CN113769396B - Interactive processing method, device, equipment, medium and program product of virtual scene - Google Patents

Interactive processing method, device, equipment, medium and program product of virtual scene Download PDF

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Publication number
CN113769396B
CN113769396B CN202111143647.6A CN202111143647A CN113769396B CN 113769396 B CN113769396 B CN 113769396B CN 202111143647 A CN202111143647 A CN 202111143647A CN 113769396 B CN113769396 B CN 113769396B
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Prior art keywords
virtual
camp
task
attack
resource
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CN113769396A (en
Inventor
王新峰
周礼喆
曾沛源
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The application provides an interactive processing method, an interactive processing device, electronic equipment, a computer readable storage medium and a computer program product of a virtual scene; the method comprises the following steps: the virtual scene comprises a first virtual camp and a second virtual camp which are mutually opposed, wherein the first virtual camp and the second virtual camp respectively comprise a plurality of virtual objects; responsive to the first virtual resource owned by the first virtual camp being less than the second virtual resource owned by the second virtual camp, displaying a first-attack task entry for the first virtual camp; responding to a triggering operation aiming at a first attack task entrance, and displaying a first attack task of a first virtual camp in a virtual scene; wherein the first attack task is used for reducing the gap between the first virtual resource and the second virtual resource. According to the method and the device, the difference between the mutually opposed virtual camps can be balanced, and the balance of man-machine interaction in the virtual scene is improved.

Description

Interactive processing method, device, equipment, medium and program product of virtual scene
Technical Field
The present disclosure relates to computer human-computer interaction technology, and in particular, to a virtual scene interaction processing method, apparatus, electronic device, computer readable storage medium, and computer program product.
Background
The display technology based on the graphic processing hardware expands the perception environment and the information acquisition channel, particularly the display technology of the virtual scene, can realize diversified interaction among virtual objects controlled by users or artificial intelligence according to actual application requirements, has various typical application scenes, and can simulate the actual fight process among the virtual objects in the virtual scenes of military exercise simulation, games and the like.
In a virtual scenario, a user may control a virtual object to cooperate with other virtual objects to form the same virtual camp and form a countermeasure relationship with other virtual camps to perform a countermeasure between camps.
In the related technology, after the virtual scene is operated, because an obvious real force difference possibly exists between two camps which are in mutual opposition in the virtual scene, the situation that one party rolls the other party is easy to generate, so that the balance of man-machine interaction in the virtual scene is influenced, and the use experience is further influenced.
Disclosure of Invention
The embodiment of the application provides an interaction processing method, an interaction processing device, electronic equipment, a computer readable storage medium and a computer program product for a virtual scene, which can balance the difference between mutually opposed virtual camps and improve the balance of man-machine interaction in the virtual scene.
The technical scheme of the embodiment of the application is realized as follows:
the embodiment of the application provides an interactive processing method of a virtual scene, wherein the virtual scene comprises a first virtual camp and a second virtual camp which are mutually opposed, and the first virtual camp and the second virtual camp respectively comprise a plurality of virtual objects;
the method comprises the following steps:
responsive to the first virtual resource owned by the first virtual camp being less than the second virtual resource owned by the second virtual camp, displaying a first-attack task entry for the first virtual camp;
responding to a trigger operation for the first attack task entrance, and displaying the first attack task of the first virtual camp in the virtual scene; wherein the first attack task is configured to reduce a gap between the first virtual resource and the second virtual resource.
The embodiment of the application provides an interaction processing device of a virtual scene, wherein the virtual scene comprises a first virtual camp and a second virtual camp which are mutually opposed, and the first virtual camp and the second virtual camp respectively comprise a plurality of virtual objects;
the device comprises:
the first display module is used for responding to that the first virtual resources owned by the first virtual camp are less than the second virtual resources owned by the second virtual camp, and displaying a first attack task entrance of the first virtual camp;
The second display module is used for responding to the triggering operation of the first attack task entrance and displaying the first attack task of the first virtual camp in the virtual scene; wherein the first attack task is configured to reduce a gap between the first virtual resource and the second virtual resource.
In the above technical solution, the means for reducing the gap between the first virtual resource and the second virtual resource by the first attack task includes: by increasing the first virtual resource or decreasing the second virtual resource;
after the first attack task of the first virtual camp is displayed in the virtual scene, the second display module is further configured to update and display a comparison result of the first virtual resource and the second virtual resource in response to the first virtual camp completing the first attack task;
the updated comparison result is obtained by adding the first virtual resource or reducing the second virtual resource.
In the above technical solution, the first attack task includes a plurality of sub-attack tasks; the second display module is further configured to respond to the first virtual camp to complete any one of the sub-attack tasks, update a comparison result of the first virtual resource and the second virtual resource based on the any one of the sub-attack tasks, and display the updated comparison result.
In the above technical solution, the effective time exists in the first attack task; the second display module is further configured to update a comparison result of the first virtual resource and the second virtual resource based on any one of the sub-attack tasks when the first virtual camp completes any one of the sub-attack tasks within the effective time.
In the above technical solution, before updating the comparison result of the first virtual resource and the second virtual resource based on any one of the sub-attack tasks, the second display module is further configured to determine that an operation for completing any one of the sub-attack tasks in response to the first virtual camp is to be executed when the first virtual camp wins a set number of times in any one of the sub-attack tasks;
wherein the set number of times is related to at least one dimension of: the method comprises the steps of determining the number of first virtual objects in a first virtual camp, the attack capability of the first virtual camp and the life value of the first virtual camp.
In the above technical solution, after the first attack task of the first virtual camp is displayed in the virtual scene, the apparatus further includes:
The third display module is used for displaying a defending task inlet of the second virtual camp in the virtual scene after the first virtual camp initiates attack based on the first attack task;
the display permission of the defending task entrance is opened to a man-machine interaction interface of a second virtual camp account, and the second virtual camp account is an account for controlling a virtual object in the second virtual camp in the virtual scene;
responding to the triggering operation of the second virtual camp on the defending task entrance, and displaying the defending task of the second virtual camp in the virtual scene; the defending task is used for increasing the gap between the first virtual resource and the second virtual resource.
In the above technical solution, the first attack task and the defending task have at least one of the following contrast characteristics:
the number of first virtual objects in the first virtual camp participating in the first attack task is greater than the number of second virtual objects in the second virtual camp participating in the defending task;
the number of sub-attack tasks included in the first attack task is larger than the number of sub-defending tasks included in the defending task;
The effective time length of the first attack task is longer than that of the defending task.
In the above technical solution, the third display module is further configured to display, when the defending task entry is opened for a part of the second virtual objects in the second virtual camp, the defending task entry of the second virtual camp for the part of the second virtual objects.
In the above technical solution, the third display module is further configured to perform a matching process on a second virtual object in the second virtual camp based on a first virtual object in the first virtual camp that participates in the first attack task, and use the second virtual object that is successfully matched as the partial second virtual object;
wherein the matching factors of the matching process include at least one of: capacity value, life value, distance to a defending object in the defending task.
In the above technical solution, the first virtual resource added by the first attack task is larger than the first virtual resource reduced by the defending task; or alternatively, the process may be performed,
the second virtual resource reduced by the first attack task is larger than the second virtual resource increased by the defending task.
In the above technical solution, the third display module is further configured to update and display a comparison result of the first virtual resource and the second virtual resource in response to the second virtual camp completing the defending task;
the updated comparison result is obtained by reducing the first virtual resource or increasing the second virtual resource.
In the above technical solution, the defending task includes a plurality of sub defending tasks; the third display module is further configured to respond to the second virtual camp to complete any one of the sub-defense tasks, update a comparison result of the first virtual resource and the second virtual resource based on any one of the sub-defense tasks, and display the updated comparison result.
In the above technical solution, the third display module is further configured to update a comparison result of the first virtual resource and the second virtual resource based on any one of the sub-defense tasks when the second virtual camp completes any one of the sub-defense tasks within an effective time period of the defense task.
In the above technical solution, the third display module is further configured to determine that an operation for completing any one of the sub-defense tasks in response to the second virtual camp is to be executed when the second virtual camp wins for a set number of times in any one of the sub-defense tasks;
Wherein the set number of times is related to at least one dimension of: the number of second virtual objects in the second virtual camp, the defending capability of the second virtual camp, and the life value of the second virtual camp.
In the above technical solution, the first display module is further configured to display a first attack task entry of the first virtual camp when it is determined that the first attack task can change a comparison result of the first virtual resource and the second virtual resource.
In the above technical solution, before displaying the first attack task entry of the first virtual camp, the first display module is further configured to invoke a task prediction model based on scene data of the first virtual camp, scene data of the second virtual camp, and a comparison result of the first virtual resource and the second virtual resource, to obtain a prediction comparison result for completing the first attack task;
and when the comparison result is different from the prediction comparison result, determining that the first attack task can change the comparison result of the first virtual resource and the second virtual resource.
In the above technical solution, the display permission of the first attack task portal is opened to a man-machine interaction interface of a first virtual camp account, where the first virtual camp account is an account for controlling a virtual object in the first virtual camp in the virtual scene; the first display module is further configured to display, when the first attack task entry is open for a portion of the first virtual objects in the first virtual camp, the first attack task entry of the first virtual camp for the portion of the first virtual objects.
In the above technical solution, before the first attack task entry of the first virtual camp is displayed for the part of the first virtual objects, the first display module is further configured to screen the first virtual objects based on scene data of the first virtual objects in the first virtual camp, and use the screened first virtual objects as the part of the first virtual objects;
wherein the scene data includes at least one of: capability value, life value, distance to the target of attack in the prior attack task.
The embodiment of the application provides electronic equipment for interaction processing, which comprises:
a memory for storing executable instructions;
and the processor is used for realizing the interactive processing method of the virtual scene provided by the embodiment of the application when executing the executable instructions stored in the memory.
The embodiment of the application provides a computer readable storage medium, which stores executable instructions for causing a processor to execute, so as to implement the interactive processing method of the virtual scene provided by the embodiment of the application.
The embodiment of the application provides a computer program product, which comprises a computer program or instructions, wherein the computer program or instructions realize the interactive processing method of the virtual scene provided by the embodiment of the application when being executed by a processor.
The embodiment of the application has the following beneficial effects:
the first virtual camp is enabled to have the advantage of first attack by displaying the first attack task of the first virtual camp in the virtual scene, so that the gap between the virtual resources of the first virtual camp and the virtual resources of the second virtual camp is reduced, the difference between the mutually opposed virtual camps can be balanced, the man-machine interaction balance in the virtual scene is improved, and the user viscosity is further improved.
Drawings
Fig. 1A-1B are schematic application modes of an interaction processing method of a virtual scene according to an embodiment of the present application;
fig. 2 is a schematic structural diagram of an electronic device for interaction processing according to an embodiment of the present application;
fig. 3A-3B are schematic flow diagrams of an interaction processing method of a virtual scene according to an embodiment of the present application;
FIG. 3C is a schematic illustration of the comparative results provided in the examples of the present application;
FIG. 3D is a schematic diagram of comparative results provided in the examples of the present application;
FIG. 4 is a schematic diagram of a team racing system interface provided by the related art;
FIG. 5 is a schematic diagram of a related art provided public land warfare settlement page;
fig. 6 is a flowchart of an interaction processing method of a virtual scene provided in an embodiment of the present application;
FIG. 7 is a schematic illustration of an attack entry interface provided by an embodiment of the present application;
FIG. 8 is a schematic diagram of an attack task interface provided by an embodiment of the present application;
FIG. 9 is a schematic illustration of a defensive entry interface provided by an embodiment of the present application;
fig. 10 is a schematic diagram of a defending task interface provided in an embodiment of the present application.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the present application more apparent, the present application will be described in further detail with reference to the accompanying drawings, and the described embodiments should not be construed as limiting the present application, and all other embodiments obtained by those skilled in the art without making any inventive effort are within the scope of the present application.
In the following description, the terms "first", "second", and the like are merely used to distinguish similar objects and do not represent a particular ordering of the objects, it being understood that the "first", "second", and the like may be interchanged with one another, if permitted, to enable embodiments of the application described herein to be practiced otherwise than as illustrated or described herein.
Unless defined otherwise, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this application belongs. The terminology used herein is for the purpose of describing embodiments of the present application only and is not intended to be limiting of the present application.
Before further describing embodiments of the present application in detail, the terms and expressions that are referred to in the embodiments of the present application are described, and are suitable for the following explanation.
1) In response to: for representing a condition or state upon which an operation is performed, one or more operations performed may be in real-time or with a set delay when the condition or state upon which the operation is dependent is satisfied; without being specifically described, there is no limitation in the execution sequence of the plurality of operations performed.
2) Client side: applications running in the terminal for providing various services, such as a video play client, a game client, etc.
3) Virtual scene: the application program displays (or provides) a virtual scene when running on the terminal. The virtual scene may be a simulation environment for the real world, a semi-simulation and semi-fictional virtual environment, or a pure fictional virtual environment. The virtual scene may be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene or a three-dimensional virtual scene, and the dimension of the virtual scene is not limited in the embodiment of the present application. For example, a virtual scene may include sky, land, sea, etc., the land may include environmental elements of a desert, city, etc., and a user may control a virtual object to move in the virtual scene.
4) Virtual object: the avatars of various people and objects in the virtual scene that can interact with, or movable objects in the virtual scene. The movable object may be a virtual character, a virtual animal, a cartoon character, etc., such as a character, an animal, etc., displayed in a virtual scene. The virtual object may be a virtual avatar in a virtual scene for representing a user. A virtual scene may include a plurality of virtual objects, each virtual object having its own shape and volume in the virtual scene, occupying a portion of space in the virtual scene.
5) Scene data: the feature data representing the virtual scene may be, for example, an area of a building area in the virtual scene, a building style in which the virtual scene is currently located, and the like; and may also include the location of the virtual building in the virtual scene, the footprint of the virtual building, etc.
6) Multiplayer online tactical athletic game (MOBA, multiplayer Online Battle Arena): a kind of action instant strategy game is that a player can select his own good type from various kinds of roles to play against two camps (usually 5 to 5), and the winning condition is breaking through the line of defense to destroy the construction of hostile daemon.
The embodiment of the application provides an interaction processing method, an interaction processing device, electronic equipment, a computer readable storage medium and a computer program product for a virtual scene, which can balance the difference between mutually opposed virtual camps and improve the balance of man-machine interaction in the virtual scene. In order to facilitate easier understanding of the method for processing interactions of virtual scenes provided by the embodiments of the present application, first, an exemplary implementation scenario of the method for processing interactions of virtual scenes provided by the embodiments of the present application is described, where a virtual scene in the method for processing interactions of virtual scenes provided by the embodiments of the present application may be based on output of a terminal entirely or on collaborative output of a terminal and a server.
In some embodiments, the virtual scene may be a picture presented in a military exercise simulation, and the user may simulate a tactical, strategy or tactical through virtual objects belonging to different teams in the virtual scene, which has a great guiding effect on the command of military operations.
In other embodiments, the virtual scene may also be an environment for interaction of game characters, for example, the game characters may fight in the virtual scene, and both parties may interact in the virtual scene by controlling actions of the game characters, so that a user can relax life pressure in the game process.
In an implementation scenario, referring to fig. 1A, fig. 1A is a schematic application mode diagram of an interaction processing method of a virtual scenario provided in the embodiment of the present application, which is suitable for some application modes that can complete relevant data computation of the virtual scenario 100 completely depending on the computing capability of graphics processing hardware of the terminal 400, for example, a game in a stand-alone/offline mode, and output of the virtual scenario is completed through various different types of terminals 400 such as a smart phone, a tablet computer, and a virtual reality/augmented reality device.
By way of example, the types of graphics processing hardware include central processing units (CPU, central Processin g Unit) and graphics processors (GPU, graphics Processing Unit).
When forming the visual perception of the virtual scene 100, the terminal 400 calculates the data required for display through the graphic computing hardware, and completes loading, analysis and rendering of the display data, and outputs a video frame capable of forming the visual perception for the virtual scene at the graphic output hardware, for example, a two-dimensional video frame is presented on the display screen of the smart phone, or a video frame realizing the three-dimensional display effect is projected on the lenses of the augmented reality/virtual reality glasses; in addition, to enrich the perception effect, the terminal 400 may also form one or more of auditory perception, tactile perception, motion perception and gustatory perception by means of different hardware.
As an example, the terminal 400 has a client 410 (e.g., a stand-alone game application) running thereon, and a virtual scene including role playing is output during the running of the client 410, and the virtual scene may be an environment for interaction of game characters, for example, a plains, streets, valleys, etc. for the game characters to fight against; taking the example of displaying the virtual scene 100 from the first person perspective, a first virtual object 101 of a first virtual camp and a second virtual object 102 of a second virtual camp are displayed in the virtual scene 100, the first virtual object 101 may be a game character controlled by a user (or player), i.e. the first virtual object 101 is controlled by a real user, will operate in the virtual scene in response to the operation of the real user with respect to buttons (including a rocker button, an attack button, a defending button, etc.), for example, when the real user moves the rocker button to the left, the first virtual object will move to the left in the virtual scene, and may also remain stationary, jump in place, and use various functions (such as skills and props); the second virtual object 102 may be an opponent controlled game character, as well as the second virtual object 102 may be under the control of an opponent, to operate in a virtual scene in response to an operation of the opponent against buttons (including a rocker button, an attack button, a defense button, etc.), thereby achieving game play by controlling the first virtual object.
For example, when the first virtual resource owned by the first virtual camp is less than the second virtual resource owned by the second virtual camp, the first attack task entry of the first virtual camp is displayed, the first attack task of the first virtual camp is displayed in the virtual scene 100 in response to the triggering operation for the first attack task entry, the first virtual object 101 of the first virtual camp displayed in the virtual scene 100 initiates the first attack, for example, the first virtual object 101 holds the transmitting prop, and then the client 410 controls the transmitting prop to transmit at least one transmitting object (for example, a bullet) to the building 103 of the second virtual camp in response to the triggering operation for the transmitting prop, so as to realize the first attack of the first virtual camp.
In another implementation scenario, referring to fig. 1B, fig. 1B is a schematic application mode diagram of an interaction processing method of a virtual scenario provided in an embodiment of the present application, applied to a terminal 400 and a server 200, and adapted to complete computing of the virtual scenario depending on computing power of the server 200, and output an application mode of the virtual scenario at the terminal 400.
Taking the example of forming the visual perception of the virtual scene 100, the server 200 performs calculation of virtual scene related display data (such as scene data) and sends the calculated display data to the terminal 400 through the network 300, the terminal 400 finishes loading, analyzing and rendering the calculated display data depending on the graphic calculation hardware, and outputs the virtual scene depending on the graphic output hardware to form the visual perception, for example, a two-dimensional video frame can be presented on a display screen of a smart phone, or a video frame for realizing a three-dimensional display effect can be projected on a lens of an augmented reality/virtual reality glasses; as regards the perception of the form of the virtual scene, it will be appreciated that it is possible to form an auditory perception by means of the corresponding hardware output of the terminal 400, for example using a microphone, a tactile perception by means of a vibrator, etc.
As an example, where the terminal 400 is running with a client 410 (e.g., a web-version game application), through the connection server 200 (e.g., a game server) to perform game interaction with other users, the terminal 400 outputs the virtual scene 100 of the client 410, and as an example, the virtual scene 100 is displayed with a first person perspective, a first virtual object 101 of a first virtual camp and a second virtual object 102 of a second virtual camp are displayed in the virtual scene 100, the first virtual object 101 may be a game character controlled by a user (or player), i.e., the first virtual object 101 is controlled by a real user, will operate in the virtual scene in response to an operation of the real user with respect to a button (including a rocker button, an attack button, a defense button, etc.), for example, when the real user moves the rocker button to the left, the first virtual object will move to the left in the virtual scene, and may also remain stationary in place, jump, and use various functions (e.g., skills and props); the second virtual object 102 may be an opponent controlled game character, as well as the second virtual object 102 may be under the control of an opponent, to operate in a virtual scene in response to an operation of the opponent against buttons (including a rocker button, an attack button, a defense button, etc.), thereby achieving game play by controlling the first virtual object.
For example, when the first virtual resource owned by the first virtual camp is less than the second virtual resource owned by the second virtual camp, the first attack task entry of the first virtual camp is displayed, the first attack task of the first virtual camp is displayed in the virtual scene 100 in response to the triggering operation for the first attack task entry, the first virtual object 101 of the first virtual camp displayed in the virtual scene 100 initiates the first attack, for example, the first virtual object 101 holds the transmitting prop, and then the client 410 controls the transmitting prop to transmit at least one transmitting object (for example, a bullet) to the building of the second virtual camp in response to the triggering operation for the transmitting prop, so as to realize the first attack of the first virtual camp.
In some embodiments, the terminal 400 may implement the interactive processing method of the virtual scene provided in the embodiments of the present application by running a computer program, for example, the computer program may be a native program or a software module in an operating system; may be a local (Native) application (APP, APPlication), i.e. a program that needs to be installed in an operating system to run, such as a combat game APP (i.e. client 410 described above); the method can also be an applet, namely a program which can be run only by being downloaded into a browser environment; but also a game applet that can be embedded in any APP. In general, the computer programs described above may be any form of application, module or plug-in.
Taking a computer program as an application program as an example, in actual implementation, the terminal 400 installs and runs an application program supporting a virtual scene. The application may be any one of a First person shooter game (FPS), a third person shooter game, a virtual reality application, a three-dimensional map program, a military simulation program, or a multi-person gunfight survival game. The user uses the terminal 400 to operate virtual objects located in a virtual scene to perform activities including, but not limited to: at least one of body posture adjustment, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, building a virtual building. Illustratively, the virtual object may be a virtual character, such as an emulated persona or a cartoon persona, or the like.
In some embodiments, the embodiments of the present application may also be implemented by means of Cloud Technology (Cloud Technology), which refers to a hosting Technology that unifies serial resources such as hardware, software, networks, etc. in a wide area network or a local area network, so as to implement calculation, storage, processing, and sharing of data.
The cloud technology is a generic term of network technology, information technology, integration technology, management platform technology, application technology and the like based on cloud computing business model application, can form a resource pool, and is flexible and convenient as required. Cloud computing technology will become an important support. Background services of technical network systems require a large amount of computing and storage resources.
For example, the server 200 in fig. 1B may be an independent physical server, or may be a server cluster or a distributed system formed by a plurality of physical servers, or may be a cloud server that provides cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDNs, and basic cloud computing services such as big data and artificial intelligence platforms. The terminal 400 may be, but is not limited to, a smart phone, a tablet computer, a notebook computer, a desktop computer, a smart speaker, a smart watch, etc. The terminal 400 and the server 200 may be directly or indirectly connected through wired or wireless communication, which is not limited in the embodiment of the present application.
Referring to fig. 2, fig. 2 is a schematic structural diagram of an electronic device for interaction processing according to an embodiment of the present application, and the electronic device 400 shown in fig. 2 is taken as an example of a terminal 400 to describe the electronic device 400, which includes: at least one processor 420, a memory 460, at least one network interface 430, and a user interface 440. The various components in terminal 400 are coupled together by a bus system 450. It is understood that bus system 450 is used to implement the connected communications between these components. The bus system 450 includes a power bus, a control bus, and a status signal bus in addition to a data bus. But for clarity of illustration the various buses are labeled as bus system 450 in fig. 2.
The processor 420 may be an integrated circuit chip with signal processing capabilities such as a general purpose processor, such as a microprocessor or any conventional processor, or the like, a digital signal processor (DSP, digital Signal Processor), or other programmable logic device, discrete gate or transistor logic, discrete hardware components, or the like.
The user interface 440 includes one or more output devices 441 that enable presentation of media content, including one or more speakers and/or one or more visual displays. The user interface 440 also includes one or more input devices 442, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.
Memory 460 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid state memory, hard drives, optical drives, and the like. Memory 460 optionally includes one or more storage devices physically remote from processor 420.
Memory 460 includes volatile memory or nonvolatile memory, and may also include both volatile and nonvolatile memory. The nonvolatile Memory may be a Read Only Memory (ROM), and the volatile Memory may be a random access Memory (RAM, random Access Memory). The memory 460 described in embodiments of the present application is intended to comprise any suitable type of memory.
In some embodiments, memory 460 is capable of storing data to support various operations, examples of which include programs, modules and data structures, or subsets or supersets thereof, as exemplified below.
An operating system 461 including system programs for handling various basic system services and performing hardware-related tasks, such as a framework layer, a core library layer, a driver layer, etc., for implementing various basic services and handling hardware-based tasks;
network communication module 462 for reaching other computing devices via one or more (wired or wireless) network interfaces 430, the exemplary network interfaces 430 comprising: bluetooth, wireless compatibility authentication (WiFi), and universal serial bus (USB, universal Serial Bus), etc.;
a presentation module 463 for enabling presentation of information (e.g., a user interface for operating peripheral devices and displaying content and information) via one or more output devices 441 (e.g., a display screen, speakers, etc.) associated with the user interface 440;
an input processing module 464 for detecting one or more user inputs or interactions from one of the one or more input devices 442 and translating the detected inputs or interactions.
In some embodiments, the interaction processing device for a virtual scene provided in the embodiments of the present application may be implemented in a software manner, and fig. 2 shows the interaction processing device 465 for a virtual scene stored in the memory 460, which may be software in the form of a program and a plug-in, and includes the following software modules: the first display module 4651, the second display module 4652 and the third display module 4653 are logical, and thus may be arbitrarily combined or further split depending on the functions implemented. It should be noted that, in fig. 2, all the above modules are shown once for convenience of expression, but the interaction processing apparatus 465 in a virtual scene should not be considered as excluding the implementation that may include only the first display module 4651, the second display module 4652, and the third display module 4653, and the functions of the respective modules will be described below.
In other embodiments, the interaction processing apparatus for a virtual scene provided in the embodiments of the present application may be implemented in hardware, and by way of example, the interaction processing apparatus for a virtual scene provided in the embodiments of the present application may be a processor in the form of a hardware decoding processor that is programmed to perform the interaction processing method for a virtual scene provided in the embodiments of the present application, for example, the processor in the form of a hardware decoding processor may employ one or more application specific integrated circuits (ASIC, application Specific Integrated Circuit), DSP, programmable logic device (PLD, programmable Logic Device), complex programmable logic device (CPLD, complex Programmable Logic Device), field programmable gate array (FPGA, field-Programmable Gate Array), or other electronic components.
The following will specifically describe an interaction processing method of a virtual scene provided in the embodiment of the present application with reference to the accompanying drawings. The method for processing the interaction of the virtual scene provided in the embodiment of the present application may be executed by the terminal 400 in fig. 1A alone, or may be executed by the terminal 400 and the server 200 in fig. 1B in cooperation.
Next, an example of an interactive processing method for executing a virtual scene provided in the embodiment of the present application by the terminal 400 in fig. 1A alone will be described. Referring to fig. 3A, fig. 3A is a flowchart of an interaction processing method of a virtual scene according to an embodiment of the present application, and will be described with reference to the steps shown in fig. 3A.
It should be noted that the method shown in fig. 3A may be executed by various forms of computer programs running on the terminal 400, and is not limited to the above-mentioned client 410, but may also be the above-mentioned operating system 461, software modules and scripts, and therefore the client should not be considered as limiting the embodiments of the present application.
In step 101, a virtual scene is displayed.
It should be noted that the virtual scene includes a first virtual camp and a second virtual camp that are mutually opposed, where the first virtual camp and the second virtual camp include a plurality of virtual objects, respectively, and the virtual objects included in the first virtual camp are first virtual objects, and the virtual objects included in the second virtual camp are second virtual objects. The first virtual camp and the second virtual camp can be combated by skills, props and the like.
In step 102, a first-attack task portal of the first virtual camp is displayed in response to the first virtual camp having fewer first virtual resources than second virtual resources owned by the second virtual camp.
As shown in fig. 7, when the first virtual resource owned by the first virtual camp is less than the second virtual resource owned by the second virtual camp and the difference between the first virtual resource and the second virtual camp is greater than the difference threshold, it is indicated that the first virtual camp is in a disadvantage, and the first virtual camp and the second virtual camp are unbalanced, so that the first attack task entry 701 of the first virtual camp is displayed, so that the first virtual camp has the first attack advantage, so as to reduce the difference between the first virtual resource and the second virtual camp, balance the difference between the mutually opposed virtual camps, and improve the balance of man-machine interaction in the virtual scene.
Referring to fig. 3B, fig. 3B is a schematic flow chart of an alternative method for processing interactions of virtual scenes according to an embodiment of the present application, and fig. 3B illustrates that step 102 in fig. 3A may be implemented by steps 1021-1022: in step 1021, when it is determined that the first virtual resource and the second virtual resource can be changed as a result of the comparison, a first attack task entry of the first virtual camp is displayed.
For example, the comparison result of the first virtual resource and the second virtual resource includes leading, lagging and approaching. As an example, when the comparison result of the first virtual resource and the second virtual resource before the first attack is initiated is a lag, and the first comparison result of the first virtual resource and the second virtual resource after the first attack is completed may be close or lead, it is explained that the first attack task can change the comparison result of the first virtual resource and the second virtual resource, the first virtual camp can twist the situation of the first attack task, at this time, the display time of the first attack entry is reached, so as to display the first attack task entry of the first virtual camp in the virtual scene, otherwise, the first attack entry is not necessarily displayed, and the first virtual camp cannot twist the situation of the first attack task through the first attack task, thereby avoiding wasting communication resources and computing resources and ensuring the effectiveness of the first attack.
Referring to fig. 3B, fig. 3B is a schematic flowchart of an alternative method for processing interactions of virtual scenes provided in an embodiment of the present application, and fig. 3B illustrates that fig. 3A further includes steps 104-105: in step 104, a task prediction model is called based on the scene data of the first virtual camp, the scene data of the second virtual camp and the comparison result of the first virtual resource and the second virtual resource, so as to obtain a prediction comparison result for completing the first attack task; in step 105, when the comparison result is different from the predicted comparison result, it is determined that the first attack task can change the comparison result of the first virtual resource and the second virtual resource.
The scene data comprises attack capability of the virtual object, defending capability of the virtual object and life value of the virtual object. And the task prediction model is combined with the scene data of the first virtual camp, the scene data of the second virtual camp and the comparison result of the first virtual resource and the second virtual resource to perform prediction processing to obtain a prediction comparison result for completing the first attack task, and when the comparison result is different from the prediction comparison result, the first attack task is indicated to be capable of changing the comparison result of the first virtual resource and the second virtual resource, and the first virtual camp can twist the current situation through the first attack task. The task prediction model may be a trained neural network model, and the neural network model may be a scene data sample of a first virtual camp, a scene data sample of a second virtual camp, a comparison result sample of a first virtual resource and a second virtual resource, and a mark comparison result obtained by completing a first attack task.
As an example, when the comparison result of the first virtual resource and the second virtual resource before the first attack is initiated is backward, the task prediction model is combined with the scene data of the first virtual camp, the scene data of the second virtual camp and the backward comparison result to perform the comparison result prediction processing, so that the prediction comparison result of the completed first attack task is close, the first attack task is indicated to be capable of changing the comparison result of the first virtual resource and the second virtual resource, and the first virtual camp can twist the current situation through the first attack task.
In some embodiments, the display permission of the first attack task portal is opened to a human-computer interaction interface of a first virtual camp account number, which is an account number that controls virtual objects in the first virtual camp in a virtual scene; displaying a first-attack task entry for a first virtual camp, comprising: when the first attack task entry is opened for a part of the first virtual objects in the first virtual camp, the first attack task entry of the first virtual camp is displayed for a part of the first virtual objects.
For example, the display permission of the first attack task entry is opened to the man-machine interaction interface of the first virtual camp account, and the first attack entry is displayed on the man-machine interaction interface of the first virtual camp account, for example, the first attack entry may be opened to all first virtual objects in the first virtual camp, that is, all first virtual objects may enter the first attack task.
It should be noted that, in order to ensure that the first attack task can change the comparison result of the first virtual resource and the second virtual resource, the first virtual camp can twist the situation that the first attack task is able to take, and the first virtual object with stronger capability needs to be selected from the first virtual camp to ensure that the first attack task is completed, so that the first attack task entry of the first virtual camp is only displayed for a part of the first virtual objects, so that a part of the first virtual objects can enter the first attack task, and the reliability of completing the first attack task is improved.
In some embodiments, before a first attack task entry of a first virtual camp is displayed for a part of the first virtual objects, screening the first virtual objects based on scene data of the first virtual objects in the first virtual camp, and taking the screened first virtual objects as the part of the first virtual objects; wherein the scene data includes at least one of: capability value, life value, distance to the target of attack in the first-occurring attack task.
For example, the first virtual objects may be sorted in descending order by the capability values (such as attack capability and defending capability) of the first virtual objects in the first virtual camp, and the first N first virtual objects in the descending order sorting result are used as part of the first virtual objects, where N is a positive integer greater than 1, so as to pick out the first virtual objects with stronger capability, so as to ensure that part of the first virtual objects have the capability to perform subsequent first attack tasks.
For example, the first virtual objects can be sorted in descending order through the life values (such as blood volume, physical strength values and the like) of the first virtual objects in the first virtual camp, and a plurality of first virtual objects in front of the sorting result in descending order are used as part of the first virtual objects, so that the first virtual objects with stronger life values are selected, and the part of the first virtual objects are ensured to have enough life values to carry out subsequent first attack tasks.
For example, the first virtual objects can be sorted in ascending order according to the distance between the first virtual object in the first virtual camp and the attack target in the first attack task, and the first virtual objects in front of the sorting result are used as part of the first virtual objects, so that the first virtual objects close to the attack target are selected, and the part of the first virtual objects can be guaranteed to quickly perform the subsequent first attack task.
It should be noted that, in the embodiment of the present application, the capability value, the life value, and the distance from the attack target in the first attack task can be integrated, so that a stronger part of the first virtual object is selected from the first virtual camp to enter the first attack task, so as to improve the reliability of completing the first attack task.
In step 103, in response to a trigger operation for the first-attack task entry, displaying a first-attack task of a first virtual camp in the virtual scene; wherein the first attack task is used for reducing the gap between the first virtual resource and the second virtual resource.
As shown in fig. 8, after the first attack task entry is displayed, in response to a trigger operation for the first attack task entry, a first attack task 801 of the first virtual camp is displayed in the virtual scene, so that the first virtual camp has a first attack advantage, so as to reduce a gap between the first virtual resource and the second virtual camp, balance a difference between mutually opposing virtual camps, and improve balance of man-machine interaction in the virtual scene.
It should be noted that, in the embodiment of the present application, the triggering operation is not limited, and the triggering operation may be a touch operation (such as a click operation or a long-press operation), or a non-touch operation (such as a voice input manner).
In some embodiments, the means for the first attack task to reduce the gap between the first virtual resource and the second virtual resource comprises: by adding a first virtual resource or reducing a second virtual resource; after a first attack task of a first virtual camp is displayed in a virtual scene, updating and displaying a comparison result of the first virtual resource and the second virtual resource in response to the first virtual camp completing the first attack task; the updated comparison result is obtained by adding the first virtual resource or reducing the second virtual resource.
For example, in response to the first virtual camp completing the first attack task, the comparison result of the first virtual resource and the second virtual resource is updated by adding the first virtual resource, or the comparison result of the first virtual resource and the second virtual resource is updated by reducing the second virtual resource, and the updated comparison result of the first virtual resource and the second virtual resource is displayed, so that the first virtual camp can know the comparison result, that is, the balance state of the current virtual scene in real time.
As shown in fig. 3C, after the first attack task of the first virtual camp (ping in fig. 3C) is displayed in the virtual scene, the comparison result 301 (approach in fig. 3C) of the first virtual resource and the second virtual resource is updated and displayed in response to the ping completing the first attack task, which indicates that the first virtual resource is close to the second virtual resource.
It should be noted that, adding the first virtual resource may increase the number of virtual resources by a fixed amount, or may increase the number of virtual resources by a fixed percentage. Likewise, reducing the second virtual resource may be by reducing a fixed number of virtual resources, or by reducing a fixed percentage of virtual resources.
In some embodiments, the first-occurring attack task includes a plurality of sub-attack tasks; responding to the first virtual camp to finish the first attack task, updating and displaying the comparison result of the first virtual resource and the second virtual resource, comprising: and responding to the first virtual camp to complete any one sub-attack task, updating the comparison result of the first virtual resource and the second virtual resource based on any one sub-attack task, and displaying the updated comparison result.
For example, when the first attack task includes a plurality of sub-attack tasks, the comparison result of the first virtual resource and the second virtual resource is updated in real time when the first virtual camp completes one sub-attack task, and the updated comparison result is displayed, so that the first virtual camp can know the comparison result in real time, that is, the balance state of the current virtual scene.
In some embodiments, the first-attack task has a valid time; responding to the first virtual camp to complete any one sub-attack task, updating the comparison result of the first virtual resource and the second virtual resource based on any one sub-attack task, comprising: when the first virtual camp completes any one sub-attack task in the effective time, updating a comparison result of the first virtual resource and the second virtual resource based on any one sub-attack task.
For example, if the first virtual camp completes any sub-attack task within the effective time of the first attack task, the comparison result of the first virtual resource and the second virtual resource is updated and displayed, for example, if the effective time is 24 hours, the attack can be repeatedly performed within 24 hours, so that the attack task is limited by the effective time, the first virtual camp is prevented from being treated negatively, and the enthusiasm of man-machine interaction of the virtual scene is improved.
In some embodiments, before updating the comparison result of the first virtual resource and the second virtual resource based on any one of the sub-attack tasks, determining that an operation to complete any one of the sub-attack tasks in response to the first virtual camp is to be performed when the first virtual camp wins a set number of times in any one of the sub-attack tasks; wherein the set number of times is related to at least one dimension of: the method comprises the steps of the number of first virtual objects in a first virtual camp, the attack capability of the first virtual camp and the life value of the first virtual camp.
For example, for any sub-attack task, the first virtual camp needs to win a set number of times to indicate that the first virtual camp completes the sub-attack task, so as to update the comparison result of the first virtual resource and the second virtual resource.
As an example, the number of settings is positively related to the number of first virtual objects in the first virtual camp, the greater the number of first virtual objects, the greater the likelihood that the first virtual objects can win, so in order to limit the winning likelihood of the first virtual camp, the greater the number of settings is set, for example, when the value range of the number of first virtual objects in the first virtual camp is [1, 28], the number of settings is set to 1; when the value range of the number of the first virtual objects in the first virtual camp is 29, 56, setting the set times as 2; when the value range of the number of the first virtual objects in the first virtual camp is [57, 84], the set number of times is set to be 3.
As an example, the number of settings is positively correlated with the attack ability of the first virtual camp, the stronger the attack ability of the first virtual camp, the greater the likelihood that the first virtual camp can win is indicated, and therefore the greater the number of settings is set in order to limit the winning likelihood of the first virtual camp.
As an example, the number of settings is positively correlated with the vital value of the first virtual camp, the stronger the vital value of the first virtual camp, the greater the likelihood that the first virtual camp is able to win space, and therefore the greater the number of settings is set in order to limit the winning likelihood of the first virtual camp.
It should be noted that, in the embodiment of the present application, the number of the first virtual objects in the first virtual camp, the attack capability of the first virtual camp, and the life value of the first virtual camp may be integrated, so as to determine the set number of times, and thus after the first virtual camp wins the set number of times, update the comparison result of the first virtual resource and the second virtual resource.
In some embodiments, after the first virtual camp initiates an attack based on the first-occurring attack task, displaying a defending task entry of the second virtual camp in the virtual scene; the display permission of the defense task entrance is opened to a man-machine interaction interface of a second virtual camp account, and the second virtual camp account is an account for controlling a virtual object in a second virtual camp in a virtual scene; responding to the triggering operation of the second virtual camp for the defending task entrance, and displaying the defending task of the second virtual camp in the virtual scene; the defending task is used for increasing the gap between the first virtual resource and the second virtual resource.
For example, after the first virtual camp initiates an attack based on the first attack task and before the first attack task is completed, a defending task entry of the second virtual camp is displayed in the virtual scene, and in response to a trigger operation of the second virtual camp for the defending task entry, a defending task of the second virtual camp is displayed in the virtual scene.
As shown in fig. 9, after the first virtual camp completes the first attack task to initiate an attack, a defending task entry 901 of the second virtual camp is displayed in the virtual scene, and in response to a triggering operation of the second virtual camp for the defending task entry, a defending task of the second virtual camp is displayed in the virtual scene.
As shown in fig. 10, after the first virtual camp initiates an attack based on the first attack task, the second virtual camp may also defend, and the defend task 1001 of the second virtual camp is displayed in the virtual scene, so that the situation that the back side obtains resources with a faster efficiency in a specific time to realize quick catch-up is avoided, so that the leading side is in a disadvantage and passive state in the late stage of the countermeasure, imbalance of the countermeasure is also caused, the player is extremely easy to be caused to act negatively in the early stage of the countermeasure, and the back side advantage is abused in the late stage of the countermeasure, so that the leading side consumes a great deal of energy and cost to catch up.
It should be noted that, the display permission of the first attack task entry is a man-machine interaction interface opened to the first virtual camp account, where the first virtual camp account is an account for controlling a virtual object in the first virtual camp in the virtual scene; correspondingly, the display permission of the defending task entrance is opened to a man-machine interaction interface of a second virtual camp account, and the second virtual camp account is an account for controlling a virtual object in the second virtual camp in the virtual scene.
In some embodiments, the first attack task and the defending task have contrasting characteristics of at least one of: the number of first virtual objects in the first virtual camp participating in the first attack task is greater than the number of second virtual objects in the second virtual camp participating in the defending task; the number of sub-attack tasks included in the first attack task is larger than the number of sub-defense tasks included in the defense task; the effective time of the first attack task is longer than the effective time of the defending task.
For example, in order to provide some advantages for the first virtual camp behind, the first virtual camp can catch up with the second virtual camp ahead, the above comparison features provide substantial advantages for the behind, and the final fighting winning and losing relationship is not damaged obviously, so that enthusiasm of players in the whole course of fighting is effectively protected.
In some embodiments, displaying the defending task entry of the second virtual camp in the virtual scene includes: and when the defending task entrance is opened for part of the second virtual objects in the second virtual camp, displaying the defending task entrance of the second virtual camp for part of the second virtual objects.
For example, the display permission of the defending task portal is opened to the man-machine interaction interface of the second virtual camp account, and the defending task portal is displayed on the man-machine interaction interface of the second virtual camp account, for example, the defending task portal may be opened to all second virtual objects in the second virtual camp, that is, all second virtual objects may enter the defending task.
It should be noted that, in order to ensure that the defending task does not significantly destroy the winning or losing relationship of the final countermeasure, the second virtual camp can keep advantages through the defending task, and a second virtual object corresponding to the capability of the first virtual object in the first virtual camp needs to be selected from the second virtual camp to ensure that both parties are enthusiastically in the whole countermeasure process, so that only a defending task entry of the second virtual camp is displayed for a part of the second virtual objects, and a part of the second virtual objects can enter the defending task. And randomly extracting a plurality of second virtual objects from the second virtual campaigns as part of the second virtual objects.
In some embodiments, before displaying the defensive task entry of the second virtual camp for a portion of the second virtual objects, the method further comprises: based on a first virtual object participating in a first attack task in a first virtual camp, performing matching processing on a second virtual object in a second virtual camp, and taking the successfully matched second virtual object as a part of the second virtual objects; wherein the matching factors of the matching process include at least one of: capacity value, life value, distance from a defending object in a defending task.
For example, based on the capability values (such as attack capability and defending capability) of the first virtual objects participating in the first attack task in the first virtual camp, the second virtual objects in the second virtual camp are matched, and the successfully matched second virtual objects are used as part of the second virtual objects, so that the second virtual objects equivalent to the first virtual objects in strength are selected, and the enthusiasm of the two parties in the whole countermeasure process is effectively protected.
For example, based on the life value (such as blood volume, physical strength value and the like) of a first virtual object participating in a first attack task in a first virtual camp, a second virtual object in a second virtual camp is matched, and the successfully matched second virtual object is used as part of the second virtual objects, so that the second virtual object equivalent to the first virtual object in strength is selected, and the enthusiasm of both parties in the whole countermeasure is effectively protected.
For example, based on the distance between a first virtual object in a first virtual camp participating in a first attack task and a defending target (such as a building of a second virtual camp) in a defending task, the second virtual object in the second virtual camp is matched, and the second virtual object successfully matched is used as part of the second virtual object, so that the second virtual object equivalent to the environment in which the first virtual object is located is selected based on the distance, and the enthusiasm of both parties in the whole countermeasure is effectively protected.
It should be noted that, the embodiment of the application can integrate the capability value, the life value and the distance between the defending target and the defending task to select the second virtual object corresponding to the first virtual object from the second virtual camp, thereby effectively protecting the enthusiasm of both parties in the whole countering process.
In some embodiments, the first virtual resource added by the first-attack task is greater than the first virtual resource reduced by the defending task; or the second virtual resource reduced by the first attack task is larger than the second virtual resource increased by the defending task.
For example, each time the first virtual camp completes an attack task, 1% of the first virtual resources are added, and each time the second virtual camp completes a defending task, 0.8% of the first virtual resources are reduced; and when the first virtual camp completes one attack task, 1% of second virtual resources are reduced, and when the second virtual camp completes one defending task, 0.8% of second virtual resources are recovered, so that substantial advantages are provided for the backward part, the victory-defeat relation of final countermeasure is not obviously damaged, and the enthusiasm of the two parties in the whole countermeasure process is effectively protected.
In some embodiments, after displaying the defending task of the second virtual camp in the virtual scene, updating and displaying the comparison result of the first virtual resource and the second virtual resource in response to the second virtual camp completing the defending task; the updated comparison result is obtained by reducing the first virtual resource or increasing the second virtual resource.
For example, in response to the second virtual camp completing the defending task, the comparison result of the first virtual resource and the second virtual resource is updated by reducing the first virtual resource added by the first attack task, or the comparison result of the first virtual resource and the second virtual resource is updated by recovering the second virtual resource reduced by the first attack task, and the updated comparison result of the first virtual resource and the second virtual resource is displayed, so that the second virtual camp can know the comparison result, that is, the balance state of the current virtual scene in real time.
It should be noted that, adding the second virtual resource may be by adding a fixed number of virtual resources, or may be by adding a fixed percentage of virtual resources. Likewise, reducing the first virtual resource may be by reducing a fixed number of virtual resources, or by reducing a fixed percentage of virtual resources.
As shown in fig. 3D, after displaying the defending task of the second virtual camp (CHEF in fig. 3D) in the virtual scene, in response to the CHEF completing the defending task, the comparison result 302 (leading in fig. 3D) of the first virtual resource and the second virtual resource is updated and displayed, which indicates that the second virtual resource and the leading second virtual resource are advanced.
In some embodiments, the defending task includes a plurality of sub defending tasks; responding to the second virtual camp to complete the defending task, updating and displaying the comparison result of the first virtual resource and the second virtual resource, comprising: and responding to the second virtual camp to complete any one sub-defense task, updating the comparison result of the first virtual resource and the second virtual resource based on any one sub-defense task, and displaying the updated comparison result.
For example, when the defending task includes a plurality of sub defending tasks, each time the second virtual camp completes one sub defending task, the comparison result of the first virtual resource and the second virtual resource is updated in real time, and the updated comparison result is displayed, so that the second virtual camp can know the comparison result in real time, that is, the balance state of the current virtual scene.
In some embodiments, in response to the second virtual camp completing any one of the sub-defensive tasks, updating a comparison of the first virtual resource and the second virtual resource based on the any one of the sub-defensive tasks, including: when the second virtual camp completes any one sub-defending task within the effective time period of the defending task, updating the comparison result of the first virtual resource and the second virtual resource based on any one sub-defending task.
For example, if the second virtual camp completes any sub-defending task within the effective time of the defending task, the comparison result of the first virtual resource and the second virtual resource is updated and displayed, for example, if the effective time is 24 hours, defending can be repeatedly performed within 24 hours, so that the defending task is limited by the effective time, the second virtual camp is prevented from being treated negatively, and the enthusiasm of man-machine interaction of the virtual scene is improved.
In some embodiments, before updating the comparison result of the first virtual resource and the second virtual resource based on any one of the sub-defense tasks, determining that an operation to complete any one of the sub-defense tasks in response to the second virtual camp is to be performed when the second virtual camp wins a set number of times in any one of the sub-defense tasks; wherein the set number of times is related to at least one dimension of: the number of second virtual objects in the second virtual camp, the defending ability of the second virtual camp, the life value of the second virtual camp.
For example, for any sub-defense task, the second virtual camp needs to win for a set number of times to indicate that the second virtual camp completes the sub-defense task, thereby updating the comparison result of the first virtual resource and the second virtual resource.
As an example, the number of settings is positively related to the number of second virtual objects in the second virtual camp, the greater the number of second virtual objects, the greater the likelihood that the second virtual objects can win, so in order to limit the winning likelihood of the second virtual camp, the greater the number of settings is set, for example, when the value range of the number of second virtual objects in the second virtual camp is [1, 28], the number of settings is set to 1; when the value range of the number of the second virtual objects in the second virtual camp is 29, 56, setting the set times as 2; when the value range of the number of the second virtual objects in the second virtual camp is [57, 84], the set number of times is set to be 3.
As an example, the number of settings is positively correlated with the defensive ability of the second virtual camp, the stronger the defensive ability of the second virtual camp, the greater the likelihood that the second virtual camp can win is illustrated, and therefore the greater the number of settings is set in order to limit the winning likelihood of the second virtual camp.
As an example, the number of settings is positively correlated with the life value of the second virtual camp, the stronger the life value of the second virtual camp, the greater the likelihood that the second virtual camp can win space, and therefore the greater the number of settings is set in order to limit the winning likelihood of the second virtual camp.
It should be noted that, in the embodiment of the present application, the number of second virtual objects in the second virtual camp, the defending capability of the second virtual camp, and the life value of the second virtual camp may be integrated, so as to determine the set times, and after the second virtual camp wins the set times, update the comparison result of the first virtual resource and the second virtual resource.
In summary, the embodiment of the application displays the first attack task of the first virtual camp in the virtual scene, so that the first virtual camp has the first attack advantage, the gap between the virtual resources of the first virtual camp and the virtual resources of the second virtual camp is reduced, the difference between the virtual camps which are mutually opposed can be balanced, the man-machine interaction balance in the virtual scene is improved, and the user viscosity is further improved.
In the following, an exemplary application of the embodiments of the present application in a practical application scenario will be described.
The following describes a virtual scene as an example of a game:
in the related art, the meeting (i.e. camping) countermeasure modes of various games are mainly divided into the following two categories:
1) The direct countermeasure mode is realized based on the core single-play countermeasure of the game, the convention with similar strength is matched into the same pair through a specific algorithm, and the expected winning rate of the two parties approaches 50%, so that countermeasure balance is realized, and no substantial compensation is provided for the party with step lag in the process of the pair.
As shown in fig. 4, when the battle force of a certain party reaches a certain level, the party is matched to a corresponding level, such as a district-level tournament, a city-level tournament, etc., and the parties in the same level are equivalent in strength, so that the parties in the same level can be automatically matched to the same pair.
2) Asynchronous countermeasure is used in various games. The asynchronous countermeasure mode is that the members of the public parties acquire points through specific Player countermeasure players (PVP, player VSPlayer) or Player countermeasure environments (PVE, player VS Enviroment) play, and the points are ranked and rewarded and settled within a certain time limit.
As shown in fig. 5, the congress member performs the score ranking within a certain time limit by constantly acquiring the score to perform the congress countermeasure through the score ranking 501.
The direct countermeasure lacks a balance mechanism, excessively depends on matching precision, and once the public reality of the two countermeasures is unbalanced, the situation that one party rolls the other party is easy to generate, and the situation that the backward part is difficult to have a chance of reverse overtaking; the parties of the parties in the asynchronous countermeasure mode lack interaction, the countermeasure between the parties easily evolves into indirect pure numerical countermeasure, the strategic property and the interactivity are lacking, and the user experience is poor.
In order to solve the above-mentioned problem, in the situation that the two parties are not completely equivalent in the public meeting, the embodiment of the application provides an interactive processing method of the virtual scene, offer advantages for the backward, thus balance the situation, for example, in the single meeting cycle, carry on the stage settlement, the one party that stage backward can act first in the next stage, obtain the advantage of the first hand; the lag party can reduce the integral resource of the lead party in a percentage mode through the attack action, so that the advantage of the lead party is weakened, and the lead party needs more defending actions to completely counteract the negative effect. In addition, the attack action and the defending action based on the round system endow more interactivity for both parties of the fight, the backward party can freely select whether the attack needs to be performed based on the current situation, and after the attack is finished, the leading party can select whether the defending is performed according to the new situation, so that the strategic and the interactivity in the fight of the public place are enhanced.
The following specifically describes an interactive processing method of a virtual scene provided in the embodiments of the present application, where the method is used for enhancing balance and strategic performance in a process of pubic countermeasure, and a specific flow is shown in fig. 6:
step 11, in the process of the meeting countermeasure, the members of the meeting cannot learn the specific integral resources of the hostile meeting, and the fuzzy comparison results of the two parties are updated at the set time point (for example, 9 points on every friday and friday), wherein the fuzzy comparison results comprise three conditions of leading, approaching and lagging.
Step 12, after the second battle situation publication at 9 friday, the laggard party will trigger the "destruction action-attack task", and the attack task (i.e. the first attack task) can be performed within 24 hours, so as to reduce the final resources of the other party, and the related contents are as follows:
1) Single attack task (i.e., sub-attack task) content: the team of M meeting members meeting the qualification wins the X-field game, wherein X is determined by the initial number of participants and calculated in the manner shown in Table 1 below.
Values in Table 1X
Lowest number of participants Maximum number of people involved in war X takes value
1 28 1
29 56 2
57 84 3
85 112 4
113 140 5
Wherein, X and the number of participants can be in a linear relation, and the positive correlation of the X and the number of participants can be realized through other functions, including an exponential function, a logarithmic function and the like.
2) The attack success effect is as follows: each time the attack is completed, the final settlement resource of the opposite side can be reduced by 1%, only the final winning or losing comparison of the field is affected, and no ranking list and matching are affected.
3) Attack on task restrictions: the attack may be repeated up to 8 times within the effective time of the attack (e.g., 24 hours).
4) Attack interface performance: during the period of the attack task availability, the attack entry interface shown in fig. 7 is displayed, the attack entry 701 is in an attack possible state, the attack entry 701 is clicked to enter the attack task interface shown in fig. 8, and after the attack task starts, the attack task 801 appears at a fixed position on the map. Wherein, the attack task can be set at the top in the game task list to prompt the player that the attack task needs to be processed preferentially.
Step 13, before a set time point (for example, 9 Saturday), if the back side completes at least 1 destruction action task, the leading party will choose to trigger the destruction action-defending task, and the defending task can be performed within 24 hours to eliminate the destruction effect of the other party, and the related contents are as follows:
1) Content of a single defending task (namely, a sub defending task): the team of M meeting members meeting the contest qualifications wins an X-field game, where X is determined by the initial number of participants.
2) The defending success effect: each time a defender is completed, 0.8% of the destroyed settlement resources can be recovered.
3) Defending task restrictions: this can be repeated within 24 hours until the degree of damage has fallen to 0%.
4) Defending interface performance: during the available period of the defending task, a defending entry interface shown in fig. 9 is displayed, the defending entry 901 is in a defendable state, the defending task interface shown in fig. 10 is clicked on the attack entry 901, and after the defending task starts, the defending task 1001 appears at a fixed position on the map. The defending task can be set at the top in the game task list to prompt the player to process the defending task preferentially.
In summary, the interactive processing method for virtual scenes provided by the embodiment of the application has the following beneficial effects:
1) By giving the right of a temporally lagging party to attack by a first hand in the next stage, the method obtains initiative advantage, and the action of the lagging preceding hand stage directly determines whether the subsequent leading party needs action and the intensity of the action, so that the interactivity and strategic performance of both parties in asynchronous countermeasure are enhanced;
2) Allowing the two counterparties to influence the final settlement resource in a 'percentage' way through specific behaviors, so that the two counterparties attach equal importance to the resource base and the settlement multiplier in the process of countering, thus avoiding the situation that the backward party obtains the resource with higher efficiency in specific time to realize quick catch-up, leading party is in inferior and passive states in the later stage of countering, leading imbalance of countering is caused, players are extremely easy to cause negative actions in the earlier stage of countering, and the backward advantage is abused in the later stage of countering, and leading party consumes a great deal of energy and cost to catch up;
3) The difference is carried out on the action efficiency of the two countermeasures, the leading party needs to carry out more actions to completely offset the action effect of the backward, but the upper limit of the final effect of the two countermeasures is consistent, namely the leading party can completely eliminate the damage effect of the backward, so that the substantial advantage is provided for the backward, the winning or losing relation of the final settlement is not obviously damaged, and the enthusiasm of the players of the two countermeasures in the whole countermeasures is effectively protected.
The method for processing the interaction of the virtual scene provided in the embodiment of the present application has been described in connection with the exemplary application and implementation of the terminal provided in the embodiment of the present application, and the following continues to describe the interaction processing scheme of the virtual scene implemented by each module in the interaction processing device 465 of the virtual scene provided in the embodiment of the present application. The virtual scene comprises a first virtual camp and a second virtual camp which are mutually opposed, wherein the first virtual camp and the second virtual camp respectively comprise a plurality of virtual objects;
a first display module 4651 for displaying a first-attack task portal of the first virtual camp in response to the first virtual camp having fewer first virtual resources than second virtual resources owned by the second virtual camp; a second display module 4652 for displaying, in the virtual scene, a first tapping task of the first virtual camp in response to a trigger operation for the first tapping task portal; wherein the first attack task is configured to reduce a gap between the first virtual resource and the second virtual resource.
In some embodiments, the means for reducing the gap between the first virtual resource and the second virtual resource comprises: by increasing the first virtual resource or decreasing the second virtual resource; after the first attack task of the first virtual camp is displayed in the virtual scene, the second display module 4652 is further configured to update and display a comparison result of the first virtual resource and the second virtual resource in response to the first virtual camp completing the first attack task; the updated comparison result is obtained by adding the first virtual resource or reducing the second virtual resource.
In some embodiments, the first-occurring attack task includes a plurality of sub-attack tasks; the second display module 4652 is further configured to respond to the first virtual camp completing any one of the sub-attack tasks, update a comparison result of the first virtual resource and the second virtual resource based on the any one of the sub-attack tasks, and display the updated comparison result.
In some embodiments, the first-attack task has a valid time; the second display module 4652 is further configured to update a comparison result of the first virtual resource and the second virtual resource based on any one of the sub-attack tasks when the first virtual camp completes any one of the sub-attack tasks within the effective time.
In some embodiments, before the updating the comparison result of the first virtual resource and the second virtual resource based on any one of the sub-attack tasks, the second display module 4652 is further configured to determine that an operation in response to the first virtual camp completing any one of the sub-attack tasks is to be performed when the first virtual camp wins a set number of times in any one of the sub-attack tasks; wherein the set number of times is related to at least one dimension of: the method comprises the steps of determining the number of first virtual objects in a first virtual camp, the attack capability of the first virtual camp and the life value of the first virtual camp.
In some embodiments, after the displaying the first offensive task of the first virtual camp in the virtual scene, the apparatus further comprises: a third display module 4653, configured to display a defending task entry of the second virtual camp in the virtual scene after the first virtual camp initiates an attack based on the first attack task; the display permission of the defending task entrance is opened to a man-machine interaction interface of a second virtual camp account, and the second virtual camp account is an account for controlling a virtual object in the second virtual camp in the virtual scene; responding to the triggering operation of the second virtual camp on the defending task entrance, and displaying the defending task of the second virtual camp in the virtual scene; the defending task is used for increasing the gap between the first virtual resource and the second virtual resource.
In some embodiments, the first-attack task and the defending task have contrasting characteristics of at least one of: the number of first virtual objects in the first virtual camp participating in the first attack task is greater than the number of second virtual objects in the second virtual camp participating in the defending task; the number of sub-attack tasks included in the first attack task is larger than the number of sub-defending tasks included in the defending task; the effective time length of the first attack task is longer than that of the defending task.
In some embodiments, the third display module 4653 is further configured to display a defensive task entry of the second virtual camp for a portion of the second virtual object when the defensive task entry is open for the portion of the second virtual object.
In some embodiments, the third display module 4653 is further configured to perform a matching process on a second virtual object in the second virtual camp based on a first virtual object in the first virtual camp participating in the first attack task, and use the second virtual object that is successfully matched as the partial second virtual object; wherein the matching factors of the matching process include at least one of: capacity value, life value, distance to a defending object in the defending task.
In some embodiments, the first virtual resource added by the first-attack task is greater than the first virtual resource reduced by the defending task; or the second virtual resource reduced by the first attack task is larger than the second virtual resource increased by the defending task.
In some embodiments, the third display module 4653 is further configured to update and display a comparison result of the first virtual resource and the second virtual resource in response to the second virtual camp completing the defending task; the updated comparison result is obtained by reducing the first virtual resource or increasing the second virtual resource.
In some embodiments, the defending task includes a plurality of sub defending tasks; the third display module 4653 is further configured to respond to the second virtual camp to complete any one of the sub-defense tasks, update a comparison result of the first virtual resource and the second virtual resource based on any one of the sub-defense tasks, and display the updated comparison result.
In some embodiments, the third display module 4653 is further configured to update a comparison result of the first virtual resource and the second virtual resource based on any one of the sub-defending tasks when the second virtual camp completes any one of the sub-defending tasks within an effective time period of the defending task.
In some embodiments, the third display module 4653 is further configured to determine that an operation to complete any of the sub-defensive tasks in response to the second virtual camp is to be performed when the second virtual camp wins a set number of times in any of the sub-defensive tasks; wherein the set number of times is related to at least one dimension of: the number of second virtual objects in the second virtual camp, the defending capability of the second virtual camp, and the life value of the second virtual camp.
In some embodiments, the first display module 4651 is further configured to display a pre-attack task entry of the first virtual camp when it is determined that the pre-attack task can change a comparison result of the first virtual resource and the second virtual resource.
In some embodiments, before the displaying the first attack task entry of the first virtual camp, the first display module 4651 is further configured to invoke a task prediction model based on the scene data of the first virtual camp, the scene data of the second virtual camp, and the comparison result of the first virtual resource and the second virtual resource, to obtain a prediction comparison result for completing the first attack task; and when the comparison result is different from the prediction comparison result, determining that the first attack task can change the comparison result of the first virtual resource and the second virtual resource.
In some embodiments, the display permission of the first attack task portal is opened to a human-computer interaction interface of a first virtual camp account number, the first virtual camp account number being an account number that controls virtual objects in the first virtual camp in the virtual scene; the first display module 4651 is further configured to display a first aggressive task entry of the first virtual camp for a portion of the first virtual objects when the first aggressive task entry is open for the portion of the first virtual objects in the first virtual camp.
In some embodiments, before the first attack task entry of the first virtual camp is displayed for the part of the first virtual objects, the first display module 4651 is further configured to perform screening processing on the first virtual objects based on scene data of the first virtual objects in the first virtual camp, and use the screened first virtual objects as the part of the first virtual objects; wherein the scene data includes at least one of: capability value, life value, distance to the target of attack in the prior attack task.
Embodiments of the present application provide a computer program product or computer program comprising computer instructions stored in a computer readable storage medium. The processor of the computer device reads the computer instructions from the computer readable storage medium, and the processor executes the computer instructions, so that the computer device executes the interactive processing method of the virtual scene according to the embodiment of the application.
The embodiments of the present application provide a computer readable storage medium storing executable instructions, wherein the executable instructions are stored, which when executed by a processor, cause the processor to perform the method for processing interactions of virtual scenes provided in the embodiments of the present application, for example, the method for processing interactions of virtual scenes as shown in fig. 3A-3B.
In some embodiments, the computer readable storage medium may be FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; but may be a variety of devices including one or any combination of the above memories.
In some embodiments, the executable instructions may be in the form of programs, software modules, scripts, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and they may be deployed in any form, including as stand-alone programs or as modules, components, subroutines, or other units suitable for use in a computing environment.
As an example, the executable instructions may, but need not, correspond to files in a file system, may be stored as part of a file that holds other programs or data, for example, in one or more scripts in a hypertext markup language (HTML, hyper Text Markup Language) document, in a single file dedicated to the program in question, or in multiple coordinated files (e.g., files that store one or more modules, sub-programs, or portions of code).
As an example, executable instructions may be deployed to be executed on one computing device or on multiple computing devices located at one site or, alternatively, distributed across multiple sites and interconnected by a communication network.
The foregoing is merely exemplary embodiments of the present application and is not intended to limit the scope of the present application. Any modifications, equivalent substitutions, improvements, etc. that are within the spirit and scope of the present application are intended to be included within the scope of the present application.

Claims (20)

1. An interactive processing method for virtual scenes is characterized in that,
the virtual scene comprises a first virtual camp and a second virtual camp which are mutually opposed, wherein the first virtual camp and the second virtual camp respectively comprise a plurality of virtual objects;
the method comprises the following steps:
responsive to the first virtual resource owned by the first virtual camp being less than the second virtual resource owned by the second virtual camp, displaying a first-attack task entry for the first virtual camp;
responding to a trigger operation for the first attack task entrance, and displaying the first attack task of the first virtual camp in the virtual scene; wherein the first attack task is configured to reduce a gap between the first virtual resource and the second virtual resource, and the method for reducing the gap between the first virtual resource and the second virtual resource by the first attack task includes: by increasing the first virtual resource or decreasing the second virtual resource;
Responding to the first virtual camp to finish the first attack task, and updating and displaying the comparison result of the first virtual resource and the second virtual resource; the updated comparison result is obtained by adding the first virtual resource or reducing the second virtual resource.
2. The method of claim 1, wherein the step of determining the position of the substrate comprises,
the first attack task comprises a plurality of sub-attack tasks;
the responding to the first virtual camp to complete the first attack task updates and displays the comparison result of the first virtual resource and the second virtual resource comprises the following steps:
and responding to the first virtual camp to complete any one of the sub-attack tasks, updating the comparison result of the first virtual resource and the second virtual resource based on any one of the sub-attack tasks, and displaying the updated comparison result.
3. The method of claim 2, wherein the step of determining the position of the substrate comprises,
the effective time exists in the first attack task;
the responding to the first virtual camp to complete any one of the sub-attack tasks, updating the comparison result of the first virtual resource and the second virtual resource based on any one of the sub-attack tasks, comprises the following steps:
When the first virtual camp completes any one of the sub-attack tasks within the effective time, updating a comparison result of the first virtual resource and the second virtual resource based on any one of the sub-attack tasks.
4. The method of claim 2, wherein before updating the comparison of the first virtual resource and the second virtual resource based on any one of the sub-attack tasks, the method further comprises:
when the first virtual camp wins any one of the sub-attack tasks for a set number of times, determining that an operation for completing any one of the sub-attack tasks in response to the first virtual camp is to be executed;
wherein the set number of times is related to at least one dimension of: the method comprises the steps of determining the number of first virtual objects in a first virtual camp, the attack capability of the first virtual camp and the life value of the first virtual camp.
5. The method of claim 1, wherein after displaying the first virtual camp's first attack task in the virtual scene, the method further comprises:
after the first virtual camp initiates an attack based on the first attack task, displaying a defending task inlet of the second virtual camp in the virtual scene;
The display permission of the defending task entrance is opened to a man-machine interaction interface of a second virtual camp account, and the second virtual camp account is an account for controlling a virtual object in the second virtual camp in the virtual scene;
responding to the triggering operation of the second virtual camp on the defending task entrance, and displaying the defending task of the second virtual camp in the virtual scene; the defending task is used for increasing the gap between the first virtual resource and the second virtual resource.
6. The method of claim 5, wherein the pre-attack task and the defending task have contrasting characteristics of at least one of:
the number of first virtual objects in the first virtual camp participating in the first attack task is greater than the number of second virtual objects in the second virtual camp participating in the defending task;
the number of sub-attack tasks included in the first attack task is larger than the number of sub-defending tasks included in the defending task;
the effective time length of the first attack task is longer than that of the defending task.
7. The method of claim 5, wherein displaying the defending task portal of the second virtual camp in the virtual scene comprises:
And when the defending task entrance is opened for part of the second virtual objects in the second virtual camp, displaying the defending task entrance of the second virtual camp for the part of the second virtual objects.
8. The method of claim 7, wherein prior to displaying the defensive task entry of the second virtual camp for the portion of the second virtual object, the method further comprises:
based on a first virtual object participating in the first attack task in the first virtual camp, performing matching processing on a second virtual object in the second virtual camp, and taking the second virtual object successfully matched as the part of second virtual objects;
wherein the matching factors of the matching process include at least one of: capacity value, life value, distance to a defending object in the defending task.
9. The method of claim 5, wherein the step of determining the position of the probe is performed,
the first virtual resource increased by the first attack task is larger than the first virtual resource decreased by the defending task; or alternatively, the process may be performed,
the second virtual resource reduced by the first attack task is larger than the second virtual resource increased by the defending task.
10. The method of claim 5, wherein after displaying the defending task of the second virtual camp in the virtual scene, the method further comprises:
responding to the second virtual camp to complete the defending task, and updating and displaying the comparison result of the first virtual resource and the second virtual resource;
the updated comparison result is obtained by reducing the first virtual resource or increasing the second virtual resource.
11. The method of claim 10, wherein the step of determining the position of the first electrode is performed,
the defending task comprises a plurality of sub defending tasks;
and responding to the second virtual camp to complete the defending task, updating and displaying the comparison result of the first virtual resource and the second virtual resource, wherein the method comprises the following steps:
and responding to the second virtual camp to complete any one of the sub defending tasks, updating the comparison result of the first virtual resource and the second virtual resource based on any one of the sub defending tasks, and displaying the updated comparison result.
12. The method of claim 11, wherein updating the comparison of the first virtual resource and the second virtual resource based on any one of the sub-defensive tasks in response to the second virtual camp completing any one of the sub-defensive tasks comprises:
When the second virtual camp completes any one of the sub-defending tasks within the effective time period of the defending task, updating the comparison result of the first virtual resource and the second virtual resource based on any one of the sub-defending tasks.
13. The method of claim 11, wherein before updating the comparison of the first virtual resource and the second virtual resource based on any one of the sub-defending tasks, the method further comprises:
when the second virtual camp wins a set number of times in any of the sub-defending tasks, determining that an operation of completing any of the sub-defending tasks in response to the second virtual camp is to be executed;
wherein the set number of times is related to at least one dimension of: the number of second virtual objects in the second virtual camp, the defending capability of the second virtual camp, and the life value of the second virtual camp.
14. The method of claim 1, wherein displaying the first virtual camp's first attack task portal comprises:
and displaying a first attack task entry of the first virtual camp when the first attack task is determined to be capable of changing the comparison result of the first virtual resource and the second virtual resource.
15. The method of claim 14, wherein prior to displaying the first virtual camp's first attack task entry, the method further comprises:
invoking a task prediction model based on the scene data of the first virtual camp, the scene data of the second virtual camp and the comparison result of the first virtual resource and the second virtual resource to obtain a prediction comparison result for completing the first attack task;
and when the comparison result is different from the prediction comparison result, determining that the first attack task can change the comparison result of the first virtual resource and the second virtual resource.
16. The method of claim 1, wherein the step of determining the position of the substrate comprises,
the display permission of the first attack task entrance is opened to a man-machine interaction interface of a first virtual camp account, and the first virtual camp account is an account for controlling a virtual object in the first virtual camp in the virtual scene;
the displaying the first attack task entry of the first virtual camp includes:
and when the first attack task entrance is opened for part of the first virtual objects in the first virtual camp, displaying the first attack task entrance of the first virtual camp for the part of the first virtual objects.
17. The method of claim 16, wherein prior to displaying the first virtual camp's first attack task portal for the portion of the first virtual object, the method further comprises:
screening the first virtual object based on the scene data of the first virtual object in the first virtual camp, and taking the screened first virtual object as the part of first virtual object;
wherein the scene data includes at least one of: capability value, life value, distance to the target of attack in the prior attack task.
18. An interaction processing device of a virtual scene is characterized in that the virtual scene comprises a first virtual camp and a second virtual camp which are mutually opposed, and the first virtual camp and the second virtual camp respectively comprise a plurality of virtual objects;
the device comprises:
the first display module is used for responding to that the first virtual resources owned by the first virtual camp are less than the second virtual resources owned by the second virtual camp, and displaying a first attack task entrance of the first virtual camp;
the second display module is used for responding to the triggering operation of the first attack task entrance and displaying the first attack task of the first virtual camp in the virtual scene; wherein the first attack task is configured to reduce a gap between the first virtual resource and the second virtual resource, and the method for reducing the gap between the first virtual resource and the second virtual resource by the first attack task includes: by increasing the first virtual resource or decreasing the second virtual resource; responding to the first virtual camp to finish the first attack task, and updating and displaying the comparison result of the first virtual resource and the second virtual resource; the updated comparison result is obtained by adding the first virtual resource or reducing the second virtual resource.
19. An electronic device, the electronic device comprising:
a memory for storing executable instructions;
a processor configured to implement the interactive processing method for a virtual scene according to any one of claims 1 to 17 when executing the executable instructions stored in the memory.
20. A computer readable storage medium storing executable instructions which when executed by a processor implement the method of interactive processing of a virtual scene according to any one of claims 1 to 17.
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