Interaction control method and device in game, electronic equipment and readable storage medium
By introducing the second skill in sports competitive games, changing the trajectory of the virtual mobile body to prevent the virtual character from obtaining the virtual mobile body through the first skill, the probability calculation problem of multiple virtual characters in the prior art when using burst skills is solved, improving the fun and user experience of the game, and reducing resource waste.
Patent Information
- Application Number
- CN202510076887.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-01-17
- Publication Date
- 2025-04-01
- Estimated Expiration
- 2045-01-17
AI Technical Summary
In existing sports competitive games, when multiple virtual characters use burst skills to obtain virtual mobile bodies at the same time, they determine the virtual character that finally obtains the virtual mobile body through probability calculations, resulting in a decrease in the sense of participation of players who cannot trigger burst skills. Players who trigger but do not obtain virtual mobile bodies are dissatisfied, resulting in player loss and resource waste.
When the first virtual character has the second skill, in response to receiving the virtual mobile body acquisition instruction for the first virtual character and the second virtual character, it is determined whether the instruction contains the first skill information. If included, the first virtual character is controlled to perform the second skill, and the trajectory of the virtual moving body is changed to prevent the second virtual character from obtaining the virtual moving body through the first skill.
It enhances the fun of the game, enhances the player's experience, increases user stickiness, and reduces resource waste.
Smart Images

Figure CN119733241A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computer technology, and in particular to an interactive control method, device, electronic device and readable storage medium in a game. Background Art
[0002] In some sports competitive games, when a virtual character carries a virtual moving body to attack and the virtual moving body misses a target object and is rebounded by the target object, multiple virtual characters can acquire the virtual moving body.
[0003] Currently, for the event of multiple virtual characters obtaining virtual moving bodies, some virtual characters can use burst skills to obtain virtual moving bodies. When multiple virtual characters use burst skills at the same time, the virtual character that finally obtains the virtual moving body is determined through probability calculation.
[0004] However, the above method will reduce the game participation of players who cannot trigger burst skills, causing dissatisfaction among players who trigger burst skills but do not obtain virtual mobile bodies, thereby leading to player loss, server idleness, and waste of resources. Summary of the invention
[0005] The present application provides an interactive control method, device, electronic device and readable storage medium in a game, which can enhance the fun of the game, improve the player's experience, increase user stickiness and reduce resource waste. The specific scheme is as follows:
[0006] In a first aspect, an embodiment of the present application provides an interactive control method in a game, the method comprising:
[0007] In a case where the first virtual character possesses a second skill, in response to receiving a virtual moving body acquisition instruction for the first virtual character and the second virtual character, it is determined whether the virtual moving body acquisition instruction for the second virtual character includes first skill information corresponding to the first skill, the second virtual character is at least one virtual character other than the first virtual character, the first skill is used to represent an acquisition skill for forcibly acquiring a virtual moving body, and the second skill is used to represent a skill for changing the trajectory of the virtual moving body to prevent the second virtual character from acquiring the virtual moving body through the first skill.
[0008] In response to the virtual moving body acquisition instruction for the second virtual character including the first skill information, the first virtual character is controlled to execute a second skill behavior corresponding to the second skill.
[0009] In a second aspect, an embodiment of the present application provides an interactive control device in a game, the device comprising:
[0010] A judgment unit is used to judge whether the virtual moving body acquisition instruction for the second virtual character includes the first skill information corresponding to the first skill in response to receiving the virtual moving body acquisition instruction for the first virtual character and the second virtual character when the first virtual character possesses the second skill, the second virtual character is at least one virtual character other than the first virtual character, the first skill is used to represent the acquisition skill of forcibly acquiring the virtual moving body, and the second skill is used to represent the skill of changing the trajectory of the virtual moving body to prevent the second virtual character from acquiring the virtual moving body through the first skill.
[0011] The control unit is used to control the first virtual character to execute a second skill behavior corresponding to the second skill in response to a virtual moving body acquisition instruction for the second virtual character containing the first skill information.
[0012] In a third aspect, the present application further provides an electronic device, including:
[0013] Processor; and
[0014] The memory is used to store a data processing program. After the electronic device is powered on and the program is run by the processor, the method described in the first aspect is executed.
[0015] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium storing a data processing program, which is executed by a processor to perform the method described in the first aspect.
[0016] In this embodiment, when the first virtual character has the second skill, in response to receiving the virtual moving body acquisition instruction for the first virtual character and the second virtual character, it is determined whether the virtual moving body acquisition instruction for the second virtual character includes the first skill information corresponding to the first skill, and in response to the virtual moving body acquisition instruction for the second virtual character including the first skill information, the first virtual character is controlled to perform the second skill behavior corresponding to the second skill, and the second virtual character is defined as at least one virtual character other than the first virtual character, the first skill is used to represent the acquisition skill of forcibly acquiring the virtual moving body, and the second skill is used to represent the skill of changing the trajectory of the virtual moving body to prevent the second virtual character from acquiring the virtual moving body through the first skill. When the first virtual character has the second skill, receives the virtual moving body acquisition instruction for the first virtual character and the second virtual character, and the virtual moving body acquisition instruction for the second virtual character includes the first skill information, the first virtual character can be controlled to perform the second skill to prevent the second virtual character from acquiring the virtual moving body through the first skill, thereby enhancing the fun of the game. When there are multiple second virtual characters, the experience of the players corresponding to the multiple second virtual characters can be improved, user stickiness can be increased, and resource waste can be reduced. BRIEF DESCRIPTION OF THE DRAWINGS
[0017] Figure 1 An application system diagram of an interactive control method in a game provided by an embodiment of the present application;
[0018] Figure 2 An application system diagram of another interactive control method in a game provided by an embodiment of the present application;
[0019] Figure 3 A flowchart of an interactive control method in a game provided by an embodiment of the present application;
[0020] FIG4 is a schematic diagram of an interactive control method in a game provided in an embodiment of the present application;
[0021] Figure 5 A schematic diagram of a target trajectory provided in an embodiment of the present application;
[0022] Figure 6 A structural block diagram of an example of an interactive control device in a game provided in an embodiment of the present application;
[0023] Figure 7 This is a structural block diagram of an example of an electronic device for interactive control in a game provided in an embodiment of the present application. DETAILED DESCRIPTION
[0024] Many specific details are described in the following description to facilitate a full understanding of the present application. However, the present application can be implemented in many other ways than those described herein, and those skilled in the art can make similar generalizations without violating the connotation of the present application, so the present application is not limited by the specific implementation disclosed below.
[0025] It should be noted that the terms "first", "second", "third", etc. in the claims, description and drawings of the present application are used to distinguish similar objects and are not used to describe a specific order or sequence. The data used in this way are interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein. In addition, the terms "including", "having" and their variants are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0026] 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.
[0027] 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.
[0028] It should be noted that the instructions or operations that appear in the subsequent detailed introduction of the interactive control method in the game provided by the embodiment of the present application can be regarded as instructions or operations triggered by the player through fingers or controlling a mouse, keyboard, game controller or stylus or voice. The specific triggering operation can be determined according to the type of electronic device. For example, when the electronic device is a touch screen device such as a mobile phone, a tablet computer, a game console, etc., the player can trigger instructions or operations on the touch screen through any suitable object or accessory such as a finger or stylus, or can trigger instructions or operations through voice. When the terminal device is a non-touch screen terminal device such as a desktop computer or a laptop computer, the player can trigger instructions or operations through external devices such as a mouse, keyboard, and game controller.
[0029] In some sports competitive games (for example, basketball video games, football video games, etc.), when a virtual character carries a virtual moving body to attack and the virtual moving body (such as a basketball, football, etc.) fails to hit the target object (such as fails to enter the basket or the goal) and is bounced back by the target object, the player can control the virtual character to compete for the virtual moving body to obtain the right to attack in the next round.
[0030] At present, in the event of multiple virtual characters competing for a virtual moving body, the virtual characters can be controlled to perform burst skills or ordinary skills to obtain the virtual moving body, wherein the priority of burst skills is higher than the priority of ordinary skills, that is, when multiple virtual characters trigger the skill of obtaining a virtual moving body in the same or similar time period, if one of the virtual characters performs a burst skill and the other virtual characters perform ordinary skills, the virtual character performing the burst skill will obtain the virtual moving body. However, when multiple players control multiple virtual characters to use burst skills at the same time, it is necessary to determine the virtual character that finally obtains the virtual moving body through probability calculation.
[0031] The above method will reduce the game participation of players who cannot trigger burst skills, cause dissatisfaction among players who trigger burst skills but do not obtain virtual mobile bodies, thereby leading to player loss, server idleness, and waste of resources.
[0032] Based on background technical reasons, in order to enhance the fun of the game, improve the user experience, increase user stickiness, and reduce resource waste, the first embodiment of the present application provides an interactive control method in a game, which is applied to an electronic device, which can be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an electronic watch, etc., or other electronic devices capable of interactive control in the game, which is not specifically limited in the embodiments of the present application.
[0033] The technical solution of the present application is described in detail below through specific embodiments. It should be noted that the following specific embodiments can be combined with each other, and the same or similar concepts or processes may not be described in detail in some embodiments.
[0034] Figure 1 This is an application system diagram of an interactive control method in a game provided by an embodiment of the present application. Figure 1 As shown, the system includes a user terminal 101 and a server terminal 102. The user terminal 101 can be any device such as a smart phone, a tablet computer, a laptop computer, a desktop computer, a personal digital assistant (PDA), etc. The server terminal 102 can be a processing module inside the user terminal 101, or a processing device electrically connected to the user terminal 101, or a server connected to the user terminal 101 in communication. The server terminal 102 is deployed with the interactive control method in the game provided by the present application, so that the player can obtain the expected game effect when playing the game based on the user terminal 101.
[0035] Figure 2 This is an application system diagram of another interactive control method in a game provided by an embodiment of the present application. Figure 2 As shown, the system includes multiple game terminals 201 and a game server 202 connected to the communication, and the game terminal 201 can be any device such as a smart phone, a tablet computer, a laptop computer, a desktop computer, a personal digital assistant (PDA). The game server 202 can be an independent server, or a server group composed of multiple servers, or a cloud server. The game server 202 is deployed with a game application and an interactive control method in the game provided by the present application. When multiple players participate in the game based on multiple game terminals 201, the game server 202 enhances the control efficiency of each player to each virtual character based on the method provided by the present application.
[0036] The interactive control method in the game provided by the embodiment of the present application provides a graphical user interface through a terminal device, and the content displayed by the graphical user interface includes at least part of a virtual field area and multiple virtual characters located in the virtual field area, and the virtual field area at least includes a target object and a virtual moving body. The game described in this embodiment includes at least various ball games, such as basketball video games, football video games, etc. The virtual characters included in this embodiment can be characters directly controlled by players, that is, player characters, or characters driven by computer algorithms, that is, non-player characters.
[0037] In this embodiment, the virtual moving body can be understood as a virtual object that moves in the virtual field area under the triggering of the virtual character. For example, a virtual basketball in a basketball video game, a virtual football in a football video game, etc. The target object included in the virtual field area can be understood as a hit object of the virtual moving body. When the virtual character triggers the virtual moving body to hit the virtual object, the virtual character can score. For example, a virtual basket in a basketball video game, a virtual goal in a football video game, etc.
[0038] Figure 3 The following is a flow chart of the interactive control method in the game provided by the embodiment of the present application. Figure 3 As shown, the method may include S301 - S302 .
[0039] S301. In the case where the first virtual character possesses a second skill, in response to receiving a virtual moving body acquisition instruction for the first virtual character and the second virtual character, determine whether the virtual moving body acquisition instruction for the second virtual character includes first skill information corresponding to the first skill, the second virtual character is at least one virtual character other than the first virtual character, the first skill is used to represent an acquisition skill for forcibly acquiring a virtual moving body, and the second skill is used to represent a skill for changing the trajectory of the virtual moving body to prevent the second virtual character from acquiring the virtual moving body through the first skill.
[0040] S302: In response to the virtual moving body acquisition instruction for the second virtual character including the first skill information, control the first virtual character to execute a second skill behavior corresponding to the second skill.
[0041] In this embodiment, the first virtual character can be understood as a virtual character controlled by the corresponding player of the terminal device, such as a virtual basketball player, a virtual football player, etc. The first skill is a skill for forcibly acquiring a virtual mobile body. It can be understood that the priority of the first skill to acquire a virtual mobile body is higher than the priority of the ordinary skill to acquire a virtual mobile body. For example, when multiple virtual characters trigger the skill of acquiring a virtual mobile body in the same or similar time period, if one of the virtual characters performs a burst skill and the other virtual characters perform ordinary skills, since the priority of the burst skill is higher than the ordinary skill, the virtual character performing the burst skill acquires the virtual mobile body. The first virtual character refers to a virtual character with a second skill among multiple virtual characters. In this embodiment, the second skill is a skill that can change the trajectory of the virtual mobile body to prevent the virtual character that triggers the first skill from acquiring the virtual mobile body. Specifically, the second skill can be an exclusive skill configured by the developer for a certain type of virtual character during the game development stage, or it can be a skill triggered by meeting set conditions, such as skills triggered by the virtual character actively defending, using props, and increasing attribute values. Relatively speaking, the first virtual character is a virtual character configured with an exclusive skill, or a virtual character that meets set conditions. When the virtual moving body fails to hit the target object, that is, contacts the target object but does not enter the internal area of the target object, it will be bounced back by the target object. At this time, if the first virtual character has the second skill, in response to receiving the virtual moving body acquisition instruction for the first virtual character and the second virtual character, it is determined whether the virtual moving body acquisition instruction for the second virtual character includes the first skill information corresponding to the first skill. In response to the virtual moving body acquisition instruction for the second virtual character including the first skill information, the first virtual character is controlled to perform the second skill behavior corresponding to the second skill to change the movement trajectory of the virtual moving body, so that the second virtual character cannot acquire the virtual moving body based on the first skill behavior.
[0042] For example, in a ball game, multiple virtual characters are usually divided into two teams, and the scoring standard is the virtual moving body hitting the target object. In a basketball video game, when the virtual basketball does not hit the target object, that is, the virtual basketball does not enter the virtual basket, the virtual basketball will be bounced back by the basket frame. In a football video game, when the virtual football does not hit the target object, that is, the virtual football does not enter the virtual goal, the virtual football will be bounced back by the goal frame. In a basketball video game, the first skill may be a burst skill, and the second skill may be a pass skill. When the virtual basketball fails to enter the basket and is bounced back by the basket, virtual character A and virtual character B do not belong to the same team. In response to receiving a rebounding instruction for virtual character A and virtual character B, virtual character A and virtual character B may compete for the rebound. When virtual character A has the pass skill, it may be determined whether the rebounding instruction for virtual character B contains burst skill information. When it is determined that the rebounding instruction for virtual character B contains burst skill information, it is determined that virtual character B will be controlled by the player corresponding to virtual character B to execute the burst skill. The player corresponding to virtual character A may control virtual character A to execute the pass skill and pick the basketball away to prevent virtual character B from grabbing the rebound.
[0043] For example, a basketball video game is used as an example to illustrate the above steps. Fig. 4 is a schematic diagram of an interactive control method in a game provided by an embodiment of the present application.
[0044] As shown in FIG4(a), the graphical user interface displays a virtual basketball court 401 and virtual characters 402, 403, and a virtual basketball 404 located in the virtual basketball court 401. The virtual character 402 has the skill of passing the ball. The virtual basketball court 401 includes a virtual basketball stand 406 erected at the baseline 405, and a virtual basket 407 supported by the virtual basketball stand 406. The graphical user interface also displays a rebounding control 408 and other controls (not marked in this diagram).
[0045] As shown in FIG. 4( b ), the virtual basketball 404 is rebounded by the virtual basketball stand 406 , the virtual character 403 is controlled to perform the burst skill, and the virtual character 402 is controlled to perform the ball-passing skill.
[0046] As shown in FIG. 4( c ), the virtual character 403 controlled to perform the burst skill fails, the virtual character 402 controlled to perform the ball-passing skill succeeds, and the virtual basketball 404 is picked up and flew.
[0047] In this embodiment, when the first virtual character has the second skill, in response to receiving the virtual moving body acquisition instruction for the first virtual character and the second virtual character, it is determined whether the virtual moving body acquisition instruction for the second virtual character includes the first skill information corresponding to the first skill, and in response to the virtual moving body acquisition instruction for the second virtual character including the first skill information, the first virtual character is controlled to perform the second skill behavior corresponding to the second skill, and the second virtual character is defined as at least one virtual character other than the first virtual character, the first skill is used to represent the acquisition skill of forcibly acquiring the virtual moving body, and the second skill is used to represent the skill of changing the trajectory of the virtual moving body to prevent the second virtual character from acquiring the virtual moving body through the first skill. When the first virtual character has the second skill, receives the virtual moving body acquisition instruction for the first virtual character and the second virtual character, and the virtual moving body acquisition instruction for the second virtual character includes the first skill information, the first virtual character can be controlled to perform the second skill to prevent the second virtual character from acquiring the virtual moving body through the first skill, thereby enhancing the fun of the game, and when there are multiple second virtual characters, the experience of the players corresponding to the multiple second virtual characters is improved, user stickiness is increased, and resource waste is reduced.
[0048] Controlling a virtual character to perform some skill behaviors requires consuming certain resources. In an optional embodiment, the above S302 may include: in response to a virtual moving body acquisition instruction for a second virtual character including first skill information and an attribute value of a preset attribute of the first virtual character being greater than or equal to a first preset threshold, controlling the first virtual character to perform a second skill behavior corresponding to the second skill, the preset attribute being used to characterize the resources required for the first virtual character to perform the second skill behavior, and the attribute value being used to characterize the amount of resources required for the first virtual character to perform the second skill behavior.
[0049] In this embodiment, the preset attribute may be a morale attribute, and the attribute value of the preset attribute may be a morale value. When controlling the virtual character to perform the first skill and the second skill, a preset number of morale values need to be consumed. When the first virtual character has the second skill, receives a virtual moving body acquisition instruction for the first virtual character and the second virtual character, and the virtual moving body acquisition instruction for the second virtual character contains the first skill information, it is also necessary to determine whether the attribute value of the preset attribute of the first virtual character is greater than or equal to the first preset threshold. The first preset threshold is used to characterize the attribute value consumed by the first virtual character to perform the second skill behavior, that is, whether the morale value of the first virtual character is greater than or equal to the first preset threshold. When the attribute value of the preset attribute of the first virtual character is greater than or equal to the first preset threshold, the first virtual character can be controlled to perform the second skill behavior corresponding to the second skill. When the attribute value of the preset attribute of the first virtual character is less than the first preset threshold, the first virtual character cannot be controlled to perform the second skill behavior corresponding to the second skill.
[0050] Based on the above embodiment, for example, when the first preset threshold is 10, when virtual character A has the skill of passing the ball, receives rebounding instructions for virtual character A and virtual character B, and the rebounding instruction of virtual character B contains burst skill information, it is determined whether the morale value of virtual character A is greater than or equal to 10. When the morale value of virtual character A is 12, virtual character A can be controlled to perform the skill of passing the ball. After the virtual character A performs the skill of passing the ball, the morale value is 2. When the morale value of virtual character A is 8, virtual character A cannot perform the skill of passing the ball.
[0051] In an optional embodiment, after receiving the control instruction for acquiring virtual moving bodies for the first virtual character and the second virtual character, the method further comprises: generating a contention queue according to the virtual moving body acquisition instruction.
[0052] In this embodiment, in response to receiving a control instruction for at least one virtual character to obtain a virtual moving body, a competition queue can be generated. It can also be understood that the competition queue includes at least one virtual character, and the server receives a virtual moving body acquisition instruction for the virtual character.
[0053] In an optional embodiment, the above-mentioned generation of a contention queue based on the virtual moving body acquisition instruction may include: determining whether a first virtual moving body acquisition instruction for a first virtual character and a second virtual moving body acquisition instruction for a second virtual character occur within a preset time interval; in response to the first virtual moving body acquisition instruction for the first virtual character and the second virtual moving body acquisition instruction for the second virtual character occurring within a preset time interval, arranging the first virtual character and the second virtual character according to the order in which the first virtual moving body acquisition instruction for the first virtual character and the second virtual moving body acquisition instruction for the second virtual character are received to generate a contention queue.
[0054] In this embodiment, the preset time interval can be understood as the time interval in which the virtual moving body can be obtained after the virtual moving body is bounced back by the target object. If the first virtual moving body acquisition instruction for the first virtual character and the second virtual moving body acquisition instruction for the second virtual character occur before the start time or after the end time of the preset time interval, the first virtual character and the second virtual character cannot enter the competition queue. It can also be understood that the first virtual moving body acquisition instruction for the first virtual character and the second virtual moving body acquisition instruction for the second virtual character occur before the start time or after the end time of the preset time interval, and the first virtual character and the second virtual character are not qualified to obtain the virtual moving body. For example, the preset time interval is from time T0 to time T1, time T0 is the start time of the preset time interval, and time T1 is the end time of the preset time interval. When the first virtual moving body acquisition instruction for the first virtual character and the second virtual moving body acquisition instruction for the second virtual character occur within a preset time interval, in response to the first virtual moving body acquisition instruction for the first virtual character and the second virtual moving body acquisition instruction for the second virtual character occurring within the preset time interval, the first virtual character and the second virtual character are arranged in sequence according to the order of the receiving time of the first virtual moving body acquisition instruction for the first virtual character and the second virtual moving body acquisition instruction for the second virtual character from early to late, and a competition queue is generated. The formation time of the competition queue is short, and the formation time of the competition queue can be preset according to the settings in the game. For example, the formation time of the competition queue can be preset to 0.1 seconds. When the first virtual moving body acquisition instruction for the first virtual character and the second virtual moving body acquisition instruction for the second virtual character occur after the formation time of the competition queue, neither the first virtual character nor the second virtual character can enter the competition queue.
[0055] For example, taking a basketball video game as an example, the preset time interval is the time interval in which the virtual basketball can be rebounded after being bounced back by the basket. Assuming that the time interval in which the rebound can be grabbed is from time T0 to time T1, time T0 is the start time of the time interval in which the rebound can be grabbed, and time T1 is the end time of the time interval in which the rebound can be grabbed. At time T2, a rebounding instruction for virtual character A is received, and between time T0 and time T2, no rebounding instruction for any virtual character is received, then a competition queue is formed at time T2, and virtual character A is the first virtual character in the competition queue. At time T3, the competition queue is closed, and the formation time of the competition queue is n seconds. Time T2 is the moment between time T0 and time T1, time T2 is the start time of the competition queue, time T3 is the closing time of the competition queue, and time T3 is the moment after time T2 plus n seconds. Between time T2 and time T3, the rebounding instruction of virtual character B and the rebounding instruction of virtual character C are received in sequence, then the competition queue includes virtual character A, virtual character B and virtual character C. If a rebounding command is received from virtual character D between time T3 and time T1, although it is within the time interval for rebounding, the competition queue is closed, so virtual character D will not enter the competition queue.
[0056] In an optional embodiment, the method further includes: in response to the virtual moving body acquisition instruction for the second virtual character including the first skill information, clearing the virtual character before the second virtual character in the competition queue.
[0057] In this embodiment, during the formation of the competition queue, in response to the second virtual character entering the competition queue and the virtual moving body acquisition instruction for the second virtual character including the first skill information, the virtual character before the second virtual character in the competition queue is cleared.
[0058] Based on the above embodiment, for example, between time T2 and time T3, when virtual character E enters the competition queue, there are already virtual characters A, B and C in the competition queue. In response to the rebounding instruction for virtual character E containing burst skill information, virtual characters A, B and C are cleared. At this time, only virtual character E is included in the competition queue.
[0059] In an optional embodiment, the above S302 may include S3021-S3022.
[0060] S3021. Determine animation information of the second skill, where the animation information of the second skill includes an animation performance effect of the second skill and a motion trajectory of the first virtual character performing the second skill behavior.
[0061] S3022. In response to the virtual moving body acquisition instruction for the second virtual character including the first skill information, control the first virtual character to execute a second skill behavior corresponding to the second skill according to the animation information.
[0062] In this embodiment, after the client of the player corresponding to the first virtual character sends a virtual moving body acquisition instruction to the server, before the server feeds back the result to the client of the player corresponding to the first virtual character, the first virtual character can be controlled to execute the first part of the third skill, which can also be understood as controlling the first virtual character to pre-perform the first part of the third skill at the client of the player corresponding to the first virtual character, wherein the third skill is the skill corresponding to the virtual moving body acquisition instruction sent by the client of the player corresponding to the first virtual character to the server. The animation information of the second skill can be determined, and in response to the virtual moving body acquisition instruction for the second virtual character containing the first skill information, the first virtual character is controlled to execute the first part of the third skill according to the animation information of the second skill, and then the second skill is executed. When determining the animation information of the second skill, the last key frame of the third skill and the first N frames of the second skill can be transitionally processed to obtain the animation information of the second skill, wherein N is a positive integer, and the last key frame of the third skill can be understood as the last frame of the first part of the third skill.
[0063] For example, taking a basketball video game as an example, virtual character A has a ball-passing skill. In the time interval in which a rebound can be grabbed, the client of the player corresponding to virtual character A sends a rebounding instruction to the server. The rebounding skill corresponding to the rebounding instruction is an ordinary rebounding skill, that is, the rebounding skill corresponding to the rebounding instruction is neither an explosive skill nor a ball-passing skill, and the priority of the ordinary rebounding skill is lower than that of the explosive skill and the ball-passing skill. The behavior of the ordinary rebounding skill may include squatting, taking off, touching the ball, and landing, and the first part of the behavior of the ordinary rebounding skill includes squatting. After the client of the player corresponding to virtual character A sends a rebounding instruction to the server, before the server feeds back the result to the client of the player corresponding to virtual character A, virtual character A will execute the first part of the ordinary rebounding skill behavior, that is, virtual character A will perform a squatting behavior. The image frame corresponding to the lowest point of squatting when virtual character A performs the squatting behavior is the last frame of the first part of the ordinary rebounding skill, that is, the last key frame of the ordinary rebounding skill. In response to the rebounding instruction for the virtual character B including the burst skill information, the virtual character A is controlled to perform the ball-passing skill after performing the squatting behavior in the ordinary rebounding skill behavior according to the animation information of the ball-passing skill, and the ball-passing skill behavior may include taking off, touching the ball, and landing. The image frame corresponding to the lowest point of the squatting when the virtual character A performs the first part of the ordinary rebounding skill behavior and the first three frames when performing the ball-passing skill behavior can be transitionally processed by a transition algorithm, so that the screen connection is smooth when the virtual character A performs the squatting behavior in the ordinary rebounding skill behavior and the ball-passing skill behavior, thereby improving the player's viewing experience.
[0064] In an optional embodiment, after S302, the method further includes: determining a target trajectory, where the target trajectory is a moving trajectory of the virtual moving body after the first virtual character performs the second skill behavior.
[0065] In this embodiment, the first trajectory can be selected from the preset trajectory library as the target trajectory according to the hand position of the first virtual character, and the height difference between the starting point height of the first trajectory and the height of the hand position of the first virtual character is less than the second preset threshold.
[0066] For example, Figure 5 This is a schematic diagram of the target trajectory provided in the embodiment of the present application. Figure 5 As shown, 501 represents the hand position of the virtual character A, 502, 503 and 504 can represent trajectories in the preset trajectory library, and the height difference between the starting point heights of 502, 503 and 504 and the height of the hand position of the virtual character A can be determined respectively. When it is determined that the height difference between the starting point height of 503 and the height of the hand position of the virtual character A is less than a second preset threshold, 503 is used as the target trajectory.
[0067] In an optional embodiment, the above-mentioned determination of the animation information of the second skill may include: determining the animation information of the second skill based on the identifier of the second skill, the position of the first virtual character when the virtual moving body acquisition instruction for the first virtual character is received, the position of the first virtual character in the first key frame of the first virtual character performing the second skill behavior, the hand position of the first virtual character in the last key frame of the first virtual character performing the second skill behavior, and the position of the virtual moving body in the last key frame of the first virtual character performing the second skill behavior.
[0068] Exemplarily, each skill corresponds to a unique identifier, and each identifier is bound to the animation information of the skill corresponding to the identifier. Taking the position of the first virtual character when receiving the virtual mobile acquisition instruction for the first virtual character as the starting point, according to the displacement offset attached in the animation information of the skill behavior corresponding to the virtual mobile acquisition instruction for the first virtual character, the coordinates of each frame of the first virtual character when performing the skill behavior corresponding to the virtual mobile acquisition instruction for the first virtual character are determined. Then, the difference between the hand position of the first virtual character in the last key frame of the first virtual character performing the second skill behavior and the position of the virtual mobile body in the last key frame of the first virtual character performing the second skill behavior can be determined, and the position of the first virtual character in the first key frame of the first virtual character performing the second skill behavior is taken as the starting point, and the motion trajectory of the first virtual character performing the second skill behavior is determined by a preset transition algorithm according to the above difference. Then, according to the coordinates of each frame when the first virtual character performs the skill behavior corresponding to the virtual mobile acquisition instruction for the first virtual character and the motion trajectory of the first virtual character performing the second skill behavior, the animation information of the second skill is determined.
[0069] For example, taking a basketball video game as an example, virtual character A has a ball-passing skill. During the time interval in which a rebound can be grabbed, the client of the player corresponding to virtual character A sends a rebounding instruction to the server. The rebounding skill corresponding to the rebounding instruction is a common rebounding skill. After the client of the player corresponding to virtual character A sends the rebounding instruction to the server, before the server feeds back the result to the client of the player corresponding to virtual character A, in order to respond to the player's operation, virtual character A will perform the first part of the common rebounding skill behavior. The position of virtual character A when receiving the rebounding instruction for virtual character A can be used as the starting point, and the coordinates of virtual character A in each frame when performing the common rebounding skill behavior can be determined according to the displacement offset attached to the animation information of the common rebounding skill behavior corresponding to the rebounding instruction of virtual character A. Then, the hand position of the virtual character A and the position of the virtual basketball in the image frame when the virtual character A is in contact with the virtual basketball when performing the ball-passing skill behavior are determined, and the difference between the hand position of the virtual character A and the position of the virtual basketball is calculated. The position of the virtual character A in the first frame in which the virtual character A performs the ball-passing skill behavior is used as the starting point, and the motion trajectory of the virtual character A performing the ball-passing skill behavior is determined by a preset transition algorithm according to the difference between the hand position of the virtual character A and the position of the virtual basketball, so that the hand position of the virtual character A matches the position of the virtual basketball in the image frame when the virtual character A is in contact with the virtual basketball when performing the ball-passing skill behavior. The coordinates of each frame of the virtual character A when performing the ordinary rebounding skill behavior are modified according to the motion trajectory of the virtual character A performing the ball-passing skill behavior, thereby obtaining animation information of the ball-passing skill.
[0070] In an optional embodiment, the above method may also include: controlling the second virtual character to perform the first part of the first skill behavior and the behavior of the virtual moving body without obtaining the first part of the first skill behavior, the first part of the first skill behavior is the first frame of the first skill behavior to the image frame where the second virtual character contacts the virtual moving body.
[0071] In this embodiment, the animation information of the first part of the first skill and the behavior of the unobtained virtual moving body can be determined; according to the animation information of the first part of the first skill and the behavior of the unobtained virtual moving body, the second virtual character is controlled to perform the first part of the behavior of the first skill and the behavior of the unobtained virtual moving body. When determining the animation information of the first part of the first skill and the behavior of the unobtained virtual moving body, the last frame of the first part of the first skill and the first M frames of the behavior of the unobtained virtual moving body can be subjected to transition processing to obtain the animation information of the first part of the first skill and the behavior of the unobtained virtual moving body, where M is a positive integer.
[0072] Exemplarily, taking a basketball video game as an example, the burst skill behavior may include squatting, jumping, touching the ball, and carrying a virtual basketball to the ground. The first part of the burst skill behavior may include squatting and jumping, and the second part of the burst skill behavior may include touching the ball and carrying a virtual basketball to the ground. Virtual character A has a ball-dividing skill. When player B controls virtual character B to perform the burst skill behavior, player A does not control virtual character A to perform the ball-dividing skill, then virtual character B successfully grabs the rebound, which can be understood as when virtual character B successfully performs the burst skill, controlling virtual character B to perform the first part and the second part of the burst skill behavior. When player B controls virtual character B to perform the burst skill behavior, player A controls virtual character A to perform the ball-dividing skill, then virtual character B fails to grab the rebound, which can be understood as when virtual character B fails to perform the burst skill, controlling virtual character B to perform the first part of the burst skill behavior and the behavior of not grabbing the rebound. The behavior of not grabbing the rebound may include reaching out but not touching the ball and landing. That is, when the virtual character B fails to grab a rebound, the animation information of the second part of the burst skill behavior is replaced with the animation information of the behavior of failing to grab a rebound, and the virtual character B is controlled to execute the first part of the burst skill behavior and the behavior of failing to grab a rebound according to the animation information of the first part of the burst skill behavior and the behavior of failing to grab a rebound. When determining the animation information of the first part of the burst skill behavior and the behavior of failing to grab a rebound, the last frame of the first part of the burst skill behavior and the first three frames of the behavior of failing to grab a rebound can be transitioned by a preset transition algorithm, so that each frame of the image of the virtual character B executing the first part of the burst skill behavior and the behavior of failing to grab a rebound is smoothly and naturally connected, thereby improving the user's viewing experience.
[0073] The above is a specific implementation of an interactive control method in a game. In specific implementation, the interactive control in the game can also be performed in other feasible ways, and the embodiments of the present application are not limited thereto.
[0074] Corresponding to the interactive control method in the game provided in the first embodiment of the present application, the second embodiment of the present application further provides an interactive control device in the game, such as Figure 6 As shown, the interactive control device 600 in the game includes:
[0075] The judgment unit 601 is used to judge whether the virtual moving body acquisition instruction for the second virtual character includes the first skill information corresponding to the first skill in response to receiving the virtual moving body acquisition instruction for the first virtual character and the second virtual character when the first virtual character possesses the second skill, the second virtual character is at least one virtual character other than the first virtual character, the first skill is used to represent the acquisition skill of forcibly acquiring the virtual moving body, and the second skill is used to represent the skill of changing the trajectory of the virtual moving body to prevent the second virtual character from acquiring the virtual moving body through the first skill.
[0076] The control unit 602 is used to control the first virtual character to execute a second skill behavior corresponding to the second skill in response to the virtual moving body acquisition instruction for the second virtual character including the first skill information.
[0077] Optionally, the control unit 602 is specifically used to: in response to a virtual moving body acquisition instruction for the second virtual character containing first skill information and an attribute value of a preset attribute of the first virtual character being greater than or equal to a first preset threshold, control the first virtual character to perform a second skill behavior corresponding to the second skill, wherein the first preset threshold is used to represent the attribute value required for the first virtual character to perform the second skill behavior.
[0078] Optional, such as Figure 6 As shown, the interactive control device 600 in the game further includes: a generating unit 603.
[0079] The generating unit 603 is used to generate a contention queue according to the virtual moving body acquisition instruction.
[0080] Optionally, the generation unit 603 is specifically used to: determine whether a first virtual moving body acquisition instruction for the first virtual character and a second virtual moving body acquisition instruction for the second virtual character occur within a preset time interval; in response to the first virtual moving body acquisition instruction for the first virtual character and the second virtual moving body acquisition instruction for the second virtual character occurring within a preset time interval, arrange the first virtual character and the second virtual character according to the order in which the first virtual moving body acquisition instruction for the first virtual character and the second virtual moving body acquisition instruction for the second virtual character are received to generate a competition queue.
[0081] Optional, such as Figure 6 As shown, the interactive control device 600 in the game further includes: a processing unit 604.
[0082] The processing unit 604 is configured to clear the virtual character before the second virtual character in the competition queue in response to the virtual moving body acquisition instruction for the second virtual character including the first skill information.
[0083] Optionally, the control unit 602 is specifically used to: determine animation information of the second skill, the animation information of the second skill including the animation performance effect of the second skill and the motion trajectory of the first virtual character performing the second skill behavior; in response to a virtual moving body acquisition instruction for the second virtual character containing the first skill information, control the first virtual character to perform the second skill behavior corresponding to the second skill according to the animation information.
[0084] Optionally, the control unit 602 is specifically used to: perform transition processing on the last key frame of the third skill and the first N frames of the second skill to obtain animation information of the second skill, the third skill is a skill corresponding to the instruction for the virtual moving body of the first virtual character, and N is a positive integer.
[0085] Optionally, the control unit 602 is specifically used to determine the animation information of the second skill based on the identifier of the second skill, the position of the first virtual character when the virtual moving body acquisition instruction for the first virtual character is received, the position of the first virtual character in the first key frame in which the first virtual character performs the second skill behavior, the hand position of the first virtual character in the last key frame in which the first virtual character performs the second skill behavior, and the position of the virtual moving body in the last key frame in which the first virtual character performs the second skill behavior.
[0086] Optionally, the processing unit 604 is further used to: determine a target trajectory, where the target trajectory is a moving trajectory of the virtual moving body after the first virtual character performs the second skill behavior.
[0087] Optionally, the processing unit 604 is specifically used to: select a first trajectory from a preset trajectory library as a target trajectory according to the hand position of the first virtual character, and the height difference between the starting point height of the first trajectory and the height of the hand position of the first virtual character is less than a second preset threshold.
[0088] Optionally, the control unit 602 is further used to: control the second virtual character to perform the first part of the first skill behavior and the behavior of the virtual moving body that is not acquired, the first part of the first skill behavior is from the first frame of the first skill behavior to the image frame where the second virtual character contacts the virtual moving body.
[0089] Optionally, the control unit 602 is specifically used to: determine the first part of the first skill and the animation information of the behavior of the virtual moving body that is not obtained; and control the second virtual character to perform the first part of the first skill behavior and the behavior of the virtual moving body that is not obtained according to the animation information of the first part of the first skill and the behavior of the virtual moving body that is not obtained.
[0090] Optionally, the control unit 602 is specifically used to: perform transition processing on the last frame of the first part of the first skill and the first M frames in which the behavior of the virtual moving body is not obtained, to obtain animation information of the first part of the first skill and the behavior of the virtual moving body that is not obtained, where M is a positive integer.
[0091] Corresponding to the interactive control method in the game provided in the first embodiment of the present application, the third embodiment of the present application also provides an electronic device for interactive control in the game.
[0092] like Figure 7, which is a structural block diagram of an example of an electronic device for interactive control in a game provided in an embodiment of the present application.
[0093] In this embodiment, an optional hardware structure of the electronic device 700 can be as follows: Figure 7 As shown, it includes: at least one processor 701, at least one memory 702 and at least one communication bus 705; the memory 702 contains a program 703 and data 704.
[0094] The bus 705 may be a communication device for transmitting data between components inside the electronic device 700, such as an internal bus (e.g., a CPU-memory bus, where the processor is a central processing unit, CPU for short), an external bus (e.g., a universal serial bus port, a peripheral component interconnect express port), etc.
[0095] In addition, the electronic device also includes: at least one network interface 706, at least one peripheral interface 707. The network interface 706 provides wired or wireless communication related to an external network 708 (for example, the Internet, an intranet, a local area network, a mobile communication network, etc.); in some embodiments, the network interface 706 may include any number of network interface controllers (NICs), radio frequency (RF) modules, repeaters, transceivers, modems, routers, gateways, any combination of wired network adapters, wireless network adapters, Bluetooth adapters, infrared adapters, near field communication (NFC) adapters, cellular network chips, etc.
[0096] The peripheral interface 707 is used to connect to the peripheral device, and the peripheral device can be the peripheral device 1 ( Figure 7 709 in), peripheral 2 ( Figure 7 710) and peripheral 3 ( Figure 7 711 in the figure). Peripherals are peripheral devices, which may include but are not limited to cursor control devices (such as mice, touch pads or touch screens), keyboards, displays (such as cathode ray tube displays, liquid crystal displays). Displays or light emitting diode displays, video input devices (such as cameras or communication interfaces coupled to video files), etc.
[0097] The processor 701 may be a CPU, or an application specific integrated circuit ASIC (Application Specific Integrated Circuit), or one or more integrated circuits configured to implement the embodiments of the present application.
[0098] The memory 702 may include a high-speed RAM (full name: Random Access Memory) memory, and may also include a non-volatile memory (non-volatile memory), such as at least one disk memory.
[0099] The processor 701 calls the program and data stored in the memory 702 to perform the following steps:
[0100] In a case where the first virtual character possesses a second skill, in response to receiving a virtual moving body acquisition instruction for the first virtual character and the second virtual character, determining whether the virtual moving body acquisition instruction for the second virtual character includes first skill information corresponding to the first skill, the second virtual character being at least one virtual character other than the first virtual character, the first skill being used to represent an acquisition skill for forcibly acquiring a virtual moving body, and the second skill being used to represent a skill for changing a trajectory of a virtual moving body to prevent the second virtual character from acquiring the virtual moving body through the first skill;
[0101] In response to the virtual moving body acquisition instruction for the second virtual character including the first skill information, the first virtual character is controlled to perform a second skill behavior corresponding to the second skill.
[0102] Corresponding to the interactive control method in the game provided in the first embodiment of the present application, the fourth embodiment of the present application provides a computer-readable storage medium storing a program of the interactive control method in the game, the program is executed by a processor to perform the following steps:
[0103] In a case where the first virtual character possesses a second skill, in response to receiving a virtual moving body acquisition instruction for the first virtual character and the second virtual character, determining whether the virtual moving body acquisition instruction for the second virtual character includes first skill information corresponding to the first skill, the second virtual character being at least one virtual character other than the first virtual character, the first skill being used to represent an acquisition skill for forcibly acquiring a virtual moving body, and the second skill being used to represent a skill for changing a trajectory of the virtual moving body to prevent the second virtual character from acquiring the virtual moving body through the first skill;
[0104] In response to the virtual moving body acquisition instruction for the second virtual character including the first skill information, the first virtual character is controlled to execute a second skill behavior corresponding to the second skill.
[0105] It should be noted that for the detailed description of the devices, electronic devices and computer-readable storage media provided in the second, third and fourth embodiments of the present application, reference can be made to the relevant description of the first embodiment of the present application, and no further details will be given here.
[0106] Although the present application is disclosed as above in the form of a preferred embodiment, it is not intended to limit the present application. Any technical personnel in this field may make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the scope of protection of the present application shall be based on the scope defined by the claims of the present application.
[0107] In a typical configuration, a node device in a blockchain includes one or more processors (CPU), input / output interfaces, network interfaces, and memory.
[0108] The memory may include non-permanent storage in a computer-readable medium, random access memory (RAM) and / or non-volatile memory in the form of read-only memory (ROM) or flash RAM. The memory is an example of a computer-readable medium.
[0109] 1. Computer-readable media includes permanent and non-permanent, removable and non-removable media that can be used to store information by any method or technology. Information can be computer-readable instructions, data structures, program modules or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), random access memory (RAM) of other attributes, read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technology, compact disk read-only memory (CD-ROM), digital versatile disk (DVD) or other optical storage, magnetic cassettes, magnetic tape magnetic disk storage or other magnetic storage media or any other non-transmission media that can be used to store information that can be accessed by a computing device. As defined in this article, computer-readable media does not include non-transitory media such as modulated data signals and carrier waves.
[0110] 2. Those skilled in the art should understand that the embodiments of the present application can be provided as methods, systems or computer program products. Therefore, the present application can take the form of a complete hardware embodiment, a complete software embodiment or an embodiment combining software and hardware. Moreover, the present application can take the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.
[0111] Although the present application is disclosed as above in the form of a preferred embodiment, it is not intended to limit the present application. Any technical personnel in this field may make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the scope of protection of the present application shall be based on the scope defined by the claims of the present application.
Claims
1. An interactive control method in a game, characterized in that: A graphical user interface is provided through a terminal device, wherein the content displayed by the graphical user interface includes at least a portion of a virtual venue area and a plurality of virtual characters located in the virtual venue area, wherein the virtual venue area includes at least a target object and a virtual moving body, and the method includes: In a case where a first virtual character possesses a second skill, in response to receiving a virtual moving body acquisition instruction for the first virtual character and a second virtual character, determining whether the virtual moving body acquisition instruction for the second virtual character includes first skill information corresponding to a first skill, the second virtual character being at least one virtual character other than the first virtual character, the first skill being used to represent an acquisition skill for forcibly acquiring the virtual moving body, and the second skill being used to represent a skill for changing a trajectory of the virtual moving body to prevent the second virtual character from acquiring the virtual moving body through the first skill; In response to the virtual moving body acquisition instruction for the second virtual character including the first skill information, the first virtual character is controlled to execute a second skill behavior corresponding to the second skill.
2. The method according to claim 1, characterized in that: In response to the virtual moving body acquisition instruction for the second virtual character including the first skill information, controlling the first virtual character to perform a second skill behavior corresponding to the second skill includes: In response to the virtual moving body acquisition instruction for the second virtual character containing the first skill information and the attribute value of the preset attribute of the first virtual character being greater than or equal to a first preset threshold, the first virtual character is controlled to perform a second skill behavior corresponding to the second skill, and the first preset threshold is used to represent the attribute value required for the first virtual character to perform the second skill behavior.
3. The method according to claim 1, characterized in that After receiving the control instruction for acquiring the virtual moving body for the first virtual character and the second virtual character, the method further includes: A contention queue is generated according to the virtual moving body acquisition instruction.
4. The method according to claim 3, characterized in that The step of obtaining an instruction according to the virtual moving body and generating a contention queue comprises: Determining whether a first virtual moving body acquisition instruction for the first virtual character and a second virtual moving body acquisition instruction for the second virtual character occur within a preset time interval; In response to a first virtual moving body acquisition instruction for the first virtual character and a second virtual moving body acquisition instruction for the second virtual character occurring within a preset time interval, the first virtual character and the second virtual character are arranged according to the order in which the first virtual moving body acquisition instruction for the first virtual character and the second virtual moving body acquisition instruction for the second virtual character are received to generate the competition queue.
5. The method according to claim 4, characterized in that The method further comprises: In response to the virtual moving body acquisition instruction for the second virtual character including the first skill information, the virtual character before the second virtual character in the competition queue is cleared.
6. The method according to claim 1, characterized in that In response to the virtual moving body acquisition instruction for the second virtual character including the first skill information, controlling the first virtual character to perform a second skill behavior corresponding to the second skill includes: Determining animation information of the second skill, where the animation information of the second skill includes an animation performance effect of the second skill and a motion trajectory of the first virtual character performing the second skill behavior; In response to the virtual moving body acquisition instruction for the second virtual character including the first skill information, the first virtual character is controlled to perform a second skill behavior corresponding to the second skill according to the animation information.
7. The method according to claim 6, wherein determining the animation information of the second skill comprises: The last key frame of the third skill and the first N frames of the second skill are subjected to transition processing to obtain animation information of the second skill, wherein the third skill is a skill corresponding to instructions for obtaining the virtual moving body of the first virtual character, and N is a positive integer.
8. The method according to claim 6, characterized in that The determining the animation information of the second skill includes: The animation information of the second skill is determined based on the identifier of the second skill, the position of the first virtual character when the virtual moving body acquisition instruction for the first virtual character is received, the position of the first virtual character in the first key frame of the first virtual character performing the second skill behavior, the hand position of the first virtual character in the last key frame of the first virtual character performing the second skill behavior, and the position of the virtual moving body in the last key frame of the first virtual character performing the second skill behavior.
9. The method according to claim 6, characterized in that After controlling the first virtual character to perform the second skill behavior corresponding to the second skill, the method further includes: A target trajectory is determined, where the target trajectory is a movement trajectory of the virtual moving body after the first virtual character performs the second skill behavior.
10. The method according to claim 9, characterized in that The determining of the target trajectory comprises: According to the hand position of the first virtual character, a first trajectory is selected from a preset trajectory library as the target trajectory, and a height difference between a starting point height of the first trajectory and a height of the hand position of the first virtual character is less than a second preset threshold.
11. The method according to claim 1, characterized in that The method further comprises: The second virtual character is controlled to execute the first part of the first skill behavior and the behavior of the virtual moving body that is not acquired, wherein the first part of the first skill behavior is from the first frame of the first skill behavior to the image frame where the second virtual character contacts the virtual moving body.
12. The method according to claim 11, characterized in that The controlling the second virtual character to execute the first part of the first skill behavior and the behavior of the virtual moving body not being acquired includes: determining a first part of the first skill and animation information of the behavior of the unobtained virtual moving object; According to the first part of the first skill and the animation information of the unobtained virtual moving body's behavior, the second virtual character is controlled to execute the first part of the first skill behavior and the unobtained virtual moving body's behavior.
13. The method according to claim 12, characterized in that The determining of the first part of the first skill and the animation information of the behavior of the unobtained virtual moving body includes: The last frame of the first part of the first skill and the first M frames of the behavior of the unobtained virtual moving body are subjected to transition processing to obtain animation information of the first part of the first skill and the behavior of the unobtained virtual moving body, where M is a positive integer.
14. An interactive control device in a game, characterized in that: The device comprises: a judgment unit, configured to judge, in response to receiving a virtual moving body acquisition instruction for the first virtual character and a second virtual character, whether the virtual moving body acquisition instruction for the second virtual character includes first skill information corresponding to a first skill, when the first virtual character possesses a second skill, the second virtual character being at least one virtual character other than the first virtual character, the first skill being used to represent an acquisition skill for forcibly acquiring the virtual moving body, and the second skill being used to represent a skill for changing a trajectory of the virtual moving body to prevent the second virtual character from acquiring the virtual moving body through the first skill; A control unit is used to control the first virtual character to execute a second skill behavior corresponding to the second skill in response to the virtual moving body acquisition instruction for the second virtual character containing the first skill information.
15. An electronic device, characterized in that: include: processor; as well as The memory is used to store a data processing program. After the electronic device is powered on and the program is run by the processor, the method according to any one of claims 1 to 13 is executed.
16. A computer-readable storage medium, characterized in that: A data processing program is stored, and the program is run by a processor to execute the method according to any one of claims 1 to 13.
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