Information processing method and device in game, electronic equipment and readable storage medium
Patent Information
- Application Number
- CN202311870768.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-12-29
- Publication Date
- 2026-09-15
- Estimated Expiration
- 2043-12-29
AI Technical Summary
[0004]针对于上述攻方博弈过程,现有技术中,一般是在目标虚拟角色控制虚拟球体执行投射操作时,进行目标虚拟角色与目标防守角色之间的干扰距离判断,因此,敌方虚拟角色依旧可能会位于摆脱防守距离内,导致目标虚拟角色的投射操作失败,而为了摆脱敌方虚拟角色的防守,则需要目标虚拟角色反复进行运球操作,导致游戏时间可能会打乱虚拟角色当前的动作执行节奏,进而导致摆脱防守效率较低,同时,影响玩家的游戏体验感
[0016]The information processing method, apparatus, electronic device, and readable storage medium provided in this application embodiment, during a game, in response to the virtual ball being under the control of the target virtual character, determines the distance between the target virtual character and the target defensive character; in response to the distance between the target virtual character and the target defensive character satisfying a preset escape defense condition, determines that the target virtual character has successfully escaped the defense; and during a preset buff time after the target virtual character successfully escapes the defense, controls the target virtual character to obtain a buff skill. Thus, when the virtual ball is under the control of the target virtual character, the escape defense status of the target virtual character is determined, and after determining that the target virtual character has successfully escaped the defense, the target virtual character is controlled to obtain a buff skill. This reduces the possibility that the target virtual character will be interfered with again by the target defensive character when performing a projection operation, and also reduces the situation where the virtual character performs repetitive actions to escape the defense, without disrupting the normal competitive rhythm of the virtual character, which helps to improve the player's gaming experience; it improves the efficiency of escaping defense, reduces the data processing volume of hardware devices, thereby reducing the processing burden of hardware devices (terminal devices and/or servers), saving the power consumption of hardware devices (terminal devices and/or servers), and reducing the performance overhead of hardware devices (terminal devices and/or servers).
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Figure CN117732077B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technology, and in particular to information processing methods, devices, electronic devices, and readable storage media 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. Sports games are one such type. In related technologies, the scene screen of a sports game running on a terminal device displays multiple controls overlaid, including movement controls and at least one motion control control. The movement controls are used to control the virtual character to move within the virtual interactive scene, while the motion control controls are used to control the virtual character to perform corresponding competitive actions.
[0003] When the virtual ball is under the control of the target virtual character, the target virtual character needs to control the virtual ball to move towards the target position in order to accumulate the corresponding score after the virtual ball is projected into the target position. During the process of the target virtual character controlling the virtual ball to move towards the target position, the enemy virtual character will interfere with the target virtual character's movement or ball-holding interaction. The target virtual character needs to get rid of the enemy virtual character's defense.
[0004] In the aforementioned game process between the attacking and defending characters, existing technologies typically determine the interference distance between the target virtual character and the target defending character when the target virtual character controls the virtual ball to perform a shooting operation. Therefore, the enemy virtual character may still be within the distance to break free from the defense, causing the target virtual character's shooting operation to fail. In order to break free from the enemy virtual character's defense, the target virtual character needs to repeatedly perform dribbling operations, which may disrupt the current action execution rhythm of the virtual character, resulting in low efficiency in breaking free from the defense and affecting the player's gaming experience. 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 readable storage medium for games. When the virtual sphere is under the control of a target virtual character, the method determines whether the target virtual character has successfully broken free from defense. After confirming that the target virtual character has successfully broken free from defense, the method controls the target virtual character to obtain a buff skill. This reduces the possibility that the target virtual character will be interfered with by the target defensive character again when performing a projection operation. It also reduces the number of times the virtual character performs repetitive actions to break free from defense, does not disrupt the normal competitive rhythm of the virtual character, and helps to improve the player's gaming experience. It improves the efficiency of breaking free from defense, reduces the data processing load of hardware devices, thereby reducing the processing burden of hardware devices (terminal devices and / or servers), saving the power consumption of hardware devices (terminal devices and / or servers), and reducing the performance overhead of hardware devices (terminal devices and / or servers).
[0006] In a first aspect, embodiments of this application provide an information processing method for games, providing a virtual interaction scene on the graphical user interface of a terminal device for virtual characters from different factions to interact. In this virtual interaction scene, virtual characters from different factions compete by vying for virtual spheres and manipulate the virtual spheres to trigger projection events to advance the game. The information processing method includes:
[0007] During the game, in response to the virtual sphere being controlled by the target virtual character, the distance between the target virtual character and the target defensive character is determined; the target defensive character is the defensive virtual character closest to the target virtual character among a plurality of defensive virtual characters.
[0008] In response to the fact that the distance between the target virtual character and the target defensive character meets the preset condition for breaking free from defense, it is determined that the target virtual character has successfully broken free from defense;
[0009] During a preset period of buff time after the target virtual character successfully breaks free from the defense, the target virtual character is controlled to gain a buff skill; the buff skill is used to provide a buff effect on the target virtual character's character attributes.
[0010] Secondly, embodiments of this application also provide an information processing device for a game, providing a virtual interaction scene on the graphical user interface of a terminal device for virtual characters from different factions to interact. In this virtual interaction scene, virtual characters from different factions compete by vying for virtual spheres and manipulate the virtual spheres to trigger projection events to advance the game. The information processing device includes:
[0011] A distance determination module is used to determine the distance between the target virtual character and the target defensive character during the game, in response to the virtual sphere being controlled by the target virtual character; the target defensive character is the defensive virtual character closest to the target virtual character among a plurality of defensive virtual characters.
[0012] The successful defense module is used to determine that the target virtual character has successfully broken free of the defense when the distance between the target virtual character and the target defender character meets the preset conditions for breaking free of the defense.
[0013] The skill acquisition module is used to control the target virtual character to acquire a buff skill within a preset buff time after the target virtual character successfully breaks free from the defense; the buff skill is used to provide a buff effect on the character attributes of the target virtual character.
[0014] Thirdly, embodiments of this application also provide an electronic device, including: a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the information processing method in the game as described in any of the first aspects.
[0015] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the information processing method in a game as described in any of the first aspects.
[0016] The information processing method, apparatus, electronic device, and readable storage medium provided in this application embodiment, during a game, in response to the virtual ball being under the control of the target virtual character, determines the distance between the target virtual character and the target defensive character; in response to the distance between the target virtual character and the target defensive character satisfying a preset escape defense condition, determines that the target virtual character has successfully escaped the defense; and during a preset buff time after the target virtual character successfully escapes the defense, controls the target virtual character to obtain a buff skill. Thus, when the virtual ball is under the control of the target virtual character, the escape defense status of the target virtual character is determined, and after determining that the target virtual character has successfully escaped the defense, the target virtual character is controlled to obtain a buff skill. This reduces the possibility that the target virtual character will be interfered with again by the target defensive character when performing a projection operation, and also reduces the situation where the virtual character performs repetitive actions to escape the defense, without disrupting the normal competitive rhythm of the virtual character, which helps to improve the player's gaming experience; it improves the efficiency of escaping defense, reduces the data processing volume of hardware devices, thereby reducing the processing burden of hardware devices (terminal devices and / or servers), saving the power consumption of hardware devices (terminal devices and / or servers), and reducing the performance overhead of hardware devices (terminal devices and / or servers).
[0017] 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
[0018] 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.
[0019] Figure 1 A flowchart illustrating an information processing method in a game, provided as an embodiment of this application;
[0020] Figure 2 This is a flowchart illustrating the service-side defense clearance determination process provided in an embodiment of this application.
[0021] Figure 3 One of the schematic diagrams of the graphical user interface provided in the embodiments of this application;
[0022] Figure 4 This is a second schematic diagram of the graphical user interface provided in the embodiments of this application;
[0023] Figure 5 This is a third schematic diagram of the graphical user interface provided in the embodiments of this application;
[0024] Figure 6 This is a fourth schematic diagram of the graphical user interface provided in the embodiments of this application;
[0025] Figure 7 Fifth of the schematic diagrams illustrating the graphical user interface provided in the embodiments of this application;
[0026] Figure 8 This is a schematic diagram of the structure of an information processing device in a game provided in an embodiment of this application;
[0027] Figure 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation
[0028] 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.
[0029] First, let me introduce the terms used in this application:
[0030] (1) Terminal equipment
[0031] 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.
[0032] (2) Graphical User Interface
[0033] A graphical user interface (GUI) is a human-computer interaction display format that allows users to manipulate icons, icons, or menu options on the screen using input devices such as a mouse or keyboard. It also allows users to manipulate icons or menu options on the touch screen of a touch terminal by performing touch operations to select commands, launch programs, or perform other tasks.
[0034] (3) Virtual Interactive Scenarios
[0035] A virtual interactive scene is a game scene displayed (or provided) by an application while it is running on a terminal or server; that is, the scene used during normal gameplay. In other words, a virtual interactive scene refers to the virtual game controls that carry virtual characters during gameplay. These virtual characters can move, release 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 character. Optionally, the game scene can also be used for game scene battles between at least two virtual characters, and the game scene has virtual resources available for use by 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.
[0036] (4) Target virtual character:
[0037] This refers to a controllable dynamic object within a game scene. Optionally, this dynamic object can be a virtual character, virtual animal, anime character, etc. The virtual character is a character controlled by the player through an input device (e.g., a terminal device), or an artificial intelligence (AI) trained and set up for virtual scene battles, or a non-player character (NPC) set up for game scene battles. Optionally, the virtual character can include virtual figures competing in the game scene. Optionally, the number of virtual characters in the game 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.
[0038] With the continuous development of game technology, a large number of games of different themes have emerged to meet the needs of players. Sports games are one such type. In related technologies, the scene screen of a sports game running on a terminal device displays multiple controls overlaid, including movement controls and at least one motion control control. The movement controls are used to control the virtual character to move within the virtual interactive scene, while the motion control controls are used to control the virtual character to perform corresponding competitive actions.
[0039] When the virtual ball is under the control of the target virtual character, the target virtual character needs to control the virtual ball to move towards the target position in order to accumulate the corresponding score after the virtual ball is projected into the target position. During the process of the target virtual character controlling the virtual ball to move towards the target position, the enemy virtual character will interfere with the target virtual character's movement or ball-holding interaction. The target virtual character needs to get rid of the enemy virtual character's defense.
[0040] In the aforementioned game process between the attacking and defending characters, existing technologies typically determine the interference distance between the target virtual character and the target defending character when the target virtual character controls the virtual ball to perform a shooting operation. Therefore, the enemy virtual character may still be within the distance to break free from the defense, causing the target virtual character's shooting operation to fail. In order to break free from the enemy virtual character's defense, the target virtual character needs to repeatedly perform dribbling operations, which may disrupt the current action execution rhythm of the virtual character, resulting in low efficiency in breaking free from the defense and affecting the player's gaming experience.
[0041] Based on this, the embodiments of this application provide an information processing method in games to improve the player's gaming experience and improve the efficiency of escaping defenses; at the same time, it reduces the amount of data processing of hardware devices, thereby reducing the processing burden of hardware devices (terminal devices and / or servers), saving the power consumption of hardware devices (terminal devices and / or servers), and reducing the performance overhead of hardware devices (terminal devices and / or servers).
[0042] 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 in the game 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, 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 game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0043] 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.
[0044] In one possible implementation, this invention provides an information processing method for games, which provides a graphical user interface through a terminal device. The terminal device can be a local terminal device (such as a local touch terminal) or a client device in the aforementioned cloud interaction system. The following description uses the example of the information processing method running on a local terminal device (hereinafter referred to as the terminal device) as an example.
[0045] Please see Figure 1 , Figure 1This is a flowchart of an information processing method in a game provided as an embodiment of this application.
[0046] like Figure 1 As shown in the embodiments of this application, the information processing method in the game includes:
[0047] S101. During the game, in response to the virtual sphere being under the control of the target virtual character, the distance between the target virtual character and the target defensive character is determined; the target defensive character is the defensive virtual character closest to the target virtual character among multiple defensive virtual characters.
[0048] S102. In response to the distance between the target virtual character and the target defensive character satisfying the preset escape defense condition, determine that the target virtual character has successfully escaped the defense.
[0049] S103. After the target virtual character successfully breaks free from the defense, within a preset buff time, control the target virtual character to obtain a buff skill; the buff skill is used to provide a buff effect to the character attributes of the target virtual character.
[0050] The information processing method in the game provided in this application, when the virtual sphere is under the control of the target virtual character, determines the target virtual character's ability to break free from defense. After confirming that the target virtual character has successfully broken free from defense, the method controls the target virtual character to obtain a buff skill. This reduces the possibility that the target virtual character will be interfered with by the target defensive character again when performing a projection operation. At the same time, it reduces the situation where the virtual character performs repetitive actions to break free from defense, without disrupting the normal competitive rhythm of the virtual character, which helps to improve the player's gaming experience. It improves the efficiency of breaking free from defense, reduces the data processing volume of hardware devices, thereby reducing the processing burden of hardware devices (terminal devices and / or servers), saving the power consumption of hardware devices (terminal devices and / or servers), and reducing the performance overhead of hardware devices (terminal devices and / or servers).
[0051] The exemplary steps of the embodiments of this application are described below:
[0052] S101. During the game, in response to the virtual sphere being under the control of the target virtual character, the distance between the target virtual character and the target defensive character is determined; the target defensive character is the defensive virtual character closest to the target virtual character among multiple defensive virtual characters.
[0053] In this embodiment of the application, the virtual game includes two factions. The two factions compete for virtual spheres through combat and interaction, and use the virtual spheres to trigger scoring events, thereby settling the scores of different factions. When specified conditions are met (a certain time is reached, the game end time can be preset, and when the time node is reached, the game is directly settled, and the faction with the higher score wins the game, or a faction reaches a certain score first, the game end score can be preset, and when a faction reaches the game end score, the game ends, and the faction that gets the game end score wins the game, the combat interaction ends, and the score is settled to determine which faction wins and which faction loses), etc.
[0054] In one possible implementation, once the target virtual character gains control of the virtual sphere, it can perform a scoring interaction operation on the virtual sphere at an appropriate time (such as when the target virtual character is close to the target location and there are no other virtual characters blocking it). After the target virtual character performs the scoring interaction operation on the virtual sphere, it can control the virtual sphere to move towards the target location in the virtual interaction scene. If the virtual sphere enters the area where the target location is located, the target virtual character and the faction to which the target virtual character belongs can obtain the corresponding score.
[0055] For example, if the virtual sphere is a virtual basketball, the virtual basketball can be controlled to enter the virtual basket (target position) through the scoring interaction operation of the virtual basketball; if the virtual sphere is a virtual soccer ball, the virtual soccer ball can be controlled to enter the virtual goal (target position) through the scoring interaction operation of the virtual soccer ball, and so on.
[0056] In one possible implementation, when the target virtual character performs a scoring interaction operation on the virtual ball, if the virtual ball enters the area where the target location is located, the score also needs to be calculated based on the position of the virtual character when controlling the virtual ball to enter the designated area. For example, if the virtual ball is a virtual basketball, it is necessary to calculate whether the goal is a three-pointer or a two-pointer based on the position of the virtual character.
[0057] For example, taking a virtual sphere as a virtual basketball, a scoring event could be throwing the virtual basketball into a virtual hoop, and determining the specific score (2 points, 3 points, etc.) based on the specific location where the virtual character throws the virtual basketball; taking a virtual sphere as a virtual basketball, a scoring event could be kicking a virtual soccer ball into a virtual goal, with one point awarded for each goal scored.
[0058] In one possible implementation, for a target virtual character, the player can control the target virtual character to perform corresponding game skills through multiple skill controls on the graphical user interface; the skill controls correspond one-to-one with the skills possessed by the target virtual character; for different virtual characters, the basic skills may be the same (taking a virtual basketball as an example, the basic skills may be shooting, passing, layup, receiving the ball, etc.), but for different virtual characters, there may be differentiated character skills. Therefore, when the player selects different virtual characters, the number of skill controls displayed in the graphical user interface and the specific skills corresponding to each skill control may be different.
[0059] In one possible implementation, the virtual sphere being under the control of the target virtual character includes: the target virtual character successfully receiving the virtual sphere passed by a teammate virtual character; it may also include the process of the target virtual character carrying and transporting the virtual sphere, during which the target virtual character can control the virtual sphere to move with the target virtual character in the virtual interactive scene; and it may also include the process of the target virtual character carrying the ball without transporting the virtual sphere.
[0060] For example, taking a virtual basketball as an example, if a teammate passes the virtual basketball to a target virtual character, and the target virtual character is in a position that poses a great threat to the attacking virtual basket or is undefended, an enemy virtual character who is close to the target virtual character will rush over to help defend, that is, rush over in a hurry to interfere with the target virtual character's shooting action. If the target virtual character makes a fake move, such as a fake shot, the enemy virtual character will generally be shaken off by the target virtual character because of the haste, and will not be able to stop in time, thus successfully getting rid of the defense.
[0061] In this application embodiment, the application is aimed at a virtual ball competition scenario without motion inertia. In the virtual ball competition scenario without motion inertia, when the direction or magnitude of the displacement vector of the virtual character changes, there is no need to overcome motion inertia. The target virtual character will adjust its movement direction and control the virtual ball to move together according to the current position speed and position direction.
[0062] Specifically, after the step "in response to the target virtual character's virtual sphere being under the control of the target virtual character", the information processing method further includes:
[0063] a1: In response to a change in the direction and / or magnitude of the displacement vector of the target virtual character, control the target virtual character to adjust its movement direction in real time, and control the virtual sphere to follow the target virtual character to move in the virtual interactive scene.
[0064] Among them, a change in the displacement vector of the target virtual character can refer to a change in the magnitude or direction of the displacement vector of the target virtual character; a change in the magnitude of the displacement vector of the target virtual character refers to a change in the displacement velocity of the target virtual character.
[0065] In this embodiment, the virtual ball-fighting scenario is contrasted with one featuring inertia. In such scenarios, the virtual character needs to overcome inertia to move or change direction. Therefore, the target virtual character can mislead the defending virtual character with deceptive dribbling moves, causing them to enter a state of inertial stiffness and preventing them from turning quickly, thus creating distance and launching an attack. This approach is not applicable to scenarios without inertia. Therefore, in this embodiment, the distance between the target virtual character and the target defending character is considered to determine the target virtual character's ability to break free from the defense. This allows for the determination of the necessary distance to break free by utilizing the skill to escape the defense, reducing the need to increase the speed and distance of dribbling movements to avoid the defending virtual character's defense during dribbling, thus improving the player's experience.
[0066] Specifically, once it is determined that the current virtual sphere is under the control of the target virtual character, it is necessary to determine the target virtual character's ability to break free from defense. As for the target virtual character, the target virtual character may have corresponding skills to break free from defense. When it is determined that the virtual sphere is under the control of the target virtual character, it is necessary to determine whether the target virtual character's target skill is in a skill cooldown state.
[0067] Specifically, the step "in response to the virtual sphere being under the control of the target virtual character, determining the distance between the target virtual character and the target defensive character" includes:
[0068] b1: In response to the virtual sphere being under the control of the target virtual character, if the target skill is not in a cooldown state, determine the distance between the target virtual character and the target defensive character.
[0069] In one possible implementation, the timing for determining whether a target skill is on cooldown could be when the target virtual character receives a pass from a teammate virtual character and receives the virtual ball; or, when the target virtual character intercepts the virtual ball being transported by the enemy virtual character while defending against the enemy virtual character's attack and gains control of the virtual ball (taking a virtual basketball as an example, intercepting the virtual ball being transported by the enemy virtual character could be intercepting the enemy virtual character's dribble, or gaining control of the virtual ball while rebounding).
[0070] If the target skill is confirmed to be on cooldown, the target virtual character will be unable to use the escape skill. At this time, if the virtual ball is under the control of the target virtual character, it continues to be transported towards the target location (the virtual basket if the virtual ball is a virtual basketball; the virtual goal if the virtual ball is a virtual soccer ball) and a shooting event is executed on the virtual ball towards the target location to ensure that the virtual ball enters the preset range of the target location, thereby triggering a scoring event. During this process, the target virtual character and the enemy virtual character still need to engage in offensive and defensive combat. However, since the target virtual character's escape skill is on cooldown, the unique escape distance display process of the escape skill will not be displayed in the graphical user interface.
[0071] In one possible implementation, to more intuitively display the current state of the target skill, a skill cooldown icon can be displayed on the graphical user interface. The skill cooldown icon is not permanently displayed on the graphical user interface; it is only displayed when the target skill is determined to be in a cooldown state. Furthermore, the display format of the skill cooldown icon changes with the cooldown time of the target skill to indicate the remaining time before the cooldown ends.
[0072] In one possible implementation, when it is determined that the target skill is not currently on cooldown, it is determined that the target virtual character can obtain the target skill (the skill to break free from defense) at this time, and enters the judgment process of breaking free from defense for the target skill, and performs different operations at different stages of the target skill.
[0073] Specifically, the step "If the target skill is not on cooldown, determine the distance between the target virtual character and the target defensive character" includes:
[0074] c1: In response to the target skill not being in a cooldown state, enter the target skill preparation phase.
[0075] c2: When the duration of the target skill preparation phase is greater than the first preset time threshold, the target skill judgment phase is entered, and the distance between the target virtual character and the target defensive character is determined.
[0076] The target skill includes a target skill preparation phase and a target skill judgment phase. When it is determined that the virtual sphere is under the control of the target virtual character and the target virtual character's target skill is not in the cooldown phase, the target skill preparation phase is entered. During the target skill preparation phase, the corresponding skill effects are displayed to prompt all virtual characters in the virtual interaction scene. At this time, the target virtual character is in the target skill preparation phase.
[0077] Specifically, after the step "If the target skill is not in a cooldown state, proceed to the target skill preparation stage", the information processing method further includes:
[0078] d1: Display preparation phase effects at the preset position of the target virtual character.
[0079] In one possible implementation, the display effect of the preparation phase special effects is a first circular display effect with the target virtual character as the center and a preset escape defense distance as the radius;
[0080] The display format of the preparation phase effects changes as the duration of the target skill's preparation phase increases.
[0081] Specifically, the preparation phase effect can be a first circular display effect. If the enemy virtual character is located within the display range of the first circular display effect, the enemy virtual character will interfere with the projection event of the target virtual character. However, if the enemy virtual character is not located within the display range of the first circular display effect, the enemy virtual character will not interfere with the projection event of the target virtual character.
[0082] In one possible implementation, the first circular display effect could be a progress bar that gradually closes into a first circular display effect as the duration of the target skill preparation phase increases, surrounding the target virtual character.
[0083] In another possible implementation, the preparation phase effect can also be in the form of a progress bar. The progress bar can be displayed at a preset position on the target virtual character (e.g., to the left of the target virtual character), or it can be displayed at a fixed position in the graphical user interface (e.g., at the upper right corner of the graphical user interface to reduce occlusion of other controls in the graphical user interface and the virtual interactive scene). The proportion of the filled area of the progress bar increases as the duration of the target skill preparation phase increases.
[0084] In one possible implementation, during the target skill preparation phase, the target virtual character does not formally perform the judgment to break free from the defense (i.e., determine the distance between the target virtual character and the target defender), and prompts the enemy virtual character to enter the defensive state as soon as possible by displaying preparation phase effects in the graphical user interface.
[0085] Specifically, the target skill preparation phase is the preparation time given to the enemy virtual character to perform defensive actions. Without the "target skill preparation phase", the target virtual character's dribbling will become an off-ball movement to create space, and there will be no offensive and defensive game between the two sides.
[0086] In one possible implementation, when the duration of the target skill preparation phase is determined to be greater than a first preset time threshold, the target skill preparation phase is determined to be over, and preparation is made to enter the target skill judgment phase. During the target skill judgment phase, the distance between the target virtual character and the target defensive character is continuously judged.
[0087] In one possible implementation, the first preset time threshold is a configurable time, which is determined based on the target virtual character's ball-carrying movement speed and / or non-ball-carrying movement speed and the target defensive character's defensive speed.
[0088] In one possible implementation, the target virtual character's ball-carrying movement speed or ball-free movement speed can be determined jointly based on the target virtual character's skills (e.g., the game sets the target virtual character's ball-carrying movement speed or ball-free movement speed) and the player's out-of-game development of the target virtual character (whether the target virtual character has been developed to an enhanced or mature version).
[0089] The predetermined ball-handling or ball-free movement speed of the target virtual character and the defensive speed of the target defensive character can be determined based on a preset skill ratio. Different movement skills may correspond to different ball-handling or ball-free movement speeds, and the same movement skill used by the target virtual character may also correspond to different ball-handling or ball-free movement speeds. For example, taking the movement speed of the target virtual character as an example, if the ball-handling movement speed corresponding to the movement skill used by the target virtual character is 30, if the movement skill used by the target virtual character is the normal version of the movement skill, then the ball movement speed of the target virtual character is 30, while if the movement skill used by the target virtual character is the evolved version of the movement skill, then the ball movement speed of the target virtual character can be 60.
[0090] The method for determining the ball-carrying or ball-free movement speed corresponding to the player's out-of-game development of the target virtual character can be based on the different stages of the player's out-of-game development of the target virtual character. For example, the ball-carrying or ball-free movement speed corresponding to the player's out-of-game development of the target virtual character (enhanced version) is higher than the ball-carrying or ball-free movement speed corresponding to the player's out-of-game development of the target virtual character (unenhanced version).
[0091] In one possible implementation, when determining the ball-carrying or ball-free movement speed of the target virtual character and the defensive speed of the target defensive character, the above-mentioned aspects can be weighted and calculated to determine the final result of the ball-carrying or ball-free movement speed of the target virtual character and the defensive speed of the target defensive character. Then, a first preset time threshold is determined based on the ball-carrying or ball-free movement speed of the target virtual character and the defensive speed of the target defensive character.
[0092] For example, the first preset time threshold can be determined based on the difference between the target virtual character's ball-handling or off-ball movement speed and the target defensive character's defensive speed, as well as a preset coefficient. The first preset time threshold can be a fixed 1 second, or it can be updated based on the increase of the target virtual character's offensive parameters and offensive resources. For example, the higher the target virtual character's offensive parameters and offensive resources, the smaller the first preset time threshold.
[0093] In one possible implementation, if the target virtual character loses control of the virtual sphere while in the target skill preparation phase (the virtual sphere is intercepted by the enemy virtual character), the target skill preparation phase will be interrupted, and the preparation judgment process of the target skill preparation phase will be restarted after the target virtual character regains control of the virtual sphere.
[0094] Furthermore, if it is determined that the duration of the target skill preparation phase is greater than the first preset time threshold, the target preparation phase is determined to enter the target skill judgment phase. During the target skill judgment phase, the corresponding skill effects are displayed to prompt all virtual characters in the virtual interactive scene. At this time, the target virtual character is in the target skill judgment phase.
[0095] Specifically, after the step "when the duration of the target skill preparation stage is greater than a first preset time threshold, proceed to the target skill judgment stage", the information processing method further includes:
[0096] e1: Display the judgment phase effect at the preset position of the target virtual character.
[0097] The special effect during the judgment phase is a second circular display effect with the target virtual character as the center and a preset escape distance as the radius.
[0098] Specifically, the special effect for the judgment phase can be a second circular display effect. If the enemy virtual character's position is within the display range of the second circular display effect, the enemy virtual character will interfere with the target virtual character's projection event. However, if the enemy virtual character's position is not within the display range of the second circular display effect, the enemy virtual character will not interfere with the target virtual character's projection event.
[0099] In one possible implementation, the second circular display effect is a special effect that follows the movement of the target virtual character in the virtual interactive scene. The second circular display effect will be continuously displayed in the graphical user interface during the target skill judgment phase to prompt the target virtual character whether it has broken free from the enemy virtual character's defense. It will also prompt other defending virtual characters to determine the best defensive position.
[0100] In one possible implementation, once the target skill judgment stage is entered, it is necessary to determine the distance between the target virtual character and the target defensive character in real time. The target defensive character is the defensive virtual character that is closest to the target virtual character among multiple defensive virtual characters. Therefore, in the distance judgment process, it is necessary to first determine the target defensive character that is currently closest to the target virtual character, and then determine the distance between the target virtual character and the target defensive character. That is, the target defensive character may not be the same enemy virtual character in the target skill judgment stage.
[0101] Furthermore, if the distance between the target virtual character and the target defensive character meets the preset conditions for breaking free from the defense, it is determined that the target virtual character has successfully broken free from the defense.
[0102] S102. In response to the distance between the target virtual character and the target defensive character satisfying the preset escape defense condition, determine that the target virtual character has successfully escaped the defense.
[0103] In this embodiment of the application, during the target skill judgment stage, the distance between the target virtual character and the target defensive character is continuously judged and detected. If it is determined that the distance between the target virtual character and the target defensive character meets the preset escape defense condition, it is determined that the target virtual character has successfully escaped the defense. The judgment that the distance between the target virtual character and the target defensive character meets the preset escape defense condition is made from two aspects: the distance between the target virtual character and the target defensive character and the duration of the distance condition being met.
[0104] Specifically, the step "in response to the distance between the target virtual character and the target defensive character satisfying a preset escape defense condition, determining that the target virtual character has successfully escaped defense" includes:
[0105] f1: During the target skill judgment phase, in response to the distance between the target virtual character and the target defensive character being greater than a preset escape distance and the duration of the distance between the target virtual character and the target defensive character being greater than the preset escape distance being greater than a second preset time threshold, it is determined that the target virtual character has successfully escaped the defense.
[0106] In the embodiments of this application, similarly, the target skill judgment stage also has a duration. When it is determined that the duration of the target skill preparation stage is greater than the duration of the target skill judgment stage, the target skill judgment stage is determined to end.
[0107] In one possible implementation, the duration of the target skill judgment phase is a configurable time. The duration of the target skill judgment phase is determined based on the target virtual character's ball-carrying movement speed and / or non-ball-carrying movement speed and the target defensive character's defensive speed. The specific setting method is the same as the setting method of the first preset time threshold, and will not be described again here.
[0108] For example, similarly, the duration of the target skill judgment phase can be a fixed 3s or 5s, or it can be updated according to the increase of the target virtual character's attack parameters and attack resources. For example, the higher the target virtual character's attack parameters and attack resources, the shorter the duration of the target skill judgment phase.
[0109] There may be different judgment results for determining whether the target virtual character has broken free of the defense. The judgment results include: the target virtual character has successfully broken free of the defense, the target virtual character has failed to break free of the defense, and the target virtual character has temporarily broken free of the defense. The different judgment results will be explained below:
[0110] Firstly, determine the situation where the target virtual character successfully breaks free from the defense.
[0111] In one possible implementation, during the target skill judgment phase, the distance between the target virtual character and the target defensive character, as well as the duration for which the distance between the target virtual character and the target defensive character is greater than a preset escape distance, are continuously judged. In response to the distance between the target virtual character and the target defensive character being greater than the preset escape distance and the duration for which the distance between the target virtual character and the target defensive character is greater than the preset escape distance being greater than a second preset time threshold, it is determined that the target virtual character has successfully escaped the defense.
[0112] The preset distance to get rid of the defense is positively correlated with the target virtual character's dribbling movement and dribbling speed. The preset distance to get rid of the defense is different for different virtual characters. The faster the target virtual character's dribbling movement and dribbling speed, the greater the preset distance to get rid of the defense.
[0113] In one possible implementation, similarly, the dribbling speed of the target virtual character can be determined jointly based on the target virtual character's skills (e.g., the game sets the target virtual character's dribbling speed) and the player's out-of-game development of the target virtual character, corresponding to the speed of movement with or without the ball (whether the target virtual character has been developed to an enhanced or mature version).
[0114] Similarly, when determining the dribbling speed of the target virtual character, the above-mentioned aspects can be weighted and calculated to determine the final result of the target virtual character's dribbling speed.
[0115] For example, the preset get-out-of-defense distance can be determined based on the target virtual character's dribbling speed and / or dribbling movement displacement, as well as a preset distance coefficient. The preset get-out-of-defense distance can be a fixed 1.5m (game distance), or it can be updated based on the target virtual character's offensive parameters, offensive resources, and / or skill buffs. For example, if it is determined that the target virtual character has a buff skill that reduces the interference range when performing a shooting event, then the preset get-out-of-defense distance is reduced, such as to 1m (game distance).
[0116] In one possible implementation, the preset judgment time is determined based on the dribbling time of the target virtual character, and / or the skill cooldown time of the target skill and / or the preset decision time of other virtual characters.
[0117] In one possible implementation, similarly, the dribbling time of the target virtual character, and / or the skill cooldown time of the target skill and / or the preset decision time of other virtual characters can be determined jointly based on the skills of the target virtual character, the dribbling time and decision time of the target virtual character and other virtual characters (e.g., the dribbling time and decision time set by the game), the dribbling time corresponding to the player's out-of-game development of the target virtual character, and the preset decision time (whether the target virtual character has been developed to an enhanced or mature version).
[0118] Similarly, when determining the dribbling time of the target virtual character, and / or the skill cooldown time of the target skill, and / or the preset decision time of other virtual characters, the above-mentioned aspects can be weighted and calculated to determine the final result of the dribbling time of the target virtual character, and / or the skill cooldown time of the target skill, and / or the preset decision time of other virtual characters.
[0119] For example, a second preset time threshold can be determined based on the time difference between the target virtual character's dribbling time, the target skill's cooldown time, and the preset decision time of other virtual characters, as well as a preset time coefficient. The second preset time threshold can be a fixed 0.2s, or it can be updated based on the target virtual character's offensive parameters, offensive resources, and / or skill buffs. For example, if the target virtual character's offensive parameters and offensive resources are improved, the second preset time threshold can be reduced.
[0120] In one possible implementation, if it is determined that the target virtual character has successfully broken free from the defense, in order to ensure that all virtual characters in the virtual interaction scene are aware of the successful defense of the target virtual character, a message indicating that the target virtual character has successfully broken free from the defense can be displayed in the graphical user interface to indicate that the target virtual character has successfully broken free from the defense.
[0121] Specifically, after the step "in response to the distance between the target virtual character and the target defensive character satisfying the preset escape defense condition, determine that the target virtual character has successfully escaped defense", the information processing method further includes:
[0122] g1: Display a message indicating that the target virtual character has successfully broken free of the defense at the preset location.
[0123] In this embodiment, the message indicating successful defense clearance includes an instantaneous effect of successful defense and a continuous effect of the buff.
[0124] In one possible implementation, the display form of the instantaneous effect of successful defense can be text information display, preset graphic display, highlight display, etc. Specifically, the preset graphic display form can be a ring effect with the location of the target virtual character as the center; the text information display form can be a pop-up message displayed in the graphical user interface, displaying text such as "Successfully escaped the defense" in the pop-up message; the highlight display form can be highlighting the virtual scene within a preset range of the location of the target virtual character, or highlighting the target virtual character.
[0125] In one possible implementation, the duration effect of the buff can be a prompt effect displayed on a part of the target virtual character's body, for example, it can be displayed on the target virtual character's hand. The duration effect of the buff is continuously displayed for a preset time after the target virtual character successfully breaks free from the defense, so as to prompt the target virtual character to continuously gain the buff skill for the preset time.
[0126] Secondly, determine the situation where the target virtual character fails to break free of the defense.
[0127] Specifically, the information processing method further includes:
[0128] h1: During the target skill judgment phase, if the distance between the target virtual character and the target defensive character does not exceed the preset escape defense distance, it is determined that the target virtual character has failed to escape defense.
[0129] h2: Controls the target skill to enter the skill cooldown phase.
[0130] In this embodiment of the application, since the target skill judgment phase also has a duration, it is necessary to continuously judge the distance between the target virtual character and the target defensive character during the duration of the target skill judgment phase. If the distance between the target virtual character and the target defensive character is never greater than the preset escape defense distance during the duration of the target skill judgment phase, that is, the target defensive character always closely defends the target virtual character, and the distance between the two is never greater than the preset escape defense distance during the duration of the target judgment phase, then it will be confirmed that the target virtual character has failed to defend.
[0131] For example, if the duration of the target skill judgment phase is 3 seconds and the preset escape distance is 1.5m (game distance), if the distance between the target virtual character and the target defending character never exceeds 1.5m within 3 seconds of entering the target skill judgment phase, then it is determined that the target virtual character has failed to escape the defense and needs to enter the target skill cooldown phase.
[0132] In one possible implementation, in order to synchronize information about the failure of the defense of the target virtual character, a defense failure prompt message can be displayed in the graphical user interface after it is determined that the defense of the target virtual character has failed.
[0133] Specifically, after the step of "determining that the target virtual character has failed to break free of the defense", the information processing method further includes:
[0134] i1: Display a message indicating failure to break free from defense at the preset location of the target virtual character.
[0135] In one possible implementation, the message indicating failure to escape defense can be displayed as a momentary effect of defense failure, or in the form of text information, a preset graphic, or a highlighted display. Specifically, the preset graphic display can be a ring effect centered on the location of the target virtual character (different from the ring effect display of the momentary effect of successful defense); the text information display can be a pop-up message displayed in the graphical user interface, showing the text "Failed to escape defense"; the grayed-out display can be either graying out the virtual scene within a preset range of the target virtual character's location, or graying out the target virtual character.
[0136] In one possible implementation, similarly, when the target skill enters a cooldown state, in order to more intuitively display the current state of the target skill, a skill cooldown icon can also be displayed on the graphical user interface. The skill cooldown icon is not permanently displayed on the graphical user interface; it will only be displayed when it is determined that the target skill is in a cooldown state. Furthermore, the display format of the skill cooldown icon changes with the cooldown time of the target skill to indicate the remaining time before the end of the cooldown state.
[0137] Thirdly, determine the situation where the target virtual character is temporarily free from defense.
[0138] Specifically, the information processing method further includes:
[0139] j1: In the target skill judgment phase, in response to the distance between the target virtual character and the target defensive character being greater than a preset escape distance, and the duration of the distance between the target virtual character and the target defensive character being greater than the preset escape distance being less than a second preset time threshold, it is determined that the target virtual character has temporarily escaped the defense, and the distance between the target virtual character and the target defensive character is re-determined.
[0140] In this embodiment of the application, if the distance between the target virtual character and the target defensive character is greater than the preset escape distance during the target skill judgment time, it is necessary to determine the duration for which the distance between the target virtual character and the target defensive character is greater than the preset escape distance. If the duration is greater than a second preset time threshold, it is determined that the target virtual character has successfully escaped the defense. If the duration is less than the second preset time threshold, it is determined that the target virtual character has only temporarily escaped the defense. If the duration of the target skill judgment phase has not ended, it is necessary to determine the distance between the target virtual character and the target defensive character again, and determine again whether the target virtual character has successfully escaped the defense.
[0141] In this scenario, when the target virtual character temporarily escapes defense, either no notification is provided, or an escape effect can be displayed in the graphical user interface. The escape effect can be a momentary effect, and its display format is consistent with other momentary effects. However, since the target virtual character has only temporarily escaped defense and has not completely escaped, and an offensive and defensive game is still underway between the target and enemy virtual characters, in order to better facilitate offensive and defensive operations, reduce obstruction of the graphical user interface, and not hinder the player's analysis of the current virtual interaction scenario, the option of not providing a notification when the target virtual character temporarily escapes defense is preferred.
[0142] Furthermore, if it is confirmed that the target virtual character has successfully broken free from the defense, a certain buff can be provided to the target virtual character for a preset period of time after the successful break-free.
[0143] S103. After the target virtual character successfully breaks free from the defense, within a preset buff time, control the target virtual character to obtain a buff skill; the buff skill is used to provide a buff effect to the character attributes of the target virtual character.
[0144] In one possible implementation, after the target virtual character successfully breaks free from the defense, it can obtain a buff skill within a preset buff time. The buff skill provides a buff effect to the virtual character's attributes, including at least one of the following:
[0145] Improve the success rate of the target virtual character controlling the virtual sphere to execute interactive events, reduce the skill cooldown time of the target virtual character, and reduce the interference range when the target virtual character executes the projection event.
[0146] In one possible implementation, the target virtual character's ball-handling interaction events with the virtual sphere include ball control, dribbling, and projectile events performed by controlling the virtual sphere. The success rate of the target virtual character's ball control, passing, and projectile events is increased within a preset gain time.
[0147] For example, taking a virtual basketball as an example, if the target virtual character's success rate in shooting is 50% (determined by the game settings or the target virtual character's out-of-game development), then after the target virtual character successfully breaks free from the defense, the success rate of the target virtual character's shooting increases to 70%.
[0148] The specific percentage increase in the success rate of ball handling interaction can be determined by the game system settings or by the player's manual settings before entering the game; the specific setting method is not limited here.
[0149] In one possible implementation, reducing the skill cooldown time of the target virtual character can be achieved by reducing the cooldown time of the target virtual character's target skill or all skills by a preset ratio, so that the target virtual character can use the skills that need to be cooled down multiple times, reducing the skill cooldown waiting time, thereby improving the game progress and game recommendation efficiency.
[0150] The target skills that can reduce cooldown time can be set by the game system or manually set by the player before entering the game; the specific setting method is not limited here.
[0151] In one possible implementation, reducing the interference range when the target virtual character performs a projection event can be done by reducing it according to a preset ratio. For example, if the target virtual character's escape distance is within 1.5m (game distance), and after it is determined that the target virtual character has successfully escaped the defense, the escape distance is within 1m (game distance). By reducing the interference range when the target virtual character performs a projection event, the success rate of the target virtual character performing a projection event can be improved.
[0152] The interference range of the target virtual character can be displayed in the graphical user interface through preset prompt information. For example, it can be a fan-shaped area displayed at a fixed position of the target virtual character.
[0153] In this embodiment of the application, when the target virtual character successfully breaks free from the defense, it does not gain the buff skill for the entire game. Instead, it gains the buff skill for a preset time after the target virtual character successfully breaks free from the defense. When the preset time is exceeded, the target virtual character's buff skill disappears, and the judgment process for breaking free from the defense needs to be continued. The buff skill is then gained again after the next successful break-free from the defense.
[0154] The preset gain time can be determined by the movement speed of the target virtual character and the attack parameters of the target virtual character.
[0155] In one possible implementation, similarly, the movement speed of the target virtual character can be determined by a combination of factors, including the target virtual character's movement skills (pre-set), the dribbling time corresponding to the player's out-of-game development of the target virtual character, and the preset decision time (whether the target virtual character has been developed to an enhanced or mature version).
[0156] Similarly, when determining the movement speed of the target virtual character, the above-mentioned factors can be weighted and calculated to determine the final result of the target virtual character's movement speed.
[0157] In one possible implementation, the attack parameters of the target virtual character can be determined by a combination of the attack parameters pre-set for the target virtual character's skills (e.g., the game sets the attack parameters of the target virtual character for attack skills to be higher than those of other virtual characters), the attack parameters corresponding to the player's out-of-game development of the target virtual character (whether the target virtual character has been developed to an enhanced or mature version), and the attack parameters corresponding to the target virtual character's score in different game matches.
[0158] The pre-set attack parameters of the target virtual character's skills can be determined based on the type, intensity, and proportion of the attack skill. The attack parameters may differ for different attack skills and even for the same attack skill used by the target virtual character. For example, if the attack parameter of the attack skill used by the target virtual character is 70, the pre-set attack parameter of the target virtual character's skills is 70 if the attack skill used by the target virtual character is a normal version, and 90 if the attack skill used by the target virtual character is an evolved version.
[0159] The method for determining the attack parameters corresponding to the player's out-of-game development of the target virtual character can be based on the different stages of the player's out-of-game development of the target virtual character. For example, the attack parameters corresponding to the player's out-of-game development of the target virtual character, which is an enhanced version of the target virtual character, are higher than the attack parameters corresponding to the player's out-of-game development of the target virtual character, which is not an enhanced version of the target virtual character.
[0160] The method for determining the attack parameters corresponding to the target virtual character's score in different game matches can be to pre-divide different score intervals, with different score intervals corresponding to different adversarial values. The corresponding attack parameters are determined based on the score interval in which the target virtual character's score is located in different game matches. For example, if the target virtual character's score in a game match is 300 points, which is in the (100, 500) interval, the attack parameters can be calculated based on the attack parameters corresponding to the (100, 500) interval.
[0161] In one possible implementation, the above-mentioned aspects can be weighted when calculating the attack parameters to determine the final result of the attack parameters.
[0162] In one possible implementation, the preset time can be a fixed 3 seconds, or it can be updated according to the increase of the target virtual character's attack parameters and attack resources. For example, the higher the target virtual character's attack parameters and attack resources, the longer the preset time after the target virtual character successfully breaks free from the defense.
[0163] In one possible implementation, in order to better demonstrate the situation where the target virtual character breaks free from the defense, so that the target player can more clearly know the duration of the current buff skill, a skill buff icon can be displayed in the graphical user interface, and the skill buff icon can be shown.
[0164] Specifically, after the step of "determining that the target virtual character has successfully broken free of the defense", the information processing method further includes:
[0165] k1: Display skill boost icons in the graphical user interface; wherein the skill boost icons are dynamically displayed icons; the display format of the skill boost icons changes as the preset boost time decreases.
[0166] In one possible implementation, the skill buff icon is not permanently displayed on the graphical user interface. It is only displayed on the graphical user interface after the target virtual character has successfully broken free from the defense. Furthermore, the display format of the skill buff icon changes as the preset buff time decreases to indicate the remaining time before the buff ends.
[0167] In one possible implementation, in order to reduce the obstruction of the graphical user interface, the skill buff icon can be displayed in the upper right corner of the graphical user interface. When it is determined that the target virtual character has successfully broken free from the defense, the colored skill buff icon is displayed, and it changes as the preset buff time decreases. That is, after it is determined that the target virtual character has successfully defended, the skill buff icon will be gradually grayed out, and when the preset buff time ends, the skill buff icon will be completely grayed out.
[0168] There is a mapping relationship between the graying speed of the skill buff icon and the numerical update speed of the preset buff time. The graying display is performed according to the relevant mapping relationship. For the example above, when the preset buff time becomes 1.5s (assuming the preset buff time is 3s), the grayed area of the skill buff icon should also occupy half of the total area of the skill buff icon.
[0169] In another possible implementation, the skill buff icon can also be displayed as a progress bar, with a preset buff time displayed at a preset position on the progress bar; as the preset buff time passes, the progress bar decreases from a full state until the entire progress bar disappears; at the same time, the preset buff time also decreases gradually until it reaches 0 (for the example above, the preset buff time is 3s, so the displayed preset buff time also gradually decreases from 3s until it reaches 0s).
[0170] There is a mapping relationship between the decreasing speed of the progress bar and the numerical update speed of the preset gain time. The display is reduced according to the relevant mapping relationship. For the example above, when the preset gain time becomes 1.5s, the filled area in the progress bar should also be located in the middle of the entire progress bar.
[0171] In one possible implementation, after the target virtual character successfully breaks free from defense, the target virtual character gains a buff skill. This buff skill can be triggered by the player's touch operation of skill controls in the graphical user interface (GUI). Alternatively, after the target virtual character successfully breaks free from defense and is within a preset buff duration, an additional buff skill control is displayed on top of the multiple skill controls shown on the GUI, and the buff skill is triggered through this additional control. However, due to the limited display area of the GUI, displaying an additional skill control might obstruct the GUI and affect the player's observation of the game scene.
[0172] In another possible implementation, the buff skill can be prompted and released through skill control switching. That is, different skills can be released through the same skill control for the same type of skill, so as to reduce the number of skill controls and thus reduce the obstruction of the graphical user interface.
[0173] Specifically, the information processing method further includes:
[0174] l1: During a preset period of buff time after the target virtual character successfully breaks free from the defense, the target skill control among the multiple skill controls is converted into a buff skill control, and the target virtual character is controlled to obtain the buff skill corresponding to the buff skill control.
[0175] In one possible implementation, converting a target skill control into a buff skill control can be achieved by modifying the skill name on the target skill control to the name of a buff skill, thereby prompting the player through a display on the graphical user interface that the function of the current control has been modified.
[0176] Specifically, after converting the target skill control into a buff skill control, the buff skill control can be highlighted (highlighted, magnified, etc.) to indicate to the player that the function of the current control has been modified.
[0177] In one possible implementation, the selection of the target skill control can be to convert any one of the multiple skill controls into a buff skill control. This selection process can be set by the system before the game starts, or the selection authority can be granted to the player before the game starts. The player can choose which control to set as the target skill control according to their own operating habits and perform the conversion of the buff skill control.
[0178] In one possible implementation, for the method of setting and selecting the target skill control by the system, skill controls of the same type as the buff skill can be set as the target skill control first, and skill controls of the same type as the buff skill can be set as the target skill control for conversion operation. In essence, this does not affect other regular skill operations and ensures the player's specific implementation of control over the target virtual character.
[0179] For example, taking a virtual sphere as a virtual basketball, during the preset buff time when the target virtual character successfully gets rid of the defense, the skill control of "one-step layup" is converted into "extended step layup" so that the target virtual character can have a stronger ability to attack the basket.
[0180] In one possible implementation, the timing for converting a target skill control to a boost skill control could be either to convert the target skill control directly after determining that the target virtual character has successfully broken free from defense, or to convert the target skill control to a boost skill control after determining that the target virtual character has successfully broken free from defense, rather than immediately converting the target skill control to a boost skill control, but rather after determining that a touch operation has been received for the target skill control.
[0181] The two conversion methods mentioned above can be set through the game system, or players can manually select the timing of the control conversion before entering the game.
[0182] Furthermore, after the preset buff time ends, all additional buffs gained by the target virtual character will disappear. At this time, it is necessary to switch the buff skill control back to the target skill control. When a trigger operation is received again for the target skill control, only the corresponding unbuffed target skill can be executed.
[0183] In one possible implementation, in order to more intuitively determine the number of times the current target virtual character has successfully broken free from the defense, a skill accumulation icon can be displayed in the graphical user interface. After it is determined that the target virtual character has successfully broken free from the defense, the skill accumulation icon includes the skill success value at a preset position.
[0184] Specifically, after the step of "determining that the target virtual character has successfully broken free of the defense", the information processing method further includes:
[0185] m1: Updates the skill success value at the preset position of the skill accumulation icon.
[0186] In one possible implementation, the skill accumulation icon can be a permanent icon in the graphical user interface. In order to reduce the obstruction of the graphical user interface, the skill accumulation icon can be permanently displayed in the upper right corner of the graphical user interface. At the same time, when the target virtual character has not performed the escape from defense operation, the skill accumulation icon's preset position includes a skill success value of 0. When it is determined that the target virtual character has successfully escaped defense, the skill success value can be increased.
[0187] In one possible implementation, the skill success value corresponding to the skill accumulation icon does not accumulate across game rounds. That is, when a game ends, the skill success value corresponding to the skill accumulation icon needs to be cleared to zero, and it will start accumulating from 0 when the next game begins.
[0188] Furthermore, since all target skills have cooldown times, once it is determined that the target virtual character has failed to break free from the defense, the target skill will be controlled to enter the skill cooldown state. After the target virtual character successfully breaks free from the defense, the target skill will also need to enter the skill cooldown phase after the preset buff time ends.
[0189] Specifically, the information processing method further includes:
[0190] n1: In response to the end of the preset gain time, control the target skill to enter the skill cooldown phase.
[0191] To more intuitively display the current status of the target skill, a skill cooldown icon can be displayed on the graphical user interface. The skill cooldown icon is not always displayed on the graphical user interface; it will only be displayed when the target skill is confirmed to be in a cooldown state. Furthermore, the display format of the skill cooldown icon changes with the cooldown time of the target skill to indicate the remaining time before the cooldown ends.
[0192] Specifically, after the step of "controlling the target skill to enter the skill cooldown phase", the information processing method further includes:
[0193] o1: Display a skill cooldown icon in the graphical user interface; wherein the skill cooldown icon is a dynamically displayed icon; the display format of the skill cooldown icon changes according to the cooldown time of the target skill.
[0194] In one possible implementation, the skill cooldown icon is not permanently displayed on the graphical user interface. It is only displayed on the graphical user interface after the target skill is determined to have entered the skill cooldown phase. Furthermore, the display format of the skill cooldown icon changes with the cooldown time of the target skill to indicate the remaining cooldown time of the target skill.
[0195] In one possible implementation, in order to reduce the obstruction of the graphical user interface, the skill cooldown icon can be displayed in the upper right corner of the graphical user interface. When it is determined that the target skill has entered the skill cooldown stage, a colored skill cooldown icon is displayed, and the icon changes as the cooldown time decreases. That is, after it is determined that the target skill has entered the skill cooldown stage, the skill cooldown icon will be gradually grayed out, and when the skill cooldown time ends, the skill cooldown icon will be completely grayed out.
[0196] There is a mapping relationship between the graying speed of the skill cooldown icon and the numerical update speed of the skill cooldown time. The graying display is based on the relevant mapping relationship. When the skill cooldown icon becomes 2s (assuming the skill cooldown time is 6s), the grayed area of the skill cooldown icon should also occupy one-third and one-half of the total area of the skill cooldown icon.
[0197] In another possible implementation, the skill cooldown icon can also be displayed as a progress bar, with the skill cooldown time displayed at a preset position on the progress bar; as the skill cooldown time passes, the progress bar decreases from a full state until the entire progress bar disappears.
[0198] There is a mapping relationship between the rate at which the progress bar decreases and the rate at which the preset gain time value is updated.
[0199] Furthermore, after the target skill enters the skill cooldown phase, the target virtual character needs to teleport the virtual sphere to the location of the teammate's virtual character, and only after receiving the virtual sphere again can the target skill be used again.
[0200] Specifically, after the step of "controlling the target skill to enter the skill cooldown phase", the information processing method further includes:
[0201] p1: In response to the end of the skill cooldown phase, if the target virtual character teleports the virtual sphere to a teammate virtual character, and the virtual sphere is once again under the control of the target virtual character, determine the distance between the target virtual character and the target defensive character.
[0202] p2: In response to the distance between the target virtual character and the target defensive character satisfying the preset conditions for breaking free from defense, it is determined that the target virtual character has successfully broken free from defense.
[0203] In this embodiment, if it is determined that the target skill has entered the skill cooldown phase (either the target virtual character fails to break free from the defense or the target virtual character successfully breaks free from the defense and the preset buff time ends), in order to prevent the virtual sphere from remaining under the control of the target virtual character, and the target virtual character from continuously using the target skill to break free from the defense of other defending virtual characters and continuously attack and score, thereby excessively increasing the defense difficulty of other defending virtual characters and affecting the game experience of other players, it is necessary to trigger the target skill again after the target virtual character sends the ball to another virtual character and regains control of the virtual sphere. That is, the distance between the target virtual character and the target defending character is determined again, and the determination process of whether the target virtual character has successfully broken free from the defense is based on the distance between the target virtual character and the target defending character.
[0204] In one possible implementation, at the start of each game, that is, when the target virtual character enters the game, the target skill does not have a skill cooldown period by default and can be triggered directly.
[0205] Furthermore, when the virtual sphere is under the control of the target virtual character, that is, when the target virtual character holds the ball, ball-holding information will be displayed at the target virtual character's preset position. This information can be text or graphic. When displaying the target virtual character's ball-holding information, the displayed ball-holding prompts will distinguish which faction's virtual character is holding the ball. The ball-holding prompts for the player's currently controlled target virtual character when in an offensive state are different from those when in a defensive state. This ball-holding prompt display serves to remind the player of the transition between offensive and defensive states of the faction to which the player's currently controlled target virtual character belongs.
[0206] Specifically, the information processing method further includes:
[0207] q1: In response to the virtual sphere being under the control of the target virtual character, a ball-holding icon is displayed at a preset position of the target virtual character; the ball-holding icon moves with the target virtual character in the virtual interactive scene.
[0208] The display format of the ball-holding icon is related to the offensive and defensive status of the target virtual character.
[0209] In one possible implementation, the preset position of the target virtual character can be directly above the target virtual character, and the ball-holding prompt information updates its display position as the target virtual character moves, so as to ensure that the ball-holding prompt information is always displayed relative to the preset position of the target virtual character.
[0210] In one possible implementation, the ball-holding faction can be indicated by displaying ball-holding information in different colors. Specifically, the graphical user interface displays the scores of both sides. When displaying the scores, different colors can be used to distinguish between the two sides. For example, blue represents the player's side and red represents the opponent's side. If the opponent's virtual character currently holds the ball, the ball-holding information displayed at the virtual character's preset position can be displayed in the opponent's color - red, to indicate that the player's current target virtual character's faction is in a defensive state. If the player's virtual character currently holds the ball, the ball-holding information displayed at the target virtual character's preset position can be displayed in the player's color - blue, to indicate that the player's current target virtual character's faction is in an offensive state.
[0211] In another possible implementation, the ball possession status of the target virtual character can be indicated by text information. In this case, the text prompt can directly show whether the ball is in possession of the enemy or our side. For the example above, if the current ball possession is held by the enemy virtual character, then the ball possession information displayed at the preset position of the virtual character can be that the enemy player X is holding the ball.
[0212] In another possible implementation, the execution entity of this application embodiment can also be an interaction between a terminal and a server. Through information exchange between the server and the terminal, the server performs a judgment process, and the terminal displays the result, thereby executing the information processing method in the game described in this application embodiment. The specific execution process is as follows:
[0213] Please see Figure 2 , Figure 2 The service-side defense-avoidance judgment flowchart provided in the embodiments of this application is as follows: Figure 2As shown, on the server side, when a target virtual character with the target skill gains possession of the ball (the virtual ball is under the control of the target virtual character), it is determined whether the target skill is in a cooldown phase. If so, the target skill preparation is not triggered; otherwise, it enters the target skill preparation phase. During the target skill preparation phase, after a timer exceeds 1 second, it enters the target skill judgment phase. The target skill judgment phase lasts for 3 seconds (this duration is configurable). During the target skill judgment phase, the distance between the target virtual character and the nearest target defending character is continuously calculated, and it is checked whether this distance is greater than the preset escape distance (whether there is a defending virtual character within the preset escape distance) within 3 seconds. If not, it is considered that the target virtual character has failed to escape the defense, and the target skill enters the skill cooldown phase. If so, it is continuously checked whether the distance between the target virtual character and the nearest target defending character is less than the preset escape distance within 0.2 seconds. If so, the distance between the target virtual character and the nearest target defending character is continuously calculated and checked. If not, it is considered that the target virtual character has successfully escaped the defense. After the "successful escape" state lasts for 3 seconds, the target skill enters the skill cooldown phase.
[0214] On the client side, when the server determines that the target character has entered the skill preparation phase, a preparation phase effect is displayed in the graphical user interface of each client participating in the game to notify all players that the target virtual character has entered the skill preparation phase, at which point the defending virtual character needs to prepare for defense in time. When the server determines that the target character has entered the skill judgment phase, a judgment phase effect is displayed in the graphical user interface of each client participating in the game to notify all players that the target virtual character has entered the skill judgment phase, at which point the defending virtual character needs to attempt to enter the second circular display effect of the judgment phase effect to closely defend against the target virtual character and interfere with the target virtual character's attack. When the server determines that the target virtual character has failed to break free from the defense, a message indicating that the break free from the defense has failed is displayed in the graphical user interface of each client participating in the game to notify all players that the target virtual character has failed to break free from the defense. When the server determines that the target virtual character has successfully broken free from the defense, a message indicating that the break free from the defense has succeeded is displayed in the graphical user interface of each client participating in the game to notify all players that the target virtual character has successfully broken free from the defense.
[0215] The following will illustrate the information processing process in the game in this application embodiment through specific examples, using a virtual basketball as an example:
[0216] Please see Figure 3 , Figure 3 One of the schematic diagrams of the graphical user interface provided in the embodiments of this application is shown below. Figure 3As shown, the graphical user interface 300 displays the current virtual interactive scene, including a score display area 301 showing the score ratio of both teams and the game time. The target virtual character 302 is currently in possession of the ball, meaning they have control of the virtual basketball (the virtual basketball is under their control). At this time, a ball-holding indicator 303 needs to be displayed at a preset position on the target virtual character 302 to indicate that they currently have control of the virtual basketball. The graphical user interface 200 displays skill controls corresponding to the skills used by the target virtual character 302, namely a shooting skill control 304. Players can control the target virtual character 302 to perform a shooting operation by touching the shooting skill control 304, thus guiding the virtual basketball towards the virtual basket in the virtual interactive scene. Movement; Passing skill control 305: Players can control the target virtual character 302 to pass the virtual basketball to other selected virtual characters of the same faction by touching the passing skill control 305; Breakthrough skill control 306: Players can control the target virtual character 302 to break through the defense of the currently defending virtual character of the opposing faction by touching the breakthrough skill control 306; One-step layup skill control 307: Players can control the target virtual character 302 to perform a layup by touching the one-step layup skill control 307, and control the virtual basketball to move towards the virtual basket in the virtual interactive scene; Charge skill control 308: The charge skill control 308 has a filled area 3081 around it, as well as the current charge value and the target charge value. Players can control the target virtual character 302 to perform the target virtual character 302's charge skill by touching the charge skill control 308.
[0217] For further details, please refer to Figure 4 , Figure 4 This is a second schematic diagram of the graphical user interface provided in the embodiments of this application, as shown below. Figure 4 As shown, after judgment, the target virtual character's target skill is not in the skill cooldown stage. At this time, the target skill preparation stage is entered, and the target virtual character 302 preparation stage effect 309 (is the first circular display effect, the filling area of the first circular display effect gradually increases until it closes into a circle) is displayed. At the same time, the skill accumulation icon 310 is displayed in the upper right corner of the graphical user interface. At this time, the value of the skill accumulation icon 310 is 0.
[0218] For further details, please refer to Figure 5 , Figure 5 This is a third schematic diagram of the graphical user interface provided in the embodiments of this application, as shown below. Figure 5As shown, when the duration of the target skill preparation phase exceeds the first preset time threshold, the target skill judgment phase begins, and the target virtual character 302 preparation phase effect 311 (which is a second circular display effect, and the area within the second circular display effect is an interference area that can interfere with the target virtual character's attack).
[0219] For further details, please refer to Figure 6 , Figure 6 This is a fourth schematic diagram of the graphical user interface provided in the embodiments of this application, as shown below. Figure 6 As shown, when the distance between the target virtual character and the target defensive character is greater than the preset escape distance and the duration of the distance being greater than the preset escape distance is greater than a second preset time threshold, it is determined that the target virtual character has successfully escaped the defense. A successful escape prompt message is displayed at the preset position of the target virtual character 302. The successful escape prompt message includes an instantaneous success effect 3121 around the target virtual character 302 and a buff prompt message 3122 surrounding the hand position of the target virtual character 302. At the same time, a skill buff icon 313 is displayed in the upper right corner of the graphical user interface. The display form of the skill buff icon changes as the preset buff time decreases. The skill accumulation icon 310 is also displayed in the upper right corner, and its value is updated to 1. At the same time, the one-step layup skill control 307 is converted into an extended step layup skill control.
[0220] For further details, please refer to Figure 7 , Figure 7 This is the fifth schematic diagram of the graphical user interface provided in the embodiments of this application, as shown below. Figure 7 As shown, if during the target skill judgment process, the distance between the target virtual character and the target defending character does not exceed the preset escape defense distance, it is determined that the target virtual character has failed to escape defense. The escape defense failure prompt message 314 is displayed at the preset position of the target virtual character 302, the target skill enters the skill cooldown stage, and the skill cooldown icon 315 is displayed in the upper right corner of the graphical user interface. The display form of the skill cooldown icon changes with the cooldown time of the target skill.
[0221] The information processing method in the game provided in this application embodiment, during a game, in response to the virtual ball being under the control of the target virtual character, determines the distance between the target virtual character and the target defensive character; in response to the distance between the target virtual character and the target defensive character satisfying a preset escape defense condition, determines that the target virtual character has successfully escaped the defense; and during a preset buff time after the target virtual character successfully escapes the defense, controls the target virtual character to obtain a buff skill. Thus, when the virtual ball is under the control of the target virtual character, the escape defense status of the target virtual character is determined, and after determining that the target virtual character has successfully escaped the defense, the target virtual character is controlled to obtain a buff skill. This reduces the possibility that the target virtual character will be interfered with again by the target defensive character when performing a projection operation, and also reduces the situation where the virtual character performs repetitive actions to escape the defense, without disrupting the normal competitive rhythm of the virtual character, which helps to improve the player's gaming experience; it improves the efficiency of escaping defense, reduces the data processing volume of hardware devices, thereby reducing the processing burden of hardware devices (terminal devices and / or servers), saving the power consumption of hardware devices (terminal devices and / or servers), and reducing the performance overhead of hardware devices (terminal devices and / or servers).
[0222] 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.
[0223] Please see Figure 8 , Figure 8 This is a schematic diagram of the structure of an information processing device for a game provided in an embodiment of this application. Figure 8 As shown, the information processing device 800 includes:
[0224] The distance determination module 810 is used to determine the distance between the target virtual character and the target defensive character during the game, in response to the virtual sphere being under the control of the target virtual character; the target defensive character is the defensive virtual character closest to the target virtual character among a plurality of defensive virtual characters.
[0225] The successful defense module 820 is used to determine that the target virtual character has successfully broken free of the defense when the distance between the target virtual character and the target defender character meets the preset conditions for breaking free of the defense.
[0226] The skill acquisition module 830 is used to control the target virtual character to acquire a buff skill within a preset buff time after the target virtual character successfully breaks free from the defense; the buff skill is used to provide a buff effect to the character attributes of the target virtual character.
[0227] In one possible implementation, when the distance determination module 810 determines the distance between the target virtual character and the target defensive character in response to the virtual sphere being under the control of the target virtual character, the distance determination module 810 is configured to:
[0228] In response to the virtual sphere being under the control of the target virtual character, if the target skill is not in a cooldown state, the distance between the target virtual character and the target defensive character is determined.
[0229] In one possible implementation, when the distance determination module 810 determines the distance between the target virtual character and the target defensive character if the target skill is not in a cooldown state, the distance determination module 810 is used to:
[0230] In response to the target skill not being in a cooldown state, the target skill preparation phase begins.
[0231] When the duration of the target skill preparation phase exceeds a first preset time threshold, the target skill judgment phase is entered, and the distance between the target virtual character and the target defensive character is determined.
[0232] In one possible implementation, when the defense success module 820 determines that the target virtual character has successfully broken free of defense in response to the distance between the target virtual character and the target defender character satisfying a preset condition for breaking free of defense, the defense success module 820 is configured to:
[0233] In the target skill judgment phase, in response to the distance between the target virtual character and the target defensive character being greater than a preset escape distance and the duration of the distance between the target virtual character and the target defensive character being greater than the preset escape distance being greater than a second preset time threshold, it is determined that the target virtual character has successfully escaped the defense.
[0234] In one possible implementation, the information processing device 800 further includes a defense failure module (not shown in the figure), the defense failure module being used for:
[0235] During the target skill judgment phase, if the distance between the target virtual character and the target defensive character does not exceed the preset escape distance, it is determined that the target virtual character has failed to escape the defense.
[0236] Control the target skill to enter the skill cooldown phase.
[0237] In one possible implementation, the information processing device 800 further includes a temporary defense clearance module (not shown), the temporary defense clearance module being used for:
[0238] In the target skill judgment phase, in response to the distance between the target virtual character and the target defensive character being greater than a preset escape distance, and the duration of the distance between the target virtual character and the target defensive character being greater than the preset escape distance being less than a second preset time threshold, it is determined that the target virtual character has temporarily escaped the defense, and the distance between the target virtual character and the target defensive character is re-determined.
[0239] In one possible implementation, the information processing device 800 further includes a special effects display preparation module (not shown in the figure), the special effects display preparation module being used for:
[0240] Preparation phase effects are displayed at the preset position of the target virtual character.
[0241] In one possible implementation, the display effect of the preparation phase special effects is a first circular display effect with the target virtual character as the center and a preset escape defense distance as the radius;
[0242] The display format of the preparation phase effects changes as the duration of the target skill's preparation phase increases.
[0243] In one possible implementation, the information processing device 800 further includes a special effects display judgment module (not shown in the figure), the special effects display judgment module being used for:
[0244] The judgment phase effect is displayed at the preset position of the target virtual character.
[0245] In one possible implementation, the special effect of the judgment phase is displayed as a second circular effect with the target virtual character as the center and a preset escape defense distance as the radius.
[0246] In one possible implementation, the information processing device 800 further includes a defense success notification module (not shown in the figure), the defense success notification module being used for:
[0247] A message indicating successful escape from defense is displayed at the preset location of the target virtual character.
[0248] In one possible implementation, the information processing device 800 further includes a skill control conversion module (not shown in the figure), the skill control conversion module being used for:
[0249] During a preset period of buff time after the target virtual character successfully breaks free from the defense, the target skill control among the multiple skill controls is converted into a buff skill control, and the target virtual character is controlled to obtain the buff skill corresponding to the buff skill control.
[0250] In one possible implementation, the information processing device 800 further includes a defense failure notification module (not shown in the figure), the defense failure notification module being used for:
[0251] A message indicating failure to break free from defense is displayed at the preset location of the target virtual character.
[0252] In one possible implementation, the information processing device 800 further includes a skill cooling module (not shown), the skill cooling module being used for:
[0253] In response to the end of the preset gain time, the target skill is controlled to enter the skill cooldown phase.
[0254] In one possible implementation, the information processing device 800 further includes a pass control module (not shown in the figure), the pass control module being used for:
[0255] In response to the end of the skill cooldown phase, if the target virtual character teleports the virtual sphere to a teammate virtual character, and the virtual sphere is once again under the control of the target virtual character, the distance between the target virtual character and the target defensive character is determined.
[0256] In response to the distance between the target virtual character and the target defensive character satisfying the preset conditions for breaking free from defense, it is determined that the target virtual character has successfully broken free from defense.
[0257] In one possible implementation, the information processing device 800 further includes a cooling icon display module (not shown in the figure), the cooling icon display module being used for:
[0258] The graphical user interface displays a skill cooldown icon; wherein the skill cooldown icon is a dynamically displayed icon; the display format of the skill cooldown icon changes according to the cooldown time of the target skill.
[0259] In one possible implementation, the information processing device 800 further includes a gain icon display module (not shown in the figure), the gain icon display module being used for:
[0260] The graphical user interface displays skill boost icons; wherein the skill boost icons are dynamically displayed icons; the display format of the skill boost icons changes as the preset boost time decreases.
[0261] In one possible implementation, the graphical user interface displays a skill accumulation icon; the skill accumulation icon includes a skill success value at a preset position; the information processing device 800 further includes a value update module (not shown in the figure), the value update module being used for:
[0262] Update the skill success value at the preset position of the skill accumulation icon.
[0263] In one possible implementation, the information processing device 800 further includes a motion control module (not shown), the motion control module being used for:
[0264] In response to a change in the direction and / or magnitude of the displacement vector of the target virtual character, the target virtual character is controlled to adjust its movement direction in real time, and the virtual sphere is controlled to follow the target virtual character in the virtual interactive scene.
[0265] In one possible implementation, the buff skill provides at least one of the following buff effects to the virtual character's attributes:
[0266] Improve the success rate of the target virtual character controlling the virtual sphere to execute interactive events, reduce the skill cooldown time of the target virtual character, and reduce the interference range when the target virtual character executes the projection event.
[0267] In one possible implementation, the information processing device 800 further includes an identification display module (not shown in the figure), the identification display module being used for:
[0268] In response to the virtual sphere being under the control of the target virtual character, a ball-holding icon is displayed at a preset position of the target virtual character; the ball-holding icon moves with the target virtual character in the virtual interactive scene;
[0269] The display format of the ball-holding icon is related to the offensive and defensive status of the target virtual character.
[0270] The information processing device in the game provided in this application, during a game, determines the distance between the target virtual character and the target defending character in response to the virtual ball being under the control of the target virtual character; determines that the target virtual character has successfully escaped the defense in response to the distance between the target virtual character and the target defending character satisfying a preset escape defense condition; and controls the target virtual character to obtain a buff skill within a preset buff time after the target virtual character successfully escapes the defense. In this way, when the virtual ball is under the control of the target virtual character, the escape defense status of the target virtual character is determined, and after determining that the target virtual character has successfully escaped the defense, the target virtual character is controlled to obtain a buff skill. This reduces the possibility that the target virtual character will be interfered with again by the target defending character when performing a projection operation, and also reduces the situation where the virtual character performs repetitive actions to escape the defense, without disrupting the normal competitive rhythm of the virtual character, thus helping to improve the player's gaming experience; it improves the efficiency of escaping the defense, reduces the data processing volume of the hardware device, thereby reducing the processing burden of the hardware device (terminal device and / or server), saving the power consumption of the hardware device (terminal device and / or server), and reducing the performance overhead of the hardware device (terminal device and / or server).
[0271] Please see Figure 9 , Figure 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Figure 9 As shown, the electronic device 900 includes a processor 910, a memory 920, and a bus 930.
[0272] The memory 920 stores machine-readable instructions executable by the processor 910. When the electronic device 900 is running, the processor 910 communicates with the memory 920 via the bus 930, causing the processor 910 to execute the following instructions during operation:
[0273] During the game, in response to the virtual sphere being controlled by the target virtual character, the distance between the target virtual character and the target defensive character is determined; the target defensive character is the defensive virtual character closest to the target virtual character among a plurality of defensive virtual characters.
[0274] In response to the fact that the distance between the target virtual character and the target defensive character meets the preset condition for breaking free from defense, it is determined that the target virtual character has successfully broken free from defense;
[0275] During a preset period of buff time after the target virtual character successfully breaks free from the defense, the target virtual character is controlled to gain a buff skill; the buff skill is used to provide a buff effect on the target virtual character's character attributes.
[0276] In one possible implementation, the instruction executed by processor 910, in response to the virtual sphere being under the control of the target virtual character, determines the distance between the target virtual character and the target defensive character, including:
[0277] In response to the virtual sphere being under the control of the target virtual character, if the target skill is not in a cooldown state, the distance between the target virtual character and the target defensive character is determined.
[0278] In one possible implementation, the instruction executed by processor 910, which states that if the target skill is not in a cooldown state, determines the distance between the target virtual character and the target defensive character, includes:
[0279] In response to the target skill not being in a cooldown state, the target skill preparation phase begins.
[0280] When the duration of the target skill preparation phase exceeds a first preset time threshold, the target skill judgment phase is entered, and the distance between the target virtual character and the target defensive character is determined.
[0281] In one possible implementation, the instruction executed by the processor 910, in response to the distance between the target virtual character and the target defensive character satisfying a preset escape defense condition, determines that the target virtual character has successfully escaped defense, includes:
[0282] In the target skill judgment phase, in response to the distance between the target virtual character and the target defensive character being greater than a preset escape distance and the duration of the distance between the target virtual character and the target defensive character being greater than the preset escape distance being greater than a second preset time threshold, it is determined that the target virtual character has successfully escaped the defense.
[0283] In one possible implementation, the instructions executed by the processor 910 further include:
[0284] During the target skill judgment phase, if the distance between the target virtual character and the target defensive character does not exceed the preset escape distance, it is determined that the target virtual character has failed to escape the defense.
[0285] Control the target skill to enter the skill cooldown phase.
[0286] In one possible implementation, the instructions executed by the processor 910 further include:
[0287] In the target skill judgment phase, in response to the distance between the target virtual character and the target defensive character being greater than a preset escape distance, and the duration of the distance between the target virtual character and the target defensive character being greater than the preset escape distance being less than a second preset time threshold, it is determined that the target virtual character has temporarily escaped the defense, and the distance between the target virtual character and the target defensive character is re-determined.
[0288] In one possible implementation, the instructions executed by the processor 910 further include:
[0289] Preparation phase effects are displayed at the preset position of the target virtual character.
[0290] In one possible implementation, the display effect of the preparation phase special effects is a first circular display effect with the target virtual character as the center and a preset escape defense distance as the radius;
[0291] The display format of the preparation phase effects changes as the duration of the target skill's preparation phase increases.
[0292] In one possible implementation, the instructions executed by the processor 910 further include:
[0293] The judgment phase effect is displayed at the preset position of the target virtual character.
[0294] In one possible implementation, the display effect of the judgment phase special effect is a second circular display effect with the target virtual character as the center and a preset escape defense distance as the radius.
[0295] In one possible implementation, the instructions executed by the processor 910 further include:
[0296] A message indicating successful escape from defense is displayed at the preset location of the target virtual character.
[0297] In one possible implementation, the graphical user interface displays multiple skill controls; the instructions executed by the processor 910 further include:
[0298] During a preset period of buff time after the target virtual character successfully breaks free from the defense, the target skill control among the multiple skill controls is converted into a buff skill control, and the target virtual character is controlled to obtain the buff skill corresponding to the buff skill control.
[0299] In one possible implementation, the instructions executed by the processor 910 further include:
[0300] A message indicating failure to break free from defense is displayed at the preset location of the target virtual character.
[0301] In one possible implementation, the instructions executed by the processor 910 further include:
[0302] In response to the end of the preset gain time, the target skill is controlled to enter the skill cooldown phase.
[0303] In one possible implementation, the instructions executed by the processor 910 further include:
[0304] In response to the end of the skill cooldown phase, if the target virtual character teleports the virtual sphere to a teammate virtual character, and the virtual sphere is once again under the control of the target virtual character, the distance between the target virtual character and the target defensive character is determined.
[0305] In response to the distance between the target virtual character and the target defensive character satisfying the preset conditions for breaking free from defense, it is determined that the target virtual character has successfully broken free from defense.
[0306] In one possible implementation, the instructions executed by the processor 910 further include:
[0307] The graphical user interface displays a skill cooldown icon; wherein the skill cooldown icon is a dynamically displayed icon; the display format of the skill cooldown icon changes according to the cooldown time of the target skill.
[0308] In one possible implementation, the instructions executed by the processor 910 further include:
[0309] The graphical user interface displays skill boost icons; wherein the skill boost icons are dynamically displayed icons; the display format of the skill boost icons changes as the preset boost time decreases.
[0310] In one possible implementation, the graphical user interface displays a skill accumulation icon; the skill accumulation icon includes a skill success value at a preset position; the instructions executed by the processor 910 further include:
[0311] Update the skill success value at the preset position of the skill accumulation icon.
[0312] In one possible implementation, the instructions executed by the processor 910 further include:
[0313] In response to a change in the direction and / or magnitude of the displacement vector of the target virtual character, the target virtual character is controlled to adjust its movement direction in real time, and the virtual sphere is controlled to follow the target virtual character in the virtual interactive scene.
[0314] In one possible implementation, the buff skill provides at least one of the following buff effects to the virtual character's attributes:
[0315] Improve the success rate of the target virtual character controlling the virtual sphere to execute interactive events, reduce the skill cooldown time of the target virtual character, and reduce the interference range when the target virtual character executes the projection event.
[0316] In one possible implementation, the instructions executed by the processor 910 further include:
[0317] In response to the virtual sphere being under the control of the target virtual character, a ball-holding icon is displayed at a preset position of the target virtual character; the ball-holding icon moves with the target virtual character in the virtual interactive scene;
[0318] The display format of the ball-holding icon is related to the offensive and defensive status of the target virtual character.
[0319] By employing the above method, when the virtual ball is under the control of the target virtual character, the system determines the target virtual character's ability to break free from the defense. Upon successful break-free, the target virtual character gains a buff skill, reducing the likelihood of interference from the target defender during shooting maneuvers. It also reduces repetitive actions the virtual character takes to escape defense, preserving the character's normal competitive rhythm and enhancing the player's gaming experience. Furthermore, it improves the efficiency of breaking free from defense, reduces the data processing load on hardware devices, thereby lowering the processing burden on hardware (terminal devices and / or servers), saving power consumption, and reducing performance overhead. Simultaneously, it provides a new method for acquiring buff skills, improving their efficiency and variety. Moreover, for games without motion inertia, the use of break-free skills allows for determining the necessary escape distance, reducing the need to increase dribbling speed and distance to avoid the defender during dribbling, further enhancing the player's experience.
[0320] This application also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, produces the following instructions:
[0321] During the game, in response to the virtual sphere being controlled by the target virtual character, the distance between the target virtual character and the target defensive character is determined; the target defensive character is the defensive virtual character closest to the target virtual character among a plurality of defensive virtual characters.
[0322] In response to the fact that the distance between the target virtual character and the target defensive character meets the preset condition for breaking free from defense, it is determined that the target virtual character has successfully broken free from defense;
[0323] During a preset period of buff time after the target virtual character successfully breaks free from the defense, the target virtual character is controlled to gain a buff skill; the buff skill is used to provide a buff effect on the target virtual character's character attributes.
[0324] In one possible implementation, the instructions executable by the computer-readable storage medium, in response to the virtual sphere being under the control of a target virtual character, determining the distance between the target virtual character and a target defensive character, include:
[0325] In response to the virtual sphere being under the control of the target virtual character, if the target skill is not in a cooldown state, the distance between the target virtual character and the target defensive character is determined.
[0326] In one possible implementation, the instruction executed by a computer-readable storage medium, wherein determining the distance between the target virtual character and the target defensive character if the target skill is not in a cooldown state, includes:
[0327] In response to the target skill not being in a cooldown state, the target skill preparation phase begins.
[0328] When the duration of the target skill preparation phase exceeds a first preset time threshold, the target skill judgment phase is entered, and the distance between the target virtual character and the target defensive character is determined.
[0329] In one possible implementation, the instruction executed by the computer-readable storage medium, in response to the distance between the target virtual character and the target defensive character satisfying a preset escape defense condition, determines that the target virtual character has successfully escaped defense, includes:
[0330] In the target skill judgment phase, in response to the distance between the target virtual character and the target defensive character being greater than a preset escape distance and the duration of the distance between the target virtual character and the target defensive character being greater than the preset escape distance being greater than a second preset time threshold, it is determined that the target virtual character has successfully escaped the defense.
[0331] In one possible implementation, the instructions executed by the computer-readable storage medium further include:
[0332] During the target skill judgment phase, if the distance between the target virtual character and the target defensive character does not exceed the preset escape distance, it is determined that the target virtual character has failed to escape the defense.
[0333] Control the target skill to enter the skill cooldown phase.
[0334] In one possible implementation, the instructions executed by the computer-readable storage medium further include:
[0335] In the target skill judgment phase, in response to the distance between the target virtual character and the target defensive character being greater than a preset escape distance, and the duration of the distance between the target virtual character and the target defensive character being greater than the preset escape distance being less than a second preset time threshold, it is determined that the target virtual character has temporarily escaped the defense, and the distance between the target virtual character and the target defensive character is re-determined.
[0336] In one possible implementation, the instructions executed by the computer-readable storage medium further include:
[0337] Preparation phase effects are displayed at the preset position of the target virtual character.
[0338] In one possible implementation, the display effect of the preparation phase special effects is a first circular display effect with the target virtual character as the center and a preset escape defense distance as the radius;
[0339] The display format of the preparation phase effects changes as the duration of the target skill's preparation phase increases.
[0340] In one possible implementation, the instructions executed by the computer-readable storage medium further include:
[0341] The judgment phase effect is displayed at the preset position of the target virtual character.
[0342] In one possible implementation, the display effect of the judgment phase special effect is a second circular display effect with the target virtual character as the center and a preset escape defense distance as the radius.
[0343] In one possible implementation, the instructions executed by the computer-readable storage medium further include:
[0344] A message indicating successful escape from defense is displayed at the preset location of the target virtual character.
[0345] In one possible implementation, the graphical user interface displays multiple skill controls; the instructions executable by the computer-readable storage medium further include:
[0346] During a preset period of buff time after the target virtual character successfully breaks free from the defense, the target skill control among the multiple skill controls is converted into a buff skill control, and the target virtual character is controlled to obtain the buff skill corresponding to the buff skill control.
[0347] In one possible implementation, the instructions executed by the computer-readable storage medium further include:
[0348] A message indicating failure to break free from defense is displayed at the preset location of the target virtual character.
[0349] In one possible implementation, the instructions executed by the computer-readable storage medium further include:
[0350] In response to the end of the preset gain time, the target skill is controlled to enter the skill cooldown phase.
[0351] In one possible implementation, the instructions executed by the computer-readable storage medium further include:
[0352] In response to the end of the skill cooldown phase, if the target virtual character teleports the virtual sphere to a teammate virtual character, and the virtual sphere is once again under the control of the target virtual character, the distance between the target virtual character and the target defensive character is determined.
[0353] In response to the distance between the target virtual character and the target defensive character satisfying the preset conditions for breaking free from defense, it is determined that the target virtual character has successfully broken free from defense.
[0354] In one possible implementation, the instructions executed by the computer-readable storage medium further include:
[0355] The graphical user interface displays a skill cooldown icon; wherein the skill cooldown icon is a dynamically displayed icon; the display format of the skill cooldown icon changes according to the cooldown time of the target skill.
[0356] In one possible implementation, the instructions executed by the computer-readable storage medium further include:
[0357] The graphical user interface displays skill boost icons; wherein the skill boost icons are dynamically displayed icons; the display format of the skill boost icons changes as the preset boost time decreases.
[0358] In one possible implementation, the graphical user interface displays a skill accumulation icon; the skill accumulation icon includes a skill success value at a preset position; the instructions executed by the computer-readable storage medium further include:
[0359] Update the skill success value at the preset position of the skill accumulation icon.
[0360] In one possible implementation, the instructions executed by the computer-readable storage medium further include:
[0361] In response to a change in the direction and / or magnitude of the displacement vector of the target virtual character, the target virtual character is controlled to adjust its movement direction in real time, and the virtual sphere is controlled to follow the target virtual character in the virtual interactive scene.
[0362] In one possible implementation, the buff skill provides at least one of the following buff effects to the virtual character's attributes:
[0363] Improve the success rate of the target virtual character controlling the virtual sphere to execute interactive events, reduce the skill cooldown time of the target virtual character, and reduce the interference range when the target virtual character executes the projection event.
[0364] In one possible implementation, the instructions executed by the computer-readable storage medium further include:
[0365] In response to the virtual sphere being under the control of the target virtual character, a ball-holding icon is displayed at a preset position of the target virtual character; the ball-holding icon moves with the target virtual character in the virtual interactive scene;
[0366] The display format of the ball-holding icon is related to the offensive and defensive status of the target virtual character.
[0367] By employing the above method, when the virtual ball is under the control of the target virtual character, the system determines the target virtual character's ability to break free from the defense. Upon successful break-free, the target virtual character gains a buff skill, reducing the likelihood of interference from the target defender during shooting maneuvers. It also reduces repetitive actions the virtual character takes to escape defense, preserving the character's normal competitive rhythm and enhancing the player's gaming experience. Furthermore, it improves the efficiency of breaking free from defense, reduces the data processing load on hardware devices, thereby lowering the processing burden on hardware (terminal devices and / or servers), saving power consumption, and reducing performance overhead. Simultaneously, it provides a new method for acquiring buff skills, improving their efficiency and variety. Moreover, for games without motion inertia, the use of break-free skills allows for determining the necessary escape distance, reducing the need to increase dribbling speed and distance to avoid the defender during dribbling, further enhancing the player's experience.
[0368] 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.
[0369] 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.
[0370] 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.
[0371] 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.
[0372] 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.
[0373] 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 in that, A virtual interaction scene is provided on the graphical user interface of the terminal device for virtual characters from different factions to interact. In the virtual interaction scene, virtual characters from different factions compete for virtual spheres and manipulate the virtual spheres to trigger projection events to advance the game. The information processing method includes: During the game, in response to the virtual sphere being controlled by the target virtual character, the distance between the target virtual character and the target defensive character is determined; the target defensive character is the defensive virtual character closest to the target virtual character among a plurality of defensive virtual characters. In response to the fact that the distance between the target virtual character and the target defensive character meets a preset escape defense condition, it is determined that the target virtual character has successfully escaped the defense; wherein, the determination that the distance between the target virtual character and the target defensive character meets the preset escape defense condition is based on two aspects: the distance between the target virtual character and the target defensive character and the duration for which the distance between the two meets the distance condition; During a preset period of buff time after the target virtual character successfully breaks free from the defense, the target virtual character is controlled to gain a buff skill; the buff skill is used to provide a buff effect on the target virtual character's character attributes.
2. The information processing method according to claim 1, characterized in that, The step of determining the distance between the target virtual character and the target defensive character in response to the virtual sphere being under the control of the target virtual character includes: In response to the virtual sphere being under the control of the target virtual character, if the target skill is not in a cooldown state, the distance between the target virtual character and the target defensive character is determined.
3. The information processing method according to claim 2, characterized in that, If the target skill is not on cooldown, determining the distance between the target virtual character and the target defensive character includes: In response to the target skill not being in a cooldown state, the target skill preparation phase begins. When the duration of the target skill preparation phase exceeds a first preset time threshold, the target skill judgment phase is entered, and the distance between the target virtual character and the target defensive character is determined.
4. The information processing method according to claim 3, characterized in that, The step of determining that the target virtual character has successfully broken free of defense when the distance between the target virtual character and the target defensive character meets a preset condition for breaking free of defense includes: In the target skill judgment phase, in response to the distance between the target virtual character and the target defensive character being greater than a preset escape distance and the duration of the distance between the target virtual character and the target defensive character being greater than the preset escape distance being greater than a second preset time threshold, it is determined that the target virtual character has successfully escaped the defense.
5. The information processing method according to claim 4, characterized in that, The information processing method further includes: During the target skill judgment phase, if the distance between the target virtual character and the target defensive character does not exceed the preset escape distance, it is determined that the target virtual character has failed to escape the defense. Control the target skill to enter the skill cooldown phase.
6. The information processing method according to claim 4, characterized in that, The information processing method further includes: In the target skill judgment phase, in response to the distance between the target virtual character and the target defensive character being greater than a preset escape distance, and the duration of the distance between the target virtual character and the target defensive character being greater than the preset escape distance being less than a second preset time threshold, it is determined that the target virtual character has temporarily escaped the defense, and the distance between the target virtual character and the target defensive character is re-determined.
7. The information processing method according to claim 3, characterized in that, If the target skill is not in a cooldown state, after entering the target skill preparation phase, the information processing method further includes: Preparation phase effects are displayed at the preset position of the target virtual character.
8. The information processing method according to claim 7, characterized in that, The special effects during the preparation phase are displayed as a first circular effect with the target virtual character as the center and a preset escape distance as the radius. The display format of the preparation phase effects changes as the duration of the target skill's preparation phase increases.
9. The information processing method according to claim 3, characterized in that, After the target skill preparation phase lasts longer than a first preset time threshold, and the process proceeds to the target skill judgment phase, the information processing method further includes: The judgment phase effect is displayed at the preset position of the target virtual character.
10. The information processing method according to claim 9, characterized in that, The special effect during the judgment phase is displayed as a second circular effect with the target virtual character as the center and a preset escape distance as the radius.
11. The information processing method according to claim 1, characterized in that, After determining that the target virtual character has successfully broken free of defense in response to the distance between the target virtual character and the target defensive character satisfying a preset condition for breaking free of defense, the information processing method further includes: A message indicating successful escape from defense is displayed at the preset location of the target virtual character.
12. The information processing method according to claim 1, characterized in that, The graphical user interface displays multiple skill controls; the information processing method further includes: During a preset period of buff time after the target virtual character successfully breaks free from the defense, the target skill control among the multiple skill controls is converted into a buff skill control, and the target virtual character is controlled to obtain the buff skill corresponding to the buff skill control.
13. The information processing method according to claim 5, characterized in that, After determining that the target virtual character has failed to break free of the defense, the information processing method further includes: A message indicating failure to break free from defense is displayed at the preset location of the target virtual character.
14. The information processing method according to claim 13, characterized in that, The information processing method further includes: In response to the end of the preset gain time, the target skill is controlled to enter the skill cooldown phase.
15. The information processing method according to claim 14, characterized in that, After controlling the target skill to enter the skill cooldown phase, the information processing method further includes: In response to the end of the skill cooldown phase, if the target virtual character teleports the virtual sphere to a teammate virtual character, and the virtual sphere is once again under the control of the target virtual character, the distance between the target virtual character and the target defensive character is determined. In response to the distance between the target virtual character and the target defensive character satisfying the preset conditions for breaking free from defense, it is determined that the target virtual character has successfully broken free from defense.
16. The information processing method according to claim 14, characterized in that, After controlling the target skill to enter the skill cooldown phase, the information processing method further includes: The graphical user interface displays a skill cooldown icon; wherein the skill cooldown icon is a dynamically displayed icon; the display format of the skill cooldown icon changes according to the cooldown time of the target skill.
17. The information processing method according to claim 1, characterized in that, After determining that the target virtual character has successfully broken free of the defense, the information processing method further includes: The graphical user interface displays skill boost icons; wherein the skill boost icons are dynamically displayed icons; the display format of the skill boost icons changes as the preset boost time decreases.
18. The information processing method according to claim 1, characterized in that, The graphical user interface displays a skill accumulation icon; The skill accumulation icon includes the skill success value at a preset location; After determining that the target virtual character has successfully broken free of the defense, the information processing method further includes: Update the skill success value at the preset position of the skill accumulation icon.
19. The information processing method according to claim 1, characterized in that, The information processing method further includes: In response to a change in the direction and / or magnitude of the displacement vector of the target virtual character, the target virtual character is controlled to adjust its movement direction in real time, and the virtual sphere is controlled to follow the target virtual character in the virtual interactive scene.
20. The information processing method according to claim 1, characterized in that, The beneficial effects that the buff skills provide to the character attributes of the virtual character include at least one of the following: Improve the success rate of the target virtual character controlling the virtual sphere to execute interactive events, reduce the skill cooldown time of the target virtual character, and reduce the interference range when the target virtual character executes the projection event.
21. The information processing method according to claim 1, characterized in that, The information processing method further includes: In response to the virtual sphere being under the control of the target virtual character, a ball-holding icon is displayed at a preset position of the target virtual character; the ball-holding icon moves with the target virtual character in the virtual interactive scene; The display format of the ball-holding icon is related to the offensive and defensive status of the target virtual character.
22. An information processing device for games, characterized in that, A virtual interaction scene is provided on the graphical user interface of the terminal device for virtual characters from different factions to interact. In the virtual interaction scene, virtual characters from different factions compete for virtual spheres and manipulate the virtual spheres to trigger projection events to advance the game. The information processing device includes: A distance determination module is used to determine the distance between the target virtual character and the target defensive character during the game, in response to the virtual sphere being controlled by the target virtual character; the target defensive character is the defensive virtual character closest to the target virtual character among a plurality of defensive virtual characters. The successful defense module is used to determine that the target virtual character has successfully broken free from defense in response to the distance between the target virtual character and the target defensive character satisfying a preset condition for breaking free from defense; wherein, the determination that the distance between the target virtual character and the target defensive character satisfies the preset condition for breaking free from defense is based on two aspects: the distance between the target virtual character and the target defensive character and the duration for which the distance between the two satisfies the distance condition; The skill acquisition module is used to control the target virtual character to acquire a buff skill within a preset buff time after the target virtual character successfully breaks free from the defense; the buff skill is used to provide a buff effect on the character attributes of the target virtual character.
23. An electronic device, characterized in that, include: The device includes a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the information processing method in a game as described in any one of claims 1 to 21.
24. 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 information processing method in a game as described in any one of claims 1 to 21.
Citation Information
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