Movement control method and device in sports games, storage medium, and electronic device

By generating visual routes in sports games and allowing players to control the movement paths of virtual players, the problem of lack of control caused by players' automatic movement is solved, and the fun and realism of the game are improved.

CN114768255BActive Publication Date: 2025-09-19NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202210337399.7
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-03-31
Publication Date
2025-09-19
Estimated Expiration
2042-03-31

AI Technical Summary

Technical Problem

In existing sports games, players' automatic movement leads to a lack of game control. Players cannot independently decide their movement paths, which reduces the fun and realism of the game.

Method used

A graphical user interface is provided through the terminal device to generate a visual route based on the defensive situation and game parameters around the virtual player, allowing players to control the movement path of the virtual player through touch operations, including determining the optional movement direction and distance, simulating the ever-changing situation in reality.

Benefits of technology

It improves the fun and realism of the game, allowing players to independently determine the running paths of virtual players, and enhances the control and authenticity of the game.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present disclosure relates to the field of game technology and provides a method for controlling movement in a sports game, a movement control device in a sports game, a computer storage medium, and an electronic device. The method includes: when a virtual player enters an offensive zone in a virtual scene, determining the virtual player's optional movement direction based on the defensive situation within a preset range around the virtual player; determining the virtual player's movement distance in at least one optional movement direction based on the virtual player's game parameters and the defensive situation in the optional movement direction; generating at least one visual route on a graphical user interface based on the at least one optional movement direction and the virtual player's movement distance in the optional movement direction; and controlling the virtual player to move the selected distance along the selected visual route in response to a touch operation on the visual route. The present disclosure allows players to independently determine the virtual player's running path, thereby enhancing the operational fun of sports games.
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Description

Technical Field

[0001] The present disclosure relates to the field of game technology, and in particular to a movement control method in a sports game, a movement control device in a sports game, a computer storage medium, and an electronic device. Background Art

[0002] Sports games require players to control a player on the field to pass the ball or request the ball. However, the current mainstream setting is that players can only automatically move along a set fixed route. This experience makes it difficult to reproduce the movement and ball-catching coordination between teammates in real games, resulting in a lack of game control.

[0003] In view of this, there is an urgent need in the art to develop a new movement control method and device for sports games.

[0004] It should be noted that the information disclosed in the above background technology section is only used to enhance the understanding of the background of this disclosure. Summary of the Invention

[0005] The purpose of the present disclosure is to provide a movement control method in a sports game, a movement control device in a sports game, a computer storage medium and an electronic device, thereby overcoming, at least to a certain extent, the problem in the related art of a lack of game control due to automatic player movement.

[0006] Other features and advantages of the present disclosure will become apparent from the following detailed description, or may be learned in part by practice of the present disclosure.

[0007] According to a first aspect of the present disclosure, a movement control method in a sports game is provided, wherein a graphical user interface is provided through a terminal device, the graphical user interface including at least a virtual scene and a virtual player in the virtual scene, the virtual player being controlled by the terminal device, the method comprising: when the virtual player enters an offensive area in the virtual scene, determining an optional movement direction of the virtual player according to a defensive situation within a preset range around the virtual player; the defensive situation is determined according to the current position of the virtual player in the virtual scene; the optional movement directions including at least a first optional movement direction and a second optional movement direction; determining a movement distance of the virtual player in at least one of the optional movement directions according to game parameters of the virtual player and the defensive situation in the optional movement directions; generating at least one visual route on the graphical user interface according to the at least one optional movement direction and the movement distance of the virtual player in the optional movement directions; and controlling the virtual player to move the movement distance along the selected visual route in response to a touch operation on the visual route.

[0008] In an exemplary embodiment of the present disclosure, the control of controlling the virtual player to move the moving distance along the selected visual route in response to a touch operation on the visual route includes: providing a movement control on the graphical user interface, the movement control being used to trigger the movement of the virtual player; and controlling the virtual player to move the moving distance along the selected visual route in response to a touch operation of dragging the movement control onto the visual route.

[0009] In an exemplary embodiment of the present disclosure, the offensive area includes a scoring device; determining the optional movement direction of the virtual player based on the defensive situation within a preset range around the virtual player includes: dividing the offensive area into a first offensive area and a second offensive area based on the current position of the virtual player and the position of the scoring device; obtaining the offensive hot zone of the virtual player within the first offensive area; the offensive hot zone is an area where the number of historical attacks of the virtual player is greater than a preset number threshold; in response to the absence of the defensive player in a first target area between the current position and the offensive hot zone, determining the direction from the current position to the offensive hot zone as the first optional movement direction.

[0010] In an exemplary embodiment of the present disclosure, dividing the offensive area into a first offensive area and a second offensive area based on the current position of the virtual player and the position of the scoring device includes: obtaining a distance value between the current position and the position of the scoring device; determining a circular area with the position of the scoring device as the center and the distance value as the radius; determining an overlapping area between the circular area and the offensive area as the first offensive area, and determining an area other than the first offensive area as the second offensive area.

[0011] In an exemplary embodiment of the present disclosure, the determining of the optional movement direction of the virtual player based on the defensive situation within a preset range around the virtual player also includes: in response to the presence of the defensive player in the first target area, generating a running circle for the virtual player; the size of the running circle is positively correlated with the current remaining physical fitness of the virtual player; determining the overlapping area between the running circle and the first offensive area; in response to the presence of the virtual player's scoring hot zone in the overlapping area, and the absence of the defensive player in the second target area between the current position and the scoring hot zone, determining the direction from the current position to the scoring hot zone as the first optional movement direction; wherein, the scoring hot zone is an area where the virtual player's shooting hit rate is greater than a preset hit rate threshold.

[0012] In an exemplary embodiment of the present disclosure, determining the optional movement direction of the virtual player based on the defensive situation within a preset range around the virtual player also includes: in response to the absence of the scoring hot zone in the overlapping area, or the presence of a defensive player in the second target area, generating a defensive circle for each defensive player located in the first target area; the size of the defensive circle is positively correlated with the body shape of the defensive player; obtaining the intersection of the boundary line from the current position through each of the defensive circles to the boundary line of the running circle; obtaining the target intersection closest to the position of the scoring device, and determining the direction from the current position to the target intersection as the first optional movement direction.

[0013] In an exemplary embodiment of the present disclosure, the offensive area includes a scoring device; determining the optional movement direction of the virtual player based on the defensive situation within a preset range around the virtual player includes: dividing the offensive area into a first offensive area and a second offensive area based on the current position of the virtual player and the position of the scoring device; obtaining the offensive hot zone of the virtual player in the second offensive area; the offensive hot zone is an area where the number of historical attacks of the virtual player is greater than a preset number threshold; in response to the absence of the defensive player in a first target area between the current position and the offensive hot zone, determining the direction from the current position to the offensive hot zone as the second optional movement direction.

[0014] In an exemplary embodiment of the present disclosure, the determining of the optional movement direction of the virtual player based on the defensive situation within a preset range around the virtual player also includes: in response to the presence of the defensive player in the first target area, generating a running circle for the virtual player; the size of the running circle is positively correlated with the current remaining physical fitness of the virtual player; determining the overlapping area between the running circle and the second offensive area; in response to the presence of the virtual player's scoring hot zone in the overlapping area, and the absence of the defensive player in the second target area between the current position and the scoring hot zone, determining the direction from the current position to the scoring hot zone as the second optional movement direction; wherein, the scoring hot zone is an area where the virtual player's shooting hit rate is greater than a preset hit rate threshold.

[0015] In an exemplary embodiment of the present disclosure, determining the optional movement direction of the virtual player based on the defensive situation within a preset range around the virtual player also includes: in response to the absence of the scoring hot zone in the overlapping area, or the presence of a defensive player in the second target area, generating a defensive circle for each defensive player located in the first target area; the size of the defensive circle is positively correlated with the body shape of the defensive player; obtaining the intersection of the boundary line from the current position through each of the defensive circles to the boundary line of the running circle; obtaining the target intersection closest to the position of the scoring device, and determining the direction from the current position to the target intersection as the second optional movement direction.

[0016] In an exemplary embodiment of the present disclosure, the game parameters of the virtual player include one or more of the following: a game ability evaluation value of the virtual player, the current remaining physical strength of the virtual player, a baseline speed of the virtual player, and a preset speed adjustment coefficient.

[0017] In an exemplary embodiment of the present disclosure, when there is no defensive player in the optional movement direction, the movement distance of the virtual player in at least one of the optional movement directions is determined by the following formula:

[0018] S=A*B*C*K

[0019] Among them, S represents the moving distance of the virtual player in the optional moving direction, A represents the gaming ability evaluation value of the virtual player, B represents the current remaining physical strength of the virtual player, C represents the baseline speed of the virtual player, and K represents the speed adjustment coefficient.

[0020] In an exemplary embodiment of the present disclosure, when there is a defensive player in the optional movement direction, the movement distance of the virtual player in at least one of the optional movement directions is determined by the following formula:

[0021] S=A*B*C*KD*Kd

[0022] Wherein, D represents the defensive ability of the defensive player, and Kd represents the defensive coefficient of the defensive player.

[0023] In an exemplary embodiment of the present disclosure, the method further includes: in response to the gaming ability evaluation value of the virtual player being greater than a preset evaluation threshold, obtaining risk levels corresponding to different visualization routes; the size of the risk level is related to whether there is a defensive player on the visualization route, and / or, the size of the risk level is positively correlated with the number of defensive players on the visualization route; and displaying the visualization routes corresponding to different risk levels in a differentiated manner.

[0024] In an exemplary embodiment of the present disclosure, the method further includes: determining the distraction probability of the defensive player based on the historical number of distractions of the defensive player; and triggering the defensive player to enter a distraction state based on the distraction probability; wherein the distraction state is a state that reduces the defensive ability of the defensive player within a preset time period.

[0025] In an exemplary embodiment of the present disclosure, after triggering the defensive player to enter a distracted state, the method further includes: adjusting the defensive circle of the defensive player to update the optional moving direction of the virtual player; and adjusting the defensive coefficient of the defensive player to update the moving distance of the virtual player in the updated optional moving direction.

[0026] According to a second aspect of the present disclosure, a movement control device for a sports game is provided, wherein a graphical user interface is provided through a terminal device, wherein the graphical user interface includes at least a virtual scene and a virtual player in the virtual scene, and the virtual player is controlled by the terminal device. The device includes: a direction determination module, which is used to determine an optional movement direction of the virtual player according to the defensive situation within a preset range around the virtual player when the virtual player enters an offensive area in the virtual scene; the defensive situation is determined according to the current position of the virtual player in the virtual scene; the optional movement directions include at least a first optional movement direction and a second optional movement direction; a distance determination module, which is used to determine the movement distance of the virtual player in at least one of the optional movement directions according to the game parameters of the virtual player and the defensive situation in the optional movement directions; a display module, which is used to generate at least one visual route on the graphical user interface according to the at least one optional movement direction and the movement distance of the virtual player in the optional movement direction; and a movement control module, which is used to control the virtual player to move the selected visual route by the movement distance in response to a touch operation on the visual route.

[0027] According to a third aspect of the present disclosure, a computer storage medium is provided, on which a computer program is stored. When the computer program is executed by a processor, the movement control method in the sports game described in the first aspect is implemented.

[0028] According to a fourth aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the movement control method in the sports game described in the first aspect above by executing the executable instructions.

[0029] As can be seen from the above technical solutions, the movement control method, movement control device, computer storage medium, and electronic device in sports games in the exemplary embodiments of the present disclosure have at least the following advantages and positive effects:

[0030] In the technical solutions provided by some embodiments of the present disclosure, when a virtual player enters an offensive zone in a virtual scene, the virtual player's optional movement direction is determined based on the defensive situation within a preset range around the virtual player. This allows for different optional movement directions to be generated based on different defensive situations, resolving the issue in related art where the player can only rely on fixed movement positions based on models, thereby enhancing the game's fun. Furthermore, the virtual player's movement distance in the optional movement direction is determined based on the virtual player's game parameters and the defensive situation in the optional movement direction. This allows for different movement distances to be generated for different virtual players and different defensive situations, simulating the ever-changing real-world conditions, providing players with a more realistic game experience and enhancing game realism. Furthermore, based on the optional movement directions and the virtual player's movement distance in at least one optional movement direction, at least one visual route is generated on a graphical user interface. In response to touch operations on the visual route, the virtual player is controlled to move along the selected visual route by a specific distance. This allows players to independently determine the virtual player's movement path and quickly execute movement tactics.

[0031] It is to be understood that the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the present disclosure. BRIEF DESCRIPTION OF THE DRAWINGS

[0032] The accompanying drawings are incorporated into and constitute a part of the specification, illustrate embodiments consistent with the present disclosure, and together with the specification, are used to explain the principles of the present disclosure. Obviously, the drawings described below are only some embodiments of the present disclosure, and those skilled in the art can derive other drawings based on these drawings without inventive effort.

[0033] Figure 1 A schematic flow chart illustrating a method for controlling movement in a sports game according to an embodiment of the present disclosure;

[0034] Figure 2 A schematic diagram showing a process of determining a first optional moving direction according to an embodiment of the present disclosure;

[0035] Figure 3 A schematic diagram illustrating a movement control method in a sports game according to an embodiment of the present disclosure;

[0036] Figure 4 A shot heat map according to an embodiment of the present disclosure is shown;

[0037] Figure 5A schematic diagram illustrating a movement control method in a sports game according to another embodiment of the present disclosure;

[0038] Figure 6 A schematic diagram showing a process of determining a first optional moving direction according to another embodiment of the present disclosure is shown;

[0039] Figure 7 A schematic diagram illustrating a movement control method in a sports game according to yet another embodiment of the present disclosure;

[0040] Figure 8 A schematic diagram showing a process of determining a first optional moving direction according to yet another embodiment of the present disclosure is shown;

[0041] Figure 9 A schematic diagram illustrating a movement control method in a sports game according to yet another embodiment of the present disclosure;

[0042] Figure 10 A schematic diagram showing a flow chart of determining a second optional moving direction according to an embodiment of the present disclosure;

[0043] Figure 11 A schematic diagram illustrating a movement control method in a sports game according to an embodiment of the present disclosure;

[0044] Figure 12 A schematic diagram illustrating a process of determining a second optional moving direction according to another embodiment of the present disclosure is shown;

[0045] Figure 13 A schematic diagram illustrating a movement control method in a sports game according to another embodiment of the present disclosure;

[0046] Figure 14 A schematic diagram illustrating a process of determining a second optional moving direction according to another embodiment of the present disclosure is shown;

[0047] Figure 15 A schematic diagram illustrating a movement control method in a sports game according to yet another embodiment of the present disclosure;

[0048] Figure 16 A schematic diagram illustrating an interface of a movement control method in a sports game according to an embodiment of the present disclosure;

[0049] Figure 17 A schematic structural diagram of a mobile control device in a sports game according to an embodiment of the present disclosure is shown;

[0050] Figure 18 A schematic structural diagram of an electronic device according to an embodiment of the present disclosure is shown. DETAILED DESCRIPTION

[0051] Example embodiments will now be described more fully with reference to the accompanying drawings. However, example embodiments can be implemented in a variety of forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that the present disclosure will be more comprehensive and complete and will fully convey the concepts of the example embodiments to those skilled in the art. The described features, structures, or characteristics may be combined in any suitable manner in one or more embodiments. In the following description, many specific details are provided to provide a full understanding of the embodiments of the present disclosure. However, those skilled in the art will appreciate that the technical solutions of the present disclosure may be practiced while omitting one or more of the specific details, or that other methods, components, devices, steps, etc. may be employed. In other cases, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of the present disclosure.

[0052] The terms "a", "an", "the" and "said" are used in this specification to indicate the presence of one or more elements / components / etc.; the terms "including" and "having" are used to express open-ended inclusion and mean that additional elements / components / etc. may exist in addition to the listed elements / components / etc.; the terms "first" and "second" etc. are used only as labels and are not intended to limit the quantity of their objects.

[0053] In addition, the accompanying drawings are merely schematic illustrations of the present disclosure and are not necessarily drawn to scale. Identical reference numerals in the drawings represent identical or similar parts, and thus repeated descriptions thereof will be omitted. Some of the blocks shown in the accompanying drawings are functional entities and do not necessarily correspond to physically or logically separate entities.

[0054] Currently, to replicate real-world tactical elements like positioning, passing, and cutting in-game, PC game designers typically use the traditional method of tapping a specific button to bring up a "tactical command menu," moving and selecting the desired play. The system prompts the player to pass the ball to, and the other players begin their movement. Mobile games essentially replicate the PC game's mechanics, using a menu to automatically control character movement.

[0055] Taking 2K20 as an example, the player calls out the tactical command menu. After selecting the tactic, the system will prompt you to press the button to pass the ball to a player. After completing the pass, the passing character will automatically run to the basket. Then, the system will prompt you to pass the ball to the player who is running. At this time, if the player presses the L2 button, the tactic is completed.

[0056] However, the above solution has the following defects:

[0057] First, players need to understand the markings on the tactical board and the meaning of the tactics in order to accurately select the desired tactics during the game, which makes the game quite challenging. In addition, in sports games, a long operation process often means that the opponent will make the first move, resulting in game errors.

[0058] Second, players can only run along fixed routes set by the system, which results in a lack of control over the game.

[0059] Third, established tactics will limit players' creativity. Players can only run according to set routes, and the fun will decrease after repeated use.

[0060] In an embodiment of the present disclosure, a movement control method in a sports game is first provided, which at least to some extent overcomes the problem in related arts of a lack of game control due to automatic movement of players.

[0061] Figure 1 A flow chart showing a method for controlling movement in a sports game according to an embodiment of the present disclosure is shown. Figure 1 According to an embodiment of the present disclosure, a method for controlling movement in a sports game includes the following steps:

[0062] Step S110, when the virtual player enters the offensive zone in the virtual scene, determining the optional moving direction of the virtual player according to the defensive situation within a preset range around the virtual player;

[0063] Step S120, determining a moving distance of the virtual player in at least one optional moving direction based on the game parameters of the virtual player and the defensive situation in the optional moving directions;

[0064] Step S130 , generating at least one visual route on a graphical user interface according to at least one optional moving direction and a moving distance of the virtual player in the optional moving direction;

[0065] Step S140 , in response to a touch operation on the visual route, controlling the virtual player to move a distance along the selected visual route.

[0066] exist Figure 1The technical solutions provided by the illustrated embodiments, on the one hand, determine the virtual player's optional movement direction based on the defensive situation within a preset range around the virtual player when the virtual player enters the offensive zone in the virtual scene. This generates different optional movement directions based on different defensive situations, resolving the issue of the related art relying solely on fixed movement positions based on models, and enhancing the game's fun. Furthermore, the virtual player's movement distance in the optional movement direction is determined based on the virtual player's game parameters and the defensive situation in the optional movement direction. This generates different movement distances for different virtual players and different defensive situations, simulating the ever-changing real-world conditions, providing players with a more realistic game experience and enhancing game realism. Furthermore, based on the optional movement directions and the virtual player's movement distance in at least one optional movement direction, at least one visual route is generated on a graphical user interface. In response to touch operations on the visual route, the virtual player is controlled to move along the selected visual route by a specific distance. This allows players to independently determine the virtual player's movement path and quickly execute movement tactics.

[0067] The following Figure 1 The specific implementation process of each step is described in detail:

[0068] In one embodiment of the present disclosure, the mobile control method for a sports game can be executed on a local terminal device or a server. When the mobile control method for a sports game is executed on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0069] In an optional embodiment, various cloud applications, such as cloud gaming, can be run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the mobile control method in the above-mentioned sports game are completed on the cloud gaming server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; however, it is the cloud gaming server in the cloud that performs information processing. When playing the game, the player operates the client device to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0070] In an optional embodiment, taking a game as an example, the local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed and run by an electronic device in a conventional manner. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on the terminal display, or provided to the player through a holographic projection. For example, the local terminal device may include a display and a processor, the display being used to present a graphical user interface, the graphical user interface including the game screen, the processor being used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display. In a possible embodiment, an embodiment of the present invention provides a mobile control method in a sports game, providing a graphical user interface through a terminal device, wherein the terminal device may be the local terminal device mentioned above, or it may be a client device in the cloud interaction system mentioned above.

[0071] Among them, the Graphical User Interface (GUI) refers to a computer operation user interface displayed in graphical form. The GUI consists of windows, drop-down menus, dialog boxes and their corresponding control mechanisms. It is standardized in various new applications, that is, the same operations are always completed in the same way. In the GUI, users see and operate graphic objects, and computer graphics technology is applied.

[0072] A virtual scene is a virtual scene displayed (or provided) when an application is running on a terminal or server. Optionally, the virtual scene is a simulation of the real world, a virtual environment that is semi-simulated and semi-imaginary, or a purely imaginary virtual environment. The virtual scene can be either a two-dimensional virtual scene or a three-dimensional virtual scene. The virtual scene in the present disclosure can be a basketball court.

[0073] It should be noted that the sports game in the present disclosure may be a game that includes two sides, an attacker and a defender, and each side corresponds to a scoring device, for example: a basketball game (the scoring device is the position of the basket), a football game (the scoring device is the position of the goal), etc., which can be set according to actual conditions, and the present disclosure does not make any special restrictions on this.

[0074] The following implementation is described using a basketball game as an example:

[0075] In step S110 , when the virtual player enters the offensive zone in the virtual scene, the optional moving direction of the virtual player is determined according to the defensive situation within a preset range around the virtual player.

[0076] In this step, the virtual player is the virtual character controlled by the player, such as James, Jordan, Kobe, etc., which can be selected according to the actual situation, and this disclosure does not make any special restrictions on this.

[0077] Take the example of a basketball court containing two teams (Team A and Team B), Team A's defensive basket is basket A (then basket A is Team B's offensive basket), and Team B's defensive basket is basket B (then basket B is Team A's offensive basket). The offensive area of ​​Team A's players is the half of the rectangular court where basket B is located, and the offensive area of ​​Team B's players is the half of the rectangular court where basket A is located.

[0078] Thus, when a virtual player enters an offensive zone, the defensive situation within a preset range can be determined based on the virtual player's current position in the virtual scene. For example, the defensive situation can be determined based on whether there are defensive players within the preset range of the current position (for example, a circle with the current position as the center and a radius of 1 meter is drawn, and the area within the circle is the preset range). After determining the defensive situation, the virtual player's optional movement direction can be determined based on the defensive situation within the preset range around the virtual player (i.e., whether there are defensive players). The optional movement directions may include a first optional movement direction and a second optional movement direction, for the player to select.

[0079] The first optional moving direction can be determined by the following steps:

[0080] In an optional embodiment, referring to Figure 2 , Figure 2 A schematic diagram of a process for determining a first optional moving direction according to an embodiment of the present disclosure is shown, including steps S201 to S203:

[0081] In step S201 , the offensive area is divided into a first offensive area and a second offensive area according to the current position of the virtual player and the position of the scoring device.

[0082] In this step, illustratively, after entering the game, the player can set the initial position of the controlled virtual player according to his or her own preferences, and then use the initial position as the current position and update it in real time.

[0083] After the current position of the virtual player is obtained (illustratively, the position of any foot of the virtual player), the current offensive area may be divided into a first offensive area and a second offensive area.

[0084] In an optional embodiment, referring to Figure 3 , Figure 3A schematic diagram of a movement control method in a sports game according to an embodiment of the present disclosure is shown. The bold rectangle is the attacking area of ​​the virtual player J. After obtaining the current position of the virtual player, the distance between the current position and the position of the scoring device can be obtained. Then, a circle is drawn with the position of the scoring device as the center and the distance as the radius to obtain: Figure 3 The circular area shown by the dashed line in the middle, and further, for example, the overlapping area between the circular area and the attack area can be determined as the first attack area, and the area other than the first attack area can be determined as the second attack area. It should be noted that the specific naming of each attack area can be set according to actual circumstances and is not specifically limited in this disclosure.

[0085] In another optional embodiment, after obtaining the current position of the virtual player J, a dividing line parallel to the end line of the basketball court can be generated through the current position to divide the offensive area into a first offensive area and a second offensive area. Thus, for example, the first offensive area can be the area between the position of the virtual player and the scoring device (i.e., the area between the dividing line and the end line), and the second offensive area is the area other than the first offensive area (i.e., the area between the dividing line and the center line).

[0086] In step S202, the offensive hot zone of the virtual player is obtained in the first offensive area.

[0087] In this step, the basketball court can be pre-divided into multiple sub-areas (for example, sectors, circles, squares, etc., which can be set according to actual conditions). Then, the historical offensive times of each virtual player in each sub-area can be counted (in a football scenario, the historical offensive times can be the number of shots). In a basketball scenario, the historical offensive times can be the number of pitches. Then, they can be recorded in the form of a "shot heat map". For example, Figure 4 Showing a shot heat map according to an embodiment of the present disclosure, refer to Figure 4 Relevant information about the virtual player (e.g., name, profile picture, age, team, etc., which can be customized according to actual circumstances and are not specifically limited in this disclosure) can be displayed above the shot heat map. For example, a value "59.1%, 237 / 401" in the figure indicates that the virtual player has a history of 401 shots at that position, 237 hits, and a hit rate of 59.1%. Furthermore, the offensive hot zone of the virtual player can be obtained within the first offensive zone. For example, the zone with the most historical offensive attempts by the virtual player within the first offensive zone can be determined as the offensive hot zone. Figure 5 A schematic diagram showing a method for controlling movement in a sports game according to another embodiment of the present disclosure is shown. Figure 5 The obtained attack hot zone may be the area shown in D1.

[0088] In step S203 , in response to the absence of a defensive player in the first target area between the current position and the offensive hot zone, a direction from the current position to the offensive hot zone is determined as a first optional moving direction.

[0089] In this step, refer to Figure 5 If there is no defensive player in the first target area between the current position and the offensive hot zone D1, the direction from the current position to any point on the D1 area can be determined as the first optional moving direction.

[0090] The first target area can be determined by connecting the current position with any two points on area D1 to form a closed triangle, which is then determined as the first target area. Alternatively, for example, the virtual player's two feet can be considered as two points, and then these two points can be connected with any two points on area D1 to form a regular or irregular closed area, which is then determined as the first target area. Both of these can be set according to actual circumstances and fall within the scope of protection of this disclosure.

[0091] In another optional embodiment, after the above step S202, if it is detected that there is a defensive player in the first target area between the current position and the above shooting hot zone, the Figure 6 The steps in the above first optional moving direction are determined, refer to Figure 6 , Figure 6 A schematic diagram of another process for determining a first optional moving direction according to an embodiment of the present disclosure is shown, including steps S601 to S603:

[0092] In step S601 , a running circle of a virtual player is generated.

[0093] In this step, the current remaining physical fitness of the virtual player can be obtained, and then the above-mentioned running circle can be generated based on the current remaining physical fitness. For example, an initial physical fitness can be set for each virtual player, for example: 100, and then, as the game time increases, the physical fitness of the virtual player gradually decreases, but not less than 30. For example, taking the current remaining physical fitness of 90 as an example, the center of the above-mentioned running circle can be set to the current position of the virtual player, and the diameter of the running circle is 9m, which can be set according to actual conditions. The present disclosure does not make any special restrictions on this.

[0094] Figure 7 A schematic diagram showing a method for controlling movement in a sports game according to another embodiment of the present disclosure is shown. Figure 7 , Figure 7 The circular area within the offensive zone is the above-mentioned running circle.

[0095] In step S602 , the overlapping area between the running circle and the first attack area is determined.

[0096] In this step, after generating the above running circle, the overlapping area between the running circle and the first attack area can be determined. Figure 7 The overlapping area is the running circle above the dotted line.

[0097] In step S603, in response to the presence of a scoring hot zone of a virtual player in the overlapping area and the absence of a defensive player in the second target area between the current position and the scoring hot zone, a direction from the current position to the scoring hot zone is determined as a first optional moving direction.

[0098] In this step, the pre-stored "shooting heat map" of each virtual player can be read, and then the above-mentioned "shooting heat map" can be matched with the above-mentioned overlapping area to determine whether there is a scoring hot zone in the above-mentioned overlapping area where the shooting hit rate is greater than the preset hit rate threshold.

[0099] Then, refer to Figure 7 If it is detected that there is a scoring hot zone D2 in the above-mentioned overlapping area, and there is no defensive player in the second target area from the above-mentioned current position to the above-mentioned scoring hot zone D2, the direction from the current position to the above-mentioned scoring hot zone can be determined as the first optional moving direction.

[0100] The second target area can be determined by connecting the current position with any two points on area D1 to form a closed triangular area, and determining this closed triangular area as the second target area. Other methods can also be set according to actual circumstances, and all of them fall within the scope of protection of this disclosure. Alternatively, for example, the virtual player's two feet can be regarded as two points, and then these two points can be connected with any two points on area D2 to form a regular or irregular closed area, and this closed area can be determined as the second target area. All of these methods can be set according to actual circumstances and fall within the scope of protection of this disclosure.

[0101] In another optional embodiment, when it is detected that there is a defensive player in the first target area between the current position and the shooting hot zone and there is no scoring hot zone in the overlapping area, or when there is a defensive player in the first target area between the current position and the shooting hot zone and there is a defensive player in the second target area between the current position and the scoring hot zone, the player can be selected according to the following method: Figure 8 The steps in the above first optional moving direction are determined, refer to Figure 8 , Figure 8 A schematic diagram of a process for determining a first optional moving direction according to another embodiment of the present disclosure is shown, including steps S801 to S803:

[0102] In step S801 , a defense circle of each defensive player located in the first target area is generated.

[0103] In this step, the size of the defensive circle is positively correlated with the size of the defensive player; that is, the larger the defensive player, the larger the defensive circle. For example, the shoulder width of each defensive player within the first target area can be obtained, and then a preset multiple of the shoulder width (e.g., 1.2, which can be set or modified based on actual circumstances and is not specifically limited in this disclosure) can be used as the diameter of the defensive circle to generate the defensive circle. Alternatively, the length of each defensive player within the first target area with their arms extended can be obtained and used as the diameter of the defensive circle. Both of these can be set based on actual circumstances and are not specifically limited in this disclosure.

[0104] refer to Figure 9 , Figure 9 A schematic diagram of a movement control method in a sports game according to another embodiment of the present disclosure is shown. In the figure, L and H represent defensive players, and the circle outside L and H is the defensive circle.

[0105] In step S802, the intersection of the boundary line from the current position through each defense circle to the boundary line of the running circle is obtained.

[0106] In this step, the current position and the boundary lines of each defense circle can be connected and extended to the boundary line of the running circle to obtain multiple intersection points, such as Figure 9 As shown, the intersection points d1 and d2 can be obtained.

[0107] In step S803, the target intersection point closest to the position of the scoring device is acquired, and the direction from the current position to the target intersection point is determined as the first optional moving direction.

[0108] In this step, the distance between each intersection point and the position of the scoring device can be obtained. Given that the distance between point d1 and the position of the scoring device is smaller than the distance between point d2 and the position of the scoring device, point d1 can be determined as the target intersection point, and the direction from the current position to point d1 can be determined as the first optional moving direction.

[0109] The second optional moving direction can be determined by the following steps:

[0110] In an optional embodiment, after the offensive area is divided into the first offensive area and the second offensive area according to the current position of the virtual player, the offensive area can be divided into the first offensive area and the second offensive area according to the current position of the virtual player. Figure 10 , Figure 10 A schematic diagram of a process for determining a second optional moving direction according to an embodiment of the present disclosure is shown, including steps S1001 and S1002:

[0111] In step S1001, the offensive hot zone of the virtual player is obtained in the second offensive area.

[0112] In this step, you can read Figure 4 Use the "Shot Heat Map" in the game to find the virtual player's offensive hot zone in the second offensive zone. Figure 11 A schematic diagram showing a method for controlling movement in a sports game according to an embodiment of the present disclosure is shown. Figure 11 The obtained attack hot zone may be the area shown in D3.

[0113] In step S1002 , in response to the absence of a defensive player in the first target area between the current position and the offensive hot zone, a direction from the current position to the offensive hot zone is determined as a second optional moving direction.

[0114] In this step, refer to Figure 11 If there is no defensive player in the first target area between the current position and the offensive hot zone D3, the direction from the current position to any point in the D3 area can be determined as the second optional moving direction.

[0115] The first target area can be determined by connecting the current position with any two points on the D3 area to form a closed triangle, which is then determined as the first target area. Alternatively, for example, the virtual player's two feet can be considered as two points, and then these two points can be connected with any two points on the D3 area to form a regular or irregular closed area, which is then determined as the first target area. Both of these can be set according to actual circumstances and fall within the scope of protection of this disclosure.

[0116] In another optional embodiment, after the above step S1002, if it is detected that there is a defensive player in the first target area between the current position and the above shooting hot zone, the Figure 12 The steps in the above second optional moving direction are determined by referring to Figure 12 , Figure 12 A schematic diagram of a process for determining a second optional moving direction according to another embodiment of the present disclosure is shown, including steps S1201 to S1203:

[0117] In step S1201 , a running circle of a virtual player is generated.

[0118] In this step, the current remaining physical fitness of the virtual player can be obtained, and then the above-mentioned running circle can be generated based on the current remaining physical fitness. For example, an initial physical fitness can be set for each virtual player, for example: 100, and then, as the game time increases, the physical fitness of the virtual player gradually decreases, but not less than 30. For example, taking the current remaining physical fitness of 90 as an example, the center of the above-mentioned running circle can be set to the current position of the virtual player, and the diameter of the running circle is 9m, which can be set according to actual conditions. The present disclosure does not make any special restrictions on this.

[0119] refer to Figure 13 , Figure 13 A schematic diagram illustrating a movement control method in a sports game according to another embodiment of the present disclosure is shown, wherein the circular area within the attacking area is the running circle.

[0120] In step S1202, the overlapping area between the running circle and the second attack area is determined.

[0121] In this step, after generating the above running circle, the overlapping area between the running circle and the second attack area can be determined. Figure 13 , the overlapping area is the running circle below the dotted line.

[0122] In step S1203, in response to the presence of a scoring hot zone of a virtual player in the overlapping area and the absence of a defensive player in the second target area between the current position and the scoring hot zone, the direction from the current position to the scoring hot zone is determined as the second optional moving direction.

[0123] In this step, you can read Figure 4 The “shot heat map” shown in is then matched with the overlapping area to determine whether there is a scoring hot zone in the overlapping area where the shooting hit rate is greater than a preset hit rate threshold.

[0124] Then, refer to Figure 13 If it is detected that there is a scoring hot zone D4 in the above-mentioned overlapping area, and there is no defensive player in the second target area from the above-mentioned current position to the above-mentioned scoring hot zone D4, the direction from the current position to the above-mentioned scoring hot zone can be determined as the second optional moving direction.

[0125] The second target area can be determined by connecting the current position with any two points on the D4 area to form a closed triangular area, which is then determined as the second target area. Other methods can also be set based on actual circumstances, all of which fall within the scope of protection of this disclosure. Alternatively, for example, the virtual player's two feet can be considered as two points, and then these two points can be connected to any two points on the D4 area to form a regular or irregular closed area, which is then determined as the second target area. All of these methods can be set based on actual circumstances, all of which fall within the scope of protection of this disclosure.

[0126] In another optional embodiment, when it is detected that there is a defensive player in the first target area between the current position and the shooting hot zone and there is no scoring hot zone in the overlapping area, or when there is a defensive player in the first target area between the current position and the shooting hot zone and there is a defensive player in the second target area between the current position and the scoring hot zone, the player can be selected according to the following method: Figure 14 The steps in the above second optional moving direction are determined by referring to Figure 14 , Figure 14 A schematic diagram of a process for determining a second optional moving direction according to another embodiment of the present disclosure is shown, including steps S1401 to S1403:

[0127] In step S1401 , a defense circle of each defensive player located in the first target area is generated.

[0128] In this step, the size of the defensive circle is positively correlated with the size of the defensive player; that is, the larger the defensive player, the larger the defensive circle. For example, the shoulder width of each defensive player within the first target area can be obtained, and then a preset multiple of the shoulder width (e.g., 1.2, which can be set or modified based on actual circumstances and is not specifically limited in this disclosure) can be used as the diameter of the defensive circle to generate the defensive circle. Alternatively, the length of each defensive player within the first target area with their arms extended can be obtained and used as the diameter of the defensive circle. Both of these can be set based on actual circumstances and are not specifically limited in this disclosure.

[0129] refer to Figure 15 , Figure 15 A schematic diagram of a movement control method in a sports game according to another embodiment of the present disclosure is shown. In the figure, M and N represent defensive players, and the circle outside M and N is the defensive circle.

[0130] In step S1402, the intersection of the boundary line from the current position through each defense circle to the boundary line of the running circle is obtained.

[0131] In this step, the current position and the boundary lines of each defense circle can be connected and extended to the boundary line of the running circle to obtain multiple intersection points, such as Figure 15 As shown, the intersection points d3 and d4 can be obtained.

[0132] In step S1403, the target intersection point closest to the position of the scoring device is acquired, and the direction from the current position to the target intersection point is determined as the second optional moving direction.

[0133] In this step, the distance between each intersection point and the position of the scoring device can be obtained, and then the target intersection point closest to the position of the scoring device can be selected (such as Figure 15 d3 shown in ), and the direction from the current position to the characteristic intersection d3 is determined as the above-mentioned second optional moving direction.

[0134] Next reference Figure 1 In step S120, the moving distance of the virtual player in at least one optional moving direction is determined based on the game parameters of the virtual player and the defense situation in the optional moving direction.

[0135] In this step, after the first optional moving direction and the second optional moving direction are generated, the moving distance of the virtual player in each optional moving direction can be calculated based on the game parameters of the virtual player and the defensive situation in the optional moving directions.

[0136] The game parameters include at least one of the following: a game ability evaluation value of the virtual player, the current remaining physical strength of the virtual player, a baseline speed of the virtual player, and a preset speed adjustment coefficient.

[0137] Specifically, the virtual player's gaming ability evaluation value can be a pre-set value based on their historical performance (e.g., an integer between 30 and 100). For example, the historical performance of each virtual player during historical games can be obtained in advance to score them. The scores of multiple historical games can be combined and arithmetic average or weighted average can be calculated to determine the gaming ability evaluation value, which can be used to measure the player's basketball ability. For example, the gaming ability evaluation value can also be referred to as basketball IQ, etc., and can be set according to actual circumstances. This disclosure does not specifically limit this.

[0138] The current remaining physical fitness of the virtual player is his physical fitness value at the current moment. For example, an initial physical fitness value can be set in advance. Then, the above initial physical fitness value can be gradually updated as the game time increases. The updated initial physical fitness value obtained at any moment is the above current remaining physical fitness.

[0139] The baseline speed of the virtual player is a pre-set value. Each virtual player corresponds to a different baseline speed, which can be an integer between 30 and 100. It can be set or changed according to actual conditions. This disclosure does not impose any special restrictions on this.

[0140] The preset speed adjustment coefficient is also a preset value, which can be a decimal between 0.001 and 0.009, and its unit is mm. The specific numerical setting can be set according to actual conditions, and this disclosure does not make any special restrictions on this.

[0141] The defensive situation in the optional moving direction includes whether there is a defensive player in the optional moving direction. Specifically, the current position of the virtual player in the virtual scene can be obtained first, and then it can be determined whether there is a defensive player within a preset range around the current position.

[0142] Therefore, when there is no defensive player in the optional moving direction, the moving distance in the optional moving direction can be calculated by the following formula 1:

[0143] S=A*B*C*K Formula 1

[0144] Among them, S represents the moving distance of the virtual player in the optional moving direction, A represents the game ability evaluation value of the virtual player, B represents the current remaining physical strength of the virtual player, C represents the baseline speed of the virtual player, and K represents the speed adjustment coefficient.

[0145] For example, if the virtual player's gaming ability evaluation value is 80, the current remaining physical strength is 90, the base speed is 100, and the speed adjustment coefficient is 0.003, then the moving distance in the movable direction is: 80*90*100*0.003=2160mm=2.16m.

[0146] When there is a defensive player in the optional movement direction, the movement distance in the optional movement direction can be calculated using the following formula 2:

[0147] S=A*B*C*KD*Kd Formula 2

[0148] Where D represents the defensive ability of a defensive player, and its value range can be 30 to 100, depending on the defensive player's average points allowed per game ranking among all defensive players. For example, if the defensive player's average points allowed per game ranks in the top 20% of all defensive players, the defensive ability of the defensive player can be: 100-70*0.2=86, where 100 is the maximum score for the defensive ability, 70 is a preset fixed value (which can be set or changed according to actual circumstances and is not specifically limited in this disclosure), and 0.2 represents the aforementioned 20%.

[0149] Kd represents the defensive coefficient of the defensive player, and can be set to an integer between 10 and 15, with the unit being mm.

[0150] Therefore, referring to the relevant explanations of the above steps, taking the defensive player's defensive ability as 86 and the defensive coefficient as 10 as an example, the moving distance of the above virtual player in the optional moving direction is: 2160-86*10=1300mm=1.3m.

[0151] In step S130 , at least one visual route is generated on the graphical user interface according to at least one optional moving direction and a moving distance of the virtual player in the optional moving direction.

[0152] In this step, after determining the optional moving direction and the moving distance of the virtual player in the optional moving direction, a visual route can be generated. For example, it can be a route mark with an arrow, and the length of the route mark is the movable distance.

[0153] Given that the optional moving directions generated in the present disclosure include a first optional moving direction and a second optional moving direction, the above-mentioned visualization route includes a first visualization route and a second visualization route. Figure 16 , Figure 16 A schematic diagram of an interface of a movement control method in a sports game according to an embodiment of the present disclosure is shown, specifically showing a schematic diagram of an interface displaying a first visual route S1 and a second visual route S2 corresponding to a virtual player.

[0154] It should be noted that after displaying the visual route corresponding to each virtual player, the gaming ability evaluation value of the virtual player controlled by each player may be detected and compared with a preset evaluation threshold.

[0155] When the gaming ability evaluation value of a virtual player is greater than a preset evaluation threshold, the risk level corresponding to the visualized route can be determined based on whether there are defensive players on the visualized route (the visualized route can be the route of the virtual player himself, or the route of his teammates or defensive players, and can be set according to actual conditions, and the present disclosure does not specifically limit this) and / or the number of defensive players on the visualized route.

[0156] For example, it can be pre-set that when there is no defensive player on the visual route, the risk level is 0, when there is 1 defensive player on the visual route, the risk level is 1, when there are 2 defensive players on the visual route, the risk level is 2..., it can be set according to the actual situation, and the present disclosure does not make any special restrictions on this. Thus, when the risk level is greater than 1, the visual route can be displayed as a red route (or bold), and when the risk level is less than or equal to 1, the visual route can be displayed as green (or not bold). When the gaming ability evaluation value of the virtual player is less than or equal to the evaluation threshold, there is no need to distinguish and display the visual routes of each virtual player. Thus, the present disclosure can realize the display of different game interfaces for players with high basketball IQ and players with low basketball IQ, thereby enhancing the fun of the game.

[0157] Next reference Figure 1 In step S140 , in response to the touch operation on the visual route, the virtual player is controlled to move a moving distance along the selected visual route.

[0158] In this step, a movement control (for triggering the virtual player to move along the selected visual route) can be provided on the graphical user interface. Then, if it is detected that the user drags the movement control to a certain visual route, the visual route can be selected and the virtual player can be controlled to move the above-mentioned movement distance along the selected visual route.

[0159] For example, a pass control may be provided on the graphical user interface. When the virtual player holds the ball, if the player drags the pass control to any visual route of a teammate, the ball can be passed to the teammate.

[0160] It should be noted that the present disclosure also incorporates a distraction mechanism. Specifically, the number of distractions experienced by each player during historical matches is pre-counted, and the distraction probability is calculated based on this number. For example, if player P was distracted for 10 minutes out of 1000 minutes of historical matches, the distraction probability can be determined to be 10 / 1000 = 1%. After recording this distraction probability, a 1% distraction probability can be set for that player during subsequent gameplay. This means that the probability calculation is performed once per second, with a 1% probability of triggering the player's distraction state.

[0161] Therefore, taking the player as a defensive player as an example, after the distraction state is triggered, the defensive player will be distracted for 2 seconds (which can be set or changed according to actual conditions, and the present disclosure does not make special restrictions on this). During these 2 seconds, his defense range will be reduced. For example, assuming that the defensive player's previous defense circle has a diameter of 100 cm, then his defense circle can be reduced to 80 cm at this time. As a result, the virtual player's optional movement direction will be offset and closer to the position he wants to approach.

[0162] At the same time, when the defensive player enters a distracted state, his defense coefficient can also be adjusted, for example, his defense coefficient can be reduced by 80% (it can be set according to actual conditions, and the present disclosure does not make special restrictions on this). For example: the original defense coefficient of 10 is adjusted to 2. Therefore, from the above formula 2, it can be seen that due to the reduction of the defense coefficient, the movement distance of the virtual player in the updated optional movement direction will increase accordingly, thereby being able to better simulate the real situation in the game, making the game process more realistic and improving the realism of the game.

[0163] Based on the above technical solutions, on the one hand, the present disclosure can generate the movable direction and moving distance of the virtual player at a low cost according to the position of the virtual player, and introduce the interactive operation of the player into multiplayer ball sports, allowing the player to decide the running path of the virtual player by himself, and quickly perform simple tactical running operations, solving the problem that the related art can only rely on the model to fix the running position, directly optimizing the core experience of the player, and improving the strategy and creativity of the game. Furthermore, the design of the present disclosure is simple and intuitive, and players do not need to spend time and energy to understand the tactics. The threshold is low, the cost of understanding is low, and the operating cost of the player is reduced. On the other hand, by combining the attribute parameters of the virtual player (basketball IQ, physical fitness and defensive ability, etc.) with the attribute parameters of the defensive player, and updating the optional moving direction and moving distance of the virtual player in real time according to the changes in the numerical values, it can bring players a more realistic game experience, simulate the ever-changing situation in reality, and improve the realism of the game.

[0164] The present disclosure also provides a mobile control device in a sports game, Figure 17 FIG. 1 shows a schematic structural diagram of a mobile control device in a sports game according to an embodiment of the present disclosure; FIG. Figure 17 As shown, the mobile control device 1700 in the sports game may include a direction determination module 1710, a distance determination module 1720, a display module 1730 and a mobile control module 1740. Among them:

[0165] The direction determination module 1710 is configured to determine, when the virtual player enters the offensive zone in the virtual scene, an optional movement direction of the virtual player based on a defensive situation within a preset range around the virtual player; the defensive situation is determined based on the current position of the virtual player in the virtual scene; the optional movement directions include at least a first optional movement direction and a second optional movement direction;

[0166] a distance determination module 1720 for determining a moving distance of the virtual player in at least one of the optional moving directions based on the game parameters of the virtual player and the defensive situation in the optional moving directions;

[0167] A display module 1730 is configured to generate at least one visual route on the graphical user interface according to the at least one optional moving direction and the moving distance of the virtual player in the optional moving direction;

[0168] The movement control module 1740 is configured to control the virtual player to move the selected visual route by the movement distance in response to a touch operation on the visual route.

[0169] In an exemplary embodiment of the present disclosure, the movement control module 1740 is configured to: provide a movement control on the graphical user interface, wherein the movement control is used to trigger the movement of the virtual player; in response to a touch operation of dragging the movement control onto the visual route, control the virtual player to move the movement distance along the selected visual route.

[0170] In an exemplary embodiment of the present disclosure, the offensive area includes a scoring device; the direction determination module 1710 is configured to: divide the offensive area into a first offensive area and a second offensive area according to the current position of the virtual player and the position of the scoring device; obtain the offensive hot zone of the virtual player in the first offensive area; the offensive hot zone is an area where the number of historical attacks of the virtual player is greater than a preset number threshold; in response to the absence of the defensive player in the first target area between the current position and the offensive hot zone, determine the direction from the current position to the offensive hot zone as the first optional movement direction.

[0171] In an exemplary embodiment of the present disclosure, the direction determination module 1710 is configured to: obtain a distance value between the current position and the position of the scoring device; determine a circular area with the position of the scoring device as the center and the distance value as the radius; determine the overlapping area between the circular area and the offensive area as the first offensive area, and determine the area other than the first offensive area as the second offensive area.

[0172] In an exemplary embodiment of the present disclosure, the direction determination module 1710 is configured to: generate a running circle for the virtual player in response to the presence of the defensive player in the first target area; the size of the running circle is positively correlated with the current remaining physical fitness of the virtual player; determine the overlapping area between the running circle and the first offensive area; in response to the presence of the virtual player's scoring hot zone in the overlapping area, and the absence of the defensive player in the second target area between the current position and the scoring hot zone, determine the direction from the current position to the scoring hot zone as the first optional moving direction; wherein, the scoring hot zone is an area where the virtual player's shooting hit rate is greater than a preset hit rate threshold.

[0173] In an exemplary embodiment of the present disclosure, the direction determination module 1710 is configured to: in response to the absence of the scoring hot zone in the overlapping area, or the presence of a defensive player in the second target area, generate a defensive circle for each defensive player located in the first target area; the size of the defensive circle is positively correlated with the body size of the defensive player; obtain the intersection of the boundary line from the current position through each of the defensive circles to the boundary line of the running circle; obtain the target intersection point closest to the position of the scoring device, and determine the direction from the current position to the target intersection point as the first optional moving direction.

[0174] In an exemplary embodiment of the present disclosure, the offensive area includes a scoring device; the direction determination module 1710 is configured to: divide the offensive area into a first offensive area and a second offensive area according to the current position of the virtual player and the position of the scoring device; obtain the offensive hot zone of the virtual player in the second offensive area; the offensive hot zone is an area where the number of historical attacks of the virtual player is greater than a preset number threshold; in response to the absence of the defensive player in the first target area between the current position and the offensive hot zone, determine the direction from the current position to the offensive hot zone as the second optional movement direction.

[0175] In an exemplary embodiment of the present disclosure, the direction determination module 1710 is configured to: generate a running circle for the virtual player in response to the presence of the defensive player in the first target area; the size of the running circle is positively correlated with the current remaining physical fitness of the virtual player; determine the overlapping area between the running circle and the second offensive area; in response to the presence of the virtual player's scoring hot zone in the overlapping area, and the absence of the defensive player in the second target area between the current position and the scoring hot zone, determine the direction from the current position to the scoring hot zone as the second optional moving direction; wherein, the scoring hot zone is an area where the virtual player's shooting hit rate is greater than a preset hit rate threshold.

[0176] In an exemplary embodiment of the present disclosure, the direction determination module 1710 is configured to: in response to the absence of the scoring hot zone in the overlapping area, or the presence of a defensive player in the second target area, generate a defensive circle for each defensive player located in the first target area; the size of the defensive circle is positively correlated with the body size of the defensive player; obtain the intersection of the boundary line from the current position through each of the defensive circles to the boundary line of the running circle; obtain the target intersection point closest to the position of the scoring device, and determine the direction from the current position to the target intersection point as the second optional moving direction.

[0177] In an exemplary embodiment of the present disclosure, the game parameters of the virtual player include one or more of the following: a game ability evaluation value of the virtual player, the current remaining physical strength of the virtual player, a baseline speed of the virtual player, and a preset speed adjustment coefficient.

[0178] In an exemplary embodiment of the present disclosure, when there is no defensive player in the optional movement direction, the distance determination module 1720 determines the movement distance of the virtual player in at least one of the optional movement directions using the following formula:

[0179] S=A*B*C*K

[0180] Among them, S represents the moving distance of the virtual player in the optional moving direction, A represents the gaming ability evaluation value of the virtual player, B represents the current remaining physical strength of the virtual player, C represents the baseline speed of the virtual player, and K represents the speed adjustment coefficient.

[0181] In an exemplary embodiment of the present disclosure, when there is a defensive player in the optional movement direction, the distance determination module 1720 determines the movement distance of the virtual player in at least one of the optional movement directions using the following formula:

[0182] S=A*B*C*KD*Kd

[0183] Wherein, D represents the defensive ability of the defensive player, and Kd represents the defensive coefficient of the defensive player.

[0184] In an exemplary embodiment of the present disclosure, the display module 1730 is configured to: in response to the gaming ability evaluation value of the virtual player being greater than a preset evaluation threshold, obtain risk levels corresponding to different visualization routes; the size of the risk level is related to whether there is a defensive player on the visualization route, and / or, the size of the risk level is positively correlated with the number of defensive players on the visualization route; and differentiate and display the visualization routes corresponding to different risk levels.

[0185] In an exemplary embodiment of the present disclosure, the movement control module 1740 is configured to: determine the distraction probability of the defensive player based on the historical number of distractions of the defensive player; and trigger the defensive player to enter a distracted state based on the distraction probability; wherein the distracted state is a state that reduces the defensive ability of the defensive player within a preset time period.

[0186] In an exemplary embodiment of the present disclosure, after triggering the defensive player to enter a distracted state, the movement control module 1740 is configured to: adjust the defensive circle of the defensive player to update the optional movement direction of the virtual player; and adjust the defensive coefficient of the defensive player to update the movement distance of the virtual player in the updated optional movement direction.

[0187] The specific details of each module in the movement control device in the above sports game have been described in detail in the movement control method in the corresponding sports game, so they will not be repeated here.

[0188] It should be noted that although several modules or units of the device for action execution are mentioned in the detailed description above, this division is not mandatory. In fact, according to the embodiments of the present disclosure, the features and functions of two or more modules or units described above can be concretized in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be concretized.

[0189] Furthermore, although the steps of the method of the present disclosure are described in a particular order in the accompanying drawings, this does not require or imply that the steps must be performed in this particular order, or that all steps must be performed to achieve the desired results. Additionally or alternatively, some steps may be omitted, multiple steps may be combined into one step, and / or one step may be decomposed into multiple steps.

[0190] Through the description of the above embodiments, it is easy for those skilled in the art to understand that the example embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solution according to the embodiments of the present disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (which can be a CD-ROM, a USB flash drive, a mobile hard disk, etc.) or on a network, and includes several instructions to enable a computing device (which can be a personal computer, a server, a mobile terminal, or a network device, etc.) to execute the method according to the embodiments of the present disclosure.

[0191] The present application also provides a computer-readable storage medium, which may be included in the electronic device described in the above embodiment; or may exist independently without being assembled into the electronic device.

[0192] Computer-readable storage media can be, for example, but not limited to, electrical, magnetic, optical, electromagnetic, infrared, or semiconductor systems, devices, or any combination thereof. More specific examples of computer-readable storage media can include, but are not limited to, an electrical connection having one or more wires, a portable computer disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination thereof. In the present disclosure, a computer-readable storage medium can be any tangible medium that contains or stores a program that can be used by or in conjunction with an instruction execution system, device, or device.

[0193] Computer-readable storage media can transmit, propagate, or transfer programs for use by or in conjunction with an instruction execution system, apparatus, or device. Program code contained on a computer-readable storage medium can be transmitted using any suitable medium, including but not limited to wireless, wireline, optical cable, RF, or any suitable combination thereof.

[0194] The computer-readable storage medium carries one or more programs. When the one or more programs are executed by an electronic device, the electronic device implements the method described in the above embodiments, for example:

[0195] A graphical user interface is provided through a terminal device, and the graphical user interface includes at least a virtual scene and a virtual player in the virtual scene. The virtual player is controlled by the terminal device. When the virtual player enters an offensive area in the virtual scene, an optional movement direction of the virtual player is determined according to a defensive situation within a preset range around the virtual player; the defensive situation is determined according to the current position of the virtual player in the virtual scene; the optional movement directions include at least: a first optional movement direction and a second optional movement direction; according to the game parameters of the virtual player and the defensive situation in the optional movement directions, a movement distance of the virtual player in at least one of the optional movement directions is determined; according to the at least one optional movement direction and the movement distance of the virtual player in the optional movement direction, at least one visual route is generated on the graphical user interface; in response to a touch operation on the visual route, the virtual player is controlled to move the moving distance along the selected visual route.

[0196] A movement control is provided on the graphical user interface, and the movement control is used to trigger the movement of the virtual player; in response to a touch operation of dragging the movement control onto the visual route, the virtual player is controlled to move the movement distance along the selected visual route.

[0197] The offensive area includes a scoring device; the offensive area is divided into a first offensive area and a second offensive area according to the current position of the virtual player and the position of the scoring device; the offensive hot zone of the virtual player is obtained in the first offensive area; the offensive hot zone is an area where the number of historical attacks of the virtual player is greater than a preset number threshold; in response to the absence of the defensive player in a first target area between the current position and the offensive hot zone, the direction from the current position to the offensive hot zone is determined as the first optional movement direction.

[0198] Obtain a distance value between the current position and the position of the scoring device; determine a circular area with the position of the scoring device as the center and the distance value as the radius; determine an overlapping area between the circular area and the offensive area as the first offensive area, and determine an area other than the first offensive area as the second offensive area.

[0199] In response to the presence of the defensive player in the first target area, a running circle of the virtual player is generated; the size of the running circle is positively correlated with the current remaining physical energy of the virtual player; the overlapping area between the running circle and the first offensive area is determined; in response to the presence of the virtual player's scoring hot zone in the overlapping area, and the absence of the defensive player in the second target area between the current position and the scoring hot zone, the direction from the current position to the scoring hot zone is determined as the first optional moving direction; wherein, the scoring hot zone is an area where the virtual player's shooting hit rate is greater than a preset hit rate threshold.

[0200] In response to the absence of the scoring hot zone in the overlapping area, or the presence of a defensive player in the second target area, a defensive circle is generated for each defensive player located in the first target area; the size of the defensive circle is positively correlated with the body size of the defensive player; the intersection of the boundary line from the current position through each of the defensive circles to the boundary line of the running circle is obtained; the target intersection point closest to the position of the scoring device is obtained, and the direction from the current position to the target intersection point is determined as the first optional moving direction.

[0201] The offensive area includes a scoring device; the offensive area is divided into a first offensive area and a second offensive area according to the current position of the virtual player and the position of the scoring device; the offensive hot zone of the virtual player is obtained in the second offensive area; the offensive hot zone is an area where the number of historical attacks of the virtual player is greater than a preset number threshold; in response to the absence of the defensive player in a first target area between the current position and the offensive hot zone, the direction from the current position to the offensive hot zone is determined as the second optional movement direction.

[0202] In response to the presence of the defensive player in the first target area, a running circle of the virtual player is generated; the size of the running circle is positively correlated with the current remaining physical energy of the virtual player; the overlapping area between the running circle and the second offensive area is determined; in response to the presence of the virtual player's scoring hot zone in the overlapping area, and the absence of the defensive player in the second target area between the current position and the scoring hot zone, the direction from the current position to the scoring hot zone is determined as the second optional moving direction; wherein, the scoring hot zone is an area where the virtual player's shooting hit rate is greater than a preset hit rate threshold.

[0203] In response to the absence of the scoring hot zone in the overlapping area, or the presence of a defensive player in the second target area, a defensive circle is generated for each defensive player located in the first target area; the size of the defensive circle is positively correlated with the body size of the defensive player; the intersection of the boundary line from the current position through each of the defensive circles to the boundary line of the running circle is obtained; the target intersection point closest to the position of the scoring device is obtained, and the direction from the current position to the target intersection point is determined as the second optional moving direction.

[0204] The game parameters of the virtual player include one or more of the following: a game ability evaluation value of the virtual player, a current remaining physical energy of the virtual player, a baseline speed of the virtual player, and a preset speed adjustment coefficient.

[0205] When there is no defensive player in the optional movement direction, the movement distance of the virtual player in at least one of the optional movement directions is determined by the following formula:

[0206] S=A*B*C*K

[0207] Among them, S represents the moving distance of the virtual player in the optional moving direction, A represents the gaming ability evaluation value of the virtual player, B represents the current remaining physical strength of the virtual player, C represents the baseline speed of the virtual player, and K represents the speed adjustment coefficient.

[0208] When there is a defensive player in the optional movement direction, the movement distance of the virtual player in at least one of the optional movement directions is determined by the following formula:

[0209] S=A*B*C*KD*Kd

[0210] Wherein, D represents the defensive ability of the defensive player, and Kd represents the defensive coefficient of the defensive player.

[0211] In response to the gaming ability evaluation value of the virtual player being greater than a preset evaluation threshold, risk levels corresponding to different visual routes are obtained; the magnitude of the risk level is related to whether there is a defensive player on the visual route, and / or the magnitude of the risk level is positively correlated with the number of defensive players on the visual route; and the visual routes corresponding to different risk levels are displayed differently.

[0212] The distraction probability of the defensive player is determined based on the historical number of distractions of the defensive player; based on the distraction probability, the defensive player is triggered to enter a distraction state; wherein the distraction state is a state that reduces the defensive ability of the defensive player within a preset time period.

[0213] After triggering the defensive player to enter a distracted state, the method further includes: adjusting the defensive circle of the defensive player to update the optional moving direction of the virtual player; and adjusting the defensive coefficient of the defensive player to update the moving distance of the virtual player in the updated optional moving direction.

[0214] Based on the above technical solutions, on the one hand, the present disclosure can generate the movable direction and moving distance of the virtual player at a low cost according to the position of the virtual player, and introduce the interactive operation of the player into multiplayer ball sports, allowing the player to decide the running path of the virtual player by himself, and quickly perform simple tactical running operations, solving the problem that the related art can only rely on the model to fix the running position, directly optimizing the core experience of the player, and improving the strategy and creativity of the game. Furthermore, the design of the present disclosure is simple and intuitive, and players do not need to spend time and energy to understand the tactics. The threshold is low, the cost of understanding is low, and the operating cost of the player is reduced. On the other hand, by combining the attribute parameters of the virtual player (basketball IQ, physical fitness and defensive ability, etc.) with the attribute parameters of the defensive player, and updating the optional moving direction and moving distance of the virtual player in real time according to the changes in the numerical values, it can bring players a more realistic game experience, simulate the ever-changing situation in reality, and improve the realism of the game.

[0215] In addition, an electronic device capable of implementing the above method is also provided in an embodiment of the present disclosure.

[0216] Those skilled in the art will appreciate that various aspects of the present disclosure may be implemented as systems, methods, or program products. Therefore, various aspects of the present disclosure may be implemented in the following forms: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or a combination of hardware and software implementations, which may be collectively referred to herein as "circuits," "modules," or "systems."

[0217] Refer to the following Figure 18 1800 according to this embodiment of the present disclosure will be described. Figure 18 The electronic device 1800 shown is merely an example and should not limit the functionality and scope of use of the embodiments of the present disclosure.

[0218] like Figure 18 As shown, electronic device 1800 is implemented as a general-purpose computing device. Components of electronic device 1800 may include, but are not limited to, the aforementioned at least one processing unit 1810, the aforementioned at least one storage unit 1820, a bus 1830 connecting various system components (including storage unit 1820 and processing unit 1810), and a display unit 1840.

[0219] The storage unit stores program code, which can be executed by the processing unit 1810, so that the processing unit 1810 performs the steps described in the "Exemplary Method" section above according to various exemplary embodiments of the present disclosure. For example:

[0220] A graphical user interface is provided through a terminal device, and the graphical user interface includes at least a virtual scene and a virtual player in the virtual scene. The virtual player is controlled by the terminal device. When the virtual player enters an offensive area in the virtual scene, an optional movement direction of the virtual player is determined according to a defensive situation within a preset range around the virtual player; the defensive situation is determined according to the current position of the virtual player in the virtual scene; the optional movement directions include at least: a first optional movement direction and a second optional movement direction; according to the game parameters of the virtual player and the defensive situation in the optional movement directions, a movement distance of the virtual player in at least one of the optional movement directions is determined; according to the at least one optional movement direction and the movement distance of the virtual player in the optional movement direction, at least one visual route is generated on the graphical user interface; in response to a touch operation on the visual route, the virtual player is controlled to move the moving distance along the selected visual route.

[0221] A movement control is provided on the graphical user interface, and the movement control is used to trigger the movement of the virtual player; in response to a touch operation of dragging the movement control onto the visual route, the virtual player is controlled to move the movement distance along the selected visual route.

[0222] The offensive area includes a scoring device; the offensive area is divided into a first offensive area and a second offensive area according to the current position of the virtual player and the position of the scoring device; the offensive hot zone of the virtual player is obtained in the first offensive area; the offensive hot zone is an area where the number of historical attacks of the virtual player is greater than a preset number threshold; in response to the absence of the defensive player in a first target area between the current position and the offensive hot zone, the direction from the current position to the offensive hot zone is determined as the first optional movement direction.

[0223] Obtain a distance value between the current position and the position of the scoring device; determine a circular area with the position of the scoring device as the center and the distance value as the radius; determine an overlapping area between the circular area and the offensive area as the first offensive area, and determine an area other than the first offensive area as the second offensive area.

[0224] In response to the presence of the defensive player in the first target area, a running circle of the virtual player is generated; the size of the running circle is positively correlated with the current remaining physical energy of the virtual player; the overlapping area between the running circle and the first offensive area is determined; in response to the presence of the virtual player's scoring hot zone in the overlapping area, and the absence of the defensive player in the second target area between the current position and the scoring hot zone, the direction from the current position to the scoring hot zone is determined as the first optional moving direction; wherein, the scoring hot zone is an area where the virtual player's shooting hit rate is greater than a preset hit rate threshold.

[0225] In response to the absence of the scoring hot zone in the overlapping area, or the presence of a defensive player in the second target area, a defensive circle is generated for each defensive player located in the first target area; the size of the defensive circle is positively correlated with the body size of the defensive player; the intersection of the boundary line from the current position through each of the defensive circles to the boundary line of the running circle is obtained; the target intersection point closest to the position of the scoring device is obtained, and the direction from the current position to the target intersection point is determined as the first optional moving direction.

[0226] The offensive area includes a scoring device; the offensive area is divided into a first offensive area and a second offensive area according to the current position of the virtual player and the position of the scoring device; the offensive hot zone of the virtual player is obtained in the second offensive area; the offensive hot zone is an area where the number of historical attacks of the virtual player is greater than a preset number threshold; in response to the absence of the defensive player in a first target area between the current position and the offensive hot zone, the direction from the current position to the offensive hot zone is determined as the second optional movement direction.

[0227] In response to the presence of the defensive player in the first target area, a running circle of the virtual player is generated; the size of the running circle is positively correlated with the current remaining physical energy of the virtual player; the overlapping area between the running circle and the second offensive area is determined; in response to the presence of the virtual player's scoring hot zone in the overlapping area, and the absence of the defensive player in the second target area between the current position and the scoring hot zone, the direction from the current position to the scoring hot zone is determined as the second optional moving direction; wherein, the scoring hot zone is an area where the virtual player's shooting hit rate is greater than a preset hit rate threshold.

[0228] In response to the absence of the scoring hot zone in the overlapping area, or the presence of a defensive player in the second target area, a defensive circle is generated for each defensive player located in the first target area; the size of the defensive circle is positively correlated with the body size of the defensive player; the intersection of the boundary line from the current position through each of the defensive circles to the boundary line of the running circle is obtained; the target intersection point closest to the position of the scoring device is obtained, and the direction from the current position to the target intersection point is determined as the second optional moving direction.

[0229] The game parameters of the virtual player include one or more of the following: a game ability evaluation value of the virtual player, a current remaining physical energy of the virtual player, a baseline speed of the virtual player, and a preset speed adjustment coefficient.

[0230] When there is no defensive player in the optional movement direction, the movement distance of the virtual player in at least one of the optional movement directions is determined by the following formula:

[0231] S=A*B*C*K

[0232] Among them, S represents the moving distance of the virtual player in the optional moving direction, A represents the gaming ability evaluation value of the virtual player, B represents the current remaining physical strength of the virtual player, C represents the baseline speed of the virtual player, and K represents the speed adjustment coefficient.

[0233] When there is a defensive player in the optional movement direction, the movement distance of the virtual player in at least one of the optional movement directions is determined by the following formula:

[0234] S=A*B*C*KD*Kd

[0235] Wherein, D represents the defensive ability of the defensive player, and Kd represents the defensive coefficient of the defensive player.

[0236] In response to the gaming ability evaluation value of the virtual player being greater than a preset evaluation threshold, risk levels corresponding to different visual routes are obtained; the magnitude of the risk level is related to whether there is a defensive player on the visual route, and / or the magnitude of the risk level is positively correlated with the number of defensive players on the visual route; and the visual routes corresponding to different risk levels are displayed differently.

[0237] The distraction probability of the defensive player is determined based on the historical number of distractions of the defensive player; based on the distraction probability, the defensive player is triggered to enter a distraction state; wherein the distraction state is a state that reduces the defensive ability of the defensive player within a preset time period.

[0238] After triggering the defensive player to enter a distracted state, the method further includes: adjusting the defensive circle of the defensive player to update the optional moving direction of the virtual player; and adjusting the defensive coefficient of the defensive player to update the moving distance of the virtual player in the updated optional moving direction.

[0239] Based on the above technical solutions, on the one hand, the present disclosure can generate the movable direction and moving distance of the virtual player at a low cost according to the position of the virtual player, and introduce the interactive operation of the player into multiplayer ball sports, allowing the player to decide the running path of the virtual player by himself, and quickly perform simple tactical running operations, solving the problem that the related art can only rely on the model to fix the running position, directly optimizing the core experience of the player, and improving the strategy and creativity of the game. Furthermore, the design of the present disclosure is simple and intuitive, and players do not need to spend time and energy to understand the tactics. The threshold is low, the cost of understanding is low, and the operating cost of the player is reduced. On the other hand, by combining the attribute parameters of the virtual player (basketball IQ, physical fitness and defensive ability, etc.) with the attribute parameters of the defensive player, and updating the optional moving direction and moving distance of the virtual player in real time according to the changes in the numerical values, it can bring players a more realistic game experience, simulate the ever-changing situation in reality, and improve the realism of the game.

[0240] The storage unit 1820 may include a readable medium in the form of a volatile storage unit, such as a random access memory unit (RAM) 18201 and / or a cache memory unit 18202 , and may further include a read-only memory unit (ROM) 18203 .

[0241] The storage unit 1820 may also include a program / utility 18204 having a set (at least one) of program modules 18205, such program modules 18205 including but not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or some combination may include an implementation of a network environment.

[0242] Bus 1830 may represent one or more of several types of bus structures, including a memory bus or memory controller, a peripheral bus, an accelerated graphics port, a processing unit, or a local bus using any of a variety of bus architectures.

[0243] Electronic device 1800 can also communicate with one or more external devices 1900 (e.g., a keyboard, pointing device, Bluetooth device, etc.), one or more devices that enable a user to interact with electronic device 1800, and / or any device that enables electronic device 1800 to communicate with one or more other computing devices (e.g., a router, modem, etc.). Such communication can occur via input / output (I / O) interface 1850. Furthermore, electronic device 1800 can communicate with one or more networks (e.g., a local area network (LAN), a wide area network (WAN), and / or a public network such as the Internet) via network adapter 1860. As shown, network adapter 1860 communicates with other modules of electronic device 1800 via bus 1830. It should be understood that, although not shown, other hardware and / or software modules can be used in conjunction with electronic device 1800, including but not limited to microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.

[0244] Other embodiments of the present disclosure will readily occur to those skilled in the art after considering the specification and practicing the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of the present disclosure that follow from the general principles of the present disclosure and include common knowledge or customary techniques in the art not disclosed herein. The description and examples are to be considered as exemplary only, with the true scope and spirit of the present disclosure being indicated by the claims.

Claims

1. A movement control method in a sports game, characterized in that: A graphical user interface is provided via a terminal device, wherein the graphical user interface includes at least a virtual scene and a virtual player in the virtual scene, and the virtual player is controlled by the terminal device. The method includes: When the virtual player enters the offensive zone in the virtual scene, determining an optional movement direction of the virtual player based on a defensive situation within a preset range around the virtual player; the defensive situation is determined based on the current position of the virtual player in the virtual scene; the optional movement directions include at least a first optional movement direction and a second optional movement direction; determining a moving distance of the virtual player in at least one of the optional moving directions based on game parameters of the virtual player and a defensive situation in the optional moving directions; generating at least one visual route on the graphical user interface according to the at least one optional movement direction and the movement distance of the virtual player in the optional movement direction; The game parameters of the virtual player include a game ability evaluation value of the virtual player; In response to the gaming ability evaluation value of the virtual player being greater than a preset evaluation threshold, obtaining risk levels corresponding to different visual routes; the magnitude of the risk level being related to whether there is a defensive player on the visual route, and / or the magnitude of the risk level being positively correlated to the number of defensive players on the visual route; Differentiate and display the visual routes corresponding to different risk levels; In response to a touch operation on the visual route, the virtual player is controlled to move the moving distance along the selected visual route.

2. The method according to claim 1, characterized in that The step of controlling the virtual player to move the selected visual route by the moving distance in response to the touch operation on the visual route includes: providing a movement control on the graphical user interface, wherein the movement control is used to trigger the movement of the virtual player; In response to a touch operation of dragging the movement control onto the visual route, the virtual player is controlled to move the movement distance along the selected visual route.

3. The method according to claim 1, characterized in that The offensive area includes a scoring device; The determining of the optional movement direction of the virtual player according to the defensive situation within a preset range around the virtual player includes: Dividing the offensive area into a first offensive area and a second offensive area according to the current position of the virtual player and the position of the scoring device; Obtaining an offensive hot zone of the virtual player within the first offensive area; the offensive hot zone is an area where the number of historical offensive times of the virtual player is greater than a preset number threshold; In response to the defensive player not being present in a first target area between the current position and the offensive hot zone, a direction from the current position to the offensive hot zone is determined as the first optional moving direction.

4. The method according to claim 3, characterized in that The step of dividing the offensive area into a first offensive area and a second offensive area according to the current position of the virtual player and the position of the scoring device comprises: Obtaining a distance value between the current position and the position of the scoring device; Determine a circular area with the position of the scoring device as the center and the distance value as the radius; An overlapping area between the circular area and the attack area is determined as the first attack area, and an area other than the first attack area is determined as the second attack area.

5. The method according to claim 3, characterized in that The step of determining the optional movement direction of the virtual player according to the defensive situation within a preset range around the virtual player further includes: In response to the presence of the defensive player in the first target area, generating a running circle for the virtual player; the size of the running circle is positively correlated with the current remaining physical energy of the virtual player; determining an overlapping area between the running circle and the first offensive area; In response to the presence of a scoring hot zone of the virtual player within the overlapping area and the absence of the defensive player within a second target area between the current position and the scoring hot zone, determining a direction from the current position toward the scoring hot zone as the first optional movement direction; The scoring hot zone is an area where the shooting hit rate of the virtual player is greater than a preset hit rate threshold.

6. The method according to claim 5, characterized in that The step of determining the optional movement direction of the virtual player according to the defensive situation within a preset range around the virtual player further includes: In response to the absence of the scoring hot zone in the overlapping area or the presence of a defensive player in the second target area, generating a defensive circle for each defensive player in the first target area; the size of the defensive circle is positively correlated with the size of the defensive player; Obtaining an intersection point between the boundary lines of the current position, the boundary lines of the defense circles, and the boundary line of the running circle; A target intersection point closest to the position of the scoring device is acquired, and a direction from the current position to the target intersection point is determined as the first optional moving direction.

7. The method according to claim 1, characterized in that The offensive area includes a scoring device; The determining of the optional movement direction of the virtual player according to the defensive situation within a preset range around the virtual player includes: Dividing the offensive area into a first offensive area and a second offensive area according to the current position of the virtual player and the position of the scoring device; Obtaining an offensive hot zone of the virtual player in the second offensive area; the offensive hot zone is an area where the number of historical offensive times of the virtual player is greater than a preset number threshold; In response to the defensive player not being present in a first target area between the current position and the offensive hot zone, a direction from the current position to the offensive hot zone is determined as the second optional moving direction.

8. The method according to claim 7, characterized in that The step of determining the optional movement direction of the virtual player according to the defensive situation within a preset range around the virtual player further includes: In response to the presence of the defensive player in the first target area, generating a running circle for the virtual player; the size of the running circle is positively correlated with the current remaining physical energy of the virtual player; determining an overlapping area between the running circle and the second offensive area; In response to the presence of a scoring hot zone of the virtual player within the overlapping area and the absence of the defensive player within a second target area between the current position and the scoring hot zone, determining a direction from the current position toward the scoring hot zone as the second optional movement direction; The scoring hot zone is an area where the shooting hit rate of the virtual player is greater than a preset hit rate threshold.

9. The method according to claim 8, characterized in that The step of determining the optional movement direction of the virtual player according to the defensive situation within a preset range around the virtual player further includes: In response to the absence of the scoring hot zone in the overlapping area or the presence of a defensive player in the second target area, generating a defensive circle for each defensive player in the first target area; the size of the defensive circle is positively correlated with the size of the defensive player; Obtaining an intersection point between the boundary lines from the current position through the boundary lines of each of the defense circles and the boundary line of the running circle; A target intersection point closest to the position of the scoring device is acquired, and a direction from the current position to the target intersection point is determined as the second optional moving direction.

10. The method according to claim 1, characterized in that The game parameters of the virtual player include one or more of the following: The current remaining physical energy of the virtual player, the baseline speed of the virtual player and a preset speed adjustment coefficient.

11. The method according to claim 10, characterized in that When there is no defensive player in the optional movement direction, the movement distance of the virtual player in at least one of the optional movement directions is determined by the following formula: S=A*B*C*K Among them, S represents the moving distance of the virtual player in the optional moving direction, A represents the gaming ability evaluation value of the virtual player, B represents the current remaining physical strength of the virtual player, C represents the baseline speed of the virtual player, and K represents the speed adjustment coefficient.

12. The method according to claim 10, characterized in that When there is a defensive player in the optional movement direction, the movement distance of the virtual player in at least one of the optional movement directions is determined by the following formula: S=A*B*C*KD*Kd Wherein, D represents the defensive ability of the defensive player, and Kd represents the defensive coefficient of the defensive player.

13. The method according to any one of claims 1 to 12, characterized in that The method further comprises: Determining a distraction probability of the defensive player based on a historical number of distractions of the defensive player; Based on the distraction probability, triggering the defensive player to enter a distraction state; The distracted state is a state that reduces the defensive ability of the defensive player within a preset time period.

14. The method according to claim 13, characterized in that After triggering the defensive player to enter the distracted state, the method further includes: adjusting the defensive circle of the defensive player to update the optional movement direction of the virtual player; and, The defense coefficient of the defensive player is adjusted to update the moving distance of the virtual player in the updated optional moving direction.

15. A mobile control device in a sports game, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface includes at least a virtual scene and a virtual player in the virtual scene, and the virtual player is controlled by the terminal device. The apparatus includes: a direction determination module, configured to, when the virtual player enters an offensive zone in the virtual scene, determine an optional movement direction for the virtual player based on a defensive situation within a preset range around the virtual player; the defensive situation being determined based on the current position of the virtual player in the virtual scene; the optional movement directions including at least a first optional movement direction and a second optional movement direction; a distance determination module, configured to determine a moving distance of the virtual player in at least one of the optional moving directions based on game parameters of the virtual player and a defensive situation in the optional moving directions; a display module configured to generate at least one visual route on the graphical user interface according to the at least one optional moving direction and a moving distance of the virtual player in the optional moving direction; The game parameters of the virtual player include the game ability evaluation value of the virtual player; the display module is further used to: In response to the gaming ability evaluation value of the virtual player being greater than a preset evaluation threshold, obtaining risk levels corresponding to different visual routes; the magnitude of the risk level being related to whether there is a defensive player on the visual route, and / or the magnitude of the risk level being positively correlated to the number of defensive players on the visual route; Differentiate and display the visual routes corresponding to different risk levels; The movement control module is configured to control the virtual player to move the selected visual route by the movement distance in response to a touch operation on the visual route.

16. A computer storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the movement control method in a sports game according to any one of claims 1 to 14 is implemented.

17. An electronic device, characterized in that: include: processor; as well as a memory for storing executable instructions of the processor; The processor is configured to execute the movement control method in a sports game according to any one of claims 1 to 14 by executing the executable instructions.