Information processing method and device in game, electronic equipment and storage medium

CN117732067BActive Publication Date: 2026-08-18NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202311670337.9
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-12-05
Publication Date
2026-08-18
Estimated Expiration
2043-12-05

AI Technical Summary

Technical Problem

如目标玩家控制的目标虚拟角色在获得球权后点击投篮控件,可以控制目标虚拟角色执行投篮技能,在投篮过程中,若遭遇敌方玩家控制的敌方虚拟角色封盖,则可能会导致目标虚拟角色的投篮失败

✦ Generated by Eureka AI based on patent content.

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Abstract

The application provides an information processing method and device in a game, electronic equipment and a storage medium. In response to a first projection instruction for a target virtual character, the target virtual character is controlled to execute a first virtual projection skill corresponding to the first projection instruction, and the target virtual character is a virtual character controlling a virtual ball. A defense confrontation state of an interference area of the target virtual character is monitored, and the defense confrontation state represents whether an enemy virtual character exists in the interference area of the target virtual character. The application monitors the defense confrontation state of the interference area of the target virtual character while controlling the target virtual character to execute the first virtual projection skill, which can assist in improving the utilization rate of virtual skills and help improve the resource utilization rate of a game server.
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Description

Technical Field

[0001] This application relates to the field of game technology, and more specifically, to a method, apparatus, electronic device, and storage medium for information processing in games. Background Technology

[0002] With the continuous development of game technology, a large number of games of different themes have emerged to meet the needs of players. Among them, sports games are popular across all age groups and are loved by more and more players. For example, ball sports games require multiple virtual characters on the same team to cooperate with each other to pass the virtual ball to a designated area to score points.

[0003] In related technologies, the graphical user interface of a ball game running on a terminal device displays multiple skill controls. These controls are used to control virtual characters to perform corresponding game skills. For example, if a target player's virtual character gains possession of the ball and clicks the shooting control, the target virtual character can perform a shooting skill. During the shooting process, if the shot is blocked by an opponent's virtual character, the target virtual character's shot may fail.

[0004] However, during a game, players need to judge the timing of their shots based on the situation on the court. Due to the varying skill levels of players or the intense nature of the game, it is difficult for players to accurately determine the timing of their shots in a timely manner, let alone make strategic deployments in advance. This may result in low utilization of virtual skills by players, thereby reducing the resource utilization of the game server. Summary of the Invention

[0005] In view of this, the purpose of this application is to provide an information processing method, device, electronic device and storage medium in a game, which monitors the defensive and confrontational status of the target virtual character's interference area while controlling the target virtual character to execute the first virtual projection skill, which can help improve the utilization rate of virtual skills and help improve the resource utilization rate of the game server.

[0006] In a first aspect, embodiments of this application provide an information processing method for a game, which provides a virtual scene on a graphical user interface of a terminal device for virtual characters from different factions to interact, wherein the virtual characters from different factions compete for virtual spheres, and the method includes:

[0007] In response to a first projection command targeting a virtual character, the target virtual character is controlled to execute a first virtual projection skill corresponding to the first projection command; the target virtual character is a virtual character that manipulates the virtual sphere.

[0008] Monitor the defensive and confrontational status of the interference area of ​​the target virtual character; wherein, the defensive and confrontational status indicates whether there is an enemy virtual character in the interference area of ​​the target virtual character.

[0009] Secondly, embodiments of this application also provide an information processing device for games, the device comprising:

[0010] A projection response module is used to respond to a first projection command for a target virtual character and control the target virtual character to execute a first virtual projection skill corresponding to the first projection command; the target virtual character is a virtual character that manipulates a virtual sphere.

[0011] The status monitoring module is used to monitor the defensive and confrontational status of the interference area of ​​the target virtual character; wherein, the defensive and confrontational status indicates whether there is an enemy virtual character in the interference area of ​​the target virtual character.

[0012] Thirdly, embodiments of this application also provide an electronic device, including: a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the memory via the bus. When the machine-readable instructions are executed by the processor, they perform steps of the information processing method in the game described above.

[0013] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the information processing method in the game described above.

[0014] The information processing method in games provided in this application has the following beneficial effects:

[0015] This application embodiment can monitor the defensive and confrontational status of the target virtual character's interference area while controlling the target virtual character to execute the first virtual projection skill. This helps players to judge whether the target virtual character will be interfered with when executing the virtual projection skill based on the monitored defensive and confrontational status. It also helps players to grasp the projection timing in a timely and accurate manner, thereby helping to improve the utilization rate of virtual skills and improve the resource utilization rate of the game server.

[0016] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0017] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0018] Figure 1 A flowchart illustrating an information processing method in a game, provided as an embodiment of this application;

[0019] Figure 2 One of the schematic diagrams of a graphical user interface provided in the embodiments of this application;

[0020] Figure 3 A second schematic diagram of a graphical user interface provided in an embodiment of this application;

[0021] Figure 4 A third schematic diagram of a graphical user interface provided in an embodiment of this application;

[0022] Figure 5 A fourth schematic diagram of a graphical user interface provided in an embodiment of this application;

[0023] Figure 6 This is a schematic diagram of the structure of an information processing device in a game provided in an embodiment of this application;

[0024] Figure 7 This is a schematic diagram of the structure of another information processing device in a game provided in an embodiment of this application;

[0025] Figure 8 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation

[0026] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of this application. Based on the embodiments of this application, every other embodiment obtained by those skilled in the art without inventive effort falls within the scope of protection of this application.

[0027] First, a brief introduction to the names involved in the embodiments of this application:

[0028] (1) Terminal equipment

[0029] The terminal device involved in this application mainly refers to a terminal used to provide a graphical user interface and control virtual characters. The terminal device can be a local terminal device as mentioned below, or a client device in a cloud interaction system. This terminal device can include, but is not limited to, any of the following devices: laptops, smartphones, tablets, desktop computers, game consoles, MP4 (Moving Picture Experts Group AudioLayer IV) players, personal digital assistants (PDAs), e-book readers, etc. This terminal device has a game-supporting application installed and running, such as an application supporting 3D or 2D games. In this application embodiment, the application is described as a game application; optionally, this application can be a standalone application, such as a standalone 3D game program, or a network-connected application.

[0030] (2) Graphical User Interface

[0031] A graphical user interface (GUI) is a display interface for communication between humans and computers. It allows users to manipulate virtual characters, icons, logos, or menu options on the screen using input devices such as a mouse or keyboard. It also allows users to manipulate virtual characters, icons, or menu options on the screen by performing touch operations on the touch screen of a touch terminal, so as to control the virtual characters to select commands, launch programs, or perform other tasks.

[0032] (3) Virtual Scene

[0033] A virtual scene is a game scene displayed (or provided) when an application runs on a terminal or server; that is, the scene used during normal gameplay. Virtual characters can move, use skills, and perform other actions within the game scene under the control of user (i.e., player) commands issued to the terminal device. Optionally, the game scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The game scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual interactive scene. The virtual environment can be sky, land, ocean, etc., where land includes environmental elements such as deserts and cities. The game scene is the scene where the user controls the complete game logic of the virtual characters. Optionally, the game scene can also be used for game scene battles between at least two virtual characters, and the game scene has virtual parameters available to at least two virtual characters. For example, a game scene can include any one or more of the following elements: game background elements, game object elements, game item elements, and game resource elements.

[0034] (4) Virtual characters

[0035] A virtual character refers to a controllable dynamic object in a virtual scene. Optionally, this dynamic object can be a virtual character, an anime character, etc. The virtual character is a character controlled by the player through an input device, or it can be artificial intelligence (AI) trained and set up for battle in a virtual environment. Optionally, the virtual character is a virtual character competing in a virtual scene. Optionally, the number of virtual characters in the virtual scene battle is preset or dynamically determined based on the number of clients joining the battle; this application embodiment does not limit this. In one possible implementation, the user can control the virtual character to move within the virtual scene, for example, controlling the virtual character to run, jump, crawl, etc., and can also control the virtual character to use skills and virtual items provided by the application to fight against other virtual characters. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual character can be a three-dimensional virtual model, each virtual character having its own shape and volume in the three-dimensional virtual environment and occupying a portion of the space in the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual character achieves different external appearances by wearing different skins. In some implementations, virtual characters can also be implemented using 2.5D or 2D models, and this application does not limit this.

[0036] The information processing method in the game provided in this application can run on a local terminal device or a server. When the information processing method in the game runs on a server, it can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0037] 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.

[0038] 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.

[0039] Secondly, the applicable application scenarios of this application are introduced. This application can be applied to sports games, such as ball games. Taking basketball games as an example: In existing basketball games, this application enhances the player's gaming experience beyond basketball during basketball matches. The in-game gameplay of basketball games typically involves one player controlling one player against different players controlled by other players. These players perform a series of actions simulating real-world basketball physics, including shooting, stealing, blocking, rebounding, intercepting, jumping, positioning, and screens, to score points and ultimately achieve victory.

[0040] In related technologies, the graphical user interface of a ball game running on a terminal device displays multiple skill controls. These controls are used to control virtual characters to perform corresponding game skills. For example, if a target player's virtual character gains possession of the ball and clicks the shooting control, the target virtual character can perform a shooting skill. During the shooting process, if the shot is blocked by an opponent's virtual character, the target virtual character's shot may fail.

[0041] However, during a game, players need to judge the timing of their shots based on the situation on the court. Due to the varying skill levels of players or the intense nature of the game, it is difficult for players to accurately determine the timing of their shots in a timely manner, let alone make strategic deployments in advance. This may result in low utilization of virtual skills by players, thereby reducing the resource utilization of the game server.

[0042] Based on this, this application provides an information processing method in games, which can help improve the utilization rate of virtual skills and help improve the resource utilization rate of game servers.

[0043] In this embodiment, a virtual scene is provided on the graphical user interface of the terminal device for virtual characters from different factions to interact. In this virtual scene, virtual characters from different factions compete by vying for a virtual sphere. The target virtual character, controlling the virtual sphere, can perform virtual projection skills to advance the game.

[0044] The terminal devices involved here are primarily intelligent devices that provide a graphical user interface and enable control of virtual characters. These terminal devices can be either the aforementioned local terminal devices or client devices within the aforementioned cloud interaction system.

[0045] Specifically, the virtual scene includes virtual characters from different factions, such as the target virtual character and several friendly virtual characters (belonging to the first faction) and several enemy virtual characters (belonging to the second faction), as well as a virtual sphere that the virtual characters from different factions are competing for. For example, for the first faction, to win the game, they need to be the first to reach a preset score threshold in the current game. Only then can the target virtual character and several friendly virtual characters within the first faction win the game. Conversely, if the second faction reaches the preset score threshold first, the first faction loses the game.

[0046] In this game, players control virtual characters that project virtual spheres to advance the game. The virtual spheres determine the victory of virtual characters from different factions. One method is to determine the winner by the side that first reaches a preset score threshold. For example, if either the target or friendly virtual character projects the virtual sphere into the virtual frame more times, causing their score to reach the threshold first, then the target and friendly virtual characters in that faction win. Alternatively, the winner can be determined by counting the number of times virtual characters from different factions project the virtual sphere into the virtual frame within a limited time.

[0047] In one optional embodiment, a movement control is displayed on the graphical user interface. This movement control can be used to control the movement of a virtual character within a virtual scene. For example, the movement control may include a virtual joystick and a virtual wheel. In another optional embodiment, a skill control is displayed on the graphical user interface. This skill control is used to control the virtual character to perform corresponding game skills. Taking a basketball game as an example, the skill control may include steal controls, pass controls, block controls, screen controls, and shot controls.

[0048] Specifically, in response to a touch operation on the movement control, the virtual sphere is controlled to move in the virtual scene following the target virtual character. Alternatively, in response to touch operations on both the movement control and the skill control simultaneously, the virtual sphere is controlled to move in the virtual scene following the target virtual character while the target virtual character executes the corresponding game skill. The aforementioned touch operations may include, but are not limited to: swipe operations, click operations, and long-press operations.

[0049] In one specific embodiment, by responding to a touch operation performed on a movement control (e.g., a user dragging a virtual joystick within a virtual wheel), the target virtual character can be controlled to move in the virtual scene based on the touch position of the touch operation, and the virtual sphere can be controlled to follow the target virtual character in the virtual scene.

[0050] In another specific embodiment, by simultaneously responding to touch operations performed on a movement control (e.g., a user dragging a virtual joystick within a virtual wheel) and touch operations performed on a steal control (e.g., a user clicking on a steal control), the target virtual character can be controlled to move within a virtual scene while simultaneously seizing a virtual sphere held by an enemy virtual character, based on the touch position of the touch operation. The target virtual character and the enemy virtual character belong to different factions.

[0051] When the target virtual character has possession of the ball, the movement controls can control both the target virtual character and the virtual ball. When controlling the target virtual character's movement through the movement controls displayed on the graphical user interface, the movement of the virtual ball and the target virtual character in horizontal space is unified; that is, when the target virtual character dribbles, both move together. It should be noted that when the virtual ball follows the target virtual character, the virtual ball and the target virtual character can be in a relatively stationary state or a non-relatively stationary state. Taking a basketball as an example, when the virtual ball follows the target virtual character, the virtual ball and the target virtual character are in a non-relatively stationary state. This following movement is a dynamic one, meaning that while the target virtual character controls the virtual ball's movement, the virtual ball can bounce up and down, but the virtual ball as a whole moves in the same direction as the target virtual character.

[0052] For example, the virtual ball can be controlled to swing based on the dribbling actions of the target virtual character, and to move in the direction of the target virtual character's movement. Taking a basketball game as an example, the aforementioned dribbling actions include, but are not limited to: dribbling actions determined based on the target virtual character's body posture, the direction / position of the hand hitting the ball, etc.; and dribbling actions pre-set by the game system according to the target virtual character's ball control ability attributes. Different dribbling actions determine different swing trajectories of the virtual ball when the target virtual character dribbles. Specifically, this can be manifested as the virtual ball bouncing up and down with different amplitudes / speeds / directions in the projection view of the main view / side view. The direction of movement can be the direction in which the target virtual character moves in the virtual scene, where the virtual ball can be controlled to move in the virtual scene following the target virtual character. For example, the direction of movement of the target virtual character in the virtual scene can automatically trigger the dribbling actions pre-set for the target virtual character.

[0053] Continuing with the basketball game as an example, the basketball swings based on the target virtual character's dribbling movements, which appears as the basketball bouncing up and down in the front / side view projection. Simultaneously, the basketball can move along with the target virtual character's direction of travel, which appears as the basketball moving along with the player in the top-down view projection.

[0054] Additionally, when the virtual character does not have possession of the ball, the movement control is controlled by the virtual character, meaning it moves the virtual character within the virtual scene, but the virtual ball does not follow the virtual character's movement.

[0055] Furthermore, after the start of the game, players will see a virtual scene on the graphical user interface of the terminal device, which is used to enable virtual characters from different factions to interact. The virtual scene contains virtual spheres that virtual characters from different factions compete for. The virtual characters from different factions fight against each other by competing for the virtual spheres and control the target virtual character that controls the virtual sphere to perform virtual projection skills to advance the game.

[0056] Please see Figure 1 , Figure 1 This is a flowchart of an information processing method in a game provided as an embodiment of this application.

[0057] like Figure 1 As shown in the embodiments of this application, the information processing method includes:

[0058] S101. In response to a first projection command targeting a virtual character, control the virtual character to execute a first virtual projection skill corresponding to the first projection command; the virtual character is a virtual character that manipulates a virtual sphere.

[0059] S102. Monitor the defensive confrontation status of the interference area of ​​the target virtual character; wherein, the defensive confrontation status indicates whether there is an enemy virtual character in the interference area of ​​the target virtual character.

[0060] This application embodiment can monitor the defensive and confrontational status of the target virtual character's interference area while controlling the target virtual character to execute the first virtual projection skill. This helps players to judge whether the target virtual character will be interfered with when executing the virtual projection skill based on the monitored defensive and confrontational status. It also helps players to grasp the projection timing in a timely and accurate manner, thereby helping to improve the utilization rate of virtual skills and improve the resource utilization rate of the game server.

[0061] The following describes each of the exemplary steps provided in this application embodiment, taking the information processing method in the above game running on a local terminal device (hereinafter referred to as the terminal device) as an example:

[0062] S101. In response to a first projection command for a target virtual character, control the target virtual character to execute a first virtual projection skill corresponding to the first projection command; the target virtual character is a virtual character that manipulates a virtual sphere.

[0063] Here, the target virtual character is the virtual character controlled by the player through a terminal device. Furthermore, the target virtual character represents the virtual character capable of manipulating the virtual sphere, that is, the virtual character possessing possession of the ball. Possession of the ball refers to the right to control the virtual sphere; the side possessing possession of the ball is responsible for initiating the attack.

[0064] The first shooting command is a command issued by the player through a terminal device, used to represent an instruction that controls the target virtual character to execute the first virtual shooting skill corresponding to the first shooting command. For example, in a basketball game, shooting commands include, but are not limited to, layup commands, shot commands, and dunk commands.

[0065] The input forms of the first projection command include, but are not limited to: projection commands generated by triggering operations on the projection control, voice projection input commands, and projection commands generated by sliding operations along a specified sliding trajectory.

[0066] In one alternative embodiment, a projection control is displayed on a graphical user interface, the projection control having the function of controlling a virtual character that manipulates a virtual sphere to perform virtual projection skills.

[0067] Specifically, step S101 includes:

[0068] In response to a trigger operation on the projection control, control the target virtual character to execute the first virtual projection skill corresponding to the trigger operation.

[0069] Here, the projection control represents a skill control pre-set by the game system, which is displayed on the graphical user interface at the start of the game. Specifically, by sending a trigger operation to the projection control through the terminal device, the target virtual character can be controlled to execute the projection skill corresponding to the projection control in the virtual scene. The trigger operation can include, but is not limited to: swipe operation, click operation, and long press operation. Among them, the trigger operation can be implemented by the player touching the graphical user interface of the terminal device with their finger, or by mouse or keyboard input.

[0070] This embodiment of the application allows the target virtual character to execute the first virtual projection skill corresponding to the triggered operation by sending a touch operation to the projection control. The operation is simple, reducing the learning curve for players and facilitating the execution of the first virtual projection skill by the virtual target character controlled by the player during the game.

[0071] In a preferred embodiment, the attribute parameters of the first virtual projection skill are higher than those of the second virtual projection skill; the second virtual projection skill is a virtual projection skill that controls the target virtual character to execute in response to the second projection command.

[0072] Here, the attribute parameters of the first virtual projection skill include the hit rate of the scoring event triggered by the virtual projection skill. In other words, the hit rate corresponding to the first virtual projection skill is greater than the hit rate corresponding to the second virtual projection skill. This encourages the target virtual character to use the first virtual projection skill more actively, thereby improving the efficiency of game interaction.

[0073] The second virtual shooting skill is a virtual shooting skill executed by the target virtual character in response to a second shooting command. For example, other shooting controls are displayed on the graphical user interface, and in response to a trigger operation on these other shooting controls, the target virtual character is controlled to execute the second virtual shooting skill corresponding to the trigger operation. For example, in a relevant basketball game, the second virtual shooting skill is a virtual shooting skill possessed by most virtual characters in the game; that is, the hit rate corresponding to the second virtual shooting skill is a value pre-set by the game system for most virtual characters.

[0074] In the above description, the embodiments of this application can control the target virtual character to execute the first virtual projection skill corresponding to the triggering operation by triggering the projection control, and can control the target virtual character to execute the second virtual projection skill corresponding to the triggering operation by triggering other projection controls.

[0075] The following explains the specific display of the projection controls corresponding to the first virtual projection skill and other projection controls corresponding to the second virtual projection skill:

[0076] In the first embodiment, in order to avoid the interference of too many skill controls displayed on the graphical user interface with the player's game operation, the projection control corresponding to the first virtual projection skill and other projection controls corresponding to the second virtual projection skill can be set to the same control, which can reduce the area occupied by the control.

[0077] Specifically, at the start of the game, other projection controls corresponding to the second virtual projection skill are displayed on the graphical user interface. Players can then control the target virtual character to execute the second virtual projection skill by triggering these other projection controls. Furthermore, there are two ways to control other projection controls to switch to the projection control: active triggering and passive triggering.

[0078] Firstly, when the resource parameters of the target virtual character meet the parameter switching conditions, other projection controls are automatically switched to the projection control, and the projection control is displayed on the graphical user interface. The resource parameters represent the virtual resources accumulated by the virtual character in the virtual scene. When the virtual resources reach a preset resource threshold, other projection controls are automatically switched to the projection control. Here, the preset resource threshold can be determined based on the average resource value in historical game data.

[0079] Here, the method of automatically switching other projection controls to the projection control is relatively fast and requires no player operation, resulting in a higher degree of automation and improving the player's operating efficiency.

[0080] Secondly, in response to a specified trajectory trigger operation for other projection controls, the system controls other projection controls to switch to the projection control and displays the projection control on the graphical user interface. The specified trajectory trigger operation includes, but is not limited to: W-shaped sliding operation, S-shaped sliding operation, and Z-shaped sliding operation.

[0081] Here, by having the player actively trigger the switch from other projection controls to the projection control, the timing of the control switching becomes more precise and easier to grasp. Players can decide whether to adjust the projection control based on their actual needs, which helps improve the accuracy of their operations.

[0082] In the second embodiment, to improve the ease of operation, the projection control corresponding to the first virtual projection skill and other projection controls corresponding to the second virtual projection skill can be set to different controls. This not only simplifies the operation but also helps to improve the accuracy of control operation.

[0083] Specifically, the projection control and other projection controls can be displayed simultaneously on the graphical user interface; alternatively, other projection controls can be displayed on the graphical user interface first, and the projection control can be displayed on the graphical user interface when the resource parameters of the target virtual character meet the parameter switching conditions. In this case, the other projection controls and the projection control do not overlap.

[0084] It should be noted that when the attribute parameters of the first virtual projection skill are higher than those of the second virtual projection skill, the above description is based on the premise that the second virtual projection skill is another virtual projection skill possessed by the target virtual character itself. In other words, the hit rate corresponding to the first virtual projection skill possessed by the target virtual character is greater than the hit rate corresponding to its second virtual projection skill. Besides, the second virtual projection skill can also be a virtual projection skill possessed by other virtual characters, including friendly and enemy virtual characters. Since other virtual characters have different character attributes, the attribute parameters of their virtual projection skills may also differ. In this embodiment, the hit rate corresponding to the first virtual projection skill possessed by the target virtual character can be set to be higher than the maximum hit rate of virtual projection skills possessed by other virtual characters. This highlights the contribution of the first virtual projection skill to triggering scoring events, encouraging the target virtual character to use the first virtual projection skill more actively, thereby improving game interaction efficiency. This also benefits game operators by allowing them to enrich gameplay around the first virtual projection skill.

[0085] S102. Monitor the defensive confrontation status of the interference area of ​​the target virtual character; wherein, the defensive confrontation status indicates whether there is an enemy virtual character in the interference area of ​​the target virtual character.

[0086] In this step, the interference zone represents the area where the success rate of the first virtual projection skill's scoring event is reduced due to interference from an enemy virtual character. In other words, the interference zone has the attribute of reducing the target virtual character's projection accuracy. Furthermore, if an enemy virtual character is present in the target virtual character's interference zone, it increases the success rate of the enemy virtual character using defensive skills to interfere with the target virtual character's first virtual projection skill, thereby reducing the success rate of the first virtual projection skill's scoring event. If no enemy virtual character is present in the target virtual character's interference zone, then due to the lack of direct interference from an enemy virtual character, the target virtual character can proceed according to the success rate of the first virtual projection skill's scoring event preset by the game system.

[0087] In one optional embodiment, the interference region includes a target area in the virtual scene along the target shooting direction of the target virtual character controlling the virtual ball. Here, since the interference region has the property of reducing the shooting accuracy of the target virtual character, the target shooting direction is characterized as the direction from the target virtual character to the virtual hoop. That is, the interference region can be defined as the area directly in front of the target virtual character when shooting, to demonstrate that the interference region can significantly reduce the shooting accuracy of the target virtual character.

[0088] In one optional embodiment, an interference area is displayed on the graphical user interface at the start of the game. Specifically, at the start of the game, the interference area is displayed at the feet of the target virtual character holding the virtual ball, and this interference area remains visible throughout the entire game. Optionally, the interference area moves along with the target virtual character holding the virtual ball as they move within the virtual scene.

[0089] Since the interference area has the attribute of reducing the hit success rate of the target virtual character, in one embodiment, the interference attribute of the interference area can be actively adjusted to achieve the purpose of reducing the target virtual character's projection hit rate. That is, the interference attribute can affect the hit success rate of the target virtual character executing the first virtual projection skill to trigger a scoring event. Specifically, the target virtual character can increase its hit success rate by adjusting the interference attribute of the interference area, and the enemy virtual character can decrease its hit success rate by adjusting the interference attribute of the interference area. The interference attribute includes, but is not limited to, the interference area (i.e., the area corresponding to the interference area in the virtual scene) and the interference intensity. The degree to which the target virtual character's execution of the first virtual projection skill to trigger a scoring event is interfered with by the interference area is positively correlated with both the interference area and the interference intensity. In another embodiment, the area of ​​the interference area can be passively adjusted to ensure the fairness of the game and contribute to its balanced operation.

[0090] Based on the above objectives, the information processing method provided in this application embodiment further includes:

[0091] Step a1: Adjust the interference area of ​​the target virtual character according to the target distance; the target distance represents the distance between the target virtual character and the vertical projection position of the virtual sphere on the horizontal plane of the virtual scene.

[0092] Here, in response to the movement of the target virtual character within the virtual scene, the area of ​​the interference region of the target virtual character is adjusted based on the distance between its position in the virtual scene and the vertical projection of the virtual sphere onto the horizontal plane of the virtual scene. Specifically, the distance between the target virtual character's position and the vertical projection of the virtual sphere onto the horizontal plane of the virtual scene is positively correlated with the area of ​​the interference region. That is, the greater the target distance, the larger the area of ​​the interference region; the smaller the target distance, the smaller the area of ​​the interference region.

[0093] For example, the interference region includes a fan-shaped area centered on the target virtual character and with a radius equal to the target length. The target length is positively correlated with the target distance, which is the distance between the vertical projection positions of the target virtual character and the virtual sphere on the horizontal plane of the virtual scene. Therefore, the area of ​​the fan-shaped region is affected by its radius, which is positively correlated with the distance between the vertical projection positions of the target virtual character and the virtual sphere on the horizontal plane of the virtual scene.

[0094] For example, such as Figure 2As shown, an interference area 201 is displayed on the graphical user interface 204. The interference area 201 is a fan-shaped area with the target virtual character 202 as the center and the target length as the radius. This fan-shaped area is set in the target's projection direction. The greater the distance between the target virtual character and the vertical projection position of the virtual hoop 203 on the horizontal plane of the virtual scene, and the longer the target length, the larger the area of ​​the interference area 201. This makes it more advantageous for the enemy virtual character 205 to move to the interference area 201 as quickly as possible to interfere with the target virtual character 202's first virtual shooting skill, thereby reducing the target virtual character 202's shooting accuracy.

[0095] The above description can be illustrated in the context of actual game scenarios. In relevant games, when the target virtual character gradually moves closer to the vertical projection of the virtual ball frame on the horizontal plane of the virtual scene in order to increase the accuracy of the shot, thus triggering the shot event, the target distance is constantly decreasing, and the space left for the enemy virtual character to stay is also constantly shrinking. Therefore, the area of ​​the interference zone also needs to be continuously reduced to conform to the actual game scenario, which helps to ensure the fairness of the game and helps the game run in a balanced manner.

[0096] Alternatively, in step a2, adjust the interference area of ​​the target virtual character based on its auxiliary buff skills. These auxiliary buff skills are used to adjust the interference attributes of the target virtual character's interference area. Each auxiliary buff skill corresponds to an adjustment coefficient. When using an auxiliary buff skill, the adjustment coefficient can be applied to the interference area to adjust its interference attributes.

[0097] Here, the auxiliary buff skill has the function of adjusting the interference attributes of the interference area, thereby adjusting the display of the interference area of ​​the target virtual character. The interference attributes include, but are not limited to, interference area and interference intensity. Among them, the interference area represents the area corresponding to the interference area in the virtual scene. The larger the interference area, the more advantageous it is for the enemy virtual character to move to the interference area as quickly as possible to interfere with the target virtual character's first virtual projection skill, thereby reducing the target virtual character's hit success rate. That is, the greater the degree of interference from the interference area in the process of the target virtual character executing the first virtual projection skill to trigger the scoring event. The interference intensity represents the degree of influence of the interference area on the hit success rate of the target virtual character executing the first virtual projection skill to trigger the scoring event. The greater the interference intensity, the greater the degree of interference from the interference area in the process of the target virtual character executing the first virtual projection skill to trigger the scoring event, which in turn leads to a lower hit success rate of the target virtual character executing the first virtual projection skill to trigger the scoring event. The interference intensity is preset based on the target virtual character's hit success rate in historical game matches. The interference intensity can be expressed as a percentage. For example, if the interference intensity is 30%, the target virtual character's hit success rate in executing the first virtual projection skill to trigger the scoring event is 70%.

[0098] It should be noted that the target virtual character in this embodiment possesses auxiliary buff skills. Therefore, to enhance their own game advantage, the target virtual character's auxiliary buff skills have the function of reducing the interference area or decreasing the interference intensity, thereby increasing the hit success rate of the target virtual character executing the first virtual projection skill to trigger a scoring event. Furthermore, the enemy virtual character may also possess auxiliary buff skills. To enhance their own game advantage, the enemy virtual character's auxiliary buff skills have the function of increasing the interference area or enhancing the interference intensity, thereby reducing the hit success rate of the target virtual character executing the first virtual projection skill to trigger a scoring event.

[0099] In related games, virtual characters can start the game with some auxiliary buff skills, and can also trigger some game rewards by completing a certain game task. Among these game rewards are auxiliary buff skills.

[0100] For example, if the target virtual character uses auxiliary buff skill A, the interference area of ​​the corresponding interference zone can be reduced by 50%. If the target virtual character uses auxiliary buff skill A and auxiliary buff skill B in combination, the interference area of ​​the corresponding interference zone can be reduced by 80%.

[0101] It should be added that auxiliary buff skills can be either simply adjusting the interference attributes of the target virtual character's interference area, or they can simultaneously adjust the interference attributes of the target virtual character's interference area and improve the character's attribute information. In this way, when the target virtual character uses an auxiliary buff skill to adjust the interference attributes of its interference area, it can also improve its attribute information at the same time. For example, in response to the release of an auxiliary buff skill, the virtual action corresponding to the auxiliary buff skill can be executed based on the improved attribute parameters of the target virtual character, and the interference attributes of the target virtual character can be adjusted. This helps to improve the utilization rate of auxiliary buff skills and thus improve the efficiency of game interaction.

[0102] Alternatively, in step a3, adjust the interference area of ​​the target virtual character based on the target distance and the auxiliary buff skills possessed by the target virtual character.

[0103] The description of step a3 can be found in the descriptions of steps a1 and a2, which achieve the same technical effect, and will not be repeated here.

[0104] Further, in step S102, the defensive confrontation state indicates whether an enemy virtual character exists in the interference area of ​​the target virtual character. The defensive confrontation state includes a defensive open position state and a defensive interference state. The defensive open position state indicates that no enemy virtual character exists in the interference area of ​​the target virtual character; in this case, the success rate of the target virtual character's first virtual projection skill triggering a scoring event is greater than a preset success rate threshold. The defensive interference state indicates that an enemy virtual character exists in the interference area of ​​the target virtual character; in this case, the success rate of the target virtual character's first virtual projection skill triggering a scoring event is not greater than a preset success rate threshold. The preset success rate threshold can be determined based on the average success rate of virtual characters' virtual projection skills triggering scoring events in historical game data.

[0105] In one optional embodiment, the defensive confrontation status of the target virtual character's interference area can be monitored in real time. That is, monitoring begins at the start of the game and continues until the end of the game. In other words, the defensive confrontation status of the target virtual character's interference area is also monitored when the target virtual character executes its first virtual shooting skill. The purpose of this monitoring is to assist players in subsequently judging whether their virtual shooting skill will be interfered with based on the monitored defensive confrontation status, helping players to accurately grasp the shooting opportunity and improve shooting accuracy.

[0106] To facilitate players in promptly determining the timing of their shots, in a preferred embodiment, the information processing method provided in this application further includes:

[0107] Step b: Display the defensive confrontation status on the graphical user interface.

[0108] The defensive confrontation states include two categories: the defensive open state and the defensive interference state. The defensive open state indicates that there is no enemy virtual character in the target virtual character's interference area, while the defensive interference state indicates that there is an enemy virtual character in the target virtual character's interference area. Displaying the defensive confrontation states on the graphical user interface can remind players whether there is an enemy virtual character in the current interference area, allowing players to judge in time whether there is an enemy virtual character in the current interference area. This helps players determine the shooting opportunity and make timely strategic deployments, thereby improving the efficiency of game interaction.

[0109] Optionally, in step b, the display format of the defensive confrontation state includes text, graphics, special effects, etc. For example, the text display content includes, but is not limited to, "Virtual character exists in the interference area," "Virtual character does not exist in the interference area," "High hit rate," "Low hit rate," etc.; the graphic display content can include conventional graphics, such as circles, triangles, rectangles, etc., or irregular graphics or pictographs, etc. Specifically, since the defensive confrontation state includes a defensive open position state and a defensive interference state, when displaying the defensive confrontation state on the graphical user interface, the defensive open position state and the defensive interference state can be displayed in different ways. For example, the defensive open position state can be displayed in text form, and the defensive interference state in graphic form, etc., or only the defensive open position state can be displayed in special effects form, while the defensive interference state is not displayed at all, etc.

[0110] For example, a second notification marker corresponding to the first virtual projection skill is displayed on the graphical user interface; the second notification marker indicates that the target virtual character has released the first virtual projection skill and that there are no enemy virtual characters in the interference area of ​​the target virtual character. The second notification marker can be displayed on the graphical user interface in text, graphic, or special effects form. Optionally, when there are enemy virtual characters in the interference area, the notification marker is not displayed on the graphical user interface to distinguish whether there are enemy virtual characters in the interference area.

[0111] It should be noted that there is no restriction on the display position of the defensive confrontation state on the graphical user interface. The only requirement is that the display position of the content corresponding to the defensive confrontation state on the graphical user interface does not interfere with the player's operation. In this way, without affecting the player's operation, it is easier for the player to judge whether there is an enemy virtual character in the current interference area, and it is easier for the player to determine the shooting time, thereby improving the efficiency of game interaction.

[0112] Optionally, the defensive confrontation status displayed on the graphical user interface can be synchronized to all virtual characters in the current game, including the target virtual character, friendly virtual characters, and enemy virtual characters. This way, for our team, when the target virtual character executes its first virtual projectile skill, our team's virtual characters can determine whether an enemy virtual character exists in the current interference zone based on the displayed defensive confrontation status. If an enemy virtual character exists in the current interference zone, the success rate of the virtual ball triggering a scoring event is lower, which helps our team's virtual characters to pre-position themselves and prepare to contest virtual balls that haven't been projected into the virtual hoop, thus improving game interaction efficiency. If no enemy virtual character exists in the current interference zone, the success rate of the virtual ball triggering a scoring event is higher, which helps our team's virtual characters avoid excessive movement and prepare for the next game, thus saving server processing resources. To ensure game fairness and balance, for the enemy team, the defensive confrontation status displayed on the graphical user interface can have the same effect as described above for our team, thereby improving game interaction efficiency or saving server processing resources, which will not be elaborated further here.

[0113] In related technologies, a dunking interference zone can be added outside the ball-handling interference zone of the player with the ball. When a defensive player is present in the dunking interference zone, the player with the ball cannot trigger a dunk and instead triggers a "forced layup." In other words, when a defensive player is present in the dunking interference zone, specific operational skills or mechanisms are required to make the ball bounce off the rim and score. This mechanism has a certain degree of randomness and probability. Players need to improve player attributes, adjust shooting distance, avoid interference, and familiarize themselves with the game mechanics to minimize the probability of a "forced layup." As can be seen from the above description, the gameplay in this related technology lacks competitiveness. Under this offensive and defensive mechanism, the way defensive players deal with offensive players' dunks is relatively simple and monotonous, while the way offensive players deal with defensive players is more complex, requiring a high level of player skill and thus failing to enrich the gameplay.

[0114] To address the aforementioned issues, this application embodiment, when a player is blocked during a dunk attempt, can induce a stunned state in the defender due to impact. Simultaneously, the virtual ball that did not penetrate the virtual hoop is transformed into a ball that both sides can contest, thus highlighting our advantage. The specific implementation scheme is as follows:

[0115] In this embodiment of the application, the defensive confrontation state includes a defensive open state and a defensive interference state. The information processing method provided in this embodiment of the application is further described below under the two conditions of the defensive open state and the defensive interference state:

[0116] Firstly, the defensive confrontation state includes the defensive open state, which indicates that there is no enemy virtual character in the target virtual character's interference area. Here, the defensive open state indicates that the current game is in a state where our side has a greater advantage. Defensive open means that the offensive player is in an undefended position, and the defensive player has no way to interfere with his shot. In this case, the probability of scoring is higher when shooting.

[0117] After performing step S102, "monitoring the defensive confrontation status of the interference area of ​​the target virtual character," if the detected defensive confrontation status is a defensive open position, then this embodiment of the application further includes:

[0118] Step c: In response to the first virtual projection skill executed by the target virtual character being interrupted by the defensive skill executed by the enemy virtual character, control the target virtual character to enter the first stun state and the enemy virtual character to enter the second stun state.

[0119] Here, a defensive skill represents a skill that can prevent a target virtual character from executing a first virtual projectile skill to trigger a scoring event. For example, a defensive control is displayed on a graphical user interface controlled by another player who controls the opposing virtual character. In response to another player's triggering of the defensive control, the opposing virtual character is controlled to execute a defensive skill in the virtual scene to interrupt the target virtual character's first virtual projectile skill.

[0120] The first stun state indicates that the target virtual character is unable to steal the virtual sphere, and the second stun state indicates that the enemy virtual character is unable to steal the virtual sphere. Specifically, to achieve the goal of preventing the target virtual character from stealing the virtual sphere after entering the first stun state and the enemy virtual character from stealing the virtual sphere after entering the second stun state, a special animation can be set for each of the two virtual characters. This allows the animation of the target and enemy virtual characters to be vividly presented in the game after the target virtual character's first virtual projection skill is interrupted by the enemy virtual character's defensive skill.

[0121] This application embodiment uses different motion animations to represent the first and second frozen states. Because these motion animations can dynamically change, they enrich the presentation of the target virtual character in the first frozen state and the enemy virtual character in the second frozen state, thereby enriching the game content. This not only significantly enhances the game's fun but also provides players with a better gaming experience. Furthermore, players can make timely strategic deployments based on the different motion animations representing the first and second frozen states, which helps improve the efficiency of game interaction.

[0122] Optionally, when a defensive confrontation is detected as an open defensive position, it indicates that there are no defensive players within the interference area. This may be due to an incorrect defensive play by the opposing player, thus requiring an increase in our player's offensive advantage. Furthermore, in response to the target virtual character's first virtual shooting skill being interrupted by the opposing virtual character's defensive skill, the target virtual character is controlled to enter a first stun state, and the opposing virtual character enters a second stun state. That is, when a defensive confrontation occurs, the opposing virtual character also enters a second stun state, preventing them from intercepting the virtual ball. This indirectly increases our advantage, helps accelerate the game process, and improves game interaction efficiency.

[0123] In other words, compared to the second virtual shooting skill (which can be considered a regular shooting skill), the first virtual shooting skill in this embodiment can have a counter-effect on the enemy virtual character when the first virtual shooting skill executed by the target virtual character is interrupted by the defensive skill executed by the enemy virtual character in an open defensive situation. This causes the enemy virtual character to enter a second stun state, preventing them from grabbing the virtual ball. This indirectly enhances our advantage and helps to speed up the game process, thereby improving the efficiency of game interaction.

[0124] Furthermore, under the condition of being in an open defensive position, when the first virtual projection skill executed by the target virtual character is interrupted by the defensive skill executed by the enemy virtual character, the first virtual projection skill is given a counter-effect of stunning the enemy virtual character, which improves the utilization rate of the projection skill. At the same time, the function of achieving the counter-effect of stunning the enemy virtual character does not require the player to operate other controls, saving the player's operation steps, with a higher degree of automation, which helps to improve the efficiency of game operation and thus improve the efficiency of game interaction.

[0125] In a preferred embodiment, the duration of the target virtual character in the first frozen state is less than the duration of the enemy virtual character in the second frozen state.

[0126] In other words, when the defensive confrontation state is detected as an open defensive position, if the first virtual projection skill executed by the target virtual character is interrupted by the defensive skill executed by the enemy virtual character, the duration of the enemy virtual character's second stun state is longer than the duration of the target virtual character's first stun state. This allows the target virtual character to prioritize the enemy virtual character in grabbing the virtual ball. This is reflected in the fact that when the target virtual character fails to successfully trigger a scoring event using the first virtual projection skill in an open defensive position, it can still quickly grab the virtual ball, and the advantage of triggering a scoring event using the first virtual projection skill is still significant.

[0127] This embodiment of the application, by setting the duration of the target virtual character's first stunned state to be shorter than the duration of the enemy virtual character's second stunned state, can further highlight the significant advantage of the target virtual character's faction when the defensive confrontation state is an open defensive position. This indirectly enhances our advantage, helps to accelerate the game process, and improves game interaction efficiency.

[0128] To facilitate players' timely detection that when a target virtual character's first virtual projection skill is interrupted by an enemy virtual character's defensive skill while the target is in an open defensive position, allowing for a swift next strategic deployment, this application embodiment can be configured as follows:

[0129] Step d1: In response to the first virtual projection skill executed by the target virtual character being interrupted by the defensive skill executed by the enemy virtual character, a first warning mark is displayed on the graphical user interface;

[0130] The first warning marker indicates that the first virtual projection skill executed by the target virtual character is interrupted by a defensive skill executed by the enemy virtual character. The display form of the first warning marker includes, but is not limited to, text, graphics, special effects, and animation. Here, to highlight the display effect of the first warning marker, in this embodiment, the first warning marker is set as a defensive special effect displayed on the target virtual character, which helps players to notice it in a timely manner and reduces the player's understanding cost. For example, in related games, the visual representation of the defensive special effect can be set as a collision effect to enhance the sense of impact and the effect of action occlusion.

[0131] Optionally, the first alert marker may be displayed on the graphical user interface for a limited time, such as only for a few seconds, to alert the player that an enemy virtual character has triggered a defensive skill while in an open defensive position.

[0132] Specifically, the first alert marker displayed on the graphical user interface is synchronized to the target virtual character, and / or friendly virtual character, and / or enemy virtual character in the current game. That is, the first alert marker indicates that the target virtual character, and / or friendly virtual character, and / or enemy virtual character are alerted that when the defensive confrontation state is an open defensive position, the first virtual projection skill executed by the target virtual character is interrupted by the defensive skill executed by the enemy virtual character.

[0133] Among them, (1) when the first reminder mark displayed on the graphical user interface only reminds the target virtual character, it helps the player to determine the next action after the target virtual character's first projection skill is interrupted by the defensive skill. It can remind the player that the interruption of the projection has a certain impact on the player, so as to assist the player in making more accurate game operations later. (2) when the first reminder mark displayed on the graphical user interface reminds both the target virtual character and the player's own virtual character, that is, the information represented by the first reminder mark that the target virtual character's first virtual projection skill is interrupted by the enemy virtual character's defensive skill is only synchronized in real time in the player's own camp, so that teammates can understand in time that the success rate of the target virtual character's first virtual projection skill triggering the scoring event is very small. This helps the target virtual character and the player's own virtual character in the player's own camp to better carry out the next tactical deployment, which can speed up the game process to a certain extent and help improve the efficiency of game interaction. (3) When the first reminder mark displayed on the graphical user interface reminds all virtual characters in the game, all virtual characters include the target virtual character, the player's virtual character and the enemy virtual character. This can make the information of both sides consistent, thereby reflecting the fairness of the game and the balance of the game operation. This allows the virtual characters in the player's camp and the enemy camp to better carry out the next tactical deployment, which can speed up the game process to a certain extent and help improve the efficiency of game interaction.

[0134] Alternatively, step d2: Display the first action corresponding to the target virtual character entering the first stun state and the second action corresponding to the enemy virtual character entering the second stun state on the graphical user interface.

[0135] For example, to distinguish between the first and second frozen states, the first action corresponding to the first frozen state differs from the second action corresponding to the second frozen state. For instance, in a relevant game, the first action corresponding to the target virtual character entering the first frozen state could include a basketball-shooting animation of adjusting the body in mid-air to throw a virtual ball into the air, such as leaning back, throwing the virtual ball into the air, and then leaning back to throw the virtual ball. The second action corresponding to the enemy virtual character entering the second frozen state could include an animation of the enemy virtual character being knocked back in mid-air, such as the enemy virtual character being knocked back, then losing balance, and needing to take several steps to return to a normal, movable state. The aforementioned first and second action actions can be pre-edited animations within the game system. When the target virtual character enters the first frozen state and the enemy virtual character enters the second frozen state, the pre-edited animations can be played to enrich the first and second frozen states.

[0136] This application embodiment uses dynamically changing motion animations to display the motion performance of the target virtual character in the first frozen state and the enemy virtual character in the second frozen state, which helps to enrich the game content, not only significantly improves the fun of the game, but also brings a better gaming experience to the player.

[0137] Alternatively, in step d3, in response to the first virtual projection skill executed by the target virtual character being interrupted by a defensive skill executed by the enemy virtual character, a first alert marker is displayed on the graphical user interface;

[0138] The graphical user interface displays the first action of the target virtual character when it enters the first stun state and the second action of the enemy virtual character when it enters the second stun state.

[0139] The description of step d3 can be referenced from the descriptions of steps d1 and d2, and the same technical effect can be achieved, so it will not be repeated here.

[0140] In this embodiment of the application, when a player is open for a dunk and is blocked by the defense, in order to highlight our advantage, the virtual ball that did not go into the virtual hoop can be transformed into a ball that both sides can compete for. The specific implementation process is as follows:

[0141] When the defensive confrontation state is detected to be an open defensive position, the embodiments of this application further include:

[0142] Step e: In response to the first virtual projection skill executed by the target virtual character being interrupted by the defensive skill executed by the enemy virtual character, control the virtual sphere to enter the first physical state, and display the first trajectory of the virtual sphere in the first physical state on the graphical user interface.

[0143] The first physical state represents the state where the virtual sphere, after being interrupted by a defensive skill in its first virtual shot attempt, fails to enter the virtual basket and is bounced off the virtual basket or backboard. Additionally, the first physical state also represents the state where the virtual sphere, after being interrupted by a defensive skill in its first virtual shot attempt, fails to enter the virtual basket and can be contested using a jump skill.

[0144] Here, the virtual sphere in the first physical state can be contested by both the target virtual character and the enemy virtual character. However, since the target virtual character is in the first stunned state for a shorter time than the enemy virtual character is in the second stunned state, the target virtual character will prioritize contesting the virtual sphere with the enemy virtual character, which helps to increase the advantage of the target virtual character's faction.

[0145] In this way, under the condition of being in an open defensive position, if the first virtual shooting skill executed by the target virtual character is interrupted by the defensive skill executed by the enemy virtual character, the virtual ball can be controlled to enter the first physical state. This allows the target virtual character to continue to grab the virtual ball even after the shot misses, thus increasing our advantage. If our advantage is significant, the first virtual shooting skill may continue to be triggered, which helps to advance the game and improve the efficiency of game interaction.

[0146] Furthermore, the first trajectory of the virtual sphere in its first physical state is displayed on the graphical user interface. This visualized trajectory allows players to know the current state of the virtual sphere in real time, which can help players make more accurate game operations to capture the virtual sphere and improve the efficiency of game interaction.

[0147] For example, the first trajectory representation includes a ball trajectory animation. The start time of the ball trajectory animation is the moment when the virtual ball leaves the target virtual character after the target virtual character enters the first stiff state. The end time of the ball trajectory animation is determined according to the pre-edited end time of the target trajectory animation of the virtual ball. Here, the selection of the ball trajectory animation can be based on the defensive confrontation state being a defensive open position state.

[0148] This application embodiment uses ball trajectory animation to represent the first trajectory of a virtual sphere in the first physical state. Since ball trajectory animation can dynamically change, it enriches the way the first trajectory of the virtual sphere in the first physical state is displayed, providing rich visual expressiveness for the first trajectory. This can not only significantly improve the fun of the game, but also bring a better gaming experience to the player.

[0149] Secondly, the defensive confrontation state includes the defensive interference state, which indicates that an enemy virtual character is present in the interference zone of the target virtual character. Here, the defensive interference state indicates that the current game is in a state where our side has a weak advantage. Defensive interference means that the offensive player is in a position where someone is defending him, and the defender can interfere with his shot, thus reducing the probability of scoring.

[0150] After performing step S102, "monitoring the defensive confrontation status of the interference area of ​​the target virtual character," if the detected defensive confrontation status is a defensive interference status, then this embodiment of the application further includes:

[0151] Step f: In response to the first virtual projection skill executed by the target virtual character being interrupted by the defensive skill executed by the enemy virtual character, control the target virtual character to enter the third stun state.

[0152] The third frozen state represents a state where the target virtual character is unable to capture the virtual sphere. Specifically, to achieve the purpose of the target virtual character entering the third frozen state, a motion animation can be set for the target virtual character entering the third frozen state. This allows the target virtual character's motion to be vividly and realistically presented in the game after the first virtual projection skill executed by the target virtual character is interrupted by a defensive skill executed by the enemy virtual character. In this embodiment, the motion animation represents the third frozen state. Because the motion animation can dynamically change, it enriches the way the target virtual character in the third frozen state is displayed, thereby enriching the game content. This not only significantly improves the game's fun factor but also provides players with a better gaming experience.

[0153] Optionally, when a defensive confrontation is detected as a defensive interference state, it indicates the presence of a defensive player within the interference area. This suggests the opposing player has executed a correct defense, thus enhancing their defensive advantage. Furthermore, in response to the target virtual character's first virtual shooting skill being interrupted by the opposing virtual character's defensive skill, the target virtual character is controlled to enter a third stun state. That is, during a defensive confrontation, the target virtual character enters a third stun state, but the opposing virtual character can remain in a stun state. This prevents the target virtual character in the third stun state from capturing the virtual ball, while the opposing virtual character executing the defensive skill can continue to capture the virtual ball, thus increasing the opponent's advantage and ensuring the game's fairness and balance.

[0154] It should be noted that the animation for the target virtual character entering the third stun state can be the same as or different from the animation for the target virtual character entering the first stun state. However, it is important to note that the duration of the target virtual character in the first stun state is shorter than the duration of the target virtual character in the third stun state. This is to ensure that if the target virtual character's first virtual projection skill is interrupted by the enemy virtual character's defensive skill during the defensive interference state, the target virtual character cannot steal the virtual sphere. This ensures the fairness of the game and helps the game operate normally.

[0155] Optionally, when the defensive confrontation state is detected to be a defensive interference state, the embodiments of this application further include:

[0156] Step g: In response to the first virtual projection skill executed by the target virtual character being interrupted by the defensive skill executed by the enemy virtual character, control the virtual sphere to enter the second physical state, and display the second trajectory of the virtual sphere in the second physical state on the graphical user interface.

[0157] The second physical state represents the state in which the virtual sphere fails to enter the virtual frame after the first virtual projection skill is interrupted by the defensive skill, and the height between the virtual sphere and the virtual scene ground is less than a preset height threshold.

[0158] Here, a virtual sphere in the second physical state can be seized by an enemy virtual character at any time. When a virtual sphere in the second physical state cannot be seized by a target virtual character, it is beneficial to increase the advantage of the enemy virtual character's faction. When a virtual sphere in the second physical state can be seized by a target virtual character, since the target virtual character is in the third stun state for a longer period of time, the enemy virtual character will prioritize seizing the virtual sphere, which is beneficial to increase the advantage of the enemy virtual character's faction.

[0159] Furthermore, the second trajectory of the virtual sphere in its second physical state is displayed on the graphical user interface. This visualized second trajectory allows players to know the current state of the virtual sphere in real time, which can help players make more accurate game operations to seize the virtual sphere and improve the efficiency of game interaction.

[0160] For example, the second trajectory representation includes a ball trajectory animation. The start time of the ball trajectory animation is the moment when the virtual ball leaves the target virtual character after the target virtual character enters the first stiff state. The end time of the ball trajectory animation is determined according to the pre-edited end time of the target trajectory animation of the virtual ball. Here, the selection of the ball trajectory animation can be based on whether the defensive confrontation state is a defensive interference state.

[0161] This application embodiment uses ball trajectory animation to represent the second trajectory of a virtual sphere in a second physical state. Since ball trajectory animation can dynamically change, it enriches the way the second trajectory of the virtual sphere in the second physical state is displayed, providing rich visual expressiveness for the second trajectory. This not only significantly improves the fun of the game, but also brings a better gaming experience to the player.

[0162] This application's embodiments divide the defensive confrontation state into a defensive open state and a defensive interference state. When the first virtual projection skill executed by the target virtual character is interrupted by a defensive skill executed by the enemy virtual character, the gameplay corresponding to the defensive open state and the gameplay corresponding to the defensive interference state are different. Specifically, in the defensive open state, the first virtual projection skill will react against the enemy virtual character, causing them to enter a second stun state with a duration longer than the target virtual character's corresponding second stun state, and control the virtual sphere to enter the first physical state; in the defensive interference state, only the target virtual character enters the third stun state and controls the virtual sphere to enter the second physical state. This helps to increase the richness of gameplay, enhance the game's playability, and improve the player's gaming experience.

[0163] In related technologies, by determining the interference zone of the player with the ball, the probability of the player triggering a dunk can be reduced when a defensive player is present in the interference zone. Because dunking in this type of game involves numerical probability calculations and lacks clear indication of the positional relationship between the interference zone and the enemy virtual character, players cannot accurately predict the outcome of their dunk attempts.

[0164] To address the problems in the aforementioned technologies, when a dunk is open, there needs to be a visual indication that the dunk is open. Specifically, when the defensive confrontation state is detected as an open defensive situation, the embodiments of this application further include:

[0165] Step h: Display the second alert marker corresponding to the first virtual projection skill on the graphical user interface; the second alert marker indicates that the target virtual character releases the first virtual projection skill and there are no enemy virtual characters in the target virtual character's interference area.

[0166] The second notification marker indicates that the target virtual character releases the first virtual shooting skill and there are no enemy virtual characters within the target virtual character's interference area. In other words, when an open defensive position is detected—meaning the offensive player is unguarded and the defender cannot interfere with their shot, resulting in a high probability of a basket—a notification can be displayed to indicate that the dunk is an open shot. Specifically, the second notification marker indicates a high success rate for the first virtual shooting skill to trigger a scoring event, meaning our team is currently in an advantageous position while the enemy is at a disadvantage. This allows both sides to better plan their future actions, thereby improving the efficiency of game interaction.

[0167] The display forms of the second reminder marker include, but are not limited to, text, graphics, special effects, and animation. Here, to highlight the display effect of the second reminder marker, the second reminder marker in this embodiment is set as an indicator effect, which helps players to discover it in a timely manner and reduces the player's understanding cost. For example, in relevant games, the visual representation of the indicator effect can be set as a flame-shaped effect to clearly indicate that there are no enemy virtual characters in the interference area of ​​the target virtual character.

[0168] Optionally, the second alert marker may be displayed on the graphical user interface for a limited time, such as only a few seconds, or disappearing when the target virtual character's first virtual projection skill is interrupted by a defensive skill performed by an enemy virtual character. Specifically, the second alert marker serves to remind the player that there are no enemy virtual characters in the target virtual character's interference zone in the current game.

[0169] Since displaying the second alert marker directly on the graphical user interface would cover too large an area, embodiments of this application can limit the positional relationship between the second alert marker and the first virtual character. For example, the second alert marker is displayed directly on the first virtual character. This helps players to quickly spot the second alert marker and reduces the area it occupies on the graphical user interface, avoiding obstruction of the player's view during gameplay.

[0170] Specifically, the second alert marker displayed on the graphical user interface is synchronized to the target virtual character, and / or friendly virtual character, and / or enemy virtual character in the current game. That is, the second alert marker indicates that the target virtual character has released its first virtual projection skill and alerts the target virtual character, and / or friendly virtual character, and / or enemy virtual character that the target virtual character's interference area does not contain any enemy virtual characters. In other words, the second alert marker indicates that the target virtual character has released its first virtual projection skill and alerts the target virtual character, and / or friendly virtual character, and / or enemy virtual character that the current defensive confrontation state is a defensive open position.

[0171] The embodiments of this application can monitor in real time whether there are enemy virtual characters in the interference area, so that the second reminder flag can be used as a flexibly changeable notification event. That is, the presence of enemy virtual characters in the interference area can be monitored at any frame when entering the game.

[0172] Optionally, the timing of displaying the second reminder marker may include the following two:

[0173] Firstly, if no enemy virtual character is detected in the interference area of ​​the target virtual character before the target virtual character triggers the first virtual projection skill, a second reminder mark corresponding to the first virtual projection skill will be displayed on the graphical user interface.

[0174] Based on the above, (1) when the second reminder mark displayed on the graphical user interface only reminds the target virtual character, it helps the player to accurately determine the timing of the throw and control the target virtual character to execute the first throw skill in a timely manner, so as to improve the hit rate of the virtual ball and improve the efficiency of game interaction. (2) when the second reminder mark displayed on the graphical user interface reminds both the target virtual character and the player's own virtual character, it is convenient for the player controlling the target virtual character to accurately determine the timing of the throw, and at the same time, it is convenient for teammates to know in a timely manner that the success rate of the first virtual throw skill triggered by the target virtual character is very high, which helps the player's own virtual character in the team to better carry out the next tactical deployment, which can speed up the game process to a certain extent and improve the efficiency of game interaction. (3) When the second reminder mark displayed on the graphical user interface reminds all virtual characters in the game, including the target virtual character, the friendly virtual character and the enemy virtual character, the information of both sides can be consistent, so that the enemy virtual character can realize the defensive defects in time and quickly change the defensive strategy. At the same time, it is convenient for the player controlling the target virtual character to accurately determine the timing of the shot and trigger the first virtual shot skill, and it is also convenient for teammates to know in time that the success rate of the first virtual shot skill triggered by the target virtual character is high. This helps the friendly virtual characters in the friendly camp to better carry out the next tactical deployment, which can reflect the fairness of the game, speed up the game process to a certain extent, and help improve the efficiency of game interaction.

[0175] Secondly, after the target virtual character triggers the first virtual projection skill, if it is detected that there are no enemy virtual characters in the interference area of ​​the target virtual character, the second reminder mark corresponding to the first virtual projection skill will be displayed on the graphical user interface.

[0176] Based on the above, (1) when the second reminder mark displayed on the graphical user interface only reminds the target virtual character, it helps the player to know the target virtual character's next action in a timely manner and can assist the player in making more accurate game operations, which helps improve the efficiency of game interaction. (2) when the second reminder mark displayed on the graphical user interface reminds both the target virtual character and the player's own virtual character, it makes it easier for the virtual characters in the player's camp to know in a timely manner that the success rate of the first virtual projection skill triggered by the target virtual character is very high, which helps the target virtual character and the player's own virtual character to better carry out the next tactical deployment, which can speed up the game process to a certain extent and help improve the efficiency of game interaction. (3) when the second reminder mark displayed on the graphical user interface reminds all virtual characters in the game, it can make the information of both sides consistent, which is conducive to both sides to better deploy future actions, thus reflecting the fairness of the game, which can speed up the game process to a certain extent and help improve the efficiency of game interaction.

[0177] In one optional embodiment, step h specifically includes:

[0178] Step h1: In response to the mark trigger command for the target virtual character, control the display of the second reminder mark corresponding to the first virtual projection skill on the graphical user interface according to the mark trigger command.

[0179] Here, the display of a second notification marker corresponding to the first virtual projection skill on the graphical user interface can be controlled by active triggering. This active triggering is achieved through marker trigger commands. These commands include, but are not limited to, voice trigger commands, specified trajectory trigger operations, and trigger commands implemented via key combinations.

[0180] Specifically, the actively triggered second reminder marker can be synchronized to friendly virtual characters. In this way, the actively triggered second reminder marker can remind friendly virtual characters in the same faction to make better tactical deployments for the next step, which can speed up the game process to a certain extent and help improve the efficiency of game interaction.

[0181] This application embodiment is described using a trigger command implemented by a combination key. A movement control and a marker auxiliary control are displayed on the graphical user interface. Step h1 specifically includes: in response to the trigger operation on the movement control and the marker auxiliary control, controlling the display of a second reminder marker corresponding to the first virtual projection skill on the graphical user interface.

[0182] Here, the movement control and the marker auxiliary control can be triggered simultaneously to control the display of the second reminder marker corresponding to the first virtual projection skill on the graphical user interface; alternatively, the marker auxiliary control can be triggered when the movement control is selected to control the display of the second reminder marker corresponding to the first virtual projection skill on the graphical user interface.

[0183] This application embodiment displays a second reminder marker corresponding to the first virtual projection skill on the graphical user interface, which can clearly indicate that there are no enemy virtual characters in the interference area. This allows players to have an accurate expectation of the result of their attempt when trying to release the dunk skill, which not only improves the player's gaming experience but also helps to improve the efficiency of game interaction.

[0184] For example, the information processing method provided in this application embodiment can perform the following steps on the server side:

[0185] K1: Monitor the defensive confrontation status of the interference area of ​​the target virtual character; whereby the defensive confrontation status indicates whether there is an enemy virtual character in the interference area of ​​the target virtual character.

[0186] K2: When it is detected that there are no enemy virtual characters in the interference area of ​​the target virtual character, a second reminder mark is generated so that the second reminder mark is displayed on the graphical user interface. The second reminder mark indicates that the target virtual character releases the first virtual projection skill and there are no enemy virtual characters in the interference area of ​​the target virtual character.

[0187] K3: When the first virtual projection skill executed by the target virtual character is interrupted by the defensive skill executed by the enemy virtual character, if it is detected that there is no enemy virtual character in the interference area of ​​the target virtual character, the following process is executed: control the target virtual character to enter the first stun state and the enemy virtual character to enter the second stun state, and play the first action performance corresponding to the target virtual character entering the first stun state and the second action performance corresponding to the enemy virtual character entering the second stun state, wherein the duration of the target virtual character in the first stun state is less than the duration of the enemy virtual character in the second stun state; control the virtual sphere to enter the first physical state, and play the first trajectory performance of the virtual sphere in the first physical state.

[0188] K4: When the first virtual projection skill executed by the target virtual character is interrupted by the defensive skill executed by the enemy virtual character, if the interference area of ​​the target virtual character is detected to contain an enemy virtual character, the following process is executed: control the target virtual character to enter the third stun state and play the third action performance corresponding to the target virtual character entering the third stun state; control the virtual sphere to enter the second physical state and play the second trajectory performance of the virtual sphere in the second physical state.

[0189] For example, the information processing method provided in this application embodiment can perform the following steps on the terminal device side:

[0190] like Figure 3 As shown, when it is detected that there is no enemy virtual character 205 in the interference area 201 of the target virtual character 202, a second reminder mark 206 corresponding to the first virtual projection skill will be displayed on the graphical user interface 204. The second reminder mark 206 indicates that there is no enemy virtual character 205 in the interference area 201 of the target virtual character 202.

[0191] Furthermore, such as Figure 4 As shown, if the interference area 201 of the target virtual character 202 does not contain the enemy virtual character 205, and the first virtual projection skill executed by the target virtual character 202 is interrupted by the defensive skill executed by the enemy virtual character 205, then a first reminder mark 207 is displayed on the graphical user interface 204. The first reminder mark 207 indicates that the first virtual projection skill executed by the target virtual character 202 was interrupted by the defensive skill executed by the enemy virtual character 205.

[0192] Furthermore, the graphical user interface of the terminal device will display the first action corresponding to the target virtual character entering the first stunned state and the second action corresponding to the enemy virtual character entering the second stunned state. Simultaneously, the graphical user interface will also display the first trajectory of the virtual sphere in the first physical state. Specifically, in Figure 5 The image shows the first trajectory of the virtual sphere 208 in its first physical state at a certain moment, at which point the virtual sphere 208 is in contact with the virtual sphere frame 203.

[0193] The information processing method provided in this application divides the defensive confrontation state into a defensive open state and a defensive interference state. In the defensive open state, the first virtual shooting skill will react against the enemy virtual character, causing them to enter a second stun state with a duration longer than the target virtual character's corresponding second stun state, and controlling the virtual ball to enter a first physical state. In the defensive interference state, only the target virtual character enters a third stun state, and the virtual ball is controlled to enter a second physical state. This helps to increase the richness of gameplay, enhance the game's playability, and improve the player's gaming experience. Furthermore, by displaying a second reminder marker corresponding to the first virtual shooting skill on the graphical user interface, it can clearly indicate that there is no enemy virtual character in the interference area. This allows players to have an accurate expectation of the outcome of their attempt when trying to release a dunk skill, which not only improves the player's gaming experience but also improves the efficiency of game interaction. Specifically, the interference attributes of the interference area can be actively adjusted to reduce the target virtual character's shooting accuracy, or the area of ​​the interference area can be passively adjusted to ensure the fairness of the game and contribute to its balanced operation.

[0194] Based on the same inventive concept, this application also provides an information processing device in the game corresponding to the information processing method in the game. Since the principle of the device in this application is similar to the information processing method in the game described above in this application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.

[0195] Please see Figure 6 , Figure 7 , Figure 6 This is a schematic diagram of the structure of an information processing device in a game provided in an embodiment of this application. Figure 7 This is a schematic diagram of the structure of another information processing device in a game provided in an embodiment of this application. Figure 6 As shown, the information processing device 600 includes:

[0196] The projection response module 601 is used to respond to a first projection command for a target virtual character and control the target virtual character to execute a first virtual projection skill corresponding to the first projection command; the target virtual character is a virtual character that manipulates a virtual sphere.

[0197] The status monitoring module 602 is used to monitor the defensive and confrontational status of the interference area of ​​the target virtual character; wherein, the defensive and confrontational status indicates whether there is an enemy virtual character in the interference area of ​​the target virtual character.

[0198] In one alternative embodiment of this application, the interference area represents the region where the success rate of the first virtual projection skill triggering a scoring event is reduced due to the interference of the enemy virtual character with the first virtual projection skill of the target virtual character.

[0199] In an optional embodiment of this application, the device further includes a status display module (not shown in the figure), the status display module being used for:

[0200] The defensive confrontation status is displayed on the graphical user interface.

[0201] In one alternative embodiment of this application, the attribute parameters of the first virtual projection skill are higher than the attribute parameters of the second virtual projection skill; the second virtual projection skill is a virtual projection skill that controls the target virtual character to execute in response to a second projection command.

[0202] Furthermore, such as Figure 7 As shown, the defensive confrontation state includes a defensive empty state, which indicates that there is no enemy virtual character in the interference area of ​​the target virtual character. When the defensive confrontation state is detected to be the defensive empty state, the device further includes a first control module 603, which is used for:

[0203] In response to the first virtual projection skill executed by the target virtual character being interrupted by a defensive skill executed by the enemy virtual character, the target virtual character is controlled to enter a first stun state and the enemy virtual character is controlled to enter a second stun state.

[0204] In one optional embodiment of this application, the duration of the target virtual character in the first frozen state is less than the duration of the enemy virtual character in the second frozen state.

[0205] In an optional embodiment of this application, when the defensive confrontation state is detected to be the defensive open state, the first control module 603 is further configured to:

[0206] In response to the first virtual projection skill executed by the target virtual character being interrupted by a defensive skill executed by the enemy virtual character, a first alert marker is displayed on the graphical user interface;

[0207] The first warning marker indicates that the first virtual projection skill executed by the target virtual character was interrupted by a defensive skill executed by the enemy virtual character;

[0208] And / or, display on the graphical user interface the first action corresponding to the target virtual character entering the first frozen state and the second action corresponding to the enemy virtual character entering the second frozen state.

[0209] In an optional embodiment of this application, when the defensive confrontation state is detected to be the defensive open state, the first control module 603 is further configured to:

[0210] In response to the first virtual projection skill executed by the target virtual character being interrupted by a defensive skill executed by the enemy virtual character, the virtual sphere is controlled to enter a first physical state, and the first trajectory of the virtual sphere in the first physical state is displayed on the graphical user interface.

[0211] The first physical state represents the state in which the virtual sphere, after being interrupted by the defensive skill, does not enter the virtual basket and is bounced off the virtual basket or the virtual backboard.

[0212] In one optional embodiment of this application, the first trajectory representation includes a ball trajectory animation. The trajectory start time corresponding to the ball trajectory animation is the moment when the virtual ball leaves the target virtual character after the target virtual character enters the first stiff state. The trajectory end time corresponding to the ball trajectory animation is determined according to the pre-edited end time corresponding to the target trajectory animation of the virtual ball.

[0213] Furthermore, such as Figure 7 As shown, in an optional embodiment of this application, the defensive confrontation state includes a defensive interference state, which indicates that an enemy virtual character exists in the interference area of ​​the target virtual character. When the defensive confrontation state is detected to be the defensive interference state, the device further includes a second control module 604, which is used for:

[0214] In response to the first virtual projection skill executed by the target virtual character being interrupted by a defensive skill executed by the enemy virtual character, the target virtual character is controlled to enter a third stun state.

[0215] In an optional embodiment of this application, when the defensive confrontation state is detected to be the defensive interference state, the second control module 604 is further configured to:

[0216] In response to the first virtual projection skill executed by the target virtual character being interrupted by a defensive skill executed by the enemy virtual character, the virtual sphere is controlled to enter a second physical state, and the second trajectory of the virtual sphere in the second physical state is displayed on the graphical user interface.

[0217] The second physical state represents the state in which the virtual sphere does not enter the virtual sphere frame after the first virtual projection skill is interrupted by the defensive skill, and the height between the virtual sphere and the virtual scene ground is less than a preset height threshold.

[0218] In one optional embodiment of this application, a projection control is displayed on the graphical user interface; the projection response module 601 is specifically used for:

[0219] In response to a trigger operation on the projection control, the target virtual character is controlled to execute a first virtual projection skill corresponding to the trigger operation.

[0220] In one optional embodiment of this application, the device further includes a region adjustment module (not shown in the figure), the region adjustment module being used for:

[0221] The interference area of ​​the target virtual character is adjusted according to the target distance; the target distance represents the distance between the target virtual character and the vertical projection position of the virtual sphere on the horizontal plane of the virtual scene; and / or,

[0222] Based on the auxiliary buff skills possessed by the target virtual character, the interference area of ​​the target virtual character is adjusted; the auxiliary buff skills are used to adjust the interference attributes of the interference area of ​​the target virtual character.

[0223] In one alternative embodiment of this application, the interference area includes a target area in the virtual scene along the target projection direction of the target virtual character holding the virtual sphere.

[0224] In one optional embodiment of this application, the interference area includes a fan-shaped area centered on the target virtual character and with the target length as the radius.

[0225] In one optional embodiment of this application, the target length is positively correlated with the target distance, where the target distance is the distance between the vertical projection positions of the target virtual character and the virtual sphere on the horizontal plane of the virtual scene.

[0226] Furthermore, such as Figure 7 As shown, when the defensive confrontation state is detected to be the defensive open state, the device further includes a marking and reminder module 605, which is used for:

[0227] A second reminder marker corresponding to the first virtual projection skill is displayed on the graphical user interface;

[0228] The second alert marker indicates that the target virtual character releases the first virtual projection skill and that there are no enemy virtual characters in the interference area of ​​the target virtual character.

[0229] In one optional embodiment of this application, the marking reminder module 605 is specifically used for:

[0230] In response to a marker trigger command for the target virtual character, a second reminder marker corresponding to the first virtual projection skill is displayed on the graphical user interface according to the marker trigger command.

[0231] In one optional embodiment of this application, a movement control and a marking assistance control are displayed on the graphical user interface, and the marking reminder module 605 is further used for:

[0232] In response to a trigger operation on the movement control and the marker assist control, control the display of a second reminder marker corresponding to the first virtual projection skill on the graphical user interface.

[0233] This application's embodiments divide the defensive confrontation state into a defensive open state and a defensive interference state. In the defensive open state, the first virtual shooting skill will react against the enemy virtual character, causing them to enter a second stun state with a duration longer than the target virtual character's corresponding second stun state, and controlling the virtual ball to enter a first physical state. In the defensive interference state, only the target virtual character enters a third stun state, and controls the virtual ball to enter a second physical state. This helps to increase the richness of gameplay, enhance the game's playability, and improve the player's gaming experience. Furthermore, by displaying a second reminder marker corresponding to the first virtual shooting skill on the graphical user interface, it can clearly indicate that there is no enemy virtual character in the interference area. This allows players to have an accurate expectation of the outcome of their attempt when trying to release a dunk skill, which not only improves the player's gaming experience but also helps to improve the efficiency of game interaction. Specifically, the interference attributes of the interference area can be actively adjusted to reduce the target virtual character's shooting accuracy, or the area of ​​the interference area can be passively adjusted to ensure the fairness of the game and contribute to its balanced operation.

[0234] Please see Figure 8 , Figure 8 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Figure 8 As shown, the electronic device 800 includes a processor 801, a memory 802, and a bus 803.

[0235] The memory 802 stores machine-readable instructions executable by the processor 801. When the electronic device 800 is running, the processor 801 communicates with the memory 802 via the bus 803, causing the processor 801 to execute the following instructions during operation:

[0236] In response to a first projection command targeting a virtual character, the target virtual character is controlled to execute a first virtual projection skill corresponding to the first projection command; the target virtual character is a virtual character that manipulates the virtual sphere.

[0237] Monitor the defensive and confrontational status of the interference area of ​​the target virtual character; wherein, the defensive and confrontational status indicates whether there is an enemy virtual character in the interference area of ​​the target virtual character.

[0238] In one alternative embodiment of this application, the interference area represents the region where the success rate of the first virtual projection skill triggering a scoring event is reduced due to the interference of the enemy virtual character with the first virtual projection skill of the target virtual character.

[0239] In one optional embodiment of this application, the instructions executed by the processor 801 further include:

[0240] The defensive confrontation status is displayed on the graphical user interface.

[0241] In one alternative embodiment of this application, the attribute parameters of the first virtual projection skill are higher than the attribute parameters of the second virtual projection skill; the second virtual projection skill is a virtual projection skill that controls the target virtual character to execute in response to a second projection command.

[0242] In one optional embodiment of this application, the defensive confrontation state includes a defensive empty state, which indicates that there is no enemy virtual character in the interference area of ​​the target virtual character. The instructions executed by the processor 801, when detecting that the defensive confrontation state is the defensive empty state, further include:

[0243] In response to the first virtual projection skill executed by the target virtual character being interrupted by a defensive skill executed by the enemy virtual character, the target virtual character is controlled to enter a first stun state and the enemy virtual character is controlled to enter a second stun state.

[0244] In one optional embodiment of this application, the duration of the target virtual character in the first frozen state is less than the duration of the enemy virtual character in the second frozen state.

[0245] In an optional embodiment of this application, the instructions executed by the processor 801, when detecting that the defensive confrontation state is the defensive open state, further include:

[0246] In response to the first virtual projection skill executed by the target virtual character being interrupted by a defensive skill executed by the enemy virtual character, a first alert marker is displayed on the graphical user interface;

[0247] The first warning marker indicates that the first virtual projection skill executed by the target virtual character was interrupted by a defensive skill executed by the enemy virtual character;

[0248] And / or, display on the graphical user interface the first action corresponding to the target virtual character entering the first frozen state and the second action corresponding to the enemy virtual character entering the second frozen state.

[0249] In an optional embodiment of this application, the instructions executed by the processor 801, when detecting that the defensive confrontation state is the defensive open state, further include:

[0250] In response to the first virtual projection skill executed by the target virtual character being interrupted by a defensive skill executed by the enemy virtual character, the virtual sphere is controlled to enter a first physical state, and the first trajectory of the virtual sphere in the first physical state is displayed on the graphical user interface.

[0251] The first physical state represents the state in which the virtual sphere, after being interrupted by the defensive skill, does not enter the virtual basket and is bounced off the virtual basket or the virtual backboard.

[0252] In one optional embodiment of this application, the first trajectory representation includes a ball trajectory animation. The trajectory start time corresponding to the ball trajectory animation is the moment when the virtual ball leaves the target virtual character after the target virtual character enters the first stiff state. The trajectory end time corresponding to the ball trajectory animation is determined according to the pre-edited end time corresponding to the target trajectory animation of the virtual ball.

[0253] In one optional embodiment of this application, the defensive confrontation state includes a defensive interference state, wherein the defensive interference state indicates that an enemy virtual character exists in the interference area of ​​the target virtual character, and the instructions executed by the processor 801, when detecting that the defensive confrontation state is the defensive interference state, further include:

[0254] In response to the first virtual projection skill executed by the target virtual character being interrupted by a defensive skill executed by the enemy virtual character, the target virtual character is controlled to enter a third stun state.

[0255] In an optional embodiment of this application, the instructions executed by the processor 801, when detecting that the defensive confrontation state is the defensive interference state, further include:

[0256] In response to the first virtual projection skill executed by the target virtual character being interrupted by a defensive skill executed by the enemy virtual character, the virtual sphere is controlled to enter a second physical state, and the second trajectory of the virtual sphere in the second physical state is displayed on the graphical user interface.

[0257] The second physical state represents the state in which the virtual sphere does not enter the virtual sphere frame after the first virtual projection skill is interrupted by the defensive skill, and the height between the virtual sphere and the virtual scene ground is less than a preset height threshold.

[0258] In one optional embodiment of this application, a projection control is displayed on the graphical user interface; the instructions executed by the processor 801 include the step of controlling the target virtual character to execute a first virtual projection skill corresponding to the first projection instruction in response to a first projection instruction for the target virtual character, comprising:

[0259] In response to a trigger operation on the projection control, the target virtual character is controlled to execute a first virtual projection skill corresponding to the trigger operation.

[0260] In one optional embodiment of this application, the instructions executed by the processor 801 further include:

[0261] The interference area of ​​the target virtual character is adjusted according to the target distance; the target distance represents the distance between the target virtual character and the vertical projection position of the virtual sphere on the horizontal plane of the virtual scene; and / or,

[0262] Based on the auxiliary buff skills possessed by the target virtual character, the interference area of ​​the target virtual character is adjusted; the auxiliary buff skills are used to adjust the interference attributes of the interference area of ​​the target virtual character.

[0263] In one alternative embodiment of this application, the interference area includes a target area in the virtual scene along the target projection direction of the target virtual character holding the virtual sphere.

[0264] In one optional embodiment of this application, the interference area includes a fan-shaped area centered on the target virtual character and with the target length as the radius.

[0265] In one optional embodiment of this application, the target length is positively correlated with the target distance, where the target distance is the distance between the vertical projection positions of the target virtual character and the virtual sphere on the horizontal plane of the virtual scene.

[0266] In an optional embodiment of this application, the instructions executed by the processor 801, when detecting that the defensive confrontation state is the defensive open state, further include:

[0267] A second reminder marker corresponding to the first virtual projection skill is displayed on the graphical user interface;

[0268] The second alert marker indicates that the target virtual character releases the first virtual projection skill and that there are no enemy virtual characters in the interference area of ​​the target virtual character.

[0269] In one optional embodiment of this application, the instructions executed by the processor 801 to display a second reminder marker corresponding to the first virtual projection skill on the graphical user interface include:

[0270] In response to a marker trigger command for the target virtual character, a second reminder marker corresponding to the first virtual projection skill is displayed on the graphical user interface according to the marker trigger command.

[0271] In one optional embodiment of this application, a movement control and a marker assist control are displayed on the graphical user interface. The processor 801 executes instructions that, in response to a marker trigger instruction for the target virtual character, control the display of a second reminder marker corresponding to the first virtual projection skill on the graphical user interface according to the marker trigger instruction, including:

[0272] In response to a trigger operation on the movement control and the marker assist control, control the display of a second reminder marker corresponding to the first virtual projection skill on the graphical user interface.

[0273] This application's embodiments divide the defensive confrontation state into a defensive open state and a defensive interference state. In the defensive open state, the first virtual shooting skill will react against the enemy virtual character, causing them to enter a second stun state with a duration longer than the target virtual character's corresponding second stun state, and controlling the virtual ball to enter a first physical state. In the defensive interference state, only the target virtual character enters a third stun state, and controls the virtual ball to enter a second physical state. This helps to increase the richness of gameplay, enhance the game's playability, and improve the player's gaming experience. Furthermore, by displaying a second reminder marker corresponding to the first virtual shooting skill on the graphical user interface, it can clearly indicate that there is no enemy virtual character in the interference area. This allows players to have an accurate expectation of the outcome of their attempt when trying to release a dunk skill, which not only improves the player's gaming experience but also helps to improve the efficiency of game interaction. Specifically, the interference attributes of the interference area can be actively adjusted to reduce the target virtual character's shooting accuracy, or the area of ​​the interference area can be passively adjusted to ensure the fairness of the game and contribute to its balanced operation.

[0274] This application embodiment also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the following instructions:

[0275] In response to a first projection command targeting a virtual character, the target virtual character is controlled to execute a first virtual projection skill corresponding to the first projection command; the target virtual character is a virtual character that manipulates the virtual sphere.

[0276] Monitor the defensive and confrontational status of the interference area of ​​the target virtual character; wherein, the defensive and confrontational status indicates whether there is an enemy virtual character in the interference area of ​​the target virtual character.

[0277] In one alternative embodiment of this application, the interference area represents the region where the success rate of the first virtual projection skill triggering a scoring event is reduced due to the interference of the enemy virtual character with the first virtual projection skill of the target virtual character.

[0278] In one optional embodiment of this application, the instructions executed by the computer-readable storage medium further include:

[0279] The defensive confrontation status is displayed on the graphical user interface.

[0280] In one alternative embodiment of this application, the attribute parameters of the first virtual projection skill are higher than the attribute parameters of the second virtual projection skill; the second virtual projection skill is a virtual projection skill that controls the target virtual character to execute in response to a second projection command.

[0281] In one optional embodiment of this application, the defensive confrontation state includes a defensive empty state, which indicates that there is no enemy virtual character in the interference area of ​​the target virtual character. The instructions executed by the computer-readable storage medium, when detecting that the defensive confrontation state is the defensive empty state, further include:

[0282] In response to the first virtual projection skill executed by the target virtual character being interrupted by a defensive skill executed by the enemy virtual character, the target virtual character is controlled to enter a first stun state and the enemy virtual character is controlled to enter a second stun state.

[0283] In one optional embodiment of this application, the duration of the target virtual character in the first frozen state is less than the duration of the enemy virtual character in the second frozen state.

[0284] In an optional embodiment of this application, the instructions executed by the computer-readable storage medium further include, when the defensive confrontation state is detected to be the defensive vacancy state:

[0285] In response to the first virtual projection skill executed by the target virtual character being interrupted by a defensive skill executed by the enemy virtual character, a first alert marker is displayed on the graphical user interface;

[0286] The first warning marker indicates that the first virtual projection skill executed by the target virtual character was interrupted by a defensive skill executed by the enemy virtual character;

[0287] And / or, display on the graphical user interface the first action corresponding to the target virtual character entering the first frozen state and the second action corresponding to the enemy virtual character entering the second frozen state.

[0288] In an optional embodiment of this application, the instructions executed by the computer-readable storage medium further include, when the defensive confrontation state is detected to be the defensive vacancy state:

[0289] In response to the first virtual projection skill executed by the target virtual character being interrupted by a defensive skill executed by the enemy virtual character, the virtual sphere is controlled to enter a first physical state, and the first trajectory of the virtual sphere in the first physical state is displayed on the graphical user interface.

[0290] The first physical state represents the state in which the virtual sphere, after being interrupted by the defensive skill, does not enter the virtual basket and is bounced off the virtual basket or the virtual backboard.

[0291] In one optional embodiment of this application, the first trajectory representation includes a ball trajectory animation. The trajectory start time corresponding to the ball trajectory animation is the moment when the virtual ball leaves the target virtual character after the target virtual character enters the first stiff state. The trajectory end time corresponding to the ball trajectory animation is determined according to the pre-edited end time corresponding to the target trajectory animation of the virtual ball.

[0292] In one optional embodiment of this application, the defensive confrontation state includes a defensive interference state, wherein the defensive interference state indicates that an enemy virtual character exists in the interference area of ​​the target virtual character, and the instructions executed by the computer-readable storage medium further include, when the defensive confrontation state is detected to be the defensive interference state:

[0293] In response to the first virtual projection skill executed by the target virtual character being interrupted by a defensive skill executed by the enemy virtual character, the target virtual character is controlled to enter a third stun state.

[0294] In an optional embodiment of this application, the instructions executed by the computer-readable storage medium further include, when the defensive countermeasure state is detected to be the defensive interference state:

[0295] In response to the first virtual projection skill executed by the target virtual character being interrupted by a defensive skill executed by the enemy virtual character, the virtual sphere is controlled to enter a second physical state, and the second trajectory of the virtual sphere in the second physical state is displayed on the graphical user interface.

[0296] The second physical state represents the state in which the virtual sphere does not enter the virtual sphere frame after the first virtual projection skill is interrupted by the defensive skill, and the height between the virtual sphere and the virtual scene ground is less than a preset height threshold.

[0297] In one optional embodiment of this application, a projection control is displayed on the graphical user interface; the instructions executed by the computer-readable storage medium include the step of controlling the target virtual character to execute a first virtual projection skill corresponding to the first projection instruction in response to a first projection instruction for the target virtual character, comprising:

[0298] In response to a trigger operation on the projection control, the target virtual character is controlled to execute a first virtual projection skill corresponding to the trigger operation.

[0299] In one optional embodiment of this application, the instructions executed by the computer-readable storage medium further include:

[0300] The interference area of ​​the target virtual character is adjusted according to the target distance; the target distance represents the distance between the target virtual character and the vertical projection position of the virtual sphere on the horizontal plane of the virtual scene; and / or,

[0301] Based on the auxiliary buff skills possessed by the target virtual character, the interference area of ​​the target virtual character is adjusted; the auxiliary buff skills are used to adjust the interference attributes of the interference area of ​​the target virtual character.

[0302] In one alternative embodiment of this application, the interference area includes a target area in the virtual scene along the target projection direction of the target virtual character holding the virtual sphere.

[0303] In one optional embodiment of this application, the interference area includes a fan-shaped area centered on the target virtual character and with the target length as the radius.

[0304] In one optional embodiment of this application, the target length is positively correlated with the target distance, where the target distance is the distance between the vertical projection positions of the target virtual character and the virtual sphere on the horizontal plane of the virtual scene.

[0305] In an optional embodiment of this application, the instructions executed by the computer-readable storage medium further include, when the defensive confrontation state is detected to be the defensive vacancy state:

[0306] A second reminder marker corresponding to the first virtual projection skill is displayed on the graphical user interface;

[0307] The second alert marker indicates that the target virtual character releases the first virtual projection skill and that there are no enemy virtual characters in the interference area of ​​the target virtual character.

[0308] In one optional embodiment of this application, the instructions executed by the computer-readable storage medium to display a second reminder marker corresponding to the first virtual projection skill on the graphical user interface include:

[0309] In response to a marker trigger command for the target virtual character, a second reminder marker corresponding to the first virtual projection skill is displayed on the graphical user interface according to the marker trigger command.

[0310] In one optional embodiment of this application, a movement control and a marker assist control are displayed on the graphical user interface. In the instructions executed by the computer-readable storage medium, in response to a marker triggering instruction for the target virtual character, the display of a second alert marker corresponding to the first virtual projection skill on the graphical user interface is controlled according to the marker triggering instruction, including:

[0311] In response to a trigger operation on the movement control and the marker assist control, control the display of a second reminder marker corresponding to the first virtual projection skill on the graphical user interface.

[0312] This application's embodiments divide the defensive confrontation state into a defensive open state and a defensive interference state. In the defensive open state, the first virtual shooting skill will react against the enemy virtual character, causing them to enter a second stun state with a duration longer than the target virtual character's corresponding second stun state, and controlling the virtual ball to enter a first physical state. In the defensive interference state, only the target virtual character enters a third stun state, and controls the virtual ball to enter a second physical state. This helps to increase the richness of gameplay, enhance the game's playability, and improve the player's gaming experience. Furthermore, by displaying a second reminder marker corresponding to the first virtual shooting skill on the graphical user interface, it can clearly indicate that there is no enemy virtual character in the interference area. This allows players to have an accurate expectation of the outcome of their attempt when trying to release a dunk skill, which not only improves the player's gaming experience but also helps to improve the efficiency of game interaction. Specifically, the interference attributes of the interference area can be actively adjusted to reduce the target virtual character's shooting accuracy, or the area of ​​the interference area can be passively adjusted to ensure the fairness of the game and contribute to its balanced operation.

[0313] Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.

[0314] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the shown or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.

[0315] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0316] In addition, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0317] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, 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 application. 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.

[0318] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The scope of protection of this application is not limited thereto. Although this application 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, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this application. Such 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 this application, and should all be covered within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.

Claims

1. An information processing method in a game, characterized by, A virtual scene is provided on the graphical user interface of a terminal device for enabling virtual characters from different factions to interact. In this virtual scene, the virtual characters from different factions compete for a virtual sphere. The method includes: In response to a first projection command targeting a virtual character, the target virtual character is controlled to execute a first virtual projection skill corresponding to the first projection command; the target virtual character is a virtual character that manipulates the virtual sphere. Monitor the defensive and confrontational status of the interference area of ​​the target virtual character; wherein, the defensive and confrontational status indicates whether there is an enemy virtual character in the interference area of ​​the target virtual character; The defensive confrontation state includes a defensive empty state, which indicates that there are no enemy virtual characters in the interference area of ​​the target virtual character. When the defensive confrontation state is detected to be the defensive empty state, the method further includes: In response to the first virtual projection skill executed by the target virtual character being interrupted by a defensive skill executed by the enemy virtual character, the target virtual character is controlled to enter a first stun state and the enemy virtual character is controlled to enter a second stun state.

2. The method of claim 1, wherein, The interference area represents the region where the success rate of the first virtual projection skill's scoring event is reduced due to the enemy virtual character's interference with the target virtual character's first virtual projection skill.

3. The method of claim 1, wherein, The method further includes: The defensive confrontation status is displayed on the graphical user interface.

4. The method of claim 1, wherein, The attribute parameters of the first virtual projection skill are higher than those of the second virtual projection skill; the second virtual projection skill is a virtual projection skill that controls the target virtual character to execute in response to the second projection command.

5. The method of claim 1, wherein, The duration of the target virtual character in the first frozen state is less than the duration of the enemy virtual character in the second frozen state.

6. The method of claim 1, wherein, When the defensive confrontation state is detected to be the defensive open state, the method further includes: In response to the first virtual projection skill executed by the target virtual character being interrupted by a defensive skill executed by the enemy virtual character, a first alert marker is displayed on the graphical user interface; The first warning marker indicates that the first virtual projection skill executed by the target virtual character was interrupted by a defensive skill executed by the enemy virtual character; And / or, display on the graphical user interface the first action corresponding to the target virtual character entering the first frozen state and the second action corresponding to the enemy virtual character entering the second frozen state.

7. The method of claim 1, wherein, When the defensive confrontation state is detected to be the defensive open state, the method further includes: In response to the first virtual projection skill executed by the target virtual character being interrupted by a defensive skill executed by the enemy virtual character, the virtual sphere is controlled to enter a first physical state, and the first trajectory of the virtual sphere in the first physical state is displayed on the graphical user interface. The first physical state represents the state in which the virtual sphere, after being interrupted by the defensive skill, does not enter the virtual basket and is bounced off the virtual basket or the virtual backboard.

8. The method of claim 7, wherein, The first trajectory representation includes a ball trajectory animation. The trajectory start time corresponding to the ball trajectory animation is the moment when the virtual ball leaves the target virtual character after the target virtual character enters the first stiff state. The trajectory end time corresponding to the ball trajectory animation is determined according to the pre-edited end time corresponding to the target trajectory animation of the virtual ball.

9. The method of claim 1, wherein, The defensive confrontation state includes a defensive interference state, which indicates that an enemy virtual character exists in the interference area of ​​the target virtual character. When the defensive confrontation state is detected to be the defensive interference state, the method further includes: In response to the first virtual projection skill executed by the target virtual character being interrupted by a defensive skill executed by the enemy virtual character, the target virtual character is controlled to enter a third stun state.

10. The method of claim 9, wherein, When the defensive confrontation state is detected to be the defensive interference state, the method further includes: In response to the first virtual projection skill executed by the target virtual character being interrupted by a defensive skill executed by the enemy virtual character, the virtual sphere is controlled to enter a second physical state, and the second trajectory of the virtual sphere in the second physical state is displayed on the graphical user interface. The second physical state represents the state in which the virtual sphere does not enter the virtual sphere frame after the first virtual projection skill is interrupted by the defensive skill, and the height between the virtual sphere and the virtual scene ground is less than a preset height threshold.

11. The method of claim 1, wherein, The graphical user interface displays a projection control; the steps of controlling the target virtual character to execute a first virtual projection skill corresponding to the first projection command in response to a first projection command for the target virtual character include: In response to a trigger operation on the projection control, the target virtual character is controlled to execute a first virtual projection skill corresponding to the trigger operation.

12. The method according to claim 1, characterized in that, The method further includes: The interference area of ​​the target virtual character is adjusted according to the target distance; the target distance represents the distance between the target virtual character and the vertical projection position of the virtual sphere on the horizontal plane of the virtual scene; and / or, Based on the auxiliary buff skills possessed by the target virtual character, the interference area of ​​the target virtual character is adjusted; the auxiliary buff skills are used to adjust the interference attributes of the interference area of ​​the target virtual character.

13. The method according to claim 12, characterized in that, The interference area includes the target area in the virtual scene along the target projection direction of the target virtual character holding the virtual sphere.

14. The method according to claim 13, characterized in that, The interference area includes a fan-shaped region centered on the target virtual character and with the target length as its radius.

15. The method according to claim 14, characterized in that, The target length is positively correlated with the target distance, which is the distance between the vertical projection positions of the target virtual character and the virtual sphere on the horizontal plane of the virtual scene.

16. The method according to claim 1, characterized in that, When the defensive confrontation state is detected to be the defensive open state, the method further includes: A second reminder marker corresponding to the first virtual projection skill is displayed on the graphical user interface; The second alert marker indicates that the target virtual character releases the first virtual projection skill and that there are no enemy virtual characters in the interference area of ​​the target virtual character.

17. The method according to claim 16, characterized in that, The step of displaying the second reminder marker corresponding to the first virtual projection skill on the graphical user interface includes: In response to a marker trigger command for the target virtual character, a second reminder marker corresponding to the first virtual projection skill is displayed on the graphical user interface according to the marker trigger command.

18. The method according to claim 17, characterized in that, The graphical user interface displays movement controls and a marker assist control. The step of responding to a marker trigger command for the target virtual character, and controlling the display of a second alert marker corresponding to the first virtual projection skill on the graphical user interface according to the marker trigger command, includes: In response to a trigger operation on the movement control and the marker assist control, control the display of a second reminder marker corresponding to the first virtual projection skill on the graphical user interface.

19. An information processing device for games, characterized in that, The device includes: A projection response module is used to respond to a first projection command for a target virtual character and control the target virtual character to execute a first virtual projection skill corresponding to the first projection command; the target virtual character is a virtual character that manipulates a virtual sphere. The status monitoring module is used to monitor the defensive and confrontational status of the interference area of ​​the target virtual character; wherein, the defensive and confrontational status indicates whether there is an enemy virtual character in the interference area of ​​the target virtual character; The defensive confrontation state includes a defensive empty state, which indicates that there are no enemy virtual characters in the interference area of ​​the target virtual character. When the defensive confrontation state is detected to be the defensive empty state, the device further includes a first control module, which is used for: In response to the first virtual projection skill executed by the target virtual character being interrupted by a defensive skill executed by the enemy virtual character, the target virtual character is controlled to enter a first stun state and the enemy virtual character is controlled to enter a second stun state.

20. An electronic device, characterized in that, include: The device includes a processor, a memory, and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is in operation, the processor communicates with the memory via the bus, and the processor executes the machine-readable instructions to perform the steps of the method as described in any one of claims 1 to 18.

21. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of the method as described in any one of claims 1 to 18.

Citation Information

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