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

By introducing the concepts of preset range areas and interference areas in virtual sphere games, virtual characters perform interference settlements based on the behavior types of defensive roles in the interference area when performing offensive skill behavior, solving the low interaction efficiency in the existing technology The problem is to achieve more efficient virtual role interaction and resource utilization.

CN119406059APending Publication Date: 2025-02-11NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411884000.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-12-19
Publication Date
2025-02-11

AI Technical Summary

Technical Problem

In the prior art, the logic of offensive interference judgment in virtual sphere games is relatively fixed, and it is impossible to ensure that effective interactions can be formed between virtual characters in different camps, resulting in low interaction efficiency.

Method used

By introducing the concepts of preset range areas and interference areas in the game, when a virtual character performs offensive skill behavior, it performs interference settlement based on the type of defensive character behavior in the interference area to determine whether the offensive skill behavior is disturbed.

Benefits of technology

It improves the interaction efficiency between virtual characters, ensures effective interaction between different camps, and improves the resource utilization rate of game servers.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides an information processing method and device in a game, electronic equipment and a storage medium, and the method comprises the steps: responding to the situation that a second virtual character does not exist in a preset range region of a first virtual character in a round that the first virtual character executes attack, and determining that the first virtual character enters a first state; the second virtual character and the first virtual character are in different camps; the first virtual character in the first state is responded to execute an attack skill behavior, interference settlement of the attack skill behavior is executed based on the behavior type of a second virtual character in an interference area of the first virtual character, and the interference settlement comprises interference and non-interference. According to the invention, the interaction efficiency can be improved.
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Description

Technical Field

[0001] The present application relates to the field of computer application technology, and in particular to an information processing method, device, electronic device and storage medium for a game. Background Art

[0002] With the continuous development of computer technology, a large number of games with different themes have emerged. For example, offline sports have been developed into corresponding game applications, and players can experience simulated sports competitions online through sports competitive games. Taking virtual ball games as an example, during the game, a single player often needs to control multiple virtual characters to pass the virtual ball, score points, etc. through the cooperation between multiple virtual characters, and also needs to perform defense, interception and other actions against multiple virtual characters of the enemy camp.

[0003] In the related art, an attack interference area is defined for the attacker. If the defender is in the area when the attacker launches a skill attack, it is considered to have interfered with the attacker's attack. The above judgment logic for attack interference is relatively fixed and cannot ensure that virtual characters in different camps can form effective interactions, resulting in low interaction efficiency. Summary of the invention

[0004] In view of this, the embodiments of the present application at least provide a method, device, electronic device and storage medium for processing information in a game to overcome at least one of the above-mentioned defects.

[0005] In a first aspect, an exemplary embodiment of the present application provides an information processing method in a game, the method comprising: in a round in which a first virtual character performs an attack, in response to the absence of a second virtual character in a preset range area of ​​the first virtual character, determining that the first virtual character has entered a first state; the second virtual character and the first virtual character are in a different camp; in response to the first virtual character in the first state performing an offensive skill behavior, based on the behavior type of the second virtual character in the interference area of ​​the first virtual character, performing interference settlement of the offensive skill behavior, the interference settlement including being interfered with and not being interfered with.

[0006] In a second aspect, an embodiment of the present application further provides an information processing device in a game, the device comprising: a detection module, in a round in which a first virtual character performs an attack, in response to the absence of a second virtual character in a preset range area of ​​the first virtual character, determining that the first virtual character has entered a first state; the second virtual character and the first virtual character are in a different camp; a settlement module, in response to the first virtual character performing an offensive skill behavior in the first state, performing interference settlement of the offensive skill behavior based on the behavior type of the second virtual character in the interference area of ​​the first virtual character, the interference settlement including being interfered with and not being interfered with.

[0007] In a third aspect, an embodiment of the present application further provides an electronic device, a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. 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 the above-mentioned game.

[0008] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the steps of the information processing method in the above game are executed.

[0009] The information processing method, device, electronic device and storage medium in the game provided by the embodiments of the present application can help improve the interaction efficiency.

[0010] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0011] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.

[0012] Figure 1 A flowchart showing an information processing method in a game provided by an exemplary embodiment of the present application;

[0013] Figure 2 A schematic diagram showing a first prompt special effect provided by an exemplary embodiment of the present application;

[0014] Figure 3 A schematic diagram showing the interaction of a first virtual character in a second state provided by an exemplary embodiment of the present application;

[0015] Figure 4 A schematic diagram showing a second prompt special effect provided by an exemplary embodiment of the present application;

[0016] Figure 5 A flowchart showing the steps of controlling offensive skill behavior for a first virtual character provided by an exemplary embodiment of the present application;

[0017] Figure 6 A schematic diagram showing the structure of an information processing device in a game provided by an exemplary embodiment of the present application;

[0018] Figure 7 A schematic diagram of the structure of an electronic device provided by an exemplary embodiment of the present application is shown. DETAILED DESCRIPTION

[0019] To make the purpose, technical scheme and advantages of the embodiments of the present application clearer, the technical scheme in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. It should be understood that the drawings in the present application only serve the purpose of explanation and description and are not used to limit the scope of protection of the present application. In addition, it should be understood that the schematic drawings are not drawn in real proportion. The flowchart used in this application shows the operations implemented according to some embodiments of the present application. It should be understood that the operations of the flowchart can be implemented out of sequence, and the steps without logical context can be reversed in order or implemented simultaneously. In addition, those skilled in the art, under the guidance of the content of the present application, can add one or more other operations to the flowchart, or remove one or more operations from the flowchart.

[0020] The terms "a", "an", "the" and "said" are used in this specification to indicate the presence of one or more elements / components / etc.; the terms "including" and "having" are used to express an open-ended inclusion and mean that additional elements / components / etc. may exist in addition to the listed elements / components / etc.; the terms "first" and "second" etc. are used only as labels and are not intended to limit the quantity of their objects.

[0021] It should be understood that in the embodiments of the present application, "at least one" refers to one or more, and "more than one" refers to two or more. "And / or" is merely a way to describe the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. "Including A, B and / or C" means including any one, any two, or any three of A, B, and C.

[0022] It should be understood that in the embodiments of the present application, "B corresponding to A", "B corresponding to A", "A corresponds to B", or "B corresponds to A" means that B is associated with A, and B can be determined according to A. Determining B according to A does not mean determining B only according to A, and B can also be determined according to A and / or other information.

[0023] In addition, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. The components of the embodiments of the present application described and shown in the drawings here can be arranged and designed in various configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work belong to the scope of protection of the present application.

[0024] With the continuous development of computer technology, a large number of games with different themes have emerged. For example, offline sports have been developed into corresponding game applications, and players can experience simulated sports competitions online through sports competitive games. Taking virtual ball games as an example, during the game, a single player often needs to control multiple virtual characters to pass the virtual ball, score points, etc. through the cooperation between multiple virtual characters, and also needs to perform defense, interception and other actions against multiple virtual characters of the enemy camp.

[0025] Usually, multiple skill controls are provided in the application of virtual ball games. For example, the movement control can be used to control the movement of the virtual character in the virtual interactive scene, and the action control is used to control the virtual character to perform corresponding competitive actions.

[0026] In the related art, the judgment logic for offensive interference in virtual ball games is relatively fixed. For example, an offensive interference area is usually determined for the ball holder, and the judgment logic for the shooting interference of the ball holder is: as long as the defender is in the offensive interference area, it is determined that the defender has interfered with the shooting action of the attacker. In other words, the defender does not need to make any substantial interception of the shooting action of the ball holder to achieve the interference effect, resulting in the defender not actively participating in defense.

[0027] In addition, the related art also uses whether the defender performs a designated defensive action to further determine whether to interfere with the attacker's shot. However, in the above judgment logic, whether the defender performs the designated defensive action has little effect on the shooting accuracy, and it cannot ensure that the controlled player can form an effective defense against the opponent, resulting in reduced interaction efficiency.

[0028] Therefore, the above-mentioned judgment logic for offensive interference cannot ensure effective interaction between virtual characters of different camps, resulting in low interaction efficiency and reducing the resource utilization of the game server to a certain extent.

[0029] In view of at least one of the above problems, the present application proposes an information processing method in a game to improve the interaction efficiency. In addition, the resource utilization rate of the game server can also be improved.

[0030] First, the names involved in the embodiments of the present application are introduced.

[0031] Terminal equipment:

[0032] The terminal device involved in the embodiments of the present application mainly refers to an electronic device that can provide a user interface (User Interface) to achieve human-computer interaction. In an exemplary application scenario, the terminal device can be used to provide a game screen (such as a relevant setting / configuration interface in the game, an interface for presenting a game scene), and can be an intelligent device that can control and operate a virtual character. The terminal device may include but is not limited to any of the following devices: a smart phone, a tablet computer, a portable computer, a desktop computer, a game console, a personal digital assistant (PDA), an e-book reader, an MP4 (Moving Picture Experts Group Audio Layer IV, dynamic image expert compression standard audio layer 4) player, etc. The terminal device is installed and running with an application that supports game scenes, such as an application that supports three-dimensional game scenes. The application may include but is not limited to any of virtual reality applications, three-dimensional map programs, military simulation programs, MOBA games (Multiplayer Online Battle Arena, multiplayer online tactical competitive games), multiplayer gun battle survival games, and third-person shooting games (TPS, Third-Personal Shooting Game). Optionally, the application program may be a stand-alone application program, such as a stand-alone 3D (Three Dimensions, three-dimensional graphics) game program, or may be a network-connected application program.

[0033] Graphical User Interface:

[0034] It is an interface display format for communication between people and computers, allowing users to manipulate icons, logos or menu options on the screen using input devices such as a mouse, keyboard and / or game controller, and also allowing users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs or perform other tasks. In the game scene, the graphical user interface can display the game scene interface and the game configuration interface.

[0035] Virtual interaction scene:

[0036] It is a virtual environment displayed (or provided) when the application is running on a terminal device or server, such as a game scene provided in the game process. Optionally, the virtual interactive scene is a simulation environment of the real world, or a semi-simulated and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment, and the virtual environment can be the sky, land, sea, etc. Among them, the virtual interactive scene is a scene in which the user controls the complete game logic of the virtual character. Optionally, the virtual scene is also used for a virtual environment battle between at least two virtual characters, and there are virtual resources available for at least two virtual characters in the virtual scene. Exemplarily, the game scene may include any one or more of the following elements: game background elements, game object elements, game prop elements, and game material elements, etc.

[0037] Virtual Characters:

[0038] Refers to a dynamic object that can be controlled in a game scene. Optionally, the dynamic object can be a virtual character, a virtual animal, an animated character, etc. There may be multiple virtual characters in a virtual scene, and the virtual character is a virtual character controlled by a player (i.e., a character controlled by a player through an input device or a touch screen), or an artificial intelligence (AI) set in a virtual environment battle through training, or a non-player character (NPC) set in a game scene battle. Optionally, the virtual character may include a virtual character that competes in a game scene. Optionally, the number of virtual characters in the game scene battle is preset, or is dynamically determined according to the number of clients joining the battle, and the embodiment of the present application does not limit this. In a possible implementation, the user can control the virtual character to move in the virtual scene, for example, control the virtual character to run, jump, crawl, etc., and can also control the virtual character to use the skills, virtual props, etc. provided by the application to fight with other virtual characters. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual character can be a three-dimensional virtual model, each virtual character has its own shape and volume in the three-dimensional virtual environment, and occupies a part of the space in the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional character built based on three-dimensional human skeleton technology, and the virtual character achieves different external images by wearing different skins. In some implementations, the virtual character can also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present application.

[0039] The information processing method in the game in one embodiment of the present application can be run on a local terminal device or a server. When the method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0040] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the control method of the virtual character are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0041] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0042] In one possible implementation, an embodiment of the present application provides an information processing method in a game, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above (such as a local touch terminal) or the client device in the cloud interaction system mentioned above.

[0043] To facilitate understanding of the present application, the information processing method, device, electronic device and storage medium in the game provided by the embodiments of the present application are introduced in detail below.

[0044] See also Figure 1, which is a flowchart of an information processing method in a game provided by an exemplary embodiment of the present application, which is generally applied to a game server, for example, the cloud game server described above, and can also be run on a local terminal device (hereinafter referred to as the terminal device), and the present application does not impose any restrictions on this.

[0045] In an exemplary embodiment of the present application, a virtual interaction scene for enabling virtual characters of different camps to interact is provided on a graphical user interface of a terminal device. The virtual interaction scene includes virtual characters of different camps and virtual moving bodies so that a game can be played through the virtual moving bodies.

[0046] Taking sports games as an example, there are two camps in the game, and the virtual moving body is a virtual sphere. The two camps compete for the virtual sphere through confrontation and interaction, and use the virtual sphere to trigger the scoring event, and then settle the scores of different camps. When the specified conditions are met, the settlement of the current game can be triggered. For example, when a certain time is reached, the game end time can be pre-set. When the time node is reached, the current game is directly settled. When the game end time is reached, the camp with the higher score wins the game. Alternatively, if a camp reaches a certain score first, the game end score can be pre-set, and when a camp reaches the game end score, the game is determined to be over, and the camp that obtains the game end score wins the game, the confrontation interaction ends, and the settlement score determines which camp wins and which camp loses.

[0047] In one possible implementation, after a virtual character obtains control over a virtual moving body, the virtual character may perform a scoring interaction operation on the virtual moving body at an appropriate time (e.g., when the virtual character is close to a target object and there is no obstruction from other virtual characters). After the virtual character performs the scoring interaction operation on the virtual moving body, the virtual moving body is controlled to move toward a target object of the virtual interactive scene (e.g., a virtual basketball hoop or a virtual goal in a sports competitive game). If the virtual moving body enters the area where the target object is located, the virtual character and the camp to which the virtual character belongs may obtain corresponding scores.

[0048] For example, when the virtual moving object is a virtual basketball, the virtual basketball is controlled to enter the virtual basket (target object) through the interactive operation of scoring the virtual basketball. When the virtual moving object is a virtual football, the virtual football is controlled to enter the virtual goal (target object) through the interactive operation of scoring the virtual football, etc.

[0049] In a possible implementation, when the virtual character performs a scoring interaction operation on a virtual moving body, when the virtual moving body enters the area where the target object is located and calculates the score, it is also necessary to calculate the score based on the position of the virtual character when the scoring interaction operation is performed on the virtual moving body. For example, when the virtual moving body is a virtual basketball, it is necessary to calculate whether the goal is a three-point shot or a two-point shot based on the position of the virtual character (whether it is outside the three-point line).

[0050] In a possible implementation, for a virtual character, a player can control the virtual character to perform corresponding skills in a virtual interactive scene through multiple skill controls displayed on a graphical user interface, and the multiple skill controls can correspond one-to-one to the multiple skills possessed by the virtual character. Exemplarily, different virtual characters may have the same basic skills. For example, taking a virtual basketball as an example, the basic skills may be shooting, passing, layups, and asking for the ball, but not limited to this. Different virtual characters may have differentiated character skills. Therefore, when a player selects or controls 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.

[0051] Reference Figure 1 In step S101, in a round in which the first virtual character performs an attack, in response to the absence of a second virtual character within a preset range of the first virtual character, it is determined that the first virtual character enters a first state.

[0052] For example, in the case where two camps are included in this virtual game, multiple first virtual characters belonging to the first camp and multiple second virtual characters belonging to the second camp may be included in the virtual interaction scene. Multiple virtual characters in the same camp may be controlled by one game account, or by different game accounts, or by a combination of a game account and AI (or NPC), and this application does not limit this.

[0053] In a preferred embodiment, when the attack-defense conversion event in this virtual game is triggered, the game states of multiple virtual characters in the first camp can be detected to determine whether the first virtual character is in a round of attacking based on the game state.

[0054] In an optional embodiment, the above-mentioned attack-defense conversion event may refer to the moment when two camps switch from an attacking state to a defensive state, or from a defensive state to an attacking state in the game, which usually occurs during the exchange of ball possession. Exemplarily, at least one of the following situations may be triggered, including but not limited to:

[0055] (1) Shooting or free throw: When a team scores a field goal or free throw, a player from the non-scoring team will serve the ball outside the arc. At this time, the ball is transferred to the non-scoring team and the offensive team becomes the defensive team.

[0056] (2) If a shot or free throw is missed: If a shot or free throw is missed, the offensive team can directly launch an attack if they get the rebound. If the defensive team gets the rebound or steals the ball, they can organize an attack. At this time, the ball possession is transferred to the defensive team.

[0057] (3) A transition between offense and defense also occurs when one team goes out of bounds, commits an offensive foul, or makes a mistake during the offensive process, resulting in possession of the ball returning to the other team.

[0058] (4) The rules of ball games sometimes stipulate that the time limit for each attack is 24 seconds. When the ball is transferred, the team that gains the ball will have a full 24 seconds to attack. For example, if one team does not make a valid shot within 24 seconds, the ball will be transferred to the other team.

[0059] In a preferred embodiment, there is a designated virtual character among the multiple first virtual characters and / or multiple second virtual characters included in the virtual interaction scene. In this case, in response to an attack-defense conversion event, only the game state of the designated virtual character in the virtual interaction scene can be detected.

[0060] Exemplarily, the designated virtual character may refer to a virtual character configured with a preset attack mechanism, that is, the game server has established an association between the preset attack mechanism and the virtual character in advance, which is a mechanism (also referred to as a skill) possessed by the designated virtual character itself.

[0061] For example, before entering the game, each player can freely choose a virtual character to participate in the virtual game. After the designated virtual character is selected to participate in the virtual game, the designated virtual character will have a preset attack mechanism. The player does not need to configure the mechanism for the designated virtual character, nor does the player need to trigger the mechanism based on certain conditions.

[0062] In addition, during the game process, when a virtual character obtains auxiliary props or reaches a certain score condition, the preset attack mechanism can be configured for the virtual character, and this application does not impose any restrictions on this.

[0063] In this case, in response to the attack-defense conversion event, a designated virtual character from among multiple virtual characters belonging to different camps participating in the virtual game can be searched in the virtual interaction scene, and then the game state of the designated virtual character is determined. That is, when the attack-defense conversion event is triggered, all virtual characters participating in the virtual game are searched.

[0064] In the embodiment of the present application, the game state of the virtual character may include but is not limited to the offensive state and the defensive state. For example, the offensive and defensive switching moment of the virtual game is usually the moment of exchanging the ball. It can be determined based on the ownership of the ball to determine whether the virtual character is in an offensive state (i.e., in the round of executing the offense, with the ball) or a defensive state (i.e., in the round of executing the defense, without the ball). Here, the game state of the virtual character is determined in units of camps, that is, if any virtual character in the same camp has the ball (holding the ball), then the game state of all virtual characters in the camp is in an offensive state.

[0065] In one case, the following step may be performed for each first virtual character in an attacking state: detecting whether there is a second virtual character in a preset range of the first virtual character.

[0066] In another case, the following may be performed only for a first virtual character in an offensive state and configured with a preset offensive mechanism: detecting whether there is a second virtual character in a preset range of the first virtual character.

[0067] In this case, the first virtual character may include at least one virtual character that is in an offensive state and configured with a preset offensive mechanism at the moment of attack-defense conversion. Here, it should be understood that it can be limited to only one designated virtual character configured with a preset offensive mechanism in the same camp, or there can be multiple designated virtual characters configured with a preset offensive mechanism in the same camp, and this application does not limit this.

[0068] In an embodiment of the present application, the preset offensive mechanism configured for a specified virtual character is a basic skill possessed by the specified virtual character. Preferably, a preset range area associated with the preset offensive mechanism is introduced to determine whether the preset offensive mechanism configured for the specified virtual character is triggered based on whether there is a defensive character (second virtual character) in the preset range area.

[0069] Here, different players can control the virtual characters of their respective camps to move in the virtual interactive scene by moving controls, and the preset range area can be configured to follow the movement of the designated virtual character. Based on this, as the virtual characters of different camps move, the defense state of the preset range area corresponding to the designated virtual character also changes in real time, and accordingly, whether the preset offensive mechanism configured for the designated virtual character is triggered or not also changes in real time.

[0070] Exemplarily, the preset range area in the embodiment of the present application can be used to represent the area range where the success rate of the competitive action of the first virtual character is reduced due to the interference of the defensive character on the competitive action of the first virtual character. Here, the competitive action may include an action performed by the offensive side that helps to advance the offense and / or score points. As an example, the competitive action may include but is not limited to any of the following items: a shooting action, a passing action, a back-to-back action, and a dunk action.

[0071] Optionally, the preset range area may not be limited to being set between the first virtual character and the target object (such as a virtual basket in a basketball game), that is, it is not limited to being set in the direction of the first virtual character. The direction may include the skill direction of the first virtual character releasing the skill. In one example, the direction of the face of the first virtual character may be determined as the skill direction. Taking a virtual basketball game as an example, when the offensive skill behavior is a virtual shooting behavior, the skill direction may refer to the shooting direction, such as the direction pointed by the first virtual character to the virtual basket. Preferably, the preset range area may include an area constructed with the position of the first virtual character as the center, such as the surrounding area of ​​the first virtual character. Exemplarily, the above-mentioned preset range area may include but is not limited to a circular area with the first virtual character as the center and the first length as the radius. Here, the preset range area can also be characterized by other shapes other than a circle, and this application does not limit this.

[0072] Here, the defensive character may include a virtual character in a virtual interactive scene whose game status is in a defensive state, and the defensive character located in the preset range area may be one or more virtual characters in the opponent's camp.

[0073] In a preferred embodiment of the present application, when the first virtual character is in the first state, that is, in response to the absence of the second virtual character in the preset range of the first virtual character, a first prompt special effect is provided at the first virtual character.

[0074] In the embodiment of the present application, the first prompt special effect can be provided at the first virtual character that meets the following conditions: being in an offensive state, configured with a preset offensive mechanism, and no second virtual character exists within a preset range. In other words, all virtual characters on the offensive side that meet the above conditions can display the first prompt special effect, not just the one virtual character on the offensive side holding the ball.

[0075] In a preferred embodiment, whether there is a defensive character in the preset range area can be associated with the trigger state of the preset offensive mechanism configured for the first virtual character. For example, in response to the absence of a defensive character in the preset range area, the preset offensive mechanism configured for the first virtual character can be triggered, and at this time, the first virtual character enters the first state. In other words, when the first prompt special effect is provided at the first virtual character, it indicates that the preset offensive mechanism configured for the first virtual character has been triggered.

[0076] Optionally, the first prompt special effect for the first virtual character may be visible to all virtual characters in the virtual interaction scene, that is, visible to all virtual characters in the own camp and the opponent camp. However, it should be understood that the present application is not limited thereto, and may also be visible only to all virtual characters in the own camp.

[0077] In this way, when the first prompt special effect appears during the game process, the own camp can use the preset offensive mechanism of the first virtual character to formulate or adjust the offensive strategy. In addition, during the movement of the first virtual character, the display / removal of the first prompt special effect can also be used to assist in judging the shooting timing of the first virtual character (i.e., the timing of triggering the competitive action) to improve the shooting success rate. Correspondingly, when the first prompt special effect is also visible to the opposing camp, the opposing camp can also make corresponding defensive arrangements for the first virtual character that displays the first prompt special effect.

[0078] In the embodiment of the present application, it may further include: in the round when the first virtual character performs an attack, in response to the presence of a defensive character (a second virtual character) within the preset range of the first virtual character, determining that the first virtual character enters the second state, at this time, not providing the first prompt special effect at the first virtual character. In the case where the first prompt special effect already exists at the first virtual character, at this time, in response to the first virtual character entering the second state, the existing first prompt special effect is removed.

[0079] In a preferred embodiment, in response to the presence of a defensive character within the preset range of the first virtual character, the preset offensive mechanism configured for the first virtual character is not triggered, and the first virtual character enters the second state. In other words, when the first prompt special effect is not provided at the first virtual character, it indicates that the preset offensive mechanism configured for the first virtual character is not triggered.

[0080] In the case where the game interaction system includes a server and a terminal device, each player corresponds to a terminal device, and each player can log in to the game account on their respective terminal devices, and control the virtual character corresponding to their game account to perform competitive actions in the virtual interaction scene through operations on the terminal devices. In this case, the processing solution of this application can be implemented through the interaction between the server and the terminal device.

[0081] Optionally, the server may record the role information of the designated virtual role in the storage space corresponding to the current virtual game. For example, when entering the current virtual game, the server may determine whether the designated virtual role exists in the current virtual game by detecting whether each virtual role participating in the current virtual game is configured with a preset attack mechanism.

[0082] During the course of this virtual game, the server performs the following processing: detecting the game status of the designated virtual character participating in this virtual game, and / or detecting whether there is a defensive character in the preset range area corresponding to the designated virtual character to update the character information of the designated virtual character.

[0083] For example, at each attack and defense transition moment, the server adds a first status mark to the character information of the designated virtual character in response to the designated virtual character's game status being in an offensive state, and removes the first status mark from the character information of the designated virtual character in response to the designated virtual character's game status being in a defensive state. That is, when the designated virtual character becomes the attacker, the first status mark is added to the designated virtual character, and when the designated virtual character becomes the defender, the first status mark is removed.

[0084] For a designated virtual character with a first status mark added, the server also performs the following processing: according to a preset period, detect whether there is a defensive character in a preset range area corresponding to the first virtual character, and determine whether to add a second status mark to the designated virtual character based on the detection result of the preset range area.

[0085] For example, in response to the absence of a defensive character in the preset range area of ​​the designated virtual character, the server adds a second state mark to the character information of the designated virtual character, and in response to the presence of a defensive character in the preset range area of ​​the designated virtual character, removes the second state mark from the character information of the designated virtual character. That is, when there is no defensive character in the preset range area, the second state mark is added to the designated virtual character holding the first state mark, and when there is a defensive character in the preset range area, the second state mark of the designated virtual character holding the first state mark is removed. If the second state mark is not added to the designated virtual character, the character information is not updated when there is a defensive character in the preset range area.

[0086] In a preferred example, the server further performs the following processing: according to a preset period, synchronizing the role information of the designated virtual role to the terminal devices participating in the current virtual game. Here, the role information can be synchronized to all the terminal devices participating in the current virtual game.

[0087] Exemplarily, in each terminal device installed with the game application of the present application, a first prompt special effect and a second prompt special effect are stored. In this case, each terminal device can determine whether to provide a prompt special effect based on the character information synchronized by the server in each preset period.

[0088] For example, each terminal device can perform the following processing: in each preset period, receive the character information synchronized by the server, and when the first status mark and the second status mark are added to the character information synchronized by the server, that is, when the first status mark and the second status mark are added to the designated virtual character, read and display the first prompt special effect from the local of the terminal device; when only the first status mark is added to the designated virtual character or when the first status mark and the second status mark are not added to the designated virtual character, the first prompt special effect is not provided.

[0089] Optionally, at the end of each preset period, the terminal device can provide the first prompt effect at the first virtual character or remove the first prompt effect according to the character information synchronized by the server. It should be understood that the present application is not limited thereto, and the first prompt effect can also be updated at other times of the preset period.

[0090] In a preferred embodiment of the present application, the first prompt special effect may include a distinguishing display of a preset range area of ​​the first virtual character. Furthermore, the first prompt special effect is configured to move with the first virtual character.

[0091] Figure 2 A schematic diagram showing a first prompt special effect provided by an exemplary embodiment of the present application.

[0092] In this example, taking a virtual basketball game as an example, a graphical user interface 10 is provided through a terminal device, and a virtual interactive scene 20 is displayed in the graphical user interface 10. The virtual interactive scene 20 includes a basketball game area 21 and a basket area 22.

[0093] Assume that this virtual game includes a first camp and a second camp, and the virtual characters A1 and A2 in the illustrated virtual interactive scene belong to the first camp, and the virtual character B in the illustrated virtual interactive scene belongs to the second camp. A mobile control Y is displayed on the left side of the graphical user interface 10, and the mobile control Y can be operated to control the virtual character currently controlled by the first game account of the terminal device to move in the virtual interactive scene. Exemplarily, the mobile control Y can be presented in the form of a virtual joystick. A plurality of skill controls are displayed on the right side of the graphical user interface 10, such as the controls D1 to D5 shown in the figure, and any skill control can be operated to control the virtual character currently controlled by the first game account of the terminal device to perform corresponding skill actions in the virtual interactive scene.

[0094] Taking the preset range area as a circular range with the first length as the radius and the position of the designated virtual character A1 as the center, when the designated virtual character A1 is in an offensive state and there is no defensive player in the preset range area, the first prompt special effect Q1 is played at the designated virtual character A1. Exemplarily, the first prompt special effect includes displaying the area boundary of the preset range area with a preset display attribute to enhance the visual effect of the area boundary, such as Figure 2 As shown, the area boundary of the preset range area is highlighted.

[0095] In this example, the virtual character A1 is designated to currently hold the virtual sphere LQ. Preferably, a ball holding mark can be added for the ball holding character, such as displaying the ball holding mark C1 above the head of the ball holding character, and / or displaying the ball holding mark C2 under the feet of the ball holding character.

[0096] Here, it should be understood that although sports competitive games are used as examples in the examples provided in this application, the solutions of this application are not limited to this type of games, and are also applicable to shooting, tower defense and other games with attack and defense mechanisms.

[0097] Figure 3 A schematic diagram of the interaction of the first virtual character in the second state provided by an exemplary embodiment of the present application is shown.

[0098] Following the above Figure 2 In the example shown, when the designated virtual character A1 with a preset offensive mechanism acts as the attacker and there is a defensive player within a circular range with a first length as the radius and the center of the circle being the designated virtual character A1, the first prompt effect is removed, that is, the display of the first prompt effect Q1 is canceled.

[0099] It should be understood that in the above examples, the virtual character A1 holding a virtual sphere is taken as an example for description. It should be understood that the solution of the present application is also applicable to virtual characters that do not hold a sphere.

[0100] In an embodiment of the present application, multiple skills can be provided for a virtual character. For example, multiple skill controls can be displayed on a graphical user interface, each skill control corresponding to a skill of the virtual character. In a preferred example, when the designated virtual character is a virtual character currently controlled by the first game account of the terminal device, corresponding prompts can be given for the competitive behavior performed by the designated virtual character.

[0101] return Figure 1 In step S102, in response to the first virtual character in the first state performing an offensive skill behavior, interference settlement of the offensive skill behavior is performed based on the behavior type of the second virtual character in the interference area of ​​the first virtual character.

[0102] In this step, the first virtual character may refer to a virtual character currently controlled by a first game account of the terminal device and interacting with the virtual moving body, and the first game account may refer to a game account logged in on the terminal device.

[0103] Here, the offensive skill behavior refers to the offensive skill behavior performed by the player through the terminal device to control the first virtual character when the preset offensive mechanism of the designated virtual character is triggered (i.e., during the duration of the first prompt special effect, or the first virtual character is in the first state). For example, the offensive skill behavior may include a skill behavior performed by the attacker that helps to advance the offense and / or score points. Exemplarily, taking a basketball game as an example, the above-mentioned offensive skill behavior may include but is not limited to any of the following items: layup behavior, shooting behavior, and dunk behavior.

[0104] The first virtual character is a virtual character currently controlling a virtual mobile body controlled by a player through a terminal device, that is, a designated virtual character having the ball in the sports game. Here, the ball refers to the right to control the virtual mobile body, and the party having the ball is responsible for the initiative to attack.

[0105] As an example, the above offensive skill behavior can be triggered in response to a preset offensive instruction, and the preset offensive instruction can be generated by at least one of the following ways: input through an external input device connected to the terminal device, a trigger operation for a preset offensive control, voice input, and a sliding operation. In an optional embodiment, a preset offensive control is displayed on the graphical user interface, such as Figure 2 The skill control D1 shown has the function of controlling a virtual character holding a virtual sphere to perform offensive skill behavior.

[0106] In an optional example, the above-mentioned preset attack controls can be basic skills that different virtual characters in the game can possess, or can be character skills that only specified virtual characters have, and this application does not impose any restrictions.

[0107] In a preferred embodiment of the present application, in response to the first virtual character in the first state performing an offensive skill behavior, a second prompt special effect can be provided at the first virtual character.

[0108] Here, the display of the second prompt special effect is related to the triggering of an offensive skill behavior for a designated virtual character, that is, when the second prompt special effect is displayed, it indicates that the first virtual character has the following attributes: is configured with a preset offensive mechanism, is in an offensive state, there is no defensive character within the preset range area, currently holds a virtual mobile body, and has triggered an offensive skill behavior.

[0109] In one example, the first prompt special effect and the second prompt special effect are displayed simultaneously.

[0110] For example, while displaying the first prompt special effect, a second prompt special effect is also provided at the first virtual character, and the presentation form of the first prompt special effect is different from the presentation form of the second prompt special effect. At this time, the special effects are superimposed.

[0111] In another example, the first prompt special effect and the second prompt special effect are displayed separately.

[0112] For example, in response to the first virtual character in the first state performing an offensive skill behavior, a second prompt special effect is provided at the first virtual character, and at the same time, the first prompt special effect is removed. Here, the presentation form of the first prompt special effect is different from the presentation form of the second prompt special effect, and the special effects are connected in response to the execution of the offensive skill behavior.

[0113] Figure 4 A schematic diagram showing a second prompt special effect provided by an exemplary embodiment of the present application.

[0114] Following the above Figure 2 In the example shown, when the designated virtual character A1 with a preset offensive mechanism acts as the attacker and there are no defensive players within a circular range with a first length as the radius and the center of the circle being the center of the virtual character A1, a trigger operation for the preset offensive control D1 is received, and a second prompt effect Q3 is played at the designated virtual character A1.

[0115] Exemplarily, the first prompt effect and / or the second prompt effect are visible to all virtual characters in the virtual interaction scene, that is, visible to all virtual characters in the own camp and the opponent camp. However, it should be understood that the present application is not limited thereto, and the second prompt effect may also be visible only to all virtual characters in the own camp.

[0116] In the embodiment of the present application, the first prompt special effect can assist the player in determining the timing of triggering an offensive skill behavior for a designated virtual character. Generally speaking, the success rate of the designated virtual character executing an offensive skill behavior when there is no defensive character in the preset range is higher than the success rate of the designated virtual character executing an offensive skill behavior when there is a defensive character in the preset range. In addition, the second prompt special effect can be used to prompt the player the position of the defensive player when an offensive skill behavior is triggered for the designated virtual character.

[0117] In the embodiment of the present application, interference settlement can also be performed on the offensive skill behavior performed by the first virtual character.

[0118] In a preferred example, the offensive skill settlement method for the first virtual character can be determined based on whether there is a second virtual character in a preset range area, so that the offensive skill behavior of the first virtual character is settled according to the determined settlement method.

[0119] For example, different offensive skill settlement methods can be determined based on whether the preset offensive mechanism of the specified virtual character is triggered. Exemplarily, when the specified virtual character is added with a first state mark and a second state mark, it indicates that the preset offensive mechanism configured for the specified virtual character is triggered. In this case, the interference settlement of the offensive skill behavior can be performed based on the behavior type of the second virtual character in the interference area of ​​the first virtual character.

[0120] In an optional example, whether the offensive skill behavior is executed can be determined based on whether a preset offensive instruction is received. When the preset offensive instruction is received, it indicates that the first virtual character executes the offensive skill behavior. When the preset offensive instruction is not received, it indicates that the first virtual character does not execute the offensive skill behavior.

[0121] For example, taking the offensive skill behavior as a virtual shooting behavior, there is a certain interval between receiving the preset offensive instruction and shooting, and the shooting is not performed immediately at the moment of receiving the preset offensive instruction.

[0122] Further, in response to the first virtual character performing an offensive skill behavior, at the settlement moment for the offensive skill behavior, the behavior type of the second virtual character in the interference area of ​​the first virtual character is detected.

[0123] Exemplarily, the settlement time for an offensive skill behavior can be any time when the first virtual character is in the offensive skill behavior, that is, any time between when a preset offensive instruction is triggered and when a shot is shot. The settlement time can be selected according to actual needs, and this application does not impose any restrictions on this.

[0124] At the settlement moment, the offensive skill behavior is settled according to the settlement method corresponding to the preset offensive mechanism configured for the designated virtual character being triggered. In a preferred embodiment, the settlement method when the preset offensive mechanism is triggered includes: settling based on whether there is a second virtual character in the interference area, and / or based on the behavior type of the second virtual character in the interference area.

[0125] Exemplarily, the interference area is an area constructed based on the position and orientation of the first virtual character. For example, taking the orientation as the projection direction, an area in the projection direction of the first virtual character, such as Figure 2 As an example, the interference area Q2 shown in the figure may include a sector-shaped area with the first virtual character as the center and the second length as the radius, and the projection direction is from the location of the first virtual character to the target object in the virtual interactive scene (e.g., the virtual basket of a basketball game). Preferably, the interference area may also be displayed differently depending on whether there is a virtual character of the defensive party in the interference area. For example, Figure 2The interference area Q2 shown is displayed in a first presentation form, and the first presentation form is used to represent that there is no defending virtual character in the interference area Q2. Figure 3 The interference area Q2 shown is displayed in a second presentation form, and the second presentation form is used to represent the presence of a defending virtual character in the interference area Q2. It should be understood that in the above example, the interference area is represented by a fan-shaped area, but the present application is not limited thereto, and other shapes may also be used to represent the interference area, such as a trapezoid, a triangle, a rectangle, etc.

[0126] In a preferred example, the following positional relationship may also exist between the interference area of ​​the first virtual character and the preset range area: the boundary distance between the preset range area and the first virtual character is less than or equal to the boundary distance between the interference area and the first virtual character. Exemplarily, the boundary distance between the preset range area and the first virtual character may refer to the distance between the position in the preset range area that is farthest from the first virtual character and the position of the first virtual character, and the boundary distance between the interference area and the first virtual character may refer to the distance between the position in the interference area that is farthest from the first virtual character and the position of the first virtual character.

[0127] by Figure 2 As shown in the example, the radius of the preset range area Q1 can be less than or equal to the radius of the interference area Q2. However, it should be understood that any regular or irregular shape can be selected to represent the preset range area and the interference area according to design requirements, and the interference area needs to be subject to orientation constraints, and the preset range area only needs to cover the surrounding area of ​​the first virtual character. For example, diamond, rectangle, square, ellipse, etc. can also be selected, and this application does not limit this.

[0128] In this case, the success rate (success rate of scoring) of the offensive skill behavior of the first virtual character can be characterized by detecting whether there is a virtual character of the defending party in the interference area.

[0129] For example, when a virtual character of the defending party is detected in the interference area, it is considered that the virtual character of the defending party in the interference area may interfere with the offensive skill behavior of the first virtual character and reduce the success rate of the offensive skill behavior triggering the scoring event. In other words, when a virtual character of the defending party exists in the interference area, it is possible to reduce the shooting hit rate of the first virtual character.

[0130] In response to the presence of a defending virtual character in the interference area (i.e., in response to the first virtual character in the first state performing an offensive skill behavior, if there is no second virtual character in the interference area), the offensive skill behavior of the first virtual character is settled based on the offensive skill behavior being undisturbed.

[0131] For example, when it is detected that there is no defending virtual character in the interference area, since there is no direct interference from the defending virtual character, the first virtual character can settle the score according to the success rate of the offensive skill triggering scoring event configured by the game system.

[0132] In response to the absence of a defending virtual character in the interference area (i.e., in response to the first virtual character in the first state performing an offensive skill behavior, if a second virtual character exists in the interference area), the offensive skill behavior of the first virtual character is settled according to the behavior type of the defending character located in the interference area.

[0133] For example, when a defending virtual character is detected in the interference area, the success rate of the defending virtual character using defensive skills to interfere with the offensive skill behavior of the first virtual character can be determined based on the behavior type of the defending virtual character, thereby determining the success rate of the offensive skill behavior triggering a scoring event.

[0134] Exemplarily, the behavior types may include but are not limited to confrontational behavior and non-confrontational behavior. In this case, if the second virtual character in the interference area of ​​the first virtual character performs confrontational behavior, it is determined that the offensive skill behavior is interfered with; if the second virtual character in the interference area of ​​the first virtual character performs non-confrontational behavior, it is determined that the offensive skill behavior is not interfered with.

[0135] For example, the second virtual character performing the confrontation behavior may include but is not limited to the second virtual character having performed the confrontation behavior or the second virtual character's confrontation behavior has been completed. Preferably, the confrontation behavior may include but is not limited to the defensive character performing a defensive action, such as the second virtual character performing the confrontation behavior may refer to the defensive character performing an action that can resist the offensive skill behavior of the first virtual character (for example, taking the offensive skill behavior as a virtual projection behavior as an example, it means that the defensive character can hinder the virtual projection behavior from triggering a score) to achieve a confrontation with the offensive skill behavior.

[0136] The confrontational behavior may include, but is not limited to, defensive actions that can interfere with offensive skill behaviors. For example, it may include blocking actions. At this time, the second virtual character's execution of the confrontational behavior may refer to the second virtual character's corresponding blocking control being triggered (receiving a blocking instruction) or the second virtual character having jumped (jumped in the virtual interactive scene and completed the blocking action).

[0137] Non-confrontational behavior may include the defensive character not performing a confrontational behavior, such as the defensive character not making a defensive action, that is, not triggering a defensive action that can interfere with the offensive skill behavior.

[0138] For example, when the first virtual character with a preset offensive mechanism is the offensive party, and there is a defensive player within the fan-shaped range with the second length as the radius and the center of the circle being the first virtual character, and the defensive player is performing a blocking action, the interference settlement for the virtual shooting action of the first virtual character is considered as being interfered with. Exemplarily, the settlement is performed according to the success rate of the offensive skill action of the first virtual character triggering the scoring event being reduced. For example, the success rate of the offensive skill action triggering the scoring event configured by the game system can be reduced according to a preset ratio based on the defensive player performing the blocking action, and the settlement is performed. Here, the settlement effect of the confrontational behavior performed by the defensive party on the offensive skill behavior of the first virtual character can also be determined by other means, and the present application is not limited thereto.

[0139] For example, when the first virtual character with a preset offensive mechanism is the attacker, and there is a defensive player within the fan-shaped range with the second length as the radius and the center of the first virtual character's position, and the defensive player is not blocking the shot, the interference settlement for the offensive skill behavior of the first virtual character is no interference. At this time, there is no direct interference, and the settlement for the first virtual character can be made according to the success rate of the offensive skill triggering scoring event configured by the game system.

[0140] When the preset offensive mechanism configured for the designated virtual character is not triggered, the first virtual character is in the second state. At this time, interference settlement of offensive skill behavior can be performed based on whether there is a second virtual character in the interference area of ​​the first virtual character.

[0141] In this case, the first virtual character may refer to a virtual character currently controlled by the first game account of the terminal device and interacting with the virtual mobile body, that is, the first virtual character includes a designated virtual character whose preset attack mechanism is not triggered (e.g., in an attacking state, but a second virtual character is detected in a preset range area). In addition, for virtual characters in one's own camp that are not configured with a preset attack mechanism, settlement can also be made according to the situation where the preset attack mechanism is not triggered.

[0142] For example, if there is a second virtual character in the interference area and the second virtual character performs a non-confrontational behavior, it is determined that the offensive skill behavior is interfered with by the first level, and if there is a second virtual character in the interference area and the second virtual character performs a confrontational behavior, it is determined that the offensive skill behavior is interfered with by the second level. Here, the second level of interference is higher than the first level of interference. In other words, the second virtual character will cause interference when performing different game behaviors in the interference area, but the interference influence is different.

[0143] Similar to the above-mentioned first virtual character in the first state performing the offensive skill behavior, for the first virtual character in the second state, it is also possible to detect whether there is a second virtual character in the interference area of ​​the first virtual character at the settlement moment for the offensive skill behavior.

[0144] In response to the absence of the second virtual character in the interference area, the offensive skill behavior of the first virtual character is settled based on the absence of interference.

[0145] For example, when it is detected that there is no defending virtual character in the interference area, since there is no direct interference from the defending virtual character, the first virtual character can settle accounts according to the success rate of the offensive skill behavior triggering the scoring event configured by the game system.

[0146] In response to the presence of the second virtual character in the interference area, the offensive skill behavior of the first virtual character is settled based on the interference.

[0147] For example, when the presence of a virtual character of the defending party is detected in the interference area, it can be considered that the presence of the virtual character of the defending party in the interference area can increase the success rate of the virtual character of the defending party interfering with the offensive skill behavior of the first virtual character, so as to reduce the success rate of the offensive skill behavior of the first virtual character triggering a scoring event. Exemplarily, based on the success rate of the offensive skill behavior triggering a scoring event configured by the game system, the success rate can be reduced according to a preset ratio based on the defender's player entering the interference area, and settlement is performed.

[0148] In an embodiment of the present application, for a virtual character that is not configured with a preset offensive mechanism, when an offensive skill behavior is triggered, settlement can also be performed in the above manner, that is, at the settlement moment, settlement is performed for the offensive skill behavior based on whether there is a second virtual character in the interference area.

[0149] As described above, the interference area of ​​the first virtual character has a first mode and a second mode. At this time, in response to the first virtual character in the first state performing an offensive skill behavior, the interference area of ​​the first virtual character corresponds to the second mode. Exemplarily, the second mode is used to indicate the interference settlement of the offensive skill behavior based on the behavior type of the second virtual character in the interference area of ​​the first virtual character. In response to the first virtual character in the second state performing an offensive skill behavior, the interference area of ​​the first virtual character corresponds to the first mode. Exemplarily, the first mode is used to indicate the interference settlement of the offensive skill behavior based on whether there is a second virtual character in the interference area of ​​the first virtual character.

[0150] For example, when the first virtual character is in different states, the determination logic of the interference area is also different. Specifically, when the first virtual character is in the first state, the interference settlement is performed according to the second mode for the interference area of ​​the first virtual character, and when the first virtual character is in the second state, the interference settlement is performed according to the first mode for the interference area of ​​the first virtual character. The behavior type of the second virtual character indicated by the interference settlement in different modes also has different degrees of influence on the virtual projection behavior triggering score event.

[0151] In a preferred embodiment of the present application, a virtual character may have multiple virtual skills, and the virtual skills possessed by different virtual characters may be the same or different. For example, when a virtual character becomes the object currently controlled by a terminal device, multiple skill controls may be displayed on a graphical user interface to represent the virtual skills possessed by the virtual character.

[0152] The skill controls displayed on the graphical user interface can be switched as the virtual characters are changed. For example, different virtual characters have different virtual skills. In this case, different skill controls can be displayed when the object currently controlled by the terminal device changes. In addition, the skill controls can also be switched according to the game state of the virtual character. For example, the virtual skills used by the virtual character in the offensive state and the defensive state are different.

[0153] In a preferred embodiment, in the case where a preset offensive mechanism is triggered, after the offensive skill behavior is triggered for the first virtual character, the skill controls displayed on the graphical user interface can be transformed to control the first virtual character to adjust the competitive action before shooting.

[0154] Figure 5 A flow chart showing the steps of controlling offensive skill behavior for a first virtual character provided by an exemplary embodiment of the present application.

[0155] like Figure 5 As shown, in step S601, at least one virtual skill matched to the first virtual character is determined.

[0156] Combination Figure 4 In the example shown, after receiving a preset attack instruction, such as receiving a trigger operation for the preset attack control D1, the preset attack control D1 enters a cooling stage, during which the preset attack control D1 cannot be triggered. At this time, the display state of the preset attack control D1 can be changed to match the preset attack control D1. Figure 2 or Figure 3 The preset attack control D1 in the trigger state can be distinguished.

[0157] Here, after receiving the preset attack instruction and before shooting, the at least one virtual skill matched to the first virtual character can be a skill that the first virtual character can use only during that period, or it can be a skill that the first virtual character can use in all virtual games.

[0158] In step S602, a skill identifier of at least one virtual skill is displayed on a graphical user interface to prompt that the first virtual character has at least one virtual skill.

[0159] Here, the number of skills that the first virtual character can use may be large, limited by the limited skill controls that can be displayed on the graphical user interface. Preferably, after receiving the preset attack instruction, skills with a high degree of match with the offensive skill behavior can be selected from the available skills, and the corresponding skill controls can be displayed on the graphical user interface.

[0160] Continue with Figure 4 Taking the example shown as an example, after receiving a trigger operation for the preset offensive control D1, the display state of the preset offensive control D1 changes to prompt the player that the function of the control can no longer be triggered, and the skill controls originally displayed on the graphical user interface (such as skill controls D2, D4, D5) can still be triggered, and their display states remain unchanged.

[0161] Assuming that the virtual projection behavior has been triggered for the first virtual character but the projection has not been made, the virtual skills that can be used by the first virtual character have changed, for example, a new skill has been acquired, then the skill control D6 corresponding to the new skill can be displayed on the graphical user interface. In order to reduce the occupancy of the display screen, the skill control corresponding to the skill that cannot be used during this period (or the skill with the lowest matching degree) can be replaced with the skill control D6.

[0162] Optionally, the recommended skill controls may be displayed differently, such as Figure 4 Skill controls D2 and D6.

[0163] In step S603, in response to the instruction to use the target virtual skill, the first virtual character is controlled to interrupt the execution of the offensive skill behavior, and the first virtual character is controlled to execute the skill action corresponding to the target virtual skill.

[0164] Exemplarily, the recommended skill control D2 may include a pass control, and the skill control D6 may include a fake shot control. When the pass control D2 is selected, the first virtual character may be controlled to adjust the offensive skill behavior (e.g., shooting) based on the position of the defender and / or the game behavior performed before shooting, and then switch to the pass behavior. When the fake shot control D6 is selected, the first virtual character may be controlled to perform a fake shot behavior before shooting, such as performing a fake shooting action, but the virtual ball does not shoot.

[0165] Based on the control scheme of the virtual character in the embodiment of the present application, the interference strategy of the defensive virtual character against the shooting behavior performed by the offensive character is optimized. Compared with the single, fixed shooting interference strategy in the prior art, it gives more functionality to shooting and interference, enriches the gameplay, and helps to improve interaction efficiency and game resource utilization.

[0166] Based on the same application concept, the embodiments of the present application also provide an information processing device in a game corresponding to the method provided in the above embodiments. Since the principle of solving the problem by the device in the embodiments of the present application is similar to the information processing method in the game in the above embodiments of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.

[0167] Figure 6 This is a schematic diagram of the structure of the information processing device in the game provided by the exemplary embodiment of the present application. Figure 6 As shown, the information processing device 200 includes:

[0168] The detection module 210 determines that the first virtual character enters a first state in response to the absence of a second virtual character in a preset range of the first virtual character during a round in which the first virtual character performs an attack; and the second virtual character and the first virtual character are in different camps;

[0169] The settlement module 220, in response to the first virtual character performing an offensive skill behavior in the first state, performs interference settlement of the offensive skill behavior based on the behavior type of the second virtual character in the interference area of ​​the first virtual character, and the interference settlement includes being interfered with and not being interfered with.

[0170] In a possible implementation of the present application, the behavior types include confrontational behaviors and non-confrontational behaviors, wherein the settlement module 220 is further used to: determine that the offensive skill behavior is interfered with if the second virtual character in the interference area of ​​the first virtual character performs confrontational behaviors; and determine that the offensive skill behavior is not interfered with if the second virtual character in the interference area of ​​the first virtual character performs non-confrontational behaviors.

[0171] In a possible implementation manner of the present application, the settlement module 220 is further used to: in response to the first virtual character performing an offensive skill behavior in the first state, if the second virtual character does not exist in the interference area, determine that the offensive skill behavior is not interfered with.

[0172] In a possible implementation of the present application, the settlement module 220 is also used to: in response to the first virtual character performing an offensive skill behavior in a second state, perform interference settlement of the offensive skill behavior based on whether the second virtual character exists in the interference area of ​​the first virtual character, and the second state is different from the first state.

[0173] In a possible implementation manner of the present application, the settlement module 220 is further used to: if the second virtual character exists in the interference area, determine that the offensive skill behavior is interfered with; if the second virtual character does not exist in the interference area, determine that the offensive skill behavior is not interfered with.

[0174] In one possible implementation of the present application, the interference area has a first mode and a second mode; wherein, in response to the first virtual character performing an offensive skill behavior in the first state, the interference area corresponds to the second mode; and in response to the first virtual character performing an offensive skill behavior in the second state, the interference area corresponds to the first mode.

[0175] In a possible implementation manner of the present application, a boundary distance between the preset range area and the first virtual character is less than or equal to a boundary distance between the interference area and the first virtual character.

[0176] In a possible implementation of the present application, the boundary distance between the preset range area and the first virtual character is the distance between the position farthest from the first virtual character in the preset range area and the position of the first virtual character; the boundary distance between the interference area and the first virtual character is the distance between the position farthest from the first virtual character in the interference area and the position of the first virtual character.

[0177] In a possible implementation manner of the present application, the preset range area is an area constructed with the position of the first virtual character as the center, and the interference area is an area constructed based on the position and skill direction of the first virtual character.

[0178] In a possible implementation manner of the present application, it also includes a special effect providing module, which is used to: when the first virtual character is in a first state, provide a first prompt special effect at the first virtual character; in response to the presence of a second virtual character within a preset range area of ​​the first virtual character, determine that the first virtual character enters a second state, and remove the first prompt special effect.

[0179] In a possible implementation manner of the present application, the first prompt special effect includes distinguishing and displaying the preset range area, and / or the first prompt special effect is configured to move with the first virtual character.

[0180] In a possible implementation manner of the present application, the special effect providing module is further used to: in response to the first virtual character in the first state performing an offensive skill behavior, provide a second prompt special effect at the first virtual character.

[0181] In one possible implementation of the present application, the special effects providing module is further used to: provide the second prompt special effect at the first virtual character while displaying the first prompt special effect, or, in response to the first virtual character in the first state performing an offensive skill behavior, provide the second prompt special effect at the first virtual character, and at the same time, remove the first prompt special effect, and / or the first prompt special effect and the second prompt special effect are visible to all virtual characters in the virtual interaction scene.

[0182] In a possible implementation of the present application, it also includes a display control module, which is used to: in response to the first virtual character in the first state performing an offensive skill behavior, determine at least one virtual skill matched to the first virtual character; display the skill identifier of the at least one virtual skill on the graphical user interface to prompt that the first virtual character possesses the at least one virtual skill; in response to an instruction to use the target virtual skill, control the first virtual character to interrupt the execution of the offensive skill behavior, and control the first virtual character to perform the skill action corresponding to the target virtual skill.

[0183] In a possible implementation manner of the present application, the offensive skill behavior includes a virtual projection behavior, and the interference settlement for the offensive skill behavior includes determining the degree of influence of the behavior type of the second virtual character on the triggering of a scoring event by the virtual projection behavior.

[0184] Based on the above device, it can help to improve the interaction efficiency.

[0185] See also Figure 7 , Figure 7 The schematic diagram of the structure of the electronic device provided by the exemplary embodiment of the present application. Figure 7 As shown, the electronic device 300 includes a processor 310 , a memory 320 and a bus 330 .

[0186] The memory 320 stores machine-readable instructions executable by the processor 310. When the electronic device 300 is running, the processor 310 communicates with the memory 320 via the bus 330. When the machine-readable instructions are executed by the processor 310, the steps of the information processing method in the game in any of the above embodiments can be executed, which are specifically as follows:

[0187] In a round in which the first virtual character performs an attack, in response to the absence of a second virtual character in a preset range area of ​​the first virtual character, it is determined that the first virtual character enters a first state; the second virtual character and the first virtual character are in different camps; in response to the first virtual character in the first state performing an offensive skill behavior, based on the behavior type of the second virtual character in the interference area of ​​the first virtual character, an interference settlement of the offensive skill behavior is performed, and the interference settlement includes being interfered with and not being interfered with.

[0188] Based on the above electronic devices, it can help to improve the interaction efficiency.

[0189] The present application also provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the information processing method in the game in any of the above embodiments can be executed, which are as follows:

[0190] In a round in which the first virtual character performs an attack, in response to the absence of a second virtual character in a preset range area of ​​the first virtual character, it is determined that the first virtual character enters a first state; the second virtual character and the first virtual character are in different camps; in response to the first virtual character in the first state performing an offensive skill behavior, based on the behavior type of the second virtual character in the interference area of ​​the first virtual character, an interference settlement of the offensive skill behavior is performed, and the interference settlement includes being interfered with and not being interfered with.

[0191] Based on the above computer-readable storage medium, it can help to improve interaction efficiency.

[0192] Those skilled in the art can clearly understand that, for the convenience and simplicity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here. In the several embodiments provided in the present application, it should be understood that the disclosed system, device and method can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.

[0193] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0194] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.

[0195] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions to enable a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM), random access memory (RAM), disk or optical disk, etc., various media that can store program codes.

[0196] The above are only specific implementations of the present application, but the protection scope of the present application is not limited thereto. Any technician familiar with the technical field can easily think of changes or substitutions within the technical scope disclosed in the present application, which should be included in the protection scope of the present application. Therefore, the protection scope of the present application should be based on the protection scope of the claims.

Claims

1. A method for processing information in a game, characterized in that: The method comprises: In a round in which the first virtual character performs an attack, in response to the absence of a second virtual character in a preset range of the first virtual character, determining that the first virtual character enters a first state; the second virtual character and the first virtual character are in different camps; In response to the first virtual character performing an offensive skill behavior in the first state, interference settlement of the offensive skill behavior is performed based on the behavior type of the second virtual character in the interference area of ​​the first virtual character, and the interference settlement includes being interfered with and not being interfered with.

2. The method according to claim 1, characterized in that The types of behavior include confrontational behavior and non-confrontational behavior. The step of performing interference settlement of the offensive skill behavior based on the behavior type of the second virtual character in the interference area of ​​the first virtual character includes: If the second virtual character in the interference area of ​​the first virtual character performs a confrontation behavior, determining that the offensive skill behavior is interfered with; If the second virtual character performs a non-confrontational behavior in the interference area of ​​the first virtual character, it is determined that the offensive skill behavior is not interfered with.

3. The method according to claim 1, characterized in that The method further comprises: In response to the first virtual character in the first state performing an offensive skill behavior, if the second virtual character does not exist in the interference area, it is determined that the offensive skill behavior is not interfered with.

4. The method according to claim 1, characterized in that: The method further comprises: In response to the first virtual character performing an offensive skill behavior in a second state different from the first state, interference settlement of the offensive skill behavior is performed based on whether the second virtual character exists in an interference area of ​​the first virtual character.

5. The method according to claim 4, characterized in that The performing interference settlement of the offensive skill behavior based on whether the second virtual character exists in the interference area of ​​the first virtual character includes: If the second virtual character exists in the interference area, determining that the offensive skill behavior is interfered with; If the second virtual character does not exist in the interference area, it is determined that the offensive skill behavior is not interfered with.

6. The method according to claim 4, characterized in that The interference area has a first mode and a second mode; Wherein, in response to the first virtual character in the first state performing an offensive skill behavior, the interference area corresponds to the second mode; In response to the first virtual character performing an offensive skill behavior in the second state, the interference area corresponds to the first mode.

7. The method according to claim 1, characterized in that A boundary distance between the preset range area and the first virtual character is less than or equal to a boundary distance between the interference area and the first virtual character.

8. The method according to claim 7, characterized in that The boundary distance between the preset range area and the first virtual character is the distance between the position farthest from the first virtual character in the preset range area and the position of the first virtual character; the boundary distance between the interference area and the first virtual character is the distance between the position farthest from the first virtual character in the interference area and the position of the first virtual character.

9. The method according to claim 1, characterized in that: The preset range area is an area constructed with the position of the first virtual character as the center, and the interference area is an area constructed based on the position and skill direction of the first virtual character.

10. The method according to claim 1, characterized in that The method further comprises: When the first virtual character is in a first state, providing a first prompt special effect at the first virtual character; In response to the presence of a second virtual character within a preset range of the first virtual character, it is determined that the first virtual character enters a second state, and the first prompt special effect is removed.

11. The method according to claim 10, characterized in that The first prompt special effect includes distinguishing and displaying the preset range area. And / or, the first prompt special effect is configured to move along with the first virtual character.

12. The method according to claim 10, characterized in that The method further comprises: In response to the first virtual character in the first state performing an offensive skill behavior, a second prompt special effect is provided at the first virtual character.

13. The method according to claim 12, characterized in that The providing a second prompt special effect at the master virtual character includes: While displaying the first prompt special effect, the second prompt special effect is also provided at the first virtual character. Alternatively, in response to the first virtual character in the first state performing an offensive skill behavior, the second prompt special effect is provided at the first virtual character, and at the same time, the first prompt special effect is removed, And / or, the first prompt special effect and the second prompt special effect are visible to all virtual characters in the virtual interaction scene.

14. The method according to claim 1, characterized in that Also includes: In response to the first virtual character in the first state performing an offensive skill behavior, determining at least one virtual skill matched to the first virtual character; Displaying a skill identifier of the at least one virtual skill on a graphical user interface to prompt that the first virtual character possesses the at least one virtual skill; In response to a use instruction for a target virtual skill, the first virtual character is controlled to interrupt the execution of the offensive skill behavior, and the first virtual character is controlled to execute a skill action corresponding to the target virtual skill.

15. The method according to claim 1, characterized in that The offensive skill behavior includes a virtual projection behavior, and the interference settlement for the offensive skill behavior includes determining the influence of the behavior type of the second virtual character on the triggering of the scoring event by the virtual projection behavior.

16. An information processing device in a game, characterized in that: The device comprises: The detection module is configured to determine that the first virtual character enters a first state in response to the absence of a second virtual character in a preset range of the first virtual character during a round in which the first virtual character performs an attack; and the second virtual character and the first virtual character are in different camps; The settlement module, in response to the first virtual character performing an offensive skill behavior in the first state, performs interference settlement of the offensive skill behavior based on the behavior type of the second virtual character in the interference area of ​​the first virtual character, and the interference settlement includes being interfered with and not being interfered with.

17. An electronic device, characterized in that: include: 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 and the storage medium communicate via the bus, and the processor executes the machine-readable instructions to perform the steps of any method as claimed in claims 1 to 15.

18. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 15 are executed.