Game operation control method, device and electronic equipment

By displaying shot indicators in the graphical user interface of football games, the problem of players having difficulty accurately predicting shot results is solved, resulting in more intuitive shot feedback and a better gaming experience.

CN116212384BActive Publication Date: 2026-07-14NETEASE (HANGZHOU) NETWORK CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2022-12-05
Publication Date
2026-07-14

AI Technical Summary

Technical Problem

In football games, players often struggle to accurately predict shot outcomes based on passing lines, which negatively impacts the gaming experience.

Method used

By displaying a shot indicator in the graphical user interface, the shooting position of the virtual ball and the range of the virtual goal are indicated, providing more intuitive feedback on shooting position and success rate.

Benefits of technology

It improves players' ability to accurately predict shot outcomes, thus enhancing the gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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    Figure CN116212384B_ABST
Patent Text Reader

Abstract

The application provides a game operation control method and device and electronic equipment, and the method comprises the following steps: in response to a movement control operation, controlling a controlled virtual character to move in a virtual court, and controlling a virtual ball to move following the controlled virtual character; in response to a preset condition being triggered, displaying a shooting instruction mark in a graphical user interface; wherein the shooting instruction mark indicates a shooting position of the virtual ball and a goal range of a virtual goal. In this way, when the preset condition is triggered, the shooting instruction mark is displayed in the graphical user interface, and the shooting position of the virtual ball and the goal range of the virtual goal are directly and intuitively displayed to the player through the shooting instruction mark, so that the player can make a more accurate prediction of the shooting result, and the game experience is improved.
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Description

Technical Field

[0001] This invention relates to the field of game technology, and in particular to a game operation control method, device, and electronic device. Background Technology

[0002] In soccer games, players control virtual players to shoot. Typically, players use movement controls to dribble the ball and then use shooting controls to kick it. When a player uses the shooting controls, a passing line appears in the game scene to indicate the possible trajectory of the ball; the passing line changes as the player's touch point on the shooting controls changes. However, this passing line only indicates the ball's path, providing limited information. Players find it difficult to accurately predict the shot's outcome based on the passing line, thus impacting the gaming experience. Summary of the Invention

[0003] In view of this, the purpose of the present invention is to provide a game operation control method, device and electronic device, so as to enable players to make more accurate predictions of the shooting results and improve the game experience.

[0004] In a first aspect, embodiments of the present invention provide a game operation control method, which provides a graphical user interface through a terminal device; the graphical user interface includes a scene screen of a game scene; a controlled virtual character is located in the game scene; the method includes: in response to a movement control operation, controlling the controlled virtual character to move in a virtual field, and controlling a virtual ball to follow the movement of the controlled virtual character; in response to a preset condition being triggered, displaying a shooting indicator in the graphical user interface; wherein the shooting indicator indicates: the shooting position of the virtual ball and the goal range of the virtual goal.

[0005] Secondly, embodiments of the present invention also provide a game operation control device, which provides a graphical user interface through a terminal device; the graphical user interface includes a scene screen of a game scene; a controlled virtual character is located in the game scene; the device includes: a first control module, used to control the controlled virtual character to move in a virtual field in response to a movement control operation, and to control a virtual ball to follow the movement of the controlled virtual character; a first display module, used to display a shooting indicator in the graphical user interface in response to a preset condition being triggered; wherein the shooting indicator indicates: the shooting position of the virtual ball and the goal range of the virtual goal.

[0006] Thirdly, embodiments of the present invention provide an electronic device, including a processor and a memory, wherein 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-mentioned operation control method for the game.

[0007] Fourthly, embodiments of the present invention provide 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-described operation control method for the game.

[0008] The embodiments of the present invention bring the following beneficial effects:

[0009] The aforementioned game operation control method, device, and electronic device provide a graphical user interface (GUI) through a terminal device. The GUI includes a game scene display; a controlled virtual character is located within the game scene; in response to movement control operations, the controlled virtual character moves within a virtual playing field, and a virtual ball follows the controlled virtual character's movement; in response to the triggering of a preset condition, a shooting indicator is displayed in the GUI; wherein the shooting indicator indicates the shooting position of the virtual ball and the range of the virtual goal. In this method, when a preset condition is triggered, the shooting indicator is displayed in the GUI, intuitively showing the player the shooting position of the virtual ball and the range of the virtual goal, allowing the player to more accurately predict the shooting result and improving the gaming experience.

[0010] 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.

[0011] 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

[0012] 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.

[0013] Figure 1 A flowchart of a game operation control method provided in an embodiment of the present invention;

[0014] Figure 2 A schematic diagram of a goal range marking provided in an embodiment of the present invention;

[0015] Figure 3 A schematic diagram of a shot indication sign provided in an embodiment of the present invention;

[0016] Figure 4 A schematic diagram of another shooting indicator provided in an embodiment of the present invention;

[0017] Figure 5 This is a schematic diagram of the structure of a game operation control device provided in an embodiment of the present invention;

[0018] Figure 6 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. Detailed Implementation

[0019] 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.

[0020] Generally, in virtual ball games, players can shoot by clicking and swiping buttons, and roughly predict the outcome of a shot by observing the passing lines in the game environment. However, from the player's perspective, the button swiping and clicking feel disconnected from the physical controls of passing and kicking the ball, resulting in a low intuitive connection. Furthermore, the feedback from the passing lines doesn't directly indicate the accuracy and success rate of the shot entering the goal, lacking intuitive feedback on the shooting result and guidance on the field conditions, thus negatively impacting the player's gaming experience.

[0021] Based on this, embodiments of the present invention provide a game operation control method, device, and electronic device, which can be applied to various virtual ball games such as football, basketball, tennis, volleyball, and rugby.

[0022] In one embodiment of the present invention, the game operation control method can run on a local terminal device or a server. When the game operation control 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.

[0023] 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 the game's operation and control 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.

[0024] 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.

[0025] In one possible implementation, this invention provides a game operation control method, which provides a graphical user interface (GUI) through a terminal device. The terminal device can be either a local terminal device or a client device in a cloud interaction system. The GUI provided by the terminal device can display interface content, such as game scene screenshots, communication interaction windows, etc., depending on the type of application being launched. In this embodiment, the GUI includes a game scene screenshot; a controlled virtual character is located within the game scene; taking a football game as an example, the game scene includes a football field, stands, etc., and the football field includes the controlled virtual character and necessary scene models such as a virtual football and virtual goals; the controlled virtual character refers to a person, animal, or anime character in the game scene currently selected by the player.

[0026] To facilitate understanding of this embodiment, a game operation control method disclosed in this embodiment of the invention will first be described in detail, such as... Figure 1As shown, a graphical user interface is provided through a terminal device; the graphical user interface includes a scene screen of the game scene; the controlled virtual character is located in the game scene, and the operation control method of the game includes the following steps:

[0027] Step S102: In response to the movement control operation, control the controlled virtual character to move in the virtual court, and control the virtual ball to follow the movement of the controlled virtual character;

[0028] The aforementioned movement control operations are typically input by the player to move the controlled virtual character, generally implemented through controls in the touch-based graphical user interface. Examples include moving a touch point by sliding a finger or dragging a virtual joystick control. The virtual ball can be any virtual ball such as a soccer ball, basketball, tennis ball, volleyball, or rugby ball. When the controlled virtual character has control of the ball, the virtual ball moves within the virtual court following the character's actions.

[0029] Step S104: In response to the preset condition being triggered, a shooting indicator is displayed in the graphical user interface; wherein, the shooting indicator indicates the shooting position of the virtual ball and the goal range of the virtual goal.

[0030] The aforementioned shooting indicator is a combination of various directional information, including location, distance, and direction, related to the range and shooting position of the virtual goal in the game scene. The shooting indicator indicates the shooting position of the virtual ball and the range of the virtual goal. Here, the goal range can be the goal range in both the depth and width directions, or only one of the depth or width directions.

[0031] The aforementioned preset conditions are the trigger conditions for displaying the shot indicator. Here, the preset conditions could be the player touching the shot control, the virtual ball entering a designated area of ​​the field, or the controlled virtual character entering a designated scene location, etc. For example, when the virtual ball enters the penalty area of ​​the virtual field, the shot indicator is automatically displayed in the graphical user interface.

[0032] In this step, when the preset conditions are triggered, a shooting indicator is displayed in the graphical user interface. The shooting indicator shows the player the relationship between the shooting position of the virtual ball and the position of the virtual goal, intuitively demonstrating the accuracy and success rate of the ball entering the goal, enabling players to make more accurate predictions about the shooting results and improving the gaming experience.

[0033] The aforementioned game control method, in response to movement control operations, controls the controlled virtual character to move within the virtual field, and controls the virtual ball to follow the controlled virtual character's movement; in response to the triggering of preset conditions, a shooting indicator is displayed in the graphical user interface; wherein, the shooting indicator indicates: the shooting position of the virtual ball and the range of the virtual goal. In this method, when the preset conditions are triggered, the shooting indicator is displayed in the graphical user interface, intuitively showing the player the shooting position of the virtual ball and the range of the virtual goal, allowing the player to more accurately predict the shooting result and improving the gaming experience.

[0034] The following embodiments provide specific implementation methods for preset conditions.

[0035] Specifically, the preset conditions include at least one of the following: the shooting control in the graphical user interface is triggered by the first operation; the virtual ball enters the designated scene area in the game scene; the position of the controlled virtual character reaches the designated scene position in the game scene.

[0036] For example, the preset conditions could be that the player clicks or drags the shoot control in the graphical user interface; the virtual ball enters the penalty area of ​​the virtual field; or the controlled virtual character is positioned in a common passing and shooting scenario such as a cross from the wing or a cross from the byline. When the preset conditions are triggered, a shoot indicator is displayed in the graphical user interface.

[0037] The following embodiments provide specific implementations of displaying shot indicator signs.

[0038] Specifically, in response to the triggering of preset conditions, the current state of the virtual sphere and / or the controlled virtual character is determined; based on the current state, a shooting indicator is displayed in the graphical user interface.

[0039] In other words, when the preset conditions are triggered, the current state of the target virtual object is first acquired and determined; then, a shooting indicator is displayed based on the current state. Here, depending on the desired effect, the target virtual object can be a virtual sphere and a controlled virtual character, or one of the two.

[0040] In one approach, in response to the triggering of a preset condition, the position of the virtual sphere and / or the direction of its movement are determined.

[0041] Specifically, once the preset conditions are triggered, the current state of the virtual ball can be determined by its position and direction of movement, or by only one of these factors, based on the actual shooting conditions on the field. Here, the ball's position can be the distance and direction of the virtual ball relative to the virtual goal; the ball's direction of movement can be the angle and direction at which the ball is moving or about to move, for example, the player controls the angle and direction of the virtual ball's shot through a controlled virtual character.

[0042] In another approach, in response to the triggering of preset conditions, the position and / or movement direction of the controlled virtual character are determined. Specifically, after the preset conditions are triggered, the current state of the controlled virtual character needs to be determined based on the actual shooting conditions on the field. This state can be determined by both the position and movement direction of the controlled virtual character, or solely by either the position or the movement direction. The position of the controlled virtual character can be its distance and direction relative to the virtual goal; the movement direction includes the angle and direction of the controlled virtual character's current or future movement.

[0043] Furthermore, after determining the current state, a shot indicator is displayed in the graphical user interface based on the current state. In actual implementation, the shot indicator includes: a goal range indicator for the virtual goal and a position indicator for the shot location. The goal range indicator represents the range of the virtual goal in the game scene, and the position indicator for the shot location represents the shot location of the virtual ball in the game scene after responding to the shot operation. The positional relationship between the shot location indicator and the goal range indicator corresponds to the positional relationship between the shot location of the virtual ball and the virtual goal range in the game scene. Here, the process of determining and displaying the shot indicator can refer to the following two methods.

[0044] In one approach, in response to a preset condition being triggered, a position identifier for the shooting position is displayed at a specified location in the graphical user interface; based on the display position of the position identifier, the position of the virtual ball, and the position of the virtual goal, the display position of the goal range identifier is determined, and the goal range identifier is displayed at the display position of the goal range identifier.

[0045] Here, the position of the virtual sphere and the position of the virtual goal can be used to determine the positional relationship between the position of the virtual sphere and the position of the virtual goal, so as to map this positional relationship to the positional relationship between the position identifier of the shooting position and the goal range identifier.

[0046] In other words, this method first determines the shooting position marker on the graphical user interface based on a specified location. Then, it determines the display position of the goal range marker by combining the positional relationship between the shooting position marker and the goal range marker, and displays the goal range marker at the specified position. For example, first, a goal range marker is set with two endpoints. The distance between the endpoints is determined by the width of the virtual goal. This goal range marker can be used to indicate the goal range of the virtual goal in the width direction. Next, the shooting position marker is determined based on a specified location. This specified location can be the position directly in front of the virtual camera's viewpoint in the game scene within the graphical user interface, equivalent to the player's first-person viewpoint standard point. Furthermore, the display position of the goal range marker is determined by combining the positional relationship between the goal range marker and this location. In this case, the shooting position marker is fixed in a fixed position on the graphical user interface, while the positions of the endpoints in the goal range marker change as the shooting position in the game scene changes.

[0047] In another approach, in response to the triggering of a preset condition, a goal range indicator is displayed at a specified location in the graphical user interface; based on the display location of the goal range indicator, the position of the virtual ball, and the goal position of the virtual goal, the display location of the position indicator is determined, and the position indicator of the shooting position is displayed at the display location of the position indicator.

[0048] In other words, the goal range indicator is first displayed at a designated location on the graphical user interface. Then, the display position of the shooting position indicator is determined by the positional relationship between the shooting position indicator and the goal range indicator. The shooting position indicator is then displayed at that location. For example, the goal range indicator has two endpoints, the distance between which is determined by the goal width, used to mark the goal boundary. This goal range indicator can be used to indicate the goal range of the virtual goal in the goal width direction. Next, the goal range indicator is displayed at a designated location on the graphical user interface, and a position indicator is displayed at the corresponding position of the goal range indicator based on the designated location and the relative position of the indicator. In this case, the goal range indicator is fixed at the corresponding position on the graphical user interface, while the shooting position indicator changes according to the shooting position in the game scene.

[0049] In the above method, the positional relationship between the virtual goal and the shooting position in the game scene is mapped to the positional relationship between the goal range marker and the position marker, thus determining the display position of the two markers and laying the foundation for a more detailed display of the shooting result using the goal range marker and the position marker in the future.

[0050] Next, we will introduce the process of displaying the shooting result using goal range markers and position markers. Among them, the goal range marker indicates the range of the virtual goal in the width direction of the goal.

[0051] In one embodiment, the goal range identifier includes: a horizontal vernier axis and an identifier group located on the horizontal vernier axis; the identifier group includes a first identifier and a second identifier; the positions of the first identifier and the second identifier indicate: the goal range of the virtual goal in the goal width direction.

[0052] In other words, the goal range marker includes a horizontal vernier axis and a group of markers located on the horizontal vernier axis. The positions of the first and second markers in the marker group indicate the range of the virtual goal in the goal width direction. One specific implementation, such as... Figure 2 As shown, the virtual goal field is divided along the x and y coordinate axes. Facing the goal, the x-axis represents the width of the effective shooting area, and the y-axis represents the depth of the effective shooting area. The horizontal vernier axis (corresponding to the x-axis) of the goal range markers corresponds to the width of the goal. The first and second markers on the horizontal vernier axis serve as edge markers, corresponding to the two goal boundaries in the width direction of the virtual goal. The distance between the two markers indicates the width of the virtual goal.

[0053] Furthermore, the position indicators and indicator groups indicate the relative positions of the shooting position with respect to the depth and width of the goal in the game scene. Specifically, along the horizontal vernier axis, the first relative position of the position indicators and indicator groups indicates the relative position of the shooting position with respect to the virtual goal in the width direction; along the vertical direction of the horizontal vernier axis, the second relative position of the position indicators and indicator groups indicates the relative position of the shooting position with respect to the virtual goal in the depth direction.

[0054] like Figure 3 The shooting indicator icons shown, viewed from the horizontal vernier axis, indicate the relative position of the shooting position in the game scene and the virtual goal in the width direction of the goal, based on the distribution of the position icons and the icon groups. Viewed from the vertical direction of the horizontal vernier axis, the position of the position icons and the icon groups indicates the relative position of the shooting position in the game scene and the virtual goal in the depth direction of the goal. For example, Figure 3 In (a), the shooting position is located at the center of the virtual goal in the width direction and above the center of the virtual goal in the depth direction; Figure 3 In (b), the shooting position is located at the center of the virtual goal's width direction and the center of the virtual goal's depth direction; Figure 3 In (c), the shooting position is located to the right of the center of the virtual goal in the width direction and below the center of the virtual goal in the depth direction.

[0055] Furthermore, when the current state changes, in response to the change in the current state, the control group moves on the horizontal vernier axis, or the control group moves along the vertical direction of the horizontal coordinate axis.

[0056] Specifically, based on the impact of the current state change on the shooting position, the positional relationship between the horizontal vernier axis and the group of markers in the goal range marker is adjusted. In one embodiment, the shooting position marker is displayed at the position directly in front of the camera view of the virtual camera in the game scene, which is equivalent to the first-view standard point. The corresponding shooting indicator is displayed according to the current state. When the current state changes, for example, when the player controls the controlled virtual object to shoot diagonally to the right, and the shooting position in the virtual field is predicted to be biased to the right of the goal range boundary, the position of the shooting position marker and the horizontal vernier axis in the shooting indicator remain unchanged in the graphical user interface. Based on the change of the shooting position in the goal width direction, the positions of the first and second markers are controlled to move on the horizontal vernier axis to obtain the changed shooting indicator.

[0057] Another method involves controlling the horizontal cursor axis and the marker group to move vertically along the horizontal coordinate axis when the width of the shooting position remains unchanged—for example, when the player increases or decreases the shooting power. This is based on the change in the shooting position along the goal depth direction. Therefore, players can adjust the current state based on the positional relationship between the position markers and the marker group within the goal range markers, thus improving shooting accuracy.

[0058] The above method introduces a horizontal vernier axis and a group of markers located on the horizontal vernier axis. Through the relative positional relationship of the horizontal vernier axis, position markers, and marker groups, the positional relationship between the shooting position and the virtual goal in the width and depth directions of the goal is intuitively displayed. Through more accurate shooting feedback and visual display, players can have a more reasonable expectation of the shooting result, which improves the accuracy and success rate of intuitively indicating that the ball has entered the goal.

[0059] Additionally, different display formats can be assigned to position markers to quickly identify whether a shot is within the goal area. Specifically, the target display format for the position markers is determined; the position markers are displayed according to the target display format; wherein, the target display format is used to indicate: the shot is within the goal area, the shot is at the edge of the goal area, or the shot is outside the goal area.

[0060] The aforementioned target display format can be one or more combinations of color variations, pattern variations, and icon color differentiation. In one embodiment, different display colors are assigned to the position markers based on the positional relationship between the shooting position and the virtual goal in the virtual stadium. When the position marker is displayed in yellow, it indicates that the shooting position is within the goal area; when the position marker is displayed in orange, it indicates that the shooting position is at the edge of the goal area; and when the position marker is displayed in orange, it indicates that the shooting position is outside the goal area.

[0061] In this mode, the display format of the position markers provides more accurate shooting feedback and visual display, enabling players to make faster and more accurate predictions of shooting results and improving the gaming experience.

[0062] In game scenarios involving multiple participants, the shooting indicator can also provide feedback on the current battle situation. Specifically, the shooting indicator also includes: a character distribution indicator located within a preset area of ​​the virtual goal; the character distribution indicator indicates: the position of our characters and / or enemy characters within the preset area.

[0063] In other words, the shooting indicator can also use a character distribution indicator to provide information feedback on the current battle situation. The character distribution indicator can indicate the positions of friendly and enemy virtual characters within a preset area of ​​the virtual goal, or it can only indicate the position of one of the friendly or enemy virtual characters within the preset area of ​​the virtual goal. For example... Figure 4 As shown, the opposing goalkeeper and players from both sides near the goal are marked in front of the horizontal vernier axis to indicate the possible outcomes of the shot. Figure 4 As can be seen, in the current state, there are two players from our side and one player from the opposing side within the preset area of ​​the virtual goal. Moreover, relative to the shooting position, the opposing player and the opposing goalkeeper are positioned closer than our players, making it more likely that the ball will be intercepted by the opposing side.

[0064] This method visualizes the real-time situation in front of the goal and the factors that may affect the shooting result, requiring higher operational skills and helping players complete more difficult and rewarding operations.

[0065] For the corresponding method embodiments described above, see [link to relevant documentation]. Figure 5 The diagram illustrates a game control device that provides a graphical user interface (GUI) via a terminal device. The GUI includes a game scene view; a controlled virtual character is located within the game scene. The device comprises:

[0066] The first control module 502 is used to respond to the movement control operation, control the controlled virtual character to move in the virtual court, and control the virtual ball to follow the movement of the controlled virtual character;

[0067] The first display module 504 is used to display a shooting indicator in the graphical user interface in response to the triggering of a preset condition; wherein the shooting indicator indicates the shooting position of the virtual ball and the goal range of the virtual goal.

[0068] The game's control device, in response to movement control operations, controls the controlled virtual character to move within the virtual field and controls the virtual ball to follow the character's movement. In response to the triggering of preset conditions, a shooting indicator is displayed in the graphical user interface. This shooting indicator indicates the shooting position of the virtual ball and the range of the virtual goal. In this mode, when the preset conditions are triggered, the shooting indicator is displayed in the graphical user interface, intuitively showing the player the shooting position of the virtual ball and the range of the virtual goal, allowing for a more accurate prediction of the shooting outcome and enhancing the gaming experience.

[0069] The aforementioned preset conditions include at least one of the following: the shooting control in the graphical user interface is triggered to perform a first operation; the virtual ball enters a designated scene area in the game scene; the controlled virtual character's position reaches a designated scene location in the game scene.

[0070] The first display module is also used to determine the current state of the virtual sphere and / or the controlled virtual character in response to the triggering of preset conditions; and to display a shooting indicator in the graphical user interface based on the current state.

[0071] The first display module is also used to determine the position of the virtual sphere and / or the direction of movement of the sphere in response to the triggering of preset conditions.

[0072] The aforementioned device further includes a first determining module, used to determine the position and / or direction of movement of the controlled virtual character in response to the triggering of a preset condition.

[0073] The aforementioned shooting indicator includes: a goal range indicator for the virtual goal and a position indicator for the shooting location; the first display module is further configured to display the position indicator for the shooting location at a specified location in the aforementioned graphical user interface in response to the triggering of a preset condition; and to determine the display position of the goal range indicator based on the display position of the position indicator, the position of the virtual ball, and the goal position of the virtual goal, and to display the goal range indicator at the display position of the goal range indicator.

[0074] The specified location includes: the location directly in front of the camera view of the virtual camera in the game scene within the graphical user interface.

[0075] The aforementioned shooting indication includes: a goal range indicator for the virtual goal and a position indicator for the shooting location; the first display module is further configured to display the goal range indicator at a specified location in the graphical user interface in response to the triggering of a preset condition; and to determine the display position of the position indicator based on the display position of the goal range indicator, the position of the virtual ball, and the goal position of the virtual goal, and to display the position indicator for the shooting location at the display position of the position indicator.

[0076] The above goal range indicator indicates the goal range of the virtual goal in the goal width direction.

[0077] The aforementioned goal range markings include: a horizontal vernier axis and a group of markings located on the horizontal vernier axis; the group of markings includes a first marking and a second marking; the positions of the first marking and the second marking indicate: the goal range of the virtual goal in the goal width direction.

[0078] The method further includes: in response to a change in the current state, controlling the marker group to move on the horizontal vernier axis, or controlling the horizontal vernier axis and the marker group to move in the vertical direction of the horizontal coordinate axis.

[0079] The above method also includes: determining the target display format of the position identifier; displaying the position identifier according to the target display format; wherein the target display format is used to indicate: the shooting position is within the goal area, the shooting position is at the edge of the goal area, or the shooting position is outside the goal area.

[0080] The aforementioned shooting indicator also includes: a character distribution indicator located within a preset area of ​​the virtual goal; the character distribution indicator indicates: the position of our characters and / or enemy characters within the preset area.

[0081] 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. The processor executes the machine-executable instructions to implement the operation control method of the aforementioned game. This electronic device can be a server or a terminal device.

[0082] See Figure 6 As shown, 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 operation control method of the game described above.

[0083] Furthermore, Figure 6The illustrated electronic device also includes a bus 102 and a communication interface 103. The processor 100, communication interface 103, and memory 101 are connected via the bus 102. The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk drive. 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). The interface can utilize the Internet, wide area network, local area network, metropolitan area network, etc. The bus 102 can 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, Figure 6 The diagram uses only a single bidirectional arrow, but this does not imply a single bus or a single type of bus. 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 can be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can 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 can 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.

[0084] The processor in the aforementioned electronic device, by executing machine-executable instructions, can implement the following operations of the aforementioned game operation control method: providing a graphical user interface through a terminal device; the graphical user interface includes a scene screen of the game scene; a controlled virtual character is located in the game scene; in response to a movement control operation, controlling the controlled virtual character to move in the game scene, and controlling a virtual ball to follow the movement of the controlled virtual character; in response to a preset condition being triggered, determining the current state of the virtual ball and / or the controlled virtual character; wherein the current state includes: position state and / or movement direction state; based on the current state, displaying a shooting indicator in the graphical user interface; wherein the shooting indicator indicates: the relative position of the virtual ball's shooting position to the virtual goal after responding to a shooting operation in the current state.

[0085] In this mode, when the preset conditions are triggered, a shooting indicator is displayed in the graphical user interface. The shooting indicator intuitively shows the player the shooting position of the virtual ball and the range of the virtual goal, allowing the player to make a more accurate prediction of the shooting result and improving the game experience.

[0086] The aforementioned preset conditions include at least one of the following: the shooting control in the graphical user interface is triggered to perform a first operation; the virtual ball enters a designated scene area in the game scene; the controlled virtual character's position reaches a designated scene location in the game scene.

[0087] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations of the operation control method of the aforementioned game: in response to the triggering of preset conditions, determine the current state of the virtual sphere and / or the controlled virtual character; based on the current state, display a shooting indicator in the graphical user interface.

[0088] The processor in the aforementioned electronic device can perform the following operations of the operation control method of the aforementioned game by executing machine-executable instructions: in response to the triggering of a preset condition, determine the position of the virtual sphere and / or the direction of movement of the sphere.

[0089] The processor in the aforementioned electronic device can perform the following operations of the operation control method of the aforementioned game by executing machine-executable instructions: in response to the triggering of preset conditions, determine the position and / or direction of movement of the controlled virtual character.

[0090] The aforementioned shooting indicator includes: a goal range indicator for the virtual goal and a position indicator for the shooting location; the processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations of the aforementioned game operation control method: in response to the triggering of a preset condition, displaying the position indicator for the shooting location at a specified location in the aforementioned graphical user interface; determining the display position of the goal range indicator based on the display position of the position indicator, the position of the virtual ball, and the goal position of the virtual goal, and displaying the goal range indicator at the display position of the goal range indicator.

[0091] The specified location includes: the location directly in front of the camera view of the virtual camera in the game scene within the graphical user interface.

[0092] The aforementioned shooting indicator includes: a goal range indicator for the virtual goal and a position indicator for the shooting location; the processor in the aforementioned electronic device, by executing machine-executable instructions, can implement the following operations of the aforementioned game operation control method: in response to the triggering of a preset condition, displaying the goal range indicator at a specified location in the graphical user interface; determining the display position of the position indicator based on the display position of the goal range indicator, the position of the virtual ball, and the goal position of the virtual goal, and displaying the position indicator for the shooting location at the display position of the position indicator.

[0093] The above goal range indicator indicates the goal range of the virtual goal in the goal width direction.

[0094] The aforementioned goal range markings include: a horizontal vernier axis and a group of markings located on the horizontal vernier axis; the group of markings includes a first marking and a second marking; the positions of the first marking and the second marking indicate: the goal range of the virtual goal in the goal width direction.

[0095] The method further includes: in response to a change in the current state, controlling the marker group to move on the horizontal vernier axis, or controlling the horizontal vernier axis and the marker group to move in the vertical direction of the horizontal coordinate axis.

[0096] The above method also includes: determining the target display format of the position identifier; displaying the position identifier according to the target display format; wherein the target display format is used to indicate: the shooting position is within the goal area, the shooting position is at the edge of the goal area, or the shooting position is outside the goal area.

[0097] The aforementioned shooting indicator also includes: a character distribution indicator located within a preset area of ​​the virtual goal; the character distribution indicator indicates: the position of our characters and / or enemy characters within the preset area.

[0098] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions cause the processor to implement the above-mentioned operation control method of the game.

[0099] The machine-executable instructions stored in the aforementioned machine-readable storage medium, when executed, enable the following operations in the aforementioned game operation control method: providing a graphical user interface via a terminal device; the graphical user interface includes a scene screen of the game scene; a controlled virtual character is located in the game scene; in response to a movement control operation, controlling the controlled virtual character to move in the game scene, and controlling a virtual sphere to follow the controlled virtual character's movement; in response to a preset condition being triggered, determining the current state of the virtual sphere and / or the controlled virtual character; wherein the current state includes: position state and / or movement direction state; based on the current state, displaying a shooting indicator in the graphical user interface; wherein the shooting indicator indicates: the relative position of the virtual sphere's shooting position to the virtual goal after responding to a shooting operation in the current state.

[0100] In this mode, when the preset conditions are triggered, a shooting indicator is displayed in the graphical user interface. The shooting indicator intuitively shows the player the shooting position of the virtual ball and the range of the virtual goal, allowing the player to make a more accurate prediction of the shooting result and improving the game experience.

[0101] The aforementioned preset conditions include at least one of the following: the shooting control in the graphical user interface is triggered to perform a first operation; the virtual ball enters a designated scene area in the game scene; the controlled virtual character's position reaches a designated scene location in the game scene.

[0102] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be used to perform the following operations in the operation control method of the aforementioned game: in response to the triggering of a preset condition, determine the current state of the virtual sphere and / or the controlled virtual character; and display a shooting indicator in the graphical user interface based on the current state.

[0103] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be used to execute the following operations in the operation control method of the aforementioned game: in response to the triggering of a preset condition, determine the position of the virtual sphere and / or the direction of sphere movement.

[0104] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be used to perform the following operations in the aforementioned game operation control method by executing the machine-executable instructions: in response to the triggering of a preset condition, determine the position and / or direction of movement of the controlled virtual character.

[0105] The aforementioned shooting indicator includes: a goal range indicator for the virtual goal and a position indicator for the shooting location; the machine-executable instructions stored in the aforementioned machine-readable storage medium, by executing the machine-executable instructions, can realize the following operations in the aforementioned game operation control method: in response to the triggering of a preset condition, displaying the position indicator for the shooting location at a specified location in the aforementioned graphical user interface; determining the display position of the goal range indicator based on the display position of the position indicator, the ball position of the virtual ball, and the goal position of the virtual goal, and displaying the goal range indicator at the display position of the goal range indicator.

[0106] The specified location includes: the location directly in front of the camera view of the virtual camera in the game scene within the graphical user interface.

[0107] The aforementioned shooting indicator includes: a goal range indicator for the virtual goal and a position indicator for the shooting location; the aforementioned machine-executable instructions stored in the machine-readable storage medium, by executing the machine-executable instructions, can realize the following operations in the aforementioned game operation control method: in response to the triggering of a preset condition, displaying the goal range indicator at a specified location in the graphical user interface; determining the display position of the position indicator based on the display position of the goal range indicator, the position of the virtual ball, and the goal position of the virtual goal, and displaying the position indicator for the shooting location at the display position of the position indicator.

[0108] The above goal range indicator indicates the goal range of the virtual goal in the goal width direction.

[0109] The aforementioned goal range markings include: a horizontal vernier axis and a group of markings located on the horizontal vernier axis; the group of markings includes a first marking and a second marking; the positions of the first marking and the second marking indicate: the goal range of the virtual goal in the goal width direction.

[0110] The method further includes: in response to a change in the current state, controlling the marker group to move on the horizontal vernier axis, or controlling the horizontal vernier axis and the marker group to move in the vertical direction of the horizontal coordinate axis.

[0111] The above method also includes: determining the target display format of the position identifier; displaying the position identifier according to the target display format; wherein the target display format is used to indicate: the shooting position is within the goal area, the shooting position is at the edge of the goal area, or the shooting position is outside the goal area.

[0112] The aforementioned shooting indicator also includes: a character distribution indicator located within a preset area of ​​the virtual goal; the character distribution indicator indicates: the position of our characters and / or enemy characters within the preset area.

[0113] The computer program product of the game operation control method, device, electronic device and storage medium provided in the embodiments of the present invention includes 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. A method for controlling the operation of a game, characterized in that, A graphical user interface is provided through the terminal device; The graphical user interface includes a scene view of the game scene; a controlled virtual character is located in the game scene; the method includes: In response to a movement control operation, the controlled virtual character is controlled to move within the virtual court, and the virtual sphere is controlled to follow the movement of the controlled virtual character. In response to the triggering of a preset condition, a shot indicator is displayed in the graphical user interface; wherein, the shot indicator indicates: the shot position of the virtual ball and the goal range of the virtual goal; the shot indicator includes: a goal range indicator of the virtual goal and a position indicator of the shot position; The step of displaying a shot indicator in the graphical user interface in response to a preset condition being triggered includes: In response to the triggering of a preset condition, a location identifier of the shooting position is displayed at a specified location in the graphical user interface; Based on the display position of the location identifier, the ball position of the virtual sphere, and the goal position of the virtual goal, the display position of the goal range identifier is determined, and the goal range identifier is displayed at the display position of the goal range identifier.

2. The method according to claim 1, characterized in that, The preset conditions include at least one of the following: The shooting control in the graphical user interface is triggered by the first action. The virtual sphere enters the designated scene area of ​​the game scene; The controlled virtual character's position reaches the designated scene location within the game scene.

3. The method according to claim 1, characterized in that, The step of displaying a shot indicator in the graphical user interface in response to a preset condition being triggered includes: In response to the triggering of a preset condition, determine the current state of the virtual sphere and / or the controlled virtual character; Based on the current state, a shot indicator is displayed in the graphical user interface.

4. The method according to claim 3, characterized in that, The step of determining the current state of the virtual sphere in response to the triggering of a preset condition includes: In response to the triggering of a preset condition, the position of the virtual sphere and / or the direction of sphere movement are determined.

5. The method according to claim 3, characterized in that, The step of determining the current state of the controlled virtual character in response to the triggering of a preset condition includes: In response to the triggering of preset conditions, the position and / or direction of movement of the controlled virtual character are determined.

6. The method according to claim 1, characterized in that, The designated location includes: the location directly in front of the virtual camera in the game scene within the graphical user interface.

7. The method according to claim 1, characterized in that, The step of displaying a shot indicator in the graphical user interface in response to a preset condition being triggered includes: In response to the triggering of a preset condition, the goal range indicator is displayed at a specified location in the graphical user interface; Based on the display position of the goal range indicator, the ball position of the virtual ball, and the goal position of the virtual goal, the display position of the position indicator is determined, and the position indicator of the shooting position is displayed at the display position of the position indicator.

8. The method according to claim 1 or 7, characterized in that, The goal range identifier indicates the range of the virtual goal in the goal width direction.

9. The method according to claim 1 or 7, characterized in that, The goal range markers include: a horizontal vernier axis and a group of markers located on the horizontal vernier axis; the group of markers includes a first marker and a second marker; the positions of the first marker and the second marker indicate: the goal range of the virtual goal in the goal width direction.

10. The method according to claim 9, characterized in that, The method further includes: In response to a change in the current state, the marker group is controlled to move on the horizontal vernier axis, or the horizontal vernier axis and the marker group are controlled to move in the direction perpendicular to the horizontal vernier axis.

11. The method according to claim 1 or 7, characterized in that, The method further includes: Determine the target display format for the location identifier; Display the location identifier according to the target display format; The target display format is used to indicate that the shooting position is within the goal area, the shooting position is at the edge of the goal area, or the shooting position is outside the goal area.

12. The method according to claim 1, characterized in that, The shooting indicator also includes: a character distribution indicator located within a preset area of ​​the virtual goal; the character distribution indicator indicates the position of our character and / or the enemy character within the preset area.

13. A game operation control device, characterized in that, A graphical user interface is provided through the terminal device; The graphical user interface includes a scene view of the game scene; a controlled virtual character is located in the game scene; the device includes: The first control module is used to respond to a movement control operation, control the controlled virtual character to move in the virtual court, and control the virtual ball to follow the controlled virtual character's movement; The first display module is used to display a shooting indicator in the graphical user interface in response to the triggering of a preset condition; wherein the shooting indicator indicates the shooting position of the virtual ball and the goal range of the virtual goal; the shooting indicator includes: a goal range indicator of the virtual goal and a position indicator of the shooting position; The first display module is further configured to, in response to the triggering of a preset condition, display a position identifier of the shooting position at a specified location in the graphical user interface; determine the display position of the goal range identifier based on the display position of the position identifier, the ball position of the virtual ball, and the goal position of the virtual goal, and display the goal range identifier at the display position of the goal range identifier.

14. An electronic device, characterized in that, The device includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the game operation control method according to any one of claims 1-12.

15. A machine-readable storage medium, characterized in that, The machine-readable storage medium stores machine-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the game operation control method according to any one of claims 1-12.