacuate from the virtual scene. The first evacuation resource is used to indicate the role identity of the first virtual character. If the first evacuation resource obtained by the controlled character meets the evacuation requirements, the controlled character is shown to evacuate from the virtual scene.

2. The method according to claim 1, wherein, The step of displaying the controlled character to obtain the first evacuation resource when the first virtual character is eliminated includes: If the first virtual character is eliminated, display the eliminated resources corresponding to the first virtual character; In response to receiving an operation to acquire the obsolete resources, the controlled role is shown acquiring the obsolete resources, which include the first evacuation resources.

3. The method according to claim 1 or 2, wherein, The step of displaying the eliminated resources corresponding to the first virtual character when the first virtual character is eliminated includes: When the first virtual character is eliminated by the controlled character, the first elimination supplies corresponding to the first virtual character are displayed, including the first evacuation resources and the second evacuation resources. If the first virtual character is eliminated by other characters, the second elimination resources corresponding to the first virtual character are displayed. The second elimination resources include the first evacuation resources and the third evacuation resources. The resource quantity of the second evacuation resource is greater than that of the third evacuation resource; or, the resource quality of the second evacuation resource is higher than that of the third evacuation resource.

4. The method according to any one of claims 1 to 3, wherein, The step of responding to receiving an operation to acquire the obsolete resources and displaying the controlled role acquiring the obsolete resources includes: In the event that the first virtual character is eliminated by the controlled character, in response to receiving an operation to acquire the eliminated resources, the controlled character is shown to acquire the first eliminated resources, which include the first evacuation resource and the second evacuation resource. In the event that the first virtual character is eliminated by other characters, in response to receiving an operation to acquire the eliminated resources, the controlled character is shown to acquire the second eliminated resources, which include the first evacuation resources and the third evacuation resources. The resource quantity of the second evacuation resource is greater than that of the third evacuation resource; or, the resource quality of the second evacuation resource is higher than that of the third evacuation resource.

5. The method according to any one of claims 1 to 4, wherein, The second faction also includes one or more of the following virtual characters; At least one non-player character NPC; Virtual characters controlled by other terminals.

6. The method according to any one of claims 1 to 5, wherein, The method further includes: Display a first location marker for the at least one NPC, the first location marker being used to characterize the position of the at least one NPC in the virtual scene.

7. The method according to any one of claims 1 to 6, wherein, The method further includes: When a second virtual character belonging to the third faction is within the field of view of the at least one NPC, a second location marker of the second virtual character is displayed. The second location marker is used to represent the position of the second virtual character in the virtual scene. The third faction and the second faction are hostile factions.

8. The method according to any one of claims 1 to 7, wherein, After displaying the second location marker of the second virtual character, the method further includes: In response to the second virtual character moving out of the field of view of the at least one NPC, the second location marker of the second virtual character is de-displayed; wherein the second location marker disappears from the map with a fade-out effect over time.

9. The method according to any one of claims 1 to 8, wherein, The method further includes: Receive a summoning control operation, the summoning control operation being used to summon the at least one NPC to move toward a summoning point; In response to the summoning control operation, all or some of the at least one NPC are shown to move toward the summoning point.

10. The method according to any one of claims 1 to 9, wherein, The response to the summoning control operation, displaying all or part of the at least one NPC moving toward the summoning point, includes: In response to the summoning control operation, NPCs within a first distance range of the summoning point are shown to move toward the summoning point.

11. The method according to any one of claims 1 to 10, wherein, The first distance range meets one or more of the following conditions: The first distance range is positively correlated with the operation duration of the summoning control operation; The first distance range corresponds to the operation mode of the summoning control operation; The first distance range corresponds to the distance between the summoning point and the controlled character; The first distance range corresponds to the summoning ability attribute of the controlled character.

12. The method according to any one of claims 1 to 11, wherein, The description of displaying all or part of the at least one NPC moving towards the gathering point includes: Display all or some of the at least one NPCs moving toward the summoning point; and display the movement path of the summoned NPCs moving toward the summoning point on the map; In response to receiving a path editing operation, the summoned NPC is shown to move towards the summoning point along the edited path; wherein the path editing operation includes at least one of a path drawing operation, a path dragging operation, and a path turning point adding operation.

13. The method according to any one of claims 1 to 12, wherein, The method further includes one or more of the following: If, in the case where a first NPC and the controlled character meet a preset distance requirement, in response to receiving a first interaction operation, NPC resources are obtained from the first NPC, wherein the NPC resources are resources provided by the first NPC; If, in the case where a second NPC among the at least one NPCs meets a preset distance requirement with the controlled character, in response to receiving a second interactive operation, the second NPC is displayed to follow the controlled character in the virtual scene. If a third NPC is present among the at least one NPCs that is following the controlled character, in response to receiving a third interaction operation, the third NPC is shown to end following the controlled character.

14. The method according to any one of claims 1 to 13, wherein, The method further includes: In response to the elimination of a fourth NPC among the at least one NPCs, a third position marker of the fourth NPC is displayed, the third position marker being used to characterize the position where the fourth NPC was eliminated in the virtual scene.

15. The method according to any one of claims 1 to 14, wherein, The first evacuation resource corresponding to the first virtual character includes the identity card of the first virtual character, and the identity card is used to uniquely identify the first virtual character. When the first evacuation resource acquired by the controlled character meets the evacuation requirements, displaying the controlled character's evacuation from the virtual scene includes: When the number of identity tokens acquired by the controlled character reaches a preset threshold, the controlled character is shown to leave the virtual scene; wherein, the faction to which the virtual character corresponding to the identity token acquired by the controlled character belongs is an enemy faction of the second faction.

16. An interactive device based on a virtual scene, the device comprising: The display module is used to display the first virtual character belonging to the first faction in the virtual scene. The first faction is the faction that is hostile to the second faction, and the second faction is the faction to which the controlled character belongs. A receiving module is used to receive interactive control operations on the controlled character, the interactive control operations being used to control the controlled character to generate interactions aimed at eliminating the first virtual character; The display module is further configured to display, in the event that the first virtual character is eliminated, that the controlled character has acquired a first evacuation resource, wherein the first evacuation resource is the resource required by the controlled character to evacuate the virtual scene, and the first evacuation resource is used to indicate the character identity of the first virtual character. The display module is further configured to display that the controlled character is evacuating the virtual scene when the first evacuation resource obtained by the controlled character meets the evacuation requirements.

17. A computer device comprising a processor and a memory, the memory storing at least one instruction, the at least one instruction being loaded and executed by the processor to implement the virtual scene-based interactive method as described in any one of claims 1 to 15.

18. A computer-readable storage medium storing at least one instruction, the at least one instruction being loaded and executed by a processor to implement the virtual scene-based interactive method as described in any one of claims 1 to 15.

19. A computer program product comprising a computer program or instructions that, when executed by a processor, implement the virtual scene-based interactive method as described in any one of claims 1 to 15.