Information processing method, apparatus and electronic device
Through the graphical user interface of the terminal device, players can select target positions and determine the movement parameters of the virtual ball in ball games, which solves the problem of poor ball controllability and improves the success rate of attacks and the gaming experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2022-10-14
- Publication Date
- 2026-05-01
AI Technical Summary
In existing ball games, the ball is poorly controllable, resulting in a low success rate of attacks and a poor player experience.
The terminal device provides a graphical user interface. Players select a target location and perform touch operations in a specified game state to determine the movement parameters of the virtual sphere, including the force applied and the movement path. The target virtual character then triggers the virtual sphere to move to the target location.
It increases the player's control over the virtual sphere and the success rate of attacks, thus enhancing the gaming experience.
Smart Images

Figure CN115634454B_ABST
Abstract
Description
Information processing methods, devices and electronic equipment Technical Field
[0001] This invention relates to the field of computer technology, and in particular to an information processing method, apparatus, and electronic device. Background Technology
[0002] In ball games such as football, basketball, and volleyball, there are various offensive scenarios, such as free kicks, penalty kicks, and corner kicks in football; shooting and passing in basketball; and serving in volleyball. These are often important ways for players to score points and have high competitive significance. In related technologies, players typically select the angle of attack by dragging left or right, and then trace the ball's flight path on the screen by swiping. Releasing the finger triggers the ball to execute the corresponding flight path. However, this control method results in poor ball controllability, leading to a low success rate of attacks and a poor player experience. Summary of the Invention
[0003] In view of this, the purpose of the present invention is to provide an information processing method, apparatus and electronic device, so as to enable players to control the landing position of a virtual ball in a quick and clear manner, improve the player's controllability of the virtual ball and the success rate of the attack, and thus improve the player's gaming experience.
[0004] In a first aspect, embodiments of the present invention provide an information processing method, which provides a graphical user interface through a terminal device, the graphical user interface displaying a scene screen of a game scene; the game scene includes a virtual sphere and multiple virtual characters, the method comprising: in response to the game being in a specified game state, controlling the virtual sphere to be displayed at a specified position in the game scene; wherein the specified position is associated with the specified game state; in the specified game state, the virtual sphere is controlled by a target virtual character among the multiple virtual characters; in response to a position selection operation for the game scene, determining a target position; in response to a specified touch operation based on the target position, determining movement parameters of the virtual sphere; in response to a release operation of the specified touch operation, triggering the virtual sphere through the target virtual character to control the movement of the virtual sphere based on the movement parameters, and controlling the virtual sphere to move to the target position.
[0005] Furthermore, the step of determining the target position in response to a position selection operation in the game scene includes: in response to a touch click operation in the game scene, determining the touch position of the touch click operation in the game scene as the target position, and displaying a first identifier at the target position, the first identifier being used to indicate the landing position of the virtual sphere.
[0006] Furthermore, the step of determining the movement parameters of the virtual sphere in response to a specified touch operation based on a target position includes: in response to a touch sliding operation with the target position as the starting position of the touch sliding, determining the movement parameters of the virtual sphere based on the sliding distance of the touch sliding operation, and displaying a second identifier matching the sliding distance; wherein the movement parameters include the force exerted by the virtual sphere, and the second identifier is used to indicate the force exerted by the virtual sphere.
[0007] Furthermore, the second identifier is a circular identifier centered on the target position, and the radius of the second identifier is related to the sliding distance; wherein, the larger the radius of the second identifier, the greater the force emitted by the virtual sphere.
[0008] Furthermore, the step of determining the movement parameters of the virtual sphere based on the sliding distance of the touch swipe operation includes: determining the target force emitted by the virtual sphere corresponding to the sliding distance according to a preset first correspondence relationship, wherein the first correspondence relationship includes: the correspondence between the sliding distance and the force emitted by the virtual sphere.
[0009] Furthermore, the first identifier displayed at the target position includes multiple preset areas, which are used to indicate the force exerted by the virtual sphere; the step of determining the movement parameters of the virtual sphere in response to a specified touch operation based on the target position includes: in response to a touch sliding operation with the target position as the starting position of the touch sliding, obtaining the target distance between the target position and the current position of the virtual sphere in the game scene; based on the sliding end position of the touch sliding operation at the first identifier, obtaining the target force exerted by the virtual sphere at the sliding end position indicated by the target preset area; and determining the target distance and the target force exerted as movement parameters.
[0010] Furthermore, the center of the first identifier is the target location, and multiple preset areas include a first preset area and a second preset area. The first preset area is set around the target location, and the second preset area is set around the first preset area. The force emitted by the virtual sphere indicated by the second preset area is greater than the force emitted by the virtual sphere indicated by the first preset area.
[0011] Furthermore, the step of triggering a virtual sphere through a target virtual character in response to a release operation of a specified touch operation, controlling the movement of the virtual sphere based on movement parameters, and controlling the virtual sphere to move to a target position includes: in response to a release operation of a specified touch operation, determining the movement path and movement speed corresponding to the movement parameters according to a preset second correspondence; wherein the second correspondence includes: the correspondence between movement parameters and movement path and movement speed; and performing a pass-through action through the target virtual character to control the virtual sphere to move according to the movement parameters along the movement path and movement speed, and controlling the virtual sphere to move to the target position.
[0012] Furthermore, prior to the step of releasing the specified touch operation, the method further includes: in response to a position cancellation operation for the game scene, canceling the currently selected target position and canceling the first identifier of the virtual sphere displayed at the target position.
[0013] Furthermore, the steps of canceling the currently selected target location and removing the first identifier of the virtual sphere displayed at the target location in response to a position cancellation operation for the game scene include: displaying a first control in response to a touch sliding operation that slides a preset distance in a specified direction based on the target location; and canceling the currently selected target location and removing the first identifier of the virtual sphere displayed at the target location in response to the touch sliding operation ending at the first control.
[0014] Secondly, embodiments of the present invention provide an information processing device that provides a graphical user interface (GUI) via a terminal device. The GUI displays a scene of a game scenario. The game scenario includes a virtual sphere and multiple virtual characters. The device includes: a first control module, configured to control the virtual sphere to be displayed at a specified position in the game scenario in response to a specified game state; wherein the specified position is associated with the specified game state; in the specified game state, the virtual sphere is controlled by a target virtual character among the multiple virtual characters; a parameter determination module, configured to determine a target position in response to a position selection operation for the game scenario; and to determine movement parameters of the virtual sphere in response to a specified touch operation based on the target position; and a second control module, configured to trigger the virtual sphere through the target virtual character in response to a release operation of the specified touch operation, thereby controlling the movement of the virtual sphere based on the movement parameters, and controlling the virtual sphere to move to the target position.
[0015] Thirdly, embodiments of the present invention provide an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the information processing method of any of the first aspects.
[0016] Fourthly, embodiments of the present invention provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to implement the information processing method of any one of the first aspects.
[0017] The embodiments of the present invention bring the following beneficial effects:
[0018] This invention provides an information processing method, apparatus, and electronic device. In response to a game being in a specified game state, it controls a virtual sphere to display at a specified position in the game scene; in response to a position selection operation in the game scene, it determines a target position; in response to a specified touch operation based on the target position, it determines the movement parameters of the virtual sphere; and in response to the release operation of the specified touch operation, it triggers the virtual sphere through a target virtual character to control the movement of the virtual sphere based on the movement parameters, and controls the virtual sphere to move to the target position. In this method, players can select the landing point of the virtual sphere in the game scene through position selection and specified touch operations, and control the virtual sphere to move to the player's selected landing point. This quick and clear operation method improves the player's controllability of the virtual sphere and the success rate of attacks, thereby enhancing the player's gaming experience.
[0019] Other features and advantages of the invention will be set forth in the description which follows, and will be apparent in part from the description, or may be learned by practicing the invention. The objects and other advantages of the invention are realized and obtained in accordance with the structures particularly pointed out in the description, claims and drawings.
[0020] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0021] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0022] Figure 1 is a flowchart of an information processing method provided in an embodiment of the present invention;
[0023] Figure 2 is a schematic diagram of an information processing method provided by an embodiment of the present invention;
[0024] Figure 3 is a schematic diagram of another information processing method provided by an embodiment of the present invention;
[0025] Figure 4 is a schematic diagram of another information processing method provided by an embodiment of the present invention;
[0026] Figure 5 is a schematic diagram of the structure of an information processing device provided in an embodiment of the present invention;
[0027] Figure 6 is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. Detailed Implementation
[0028] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.
[0029] In ball games such as football, basketball, and volleyball, there are various offensive scenarios, such as free kicks, penalty kicks, and corner kicks in football; shooting and passing in basketball; and serving in volleyball. These are often important ways for players to score points and have high competitive significance. However, some offensive scenarios in current ball games are relatively simple, and the operation methods are also relatively simplistic. In related technologies, players usually select the angle of attack by dragging left and right, and then trace the ball's flight path on the screen by swiping. Releasing the swipe triggers the ball to execute the corresponding flight path. However, this swiping screen operation method is relatively random, making the ball difficult to control, resulting in a low success rate of attacks and a poor gaming experience for players. Based on this, the present invention provides an information processing method, apparatus, and electronic device, which can be applied to terminal devices such as mobile phones and tablets.
[0030] In one embodiment of this disclosure, the information processing method can run on a local terminal device or a server. When the information processing method runs 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.
[0031] In an optional implementation, various cloud applications, such as cloud gaming, can 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 operating mode, the game program and the game screen presentation are separated. The storage and execution of information processing methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0032] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0033] In one possible implementation, this embodiment of the invention provides an information processing method that provides a graphical user interface (GUI) through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. The GUI displays a scene of a game; the game scene includes a virtual sphere and multiple virtual characters. As shown in Figure 1, the information processing method includes:
[0034] Step S102: In response to the game being in a specified game state, control the virtual sphere to be displayed at a specified position in the game scene; wherein, the specified position is associated with the specified game state; in the specified game state, the virtual sphere is controlled by a target virtual character among multiple virtual characters;
[0035] The game scenarios mentioned above typically refer to those of ball games, such as football, basketball, and volleyball. The virtual spheres mentioned can be virtual footballs, basketballs, or volleyballs. The virtual characters mentioned can be player-controlled or non-player-controlled; the target virtual character mentioned is player-controlled, specifically the player-controlled virtual character corresponding to the terminal device. Each game typically has multiple different game states. For example, the specified game state mentioned above could be a penalty kick, corner kick, or free kick in football; a throw-in or penalty kick in basketball; or a serve in volleyball. The specified location is associated with the specified game state. For example, if the specified game state is a penalty kick or free kick in football, the specified location is the penalty spot in the game scenario; if the specified game state is a corner kick in football, the specified location is the corner arc of the corner flag closest to the point where the ball goes out of bounds in the game scenario; if the specified game state is a penalty kick or free kick in basketball, the specified location is the semicircle behind the penalty line in the game scenario; and if the specified game state is a serve in volleyball, the specified location is the serving area in the game scenario.
[0036] For example, in a football game, when the current game is in a corner kick state after the ball is dead, the virtual ball is controlled to appear in the corner arc of the corner flag closest to the point where the ball went out of bounds within the game scene.
[0037] Step S104: In response to a position selection operation for the game scene, determine the target position; in response to a specified touch operation based on the target position, determine the movement parameters of the virtual sphere;
[0038] The aforementioned position selection operation typically refers to a click operation or a touch click operation. The aforementioned specified touch operation typically refers to a touch swipe operation. The aforementioned movement parameters typically include the virtual sphere's flight altitude, flight speed, flight path, etc.
[0039] In practice, players can select the desired location for the virtual sphere to fall in the game scene, and then click on that location to define the target position. Using this target position as the starting point for a touch operation, players can then perform a touch swipe operation to any location other than the target position. Based on this touch swipe operation, the movement parameters of the virtual sphere are determined. Specifically, by specifying the touch position, touch swipe direction, touch swipe distance, and touch swipe end position, at least one of the following movement parameters can be determined: the movement distance, the force applied, and the angle of impact.
[0040] Step S106: In response to the release operation of the specified touch operation, the virtual sphere is triggered by the target virtual character to control the movement of the virtual sphere based on the movement parameters, and the virtual sphere is controlled to move to the target position.
[0041] The aforementioned release operation typically refers to the touch end operation of a specified touch operation, i.e., the player removes their hand from the screen. In actual implementation, when the player's finger leaves the terminal device's screen, the target virtual character triggers the virtual ball, performing a kicking action. For example, in a soccer game, a penalty kick will cause the target virtual character to move to the virtual ball's position and perform the kicking action. Similarly, in a basketball game, a free throw will cause the target virtual character to perform a shooting action. Because the target virtual character triggers the virtual ball, the terminal device controls the virtual ball's movement based on movement parameters, guiding it to the target position. The specific movement method of the virtual ball is also determined by these movement parameters, with the aim of moving the virtual ball to the target position.
[0042] This invention provides an information processing method that, in response to a game being in a specified game state, controls a virtual sphere to appear at a specified position in the game scene; in response to a position selection operation in the game scene, determines a target position; in response to a specified touch operation based on the target position, determines the movement parameters of the virtual sphere; and in response to the release operation of the specified touch operation, triggers the virtual sphere through a target virtual character to control the movement of the virtual sphere based on the movement parameters, and controls the virtual sphere to move to the target position. In this method, players can select the landing point of the virtual sphere in the game scene through position selection and specified touch operations, and control the virtual sphere to move to the player's selected landing point. This quick and clear operation method improves the player's controllability of the virtual sphere and the success rate of attacks, thereby enhancing the player's gaming experience.
[0043] In step S104 above, the step of determining the target position in response to a position selection operation for the game scene can be implemented as follows: in response to a touch click operation for the game scene, the touch position of the touch click operation in the game scene is determined as the target position, and a first identifier is displayed at the target position, which is used to indicate the landing position of the virtual sphere.
[0044] In practice, players can select the desired location for the virtual sphere to fall within the game scene. For example, a player can place their finger on the desired screen location for the virtual sphere, essentially clicking that location. The terminal device will then determine the player's finger's touch position as the target location. The goal is to ensure that the virtual character triggers the sphere and falls into that target location. The touch operation can be a single click, long press, hard press, or double click.
[0045] The aforementioned first identifier can be circular, rectangular, elliptical, rhomboid, or even an irregular shape. It can be displayed on the edge of the target location or within the area where the target location is located; for example, the target location could be at the center of the first identifier. Furthermore, the aforementioned first identifier is typically used to indicate the target location, but it can also indicate the force applied by the virtual sphere.
[0046] For example, as shown in Figure 2, when the finger touches the target location, a first identifier is displayed around the target location at its edge. The first identifier in Figure 2 is circular. Through simple touch operations, the landing point of the virtual sphere can be controlled, further improving the controllability of the virtual sphere and the success rate of attacks. Simultaneously, displaying the first identifier at the touch point on the screen enhances the visual effect of the operation.
[0047] The steps for determining the movement parameters of the virtual sphere in response to a specified touch operation based on the target position are described in detail below, along with one possible implementation:
[0048] In response to a touch swipe operation with the target position as the starting position, the movement parameters of the virtual sphere are determined based on the swipe distance of the touch swipe operation, and a second identifier matching the swipe distance is displayed; wherein, the movement parameters include the force exerted by the virtual sphere, and the second identifier is used to indicate the force exerted by the virtual sphere.
[0049] The second identifier can be the same as or different in shape from the first identifier, and is usually larger than the first identifier. Specifically, after tapping the screen to determine the target location, the player continues to perform a touch swipe operation from the target location as the starting point without lifting their finger (or they can lift their finger and then perform the touch swipe operation from the target location as the starting point), such as swiping a specified shape, swiping a specified distance, or swiping to a specified position. The terminal device can determine the swipe distance from the target location to the end location based on the player's touch swipe operation. Based on the swipe distance, a second identifier matching the swipe distance is determined. For example, the second identifier could be a circle centered on the target location with a radius equal to the swipe distance, or a rectangle centered on the target location with sides or diagonals equal to the swipe distance.
[0050] Specifically, the second identifier can be updated in real time. For example, as the finger slides, the second identifier is updated in real time to match the current sliding distance. As shown in Figure 3, the second identifier will continuously increase in size as the sliding distance increases.
[0051] Simultaneously, the force exerted by the virtual sphere is determined, for example, through the swipe gesture of a touch operation, the swipe distance of a touch operation, the swipe direction of a touch operation, or the end position of a touch operation. The movement parameters of the virtual sphere can include the force exerted by the virtual sphere.
[0052] In this method, by tapping the screen and sliding outwards, a force judgment ring is displayed, indicating the force of the virtual ball's release. This allows for a clearer grasp of the virtual ball's landing point and passing force, resulting in better offensive maneuvers and further enhancing the gaming experience and the competitiveness of the gameplay.
[0053] As shown in Figure 3, both the first and second markers are circular areas centered on the target location, and the radius of the second marker is related to the sliding distance; the radius of the first marker is smaller than the radius of the second marker; wherein, the larger the radius of the second marker, the greater the force exerted by the indicated virtual sphere. It should be noted that the first marker can also be any marker other than a circle, as long as it can be used to indicate the target location.
[0054] Specifically, the radius of the second indicator can be the same as the sliding distance. When the player starts sliding from the target position, the second indicator with the current sliding distance as its radius will be displayed in real time. The larger the radius of the second indicator, the greater the force of the virtual sphere's emission; that is, the greater the player's sliding distance, the greater the force of the virtual sphere's emission. Alternatively, when the sliding distance is between the first and second values, the same first emission force is indicated; when the sliding distance is between the second and third values, the same second emission force is indicated, where the third value is greater than the second value, which is greater than the first value, and the second emission force is greater than the first emission force.
[0055] In this method, the first and second markers are circular. The larger the circle, the greater the force of the virtual ball. The second marker allows for intuitive control of the virtual ball's force, enabling players to more accurately select the pass strength.
[0056] One possible implementation of the above-mentioned step of determining the movement parameters of the virtual sphere based on the sliding distance of the touch swipe operation is as follows: determine the target force emitted by the virtual sphere corresponding to the sliding distance according to a preset first correspondence relationship, wherein the first correspondence relationship includes the correspondence between the sliding distance and the force emitted by the virtual sphere.
[0057] Different sliding distances correspond to different application forces, and different sizes of the second identifier also correspond to different application forces. When the player initiates a touch-slide operation with the target position as the starting point, the application force of the virtual sphere corresponding to the sliding distance is determined from a preset first correspondence, thus defining the application force as a movement parameter. In this method, the application force of the virtual sphere can be controlled through touch-slide operations, allowing players to better control the virtual sphere and improving player operation efficiency.
[0058] The first identifier displayed at the target location includes multiple preset areas, which are used to indicate the force exerted by the virtual sphere. To further improve the convenience and clarity of player operation, another possible implementation of the step of determining the movement parameters of the virtual sphere in response to a touch-swipe operation based on the target location is as follows:
[0059] In response to a touch swipe operation with the target position as the starting position, the target distance between the target position and the current position of the virtual sphere in the game scene is obtained; based on the end position of the touch swipe operation at the first marked end position, the target force of the virtual sphere indicated by the target preset area where the end position of the swipe is located is obtained; the target distance and the target force are determined as movement parameters.
[0060] The aforementioned first identifier can be a rectangle, circle, or irregular shape. Different preset areas are used to indicate different firing forces; for example, the farther the preset area is from the target position, the greater the firing force. In actual implementation, players can perform a touch swipe operation based on the multiple preset areas in the currently displayed first identifier, using the target position as the starting point. At this time, the terminal device will obtain the target distance between the target position in the game scene and the current position of the virtual sphere. Then, when the touch swipe operation ends at the first identifier, the target firing force of the virtual sphere indicated by the target preset area where the swipe ended is obtained. Finally, the target distance and target firing force are determined as movement parameters. In this method, by using multiple preset areas in the first identifier to indicate different firing forces, players can swipe in different preset areas to determine the desired firing force, further enhancing the player's operating experience.
[0061] Furthermore, the center of the aforementioned first identifier is the target location, and the multiple preset areas include a first preset area and a second preset area. The first preset area is set around the target location, and the second preset area is set around the first preset area. The force emitted by the virtual sphere indicated by the second preset area is greater than the force emitted by the virtual sphere indicated by the first preset area.
[0062] The first preset area can be circular, rectangular, or an irregular shape. For example, as shown in Figures 2 and 4, the first preset area can be circular, and the second preset area can be an annulus surrounding the first preset area. Specifically, the first identifier may also include a third preset area, which surrounds the second preset area. The number of preset areas can be set according to the actual needs of the game. In this method, players can determine the firing force of the virtual sphere by sliding operations based on the displayed preset areas, providing more intuitive and clear control over the firing force.
[0063] The following describes the steps of triggering a virtual sphere through a target virtual character in response to a release operation of a specified touch operation, controlling the movement of the virtual sphere based on movement parameters, and controlling the virtual sphere to move to a target position. One possible implementation is as follows:
[0064] In response to the release operation of the specified touch operation, the movement path and movement speed corresponding to the movement parameters are determined according to the preset second correspondence; wherein, the second correspondence includes: the correspondence between the movement parameters and the movement path and movement speed; the target virtual character performs a passing action to control the virtual ball to move according to the movement parameters along the movement path and movement speed, and control the virtual ball to move to the target position.
[0065] Specifically, the terminal device can determine the movement path and speed corresponding to the movement parameters from the second correspondence based on the movement parameters, including the target distance and the force emitted by the target. For example, if the target location is far from the designated location but the force emitted by the target is small, the corresponding virtual sphere will move at a lower height and at a lower speed; if the target location is short from the designated location but the force emitted by the target is large, the corresponding virtual sphere will move at a higher height and at a larger speed.
[0066] The terminal device controls the target virtual character to perform passing actions, that is, to move to a designated position to perform kicking or throwing actions, so that the virtual ball moves according to the movement path and speed, and finally moves to the target position.
[0067] To further improve the controllability of the operation, prior to the step of releasing the specified touch operation, the method further includes: in response to a position cancellation operation for the game scene, canceling the currently selected target position and canceling the first identifier of the virtual sphere displayed at the target position.
[0068] The aforementioned position cancellation operation can be a release at the target location or a touch swipe operation. If a player has selected a location (i.e., clicked on the game scene) but wants to change that location, they can swipe to the target location and release, or continue swiping to the desired location to cancel the current selection. This will also remove the first indicator of the virtual sphere displayed at the target location. This method, through the position cancellation operation, allows the player to cancel the selected target location, thereby improving operational flexibility.
[0069] The above response addresses the position cancellation operation in the game scene, canceling the currently selected target position and removing the first identifier of the virtual sphere displayed at the target position. One possible implementation is as follows: In response to a touch swipe operation that slides a preset distance in a specified direction based on the target position, a first control is displayed; in response to the touch swipe operation ending at the first control, the currently selected target position is canceled, and the first identifier of the virtual sphere displayed at the target position is removed.
[0070] The preset distance can be set according to the actual needs of the game, and the specified direction can be any direction from the edge of the target location, or the left or right direction of the target location, etc. In actual implementation, the player can slide in the specified direction from the target location as the starting position. After sliding to the specified location or sliding a preset distance, the first control will appear at the specified location or the finger touch location, or at the edge area of the specified location or the finger touch location. At this time, the player can continue to slide towards the first control. When the player slides to the first control, lifting the finger from the screen will cancel the currently selected target location and simultaneously remove the first icon of the virtual sphere displayed at the target location. In this method, the player can cancel the selected target location through touch swiping, thereby improving the flexibility of operation.
[0071] The aforementioned method introduces a novel virtual sphere triggering mechanism. It determines the player's finger placement and the force applied by dragging the force disc to determine the sphere's landing point and force. This new mechanism allows players to launch the virtual sphere more quickly and clearly, with greater control over its landing point and position. Players can more precisely select the pass's landing point and force, providing a better virtual sphere triggering experience and enhancing the game's competitive aspect.
[0072] Corresponding to the aforementioned method embodiments, this embodiment of the invention provides an information processing device that provides a graphical user interface (GUI) via a terminal device. The GUI displays a game scene; the game scene includes a virtual sphere and multiple virtual characters, as shown in Figure 5. The device includes:
[0073] The first control module 51 is used to control the virtual sphere to be displayed at a specified position in the game scene in response to the game being in a specified game state; wherein, the specified position is associated with the specified game state; and in the specified game state, the virtual sphere is controlled by a target virtual character among multiple virtual characters;
[0074] The parameter determination module 52 is used to determine the target position in response to the position selection operation for the game scene; and to determine the movement parameters of the virtual sphere in response to the specified touch operation based on the target position.
[0075] The second control module 53 is used to respond to the release operation of the specified touch operation, trigger the virtual sphere through the target virtual character, control the movement of the virtual sphere based on the movement parameters, and control the virtual sphere to move to the target position.
[0076] This invention provides an information processing device that, in response to a game being in a specified game state, controls a virtual sphere to appear at a specified position in the game scene; in response to a position selection operation in the game scene, determines a target position; in response to a specified touch operation based on the target position, determines the movement parameters of the virtual sphere; and in response to the release operation of the specified touch operation, triggers the virtual sphere through a target virtual character to control the movement of the virtual sphere based on the movement parameters, and controls the virtual sphere to move to the target position. In this method, players can select the landing point of the virtual sphere in the game scene through position selection and specified touch operations, and control the virtual sphere to move to the player's selected landing point. This quick and clear operation method improves the player's controllability of the virtual sphere and the success rate of attacks, thereby enhancing the player's gaming experience.
[0077] Furthermore, the parameter determination module is also used to: respond to a touch click operation in the game scene, determine the touch position of the touch click operation in the game scene as the target position, and display a first identifier at the target position, which is used to indicate the landing position of the virtual sphere.
[0078] Furthermore, the parameter determination module is also used to: in response to a touch sliding operation with the target position as the starting position of the touch sliding, determine the movement parameters of the virtual sphere according to the sliding distance of the touch sliding operation, and display a second identifier that matches the sliding distance; wherein, the movement parameters include the force exerted by the virtual sphere, and the second identifier is used to indicate the force exerted by the virtual sphere.
[0079] Furthermore, the aforementioned second identifier is a circular identifier centered on the target position, and the radius of the second identifier is related to the sliding distance; wherein, the larger the radius of the second identifier, the greater the force emitted by the virtual sphere.
[0080] Furthermore, the parameter determination module is also used to: determine the target force emitted by the virtual sphere corresponding to the sliding distance according to the preset first correspondence relationship, wherein the first correspondence relationship includes: the correspondence between the sliding distance and the force emitted by the virtual sphere.
[0081] Furthermore, the first identifier displayed at the target location includes multiple preset areas, which are used to indicate the force exerted by the virtual sphere; the parameter determination module is also used to: in response to a touch sliding operation with the target location as the starting position of the touch sliding, obtain the target distance between the target location and the current position of the virtual sphere in the game scene; according to the sliding end position of the touch sliding operation at the first identifier, obtain the target force exerted by the virtual sphere at the sliding end position indicated by the target preset area; and determine the target distance and the target force exerted as movement parameters.
[0082] Furthermore, the center of the aforementioned first identifier is the target location, and the multiple preset areas include a first preset area and a second preset area. The first preset area is set around the target location, and the second preset area is set around the first preset area. The force emitted by the virtual sphere indicated by the second preset area is greater than the force emitted by the virtual sphere indicated by the first preset area.
[0083] Furthermore, the aforementioned second control module is also used to: respond to the release operation of the specified touch operation, determine the movement path and movement speed corresponding to the movement parameters according to the preset second correspondence; wherein, the second correspondence includes: the correspondence between the movement parameters and the movement path and movement speed; and execute a passing action through the target virtual character to control the virtual ball to move according to the movement parameters along the movement path and movement speed, and control the virtual ball to move to the target position.
[0084] Furthermore, the aforementioned device also includes a cancellation module, configured to respond to a position cancellation operation for the game scene, cancel the currently selected target position, and cancel the first identifier of the virtual sphere displayed at the target position.
[0085] Furthermore, the aforementioned cancellation module is also used to: display a first control in response to a touch sliding operation that slides a preset distance in a specified direction based on the target position; and cancel the currently selected target position and the first identifier of the virtual sphere displayed at the target position in response to the touch sliding operation ending at the first control.
[0086] The information processing apparatus provided in this embodiment of the invention has the same technical features as the information processing method provided in the above embodiments, so it can also solve the same technical problems and achieve the same technical effects.
[0087] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-described information processing method. This electronic device can be a server or a terminal device.
[0088] Referring to Figure 6, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the aforementioned information processing method, which specifically includes:
[0089] In response to a specified game state, the system controls a virtual sphere to appear at a designated location within the game scene. This designated location is associated with the specified game state. Within this state, the virtual sphere is controlled by a target virtual character among multiple virtual characters. The system responds to a position selection operation within the game scene, determining the target location. In response to a specified touch operation based on the target location, the system determines the virtual sphere's movement parameters. Finally, in response to the release of the specified touch operation, the target virtual character triggers the virtual sphere, controlling its movement based on the movement parameters, and ultimately guiding the virtual sphere to the target location. This method allows players to select the landing point of the virtual sphere within the game scene through position selection and specified touch operations, and then control the virtual sphere to move to that selected location. This quick and clear operation method improves the player's control over the virtual sphere and the success rate of attacks, thereby enhancing the player's gaming experience.
[0090] The steps for responding to a position selection operation in the game scene and determining the target position include: responding to a touch click operation in the game scene, determining the touch position of the touch click operation in the game scene as the target position, and displaying a first identifier at the target position. This first identifier is used to indicate the landing position of the virtual ball. In this method, the landing position of the virtual ball can be controlled through a simple touch click operation, further improving the controllability of the virtual ball and the success rate of attacks. At the same time, displaying the first identifier at the touch point on the screen improves the display effect of the operation.
[0091] The steps described above for determining the movement parameters of a virtual sphere in response to a specified touch operation based on a target position include: in response to a touch swipe operation with the target position as the starting position, determining the movement parameters of the virtual sphere based on the swipe distance, and displaying a second identifier matching the swipe distance; wherein the movement parameters include the force of the virtual sphere's release, and the second identifier is used to indicate the force of the virtual sphere's release. In this method, by tapping the screen and extending the swipe outwards, a force judgment ring is displayed to indicate the force of the virtual sphere's release, allowing for a clearer grasp of the virtual sphere's landing point and passing force, resulting in better offensive maneuvers and further enhancing the gaming experience and the competitiveness of the gameplay.
[0092] The second identifier is a circular identifier centered on the target position, and its radius is related to the sliding distance. The larger the radius of the second identifier, the greater the force of the virtual ball's trajectory. In this method, both the first and second identifiers are circular; the larger the circle, the greater the force of the virtual ball's trajectory. The second identifier allows for intuitive control of the virtual ball's trajectory, enabling players to more accurately select the passing force.
[0093] The steps described above for determining the movement parameters of the virtual sphere based on the sliding distance of the touch operation include: determining the target force of the virtual sphere corresponding to the sliding distance according to a preset first correspondence, wherein the first correspondence includes the correspondence between the sliding distance and the force of the virtual sphere. In this method, the landing position and force of the virtual sphere can be controlled through touch sliding operations, allowing players to better control the virtual sphere and improving player operating efficiency.
[0094] The first identifier displayed at the target location includes multiple preset areas, which are used to indicate the force exerted by the virtual sphere. The step of determining the movement parameters of the virtual sphere in response to a specified touch operation based on the target location includes: in response to a touch swipe operation with the target location as the starting position, obtaining the target distance between the target location and the current position of the virtual sphere in the game scene; based on the end position of the touch swipe operation at the first identifier, obtaining the target force exerted by the virtual sphere at the end position indicated by the target preset area; and determining the target distance and target force exertion as movement parameters. In this method, by using multiple preset areas in the first identifier to indicate different force exertions, players can slide in different preset areas to determine the desired force exertion, further enhancing the player's operating experience.
[0095] The center of the aforementioned first identifier is the target location. Multiple preset areas include a first preset area and a second preset area. The first preset area is set around the target location, and the second preset area is set around the first preset area. The firing force of the virtual sphere indicated by the second preset area is greater than that indicated by the first preset area. In this method, players can determine the firing force of the virtual sphere by sliding their fingers according to the displayed preset areas, providing more intuitive and clear control over the firing force.
[0096] The steps described above, which respond to a release operation in response to a specified touch operation, trigger a virtual sphere through a target virtual character to control the movement of the virtual sphere based on movement parameters, and control the virtual sphere to move to a target position, include: responding to a release operation in response to a specified touch operation, determining the movement path and movement speed corresponding to the movement parameters according to a preset second correspondence; wherein, the second correspondence includes: the correspondence between movement parameters and movement path and movement speed; and executing a pass action through the target virtual character to control the virtual sphere to move according to the movement parameters along the movement path and movement speed, and control the virtual sphere to move to the target position.
[0097] Prior to the release operation in response to the specified touch operation, the method further includes: in response to a position cancellation operation for the game scene, canceling the currently selected target position and removing the first identifier of the virtual sphere displayed at the target position. In this method, the position cancellation operation allows the player to cancel the selected target position, thereby improving operational flexibility.
[0098] The aforementioned response to the position cancellation operation in the game scene, canceling the currently selected target position and removing the first identifier of the virtual sphere displayed at the target position, includes: displaying a first control in response to a touch swipe operation that slides a preset distance in a specified direction based on the target position; and canceling the currently selected target position and removing the first identifier of the virtual sphere displayed at the target position in response to the touch swipe operation ending at the first control. In this method, the player's selected target position can be canceled through a touch swipe operation, thereby improving the flexibility of the operation.
[0099] Furthermore, the electronic device shown in Figure 6 also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103, and the memory 101 connected via the bus 102.
[0100] The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of illustration, only a single bidirectional arrow is used in Figure 6, but this does not indicate that there is only one bus or one type of bus.
[0101] Processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 100 or by instructions in software form. Processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0102] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are invoked and executed by a processor, the machine-executable instructions cause the processor to implement the above-mentioned information processing method, which specifically includes:
[0103] In response to a specified game state, the system controls a virtual sphere to appear at a designated location within the game scene. This designated location is associated with the specified game state. Within this state, the virtual sphere is controlled by a target virtual character among multiple virtual characters. The system responds to a position selection operation within the game scene, determining the target location. In response to a specified touch operation based on the target location, the system determines the virtual sphere's movement parameters. Finally, in response to the release of the specified touch operation, the target virtual character triggers the virtual sphere, controlling its movement based on the movement parameters, and ultimately guiding the virtual sphere to the target location. This method allows players to select the landing point of the virtual sphere within the game scene through position selection and specified touch operations, and then control the virtual sphere to move to that selected location. This quick and clear operation method improves the player's control over the virtual sphere and the success rate of attacks, thereby enhancing the player's gaming experience.
[0104] The steps for responding to a position selection operation in the game scene and determining the target position include: responding to a touch click operation in the game scene, determining the touch position of the touch click operation in the game scene as the target position, and displaying a first identifier at the target position. This first identifier is used to indicate the landing position of the virtual ball. In this method, the landing position of the virtual ball can be controlled through a simple touch click operation, further improving the controllability of the virtual ball and the success rate of attacks. At the same time, displaying the first identifier at the touch point on the screen improves the display effect of the operation.
[0105] The steps described above for determining the movement parameters of a virtual sphere in response to a specified touch operation based on a target position include: in response to a touch swipe operation with the target position as the starting position, determining the movement parameters of the virtual sphere based on the swipe distance, and displaying a second identifier matching the swipe distance; wherein the movement parameters include the force of the virtual sphere's release, and the second identifier is used to indicate the force of the virtual sphere's release. In this method, by tapping the screen and extending the swipe outwards, a force judgment ring is displayed to indicate the force of the virtual sphere's release, allowing for a clearer grasp of the virtual sphere's landing point and passing force, resulting in better offensive maneuvers and further enhancing the gaming experience and the competitiveness of the gameplay.
[0106] The second identifier is a circular identifier centered on the target position, and its radius is related to the sliding distance. The larger the radius of the second identifier, the greater the force of the virtual ball's trajectory. In this method, both the first and second identifiers are circular; the larger the circle, the greater the force of the virtual ball's trajectory. The second identifier allows for intuitive control of the virtual ball's trajectory, enabling players to more accurately select the passing force.
[0107] The steps described above for determining the movement parameters of the virtual sphere based on the sliding distance of the touch operation include: determining the target force of the virtual sphere corresponding to the sliding distance according to a preset first correspondence, wherein the first correspondence includes the correspondence between the sliding distance and the force of the virtual sphere. In this method, the landing position and force of the virtual sphere can be controlled through touch sliding operations, allowing players to better control the virtual sphere and improving player operating efficiency.
[0108] The first identifier displayed at the target location includes multiple preset areas, which are used to indicate the force exerted by the virtual sphere. The step of determining the movement parameters of the virtual sphere in response to a specified touch operation based on the target location includes: in response to a touch swipe operation with the target location as the starting position, obtaining the target distance between the target location and the current position of the virtual sphere in the game scene; based on the end position of the touch swipe operation at the first identifier, obtaining the target force exerted by the virtual sphere at the end position indicated by the target preset area; and determining the target distance and target force exertion as movement parameters. In this method, by using multiple preset areas in the first identifier to indicate different force exertions, players can slide in different preset areas to determine the desired force exertion, further enhancing the player's operating experience.
[0109] The center of the aforementioned first identifier is the target location. Multiple preset areas include a first preset area and a second preset area. The first preset area is set around the target location, and the second preset area is set around the first preset area. The firing force of the virtual sphere indicated by the second preset area is greater than that indicated by the first preset area. In this method, players can determine the firing force of the virtual sphere by sliding their fingers according to the displayed preset areas, providing more intuitive and clear control over the firing force.
[0110] The steps described above, which respond to a release operation in response to a specified touch operation, trigger a virtual sphere through a target virtual character to control the movement of the virtual sphere based on movement parameters, and control the virtual sphere to move to a target position, include: responding to a release operation in response to a specified touch operation, determining the movement path and movement speed corresponding to the movement parameters according to a preset second correspondence; wherein, the second correspondence includes: the correspondence between movement parameters and movement path and movement speed; and executing a pass action through the target virtual character to control the virtual sphere to move according to the movement parameters along the movement path and movement speed, and control the virtual sphere to move to the target position.
[0111] Prior to the release operation in response to the specified touch operation, the method further includes: in response to a position cancellation operation for the game scene, canceling the currently selected target position and removing the first identifier of the virtual sphere displayed at the target position. In this method, the position cancellation operation allows the player to cancel the selected target position, thereby improving operational flexibility.
[0112] The aforementioned response to the position cancellation operation in the game scene, canceling the currently selected target position and removing the first identifier of the virtual sphere displayed at the target position, includes: displaying a first control in response to a touch swipe operation that slides a preset distance in a specified direction based on the target position; and canceling the currently selected target position and removing the first identifier of the virtual sphere displayed at the target position in response to the touch swipe operation ending at the first control. In this method, the player's selected target position can be canceled through a touch swipe operation, thereby improving the flexibility of the operation.
[0113] The computer program products of the information processing methods, apparatus, electronic devices and systems provided in the embodiments of the present invention include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.
[0114] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0115] Furthermore, in the description of the embodiments of the present invention, unless otherwise explicitly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in the present invention based on the specific circumstances.
[0116] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this invention, essentially, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0117] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0118] Finally, it should be noted that the above embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.
Claims
1. An information processing method, characterized in that, A graphical user interface is provided through a terminal device, which displays scene images of the game scene; The game scene includes a virtual sphere and multiple virtual characters. The method includes: in response to the game being in a specified game state, controlling the virtual sphere to display at a specified position in the game scene; wherein the specified position is associated with the specified game state; in the specified game state, the virtual sphere is controlled by a target virtual character among the multiple virtual characters; in response to a position selection operation for the game scene, determining a target position; in response to a specified touch operation based on the target position, determining movement parameters of the virtual sphere; in response to a release operation of the specified touch operation, triggering the virtual sphere through the target virtual character to control the movement of the virtual sphere based on the movement parameters, and controlling the virtual sphere. The steps of moving the virtual sphere to the target position in response to the release operation of the specified touch operation, triggering the virtual sphere through the target virtual character, controlling the movement of the virtual sphere based on the movement parameters, and controlling the virtual sphere to move to the target position include: in response to the release operation of the specified touch operation, determining the movement path and movement speed corresponding to the movement parameters according to a preset second correspondence; wherein, the second correspondence includes: the correspondence between the movement parameters and the movement path and the movement speed; and performing a passing action through the target virtual character to control the virtual sphere to move according to the movement parameters along the movement path and the movement speed, and controlling the virtual sphere to move to the target position.
2. The method according to claim 1, characterized in that, The step of determining a target location in response to a location selection operation in the game scene includes: in response to a touch click operation in the game scene, determining the touch click operation's touch location in the game scene as the target location, and displaying a first identifier at the target location, the first identifier being used to indicate the landing point of the virtual sphere.
3. The method according to claim 1, characterized in that, The step of determining the movement parameters of the virtual sphere in response to a specified touch operation based on the target position includes: in response to a touch sliding operation with the target position as the starting position of the touch sliding, determining the movement parameters of the virtual sphere according to the sliding distance of the touch sliding operation, and displaying a second identifier matching the sliding distance; wherein the movement parameters include the force exerted by the virtual sphere, and the second identifier is used to indicate the force exerted by the virtual sphere.
4. The method according to claim 3, characterized in that, The second identifier is a circular identifier centered on the target position, and the radius of the second identifier is related to the sliding distance; wherein, the larger the radius of the second identifier, the greater the force emitted by the virtual sphere.
5. The method according to claim 3, characterized in that, The step of determining the movement parameters of the virtual sphere based on the sliding distance of the touch swipe operation includes: determining the target force emitted by the virtual sphere corresponding to the sliding distance according to a preset first correspondence relationship, wherein the first correspondence relationship includes: the correspondence between the sliding distance and the force emitted by the virtual sphere.
6. The method according to claim 1, characterized in that, The first identifier displayed at the target location includes multiple preset areas, which are used to indicate the force exerted by the virtual sphere. The step of determining the movement parameters of the virtual sphere in response to a specified touch operation based on the target location includes: in response to a touch sliding operation with the target location as the starting position, obtaining the target distance between the target location and the current position of the virtual sphere in the game scene; based on the sliding end position of the touch sliding operation at the first identifier, obtaining the target force exerted by the virtual sphere at the end position indicated by the target preset area; and determining the target distance and the target force exerted as the movement parameters.
7. The method according to claim 6, characterized in that, The center of the first identifier is the target location, and the plurality of preset areas include a first preset area and a second preset area. The first preset area is set around the target location, and the second preset area is set around the first preset area. The virtual sphere indicated by the second preset area emits a greater force than the virtual sphere indicated by the first preset area.
8. The method according to claim 1, characterized in that, Prior to the step of releasing the specified touch operation, the method further includes: in response to a position cancellation operation for the game scene, canceling the currently selected target position and canceling the first identifier of the virtual sphere displayed at the target position.
9. The method according to claim 8, characterized in that, The steps of responding to a position cancellation operation for the game scene, canceling the currently selected target position, and canceling the first identifier of the virtual sphere displayed at the target position include: in response to a touch sliding operation that slides a preset distance in a specified direction based on the target position, displaying a first control; and in response to the touch sliding operation ending at the first control, canceling the currently selected target position and canceling the first identifier of the virtual sphere displayed at the target position.
10. An information processing device, characterized in that, A graphical user interface is provided through a terminal device, which displays scene images of the game scene; The game scene includes a virtual sphere and multiple virtual characters. The device includes: a first control module, used to control the virtual sphere to display at a specified position in the game scene in response to the game being in a specified game state; wherein the specified position is associated with the specified game state; in the specified game state, the virtual sphere is controlled by a target virtual character among the multiple virtual characters; a parameter determination module, used to determine a target position in response to a position selection operation for the game scene; and to determine movement parameters of the virtual sphere in response to a specified touch operation based on the target position; and a second control module, used to respond to a release operation of the specified touch operation. The virtual sphere is triggered by the target virtual character to control its movement based on the movement parameters, and to move the virtual sphere to the target position; the second control module is further configured to: respond to the release operation of the specified touch operation, determine the movement path and movement speed corresponding to the movement parameters according to a preset second correspondence; wherein, the second correspondence includes: the correspondence between the movement parameters and the movement path and the movement speed; and execute a pass action by the target virtual character to control the virtual sphere to move according to the movement parameters along the movement path and the movement speed, and to move the virtual sphere to the target position.
11. An electronic device, characterized in that, It includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the information processing method according to any one of claims 1-9.
12. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the information processing method according to any one of claims 1-9.
Citation Information
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Game interaction method and device, electronic equipment and storage medium
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Information processing apparatus, storage medium and game control method
US20180036634A1