Interactive control method, device, and terminal device in a game
In sports competitive video games, when the virtual moving object misses the target object, it moves it to the teammate's virtual character, which solves the problem of bounce path prediction, and improves the control efficiency and gaming experience of the virtual character.
Patent Information
- Application Number
- CN202411885314.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-19
- Publication Date
- 2025-04-08
AI Technical Summary
In sports competitive video games, when a virtual mobile object misses the target object, it causes a bounce event, making it difficult for the player to predict the bounce path in time, affecting the control efficiency of the virtual character.
By responding to the skill behavior trigger command in the turn in which the first virtual character holds the virtual mobile body, the virtual mobile body is transferred to the target object, and without triggering the score event, the virtual mobile body is controlled to move to the second virtual character (same team).
Enable players to master the rebound rules of virtual moving bodies after multiple games, predict the rebound path in advance, and improve the control efficiency and gaming experience of virtual characters.
Smart Images

Figure CN119770973A_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, terminal equipment and computer-readable storage medium in a game. Background Art
[0002] In some sports video games, when a virtual character carries a virtual moving body to perform a finishing attack, there is often a situation where the virtual moving body misses the target object and is bounced back by the target object.
[0003] At present, for the rebound event of the virtual mobile body, the rebound path of the virtual mobile body is usually calculated based on physical calculations. Although this method has a greater degree of simulation, it lacks consideration of the essential defects of video games (such as the time required for players to switch perspectives, and the inaccurate perception of distances in virtual scenes by players, etc.), which often leads to the inability of players to predict the rebound path of the virtual mobile body in time, and thus the inability to control the virtual character to respond to the rebound event of the virtual mobile body. Therefore, there is a technical problem of low control efficiency of virtual characters.
[0004] To address the above problems, no effective solution has been proposed yet. Summary of the invention
[0005] The present application provides an interactive control method, apparatus, terminal device and computer-readable storage medium in a game, so as to at least solve the technical problem of low control efficiency of a virtual character.
[0006] In a first aspect, an embodiment of the present application provides an interactive control method in a game, providing a graphical user interface through a terminal device, wherein the content displayed by the graphical user interface includes at least a portion of a virtual venue area and multiple 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 turn in which a first virtual character holds the virtual moving body, responding to a skill behavior triggering instruction, controlling the first virtual character to perform a skill behavior of moving the virtual moving body to the target object; wherein the first virtual character is a virtual character controlled by the terminal device; in response to the skill behavior failing to trigger a scoring event, controlling the virtual moving body to move to a second virtual character after contacting the target object, and the second virtual character and the first virtual character belong to the same team.
[0007] In a second aspect, an embodiment of the present application provides an interactive control device in a game, which 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 venue area and multiple virtual characters located in the virtual venue area, and the virtual venue area includes at least a target object and a virtual moving body. The device includes: a first control unit and a second control unit; the first control unit is used to respond to a skill behavior trigger instruction in a round in which the first virtual character holds the virtual moving body, and control the first virtual character to perform a skill behavior of moving the virtual moving body to the target object; wherein the first virtual character is a virtual character controlled by the terminal device; the second control unit is used to respond to the skill behavior failing to trigger a scoring event, and control the virtual moving body to move to the second virtual character after contacting the target object, and the second virtual character and the first virtual character belong to the same team.
[0008] In a third aspect, an embodiment of the present application provides a terminal device, comprising: a memory, a processor, and a display; the memory is used to store one or more computer instructions; the processor is used to execute the one or more computer instructions to implement the above method; the display is used to display a graphical user interface.
[0009] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium having one or more computer instructions stored thereon, which, when executed by a processor, executes the above method.
[0010] Compared with the prior art, the interactive control method in the game provided by the present application includes: in the round when the first virtual character holds the virtual mobile body, responding to the skill behavior triggering instruction, controlling the first virtual character to perform the skill behavior of transferring the virtual mobile body to the target object, and the first virtual character is a virtual character controlled by the terminal device; responding to the skill behavior failing to trigger the scoring event, controlling the virtual mobile body to move to the second virtual character after contacting the target object, and the second virtual character and the first virtual character belong to the same team. The method controls the virtual mobile body to move to the second virtual character (i.e., the teammate character of the first virtual character) when the first virtual character performs the skill behavior of transferring the virtual mobile body to the target object and the skill behavior does not trigger the scoring event (i.e., the virtual mobile body does not hit the target object). It allows players to master the rebound law of the virtual mobile body (i.e., rebound to the teammate character of the first virtual character) after participating in the game several times, so as to predict the rebound path of the virtual mobile body in advance, control the virtual character to make a timely response behavior for the rebound event of the virtual mobile body, and enhance the control efficiency of the virtual character. It solves the technical problem of low control efficiency of virtual characters in the prior art. BRIEF DESCRIPTION OF THE DRAWINGS
[0011] Figure 1 It is an application system diagram of an interactive control method in a game provided by an embodiment of the present application;
[0012] Figure 2 is an application system diagram of another interactive control method in a game provided by an embodiment of the present application;
[0013] Figure 3 is a flow chart of an interactive control method in a game provided by the first embodiment of the present application;
[0014] FIG4( a ) is a first schematic diagram of an interactive control method in a game provided by the first embodiment of the present application;
[0015] FIG4( b ) is a second schematic diagram of an interactive control method in a game provided by the first embodiment of the present application;
[0016] FIG4( c ) is a third schematic diagram of an interactive control method in a game provided by the first embodiment of the present application;
[0017] FIG4( d ) is a fourth schematic diagram of an interactive control method in a game provided by the first embodiment of the present application;
[0018] FIG4( e ) is a fifth schematic diagram of an interactive control method in a game provided in the first embodiment of the present application;
[0019] Figure 5 is a schematic diagram of an end point of a second type of track located on a preset path provided in the first embodiment of the present application;
[0020] Figure 6 is a schematic diagram of determining a matching second type of trajectory provided by the first embodiment of the present application;
[0021] FIG. 7( a ) is a first schematic diagram of another interactive control method in a game provided by the first embodiment of the present application;
[0022] FIG7( b ) is a second schematic diagram of another interactive control method in a game provided by the first embodiment of the present application;
[0023] FIG7( c ) is a third schematic diagram of another interactive control method in a game provided by the first embodiment of the present application;
[0024] FIG7( d ) is a fourth schematic diagram of another interactive control method in a game provided by the first embodiment of the present application;
[0025] FIG7( e) is a fifth schematic diagram of another interactive control method in a game provided by the first embodiment of the present application;
[0026] Figure 8is a schematic diagram of a distance marker provided in the first embodiment of the present application;
[0027] Fig. 9 is a structural diagram of an interactive control device in a game provided in a second embodiment of the present application;
[0028] Fig.10 It is a structural diagram of a terminal device provided in the third embodiment of the present application. DETAILED DESCRIPTION
[0029] 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.
[0030] With the rapid advancement of computer technology and game development technology, the game industry has entered an unprecedented stage of development. In some sports video games (such as basketball video games, football video games, etc.), when a virtual character carries a virtual moving object (such as a basketball, football, etc.) to perform a finishing attack (such as shooting, shooting, etc.), there is often a situation where the virtual moving object does not hit the target object (such as not being thrown into the basket, not being shot into the goal) and is rebounded by the target object. In this case, the player should control the virtual character to compete for the rebounding virtual moving object in order to obtain the right to attack in the next round.
[0031] At present, for the rebound event of the virtual mobile body, the rebound path of the virtual mobile body is usually calculated based on physical calculations. For example, the rebound path of the virtual mobile body is calculated according to the angle and force when the virtual mobile body contacts the target object. Although this method has a greater degree of simulation, it lacks consideration of the essential defects of video games. For example, the time consumed by the player switching perspectives because the current perspective cannot determine the angle at which the virtual mobile body contacts the target object, and the player's inaccurate perception of the distance in the virtual scene, etc. This often results in the player being unable to predict the rebound path of the virtual mobile body in time, and thus being unable to control the virtual character to respond to the rebound event of the virtual mobile body. Therefore, there is a technical problem of low control efficiency of the virtual character, which will ultimately affect the player's gaming experience.
[0032] In view of this, the present application provides an interactive control method in a game. First, the method controls the virtual mobile body to move to the second virtual character (i.e., the teammate character of the first virtual character) when the first virtual character performs a skill behavior of transferring the virtual mobile body to the target object, and the skill behavior does not trigger a scoring event (i.e., the virtual mobile body does not hit the target object). After participating in the game several times, the player can master the rebound law of the virtual mobile body (i.e., rebound to the teammate character of the first virtual character), so as to predict the rebound path of the virtual mobile body in advance, control the virtual character to make a timely response behavior to the rebound event of the virtual mobile body, enhance the control efficiency of the virtual character, and improve the game enthusiasm of the player. Second, the method moves the virtual mobile body to the second virtual character (i.e., the teammate character of the first virtual character), which meets the rebound effect expected by the manipulator of the first virtual character. Therefore, the method not only solves the technical problem of low control efficiency of virtual characters in the prior art, but also improves the game experience of the player.
[0033] The interactive control method, apparatus, terminal device and computer-readable storage medium in the game described in this application are further described in detail below in conjunction with specific embodiments and drawings.
[0034] Figure 1 1 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 1 is an application system diagram of another interactive control method in a game provided by an embodiment of the present application. Figure 2As 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 first embodiment of the present application provides an interactive control method in a game.
[0037] The interactive control method in the game provided in this embodiment provides a graphical user interface through a terminal device. The graphical user interface (GUI) is displayed on the screen of the terminal device, is a user operation interface displayed in a graphical manner, is an interface display form for communication between a person and an electronic device, and enables a user to interact with the electronic device through icons and visual indicators. In this embodiment, the content displayed by the graphical user interface includes at least part of the virtual field area and multiple virtual characters located in the virtual field area, and the virtual field area includes at least a target object and a virtual mobile body.
[0038] The games described in this embodiment include at least various ball games, such as basketball video games, football video games, etc. The virtual field area can be understood as a virtual scene generated by simulating a real sports arena through computer technology. For example, a virtual basketball court generated by simulating a real basketball court, a virtual football field generated by simulating a real football field, etc. Exemplarily, in a basketball video game, the virtual field area may include virtual marking lines such as sidelines, baselines, center lines, three-point lines, free throw lines, and may also include virtual objects such as basket frames, baskets, and basketballs. In this embodiment, the virtual field area may be a three-dimensional virtual scene or a two-dimensional virtual scene, which is specifically determined according to the game settings and is not limited here.
[0039] In this embodiment, the virtual field area includes multiple virtual characters. The virtual characters can be understood as entities existing in the virtual environment. In this embodiment, the virtual characters can include virtual athletes competing in the virtual field area, and can also include virtual referees, virtual spectators, etc. In this embodiment, the virtual characters can be characters directly controlled by players, that is, player characters, or can be characters driven by computer algorithms, that is, non-player characters. In a specific implementation, the multiple virtual characters include multiple virtual athletes, and the multiple virtual athletes are player characters controlled by multiple players through their terminal devices. Other characters included in the multiple virtual characters, such as virtual referees and virtual spectators, can be non-player characters driven by computer algorithms.
[0040] In this embodiment, the virtual moving objects included in the virtual field area can be understood as virtual objects that can move in the virtual field area in addition to the virtual characters, and specifically, they move in the virtual field area when triggered by the virtual characters. For example, a virtual basketball in a basketball video game, a virtual football in a football video game, etc. The target objects included in the virtual field area can be understood as the hit objects 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.
[0041] The content displayed by the graphical user interface may also include other functional components (such as attribute lists, teammate lists, skill backpacks, etc.), other operation controls (such as movement controls, skill controls), etc. The specific details vary depending on different game settings and are not limited here.
[0042] Figure 3 Flowchart of the interactive control method in the game provided by this embodiment. Figure 3 The interactive control method in the game provided by this embodiment is described in detail. The embodiments described below are used to explain the technical solution of this application and are not intended to be used as limitations for actual use.
[0043] like Figure 3 As shown, the interactive control method in the game provided by this embodiment includes the following steps S310 to S320.
[0044] Step S310, in the turn when the first virtual character holds the virtual moving body, responding to the skill behavior triggering instruction, controlling the first virtual character to execute the skill behavior of moving the virtual moving body to the target object; wherein the first virtual character is a virtual character controlled by the terminal device.
[0045] In this embodiment, the first virtual character can be understood as a virtual athlete controlled by the player corresponding to the terminal device, such as a virtual basketball player, a virtual football player, etc. In the case where the first virtual character holds a virtual moving body, the player can control the first virtual character to perform skill actions on the virtual moving body. The first virtual character holding the virtual moving body can be obtained by the first virtual character performing actions such as scrambling and stealing, or it can be obtained based on the passing behavior of a teammate character belonging to the same team as the first virtual character, and there is no specific limitation. When the first virtual character obtains the virtual moving body, it can be determined that the first virtual character holds the virtual moving body.
[0046] The skill behavior can be understood as the behavior that the virtual character can perform in the game, such as moving behavior, throwing behavior, kicking behavior, head-on behavior, etc. In this implementation, the skill behavior refers to the behavior of the first virtual character in the round of holding the virtual mobile body to transfer the virtual mobile body to the target object. Therefore, the skill behavior can also be understood as the offensive termination behavior performed by the first virtual character in the round of holding the virtual mobile body.
[0047] The skill behavior trigger instruction can be understood as the instruction information generated in response to the player performing the skill behavior trigger operation on the terminal device. Exemplarily, the instruction information generated in response to the player's click, double-click, press, slide, drag and other operations on the offensive termination control (such as the offensive termination button displayed on the graphical user interface, the key corresponding to the offensive termination behavior on the keyboard, etc.). The specific manifestation of the offensive termination control is related to the specific game setting and is not limited here. For example, in a basketball video game, the offensive termination control can be a control related to the termination skill behavior, and the termination skill behavior can be a layup, a slam dunk, a shot, etc. For another example, in a football video game, the offensive termination control can be a shooting control, etc. Of course, the skill behavior instruction can also be an instruction information issued by the intelligent agent when the first virtual character is taken over by the intelligent agent.
[0048] In this embodiment, in the turn when the first virtual character holds the virtual moving body, in response to the skill behavior triggering instruction, the first virtual character is controlled to perform the skill behavior of moving the virtual moving body to the target object. For example, in a basketball video game, in response to the shooting instruction, the first virtual character is controlled to perform the throwing behavior of throwing the virtual basketball into the virtual basket. For example, in a football video game, in response to the shooting instruction, the first virtual character is controlled to perform the kicking behavior of kicking the virtual football into the virtual goal.
[0049] Step S220, in response to the skill behavior failing to trigger a scoring event, controlling the virtual moving body to move toward the second virtual character after contacting the target object, the second virtual character and the first virtual character belong to the same team.
[0050] In ball games, multiple virtual characters are usually divided into two teams, and the scoring standard is the virtual moving body hitting the target object. Therefore, the failure of a skill behavior to trigger a scoring event can be understood as the virtual moving body failing to hit the target object.
[0051] In an optional implementation, the target object has a corresponding internal area, which is the area for triggering scoring. When the virtual moving body enters the internal area through skill behavior, the scoring event is triggered. Similarly, if the virtual moving body fails to enter the internal area through skill behavior, the scoring event cannot be triggered.
[0052] When the virtual moving body contacts the target object but does not enter the internal area of the target object, a rebound event will occur in which the virtual moving body is rebounded by the target object. For example, in a basketball video game, when the virtual basketball does not enter the virtual basket, no points are scored, and the virtual basketball will be rebounded by the basket frame. For example, in a football video game, when the virtual football does not enter the virtual goal, no points are scored, and the virtual football will be rebounded by the goal frame. In this embodiment, when a rebound event occurs to the virtual moving body, the virtual moving body will be controlled to rebound toward the second virtual character belonging to the same team as the first virtual character.
[0053] In an optional implementation, when there are multiple virtual characters belonging to the same team as the first virtual character, the virtual character that meets the third preset condition is determined as the second virtual character. The third preset condition may include that the second virtual character is the virtual character closest to the target object. Exemplarily, there are 5 virtual characters belonging to the same team as the first virtual character, then the virtual character closest to the target object can be determined as the second virtual character, and the virtual moving body can be moved to the virtual character. The third preset condition may also include that the second virtual character is a virtual character that performs a third preset pre-behavior. The pre-behavior can be understood as the skill behavior performed by the virtual character in the previous game period of the current game moment, such as the skill behavior performed within the first 30 seconds, the skill behavior performed within the first 10 seconds, etc. In the game development stage, the developer will preset the pre-behavior for selecting the second virtual character in advance. In this embodiment, the preset pre-behavior for selecting the second virtual character is defined as the third preset pre-behavior. Specifically, the third preset pre-behavior includes a pre-behavior set for the second virtual character that helps the team to which the second virtual character belongs to score. Exemplarily, the third preset pre-behavior includes transferring the virtual moving body to the first virtual character. Then, when there are five virtual characters belonging to the same team as the first virtual character, the virtual character that transfers the virtual moving body to the first virtual character can be determined as the second virtual character, and the virtual moving body can be moved toward this virtual character.
[0054] The above steps are described below by taking a video basketball game as an example. Fig. 4 is a schematic diagram of an interactive control method in a game provided by this embodiment.
[0055] As shown in FIG. 4( a), a virtual basketball court 410 and virtual characters 421, 422, 423, and 424 located in the virtual basketball court 410 are displayed on the graphical user interface. Among them, virtual character 421 is a virtual character controlled by the current player, virtual character 422 and virtual character 421 belong to the same team, and virtual character 423 and virtual character 424 belong to another opposing team. Virtual basketball court 410 includes a virtual basketball stand 412 erected on the baseline 411, and a virtual basket 413 supported by the virtual basketball stand 412. A shooting control 441 and other controls (not marked in this diagram) are also displayed on the graphical user interface. Virtual character 421 currently holds a virtual basketball 430.
[0056] As shown in FIG. 4( b ), the player determines that it is time to shoot and then clicks the shooting control 441 .
[0057] As shown in FIG. 4( c ), in response to the player clicking the shooting control 441 , the virtual character 421 is controlled to perform a throwing action of throwing the virtual basketball 430 toward the virtual basket 413 .
[0058] As shown in FIG. 4( d ), the virtual basketball 430 fails to enter the virtual basket 413 , and a scoring event cannot be triggered.
[0059] As shown in FIG. 4( e ), the virtual basketball 430 is controlled to move toward the virtual character 422 .
[0060] The following describes in detail various optional implementations of the interactive control method in the above game:
[0061] In an optional implementation, controlling the virtual moving body to move toward the second virtual character after contacting the target object may specifically include: controlling the virtual moving body to move toward the first position after contacting the target object, and the distance between the first position and the position of the second virtual character in the virtual venue area is less than a preset distance.
[0062] Specifically, the virtual moving body is controlled to move to a position near the position of the second virtual character. In this embodiment, the near position is defined as the first position.
[0063] In an optional implementation, controlling the virtual moving body to move toward the second virtual character after contacting the target object may specifically include: controlling the virtual moving body to move toward the second virtual character based on the first trajectory after contacting the target object.
[0064] In video games, when a virtual moving body touches a target object, no real force is generated on the virtual moving body. Therefore, it is necessary to simulate the movement path of the moving body in the real world after being subjected to the force, so as to indicate the movement behavior of the virtual moving body in the virtual field area.
[0065] In the method provided in this embodiment, the game developer will build a track library during the game development stage. The track library includes multiple tracks, and the tracks are used to indicate the movement behavior of the virtual mobile body in the virtual field area. In this embodiment, the first track is a track among the multiple tracks that can make the virtual mobile body move toward the second virtual character.
[0066] Based on this, before the step of controlling the virtual moving body to move toward the second virtual character after contacting the target object, the method provided in this embodiment further includes: determining a first trajectory.
[0067] In an optional implementation provided in this embodiment, determining the first trajectory may specifically include: determining the first trajectory according to a second character state of the second virtual character. The second character state includes a position state of the second virtual character when the first virtual character performs a skill behavior. Optionally, the position state of the second virtual character includes at least one of the following states: a distance of the second virtual character relative to a target object, and an angle of the second virtual character relative to the target object.
[0068] Specifically, the position of the second virtual character in the virtual venue area can be determined based on the distance and angle of the second virtual character relative to the target object, and then according to the position of the second virtual character in the virtual venue area, a trajectory with the end point being a first position near the position of the second virtual character is determined. In this embodiment, this trajectory is defined as the first trajectory.
[0069] In an optional implementation, determining the first trajectory may specifically include: determining the first trajectory according to the second character state of the second virtual character and the first character state of the first virtual character. The first character state includes the position state of the first virtual character and the skill execution state of the first virtual character when the first virtual character performs a skill behavior. Optionally, the position state of the first virtual character includes at least one of the following states: the distance of the first virtual character relative to the target object, and the angle of the first virtual character relative to the target object. The skill execution state of the first virtual character includes at least one of the following states: the transfer height when the first virtual character transfers the virtual mobile body, the transfer force when the first virtual character transfers the virtual mobile body, and the transfer angle when the first virtual character transfers the virtual mobile body.
[0070] Specifically, the first virtual character is a virtual character that transfers the virtual mobile body, and its position state when transferring the virtual mobile body will affect the starting point of the moving path of the virtual mobile body, and its skill execution state when transferring the virtual mobile body (such as the transfer height, transfer force, and transfer angle when transferring the virtual mobile body) will affect the shape of the moving path of the virtual mobile body, such as whether it is higher or flatter, whether it bounces off after making contact with the target object or bounces off directly. The second virtual character is the rebound target character of the virtual mobile body, and its position state will affect the end point of the moving path of the virtual mobile body. Therefore, in this embodiment, according to the position state of the second virtual character, as well as the position state and skill execution state of the first virtual character, a first trajectory that matches both the first character state of the first virtual character and the second character state of the second virtual character can be determined from the multiple trajectories included in the trajectory library.
[0071] In an optional implementation provided by this embodiment, determining the first trajectory may further include: retrieving the first trajectory from a preset trajectory library. The trajectory library includes multiple trajectories, and the trajectory is used to indicate the moving path of the virtual moving object.
[0072] Optionally, the trajectory library corresponds to a trajectory library list, which records the encoding information of each trajectory in the trajectory library and the trajectory features, such as the starting point of the trajectory, the end point of the trajectory, the shape of the trajectory, etc. The trajectory matching the feature can be searched in the trajectory library list according to the character state of the virtual character, and the corresponding trajectory can be retrieved from the trajectory library according to the encoding information of the trajectory.
[0073] In an optional implementation, the plurality of trajectories include a plurality of second-type trajectories, and the second-type trajectories are used to indicate the movement path of the virtual moving body after it contacts the target object. Based on this, retrieving the first trajectory from the preset trajectory library may specifically include the following step S11:
[0074] Step S11, extracting a second type trajectory matching the second virtual character from a plurality of second type trajectories, wherein the end point of the matching second type trajectory is the first position.
[0075] Optionally, according to the character state of the second virtual character, such as the distance of the second virtual character relative to the target object, the angle of the second virtual character relative to the target object, etc., a second type trajectory matching the character state of the second virtual character is retrieved from multiple second type trajectories.
[0076] In an optional implementation, the end points of the plurality of second-type tracks are located on a preset path, and the preset path is an indication line set on the virtual field area for indicating the end point positions of the second-type tracks.
[0077] Optionally, the preset path may be at least one indicator line for indicating the end point of the second type of trajectory, which is set according to the requirement of the preset distance (i.e., the distance standard for determining the position near the position of the second virtual character) when the developer constructs the trajectory library during the game development stage. The indicator line may be a straight line or a curve, an open line segment or a closed line segment, and there is no specific limitation.
[0078] When constructing the trajectory library, using points on a preset path (rather than every point in the virtual venue area) as the end points of the second type of trajectory can reduce the number of second type trajectories while satisfying the requirement of moving the virtual mobile body to a first position less than a preset distance from the position of the second virtual character.
[0079] In an optional implementation, the preset path includes multiple paths that divide the virtual venue area into multiple parts using the target object as a reference point.
[0080] Specifically, when the target object falls on the ground of the virtual venue area, the multiple paths with the target object as the reference point may include multiple paths starting from the target object and set with the target object as the origin, and the multiple paths may divide the virtual venue area into multiple parts. When the target object is at a certain height from the ground of the virtual venue area, the multiple paths with the target object as the reference point may include multiple paths starting from the projection point projected by the target object on the ground of the virtual venue area as the origin, and the multiple paths may divide the virtual venue area into multiple parts.
[0081] In an optional implementation, the plurality of paths include a first path that uses the target object as a reference point to divide the virtual field area into a first part and a second part according to an angle, a second path that uses the target object as a reference point to divide the first part into two sub-parts according to an angle, and a third path that uses the target object as a reference point to divide the second part into two sub-parts according to an angle. Based on this, the plurality of second-type trajectories include a plurality of second-type trajectories whose endpoints are located on the first path, a plurality of second-type trajectories whose endpoints are located on the second path, and a plurality of second-type trajectories whose endpoints are located on the third path.
[0082] In another optional implementation, in order to further reduce the number of tracks in the track library, instead of taking each point on the preset path as the end point of the second type of track, the end point of the second type of track is determined according to a preset distance range. The distance range is a preset range value for the distance of each point on the preset path relative to the target object. Exemplarily, the distance range includes a first range between a 0-meter point and a 1-meter point, a second range between a 1-meter point and a 2-meter point, and a third range between a 2-meter point and a 3-meter point on the preset path.
[0083] Based on this, the multiple second-type trajectories whose endpoints are located on the first path may specifically include: multiple second-type trajectories whose endpoints are located within multiple preset distance ranges on the first path; the multiple second-type trajectories whose endpoints are located on the second path may specifically include: multiple second-type trajectories whose endpoints are located within multiple preset distance ranges on the second path; the multiple second-type trajectories whose endpoints are located on the third path include: multiple second-type trajectories whose endpoints are located within multiple preset distance ranges on the third path.
[0084] Exemplarily, the multiple second-type trajectories stored in the trajectory library include a first second-type trajectory whose endpoint is located within the first distance range between 0 meter point and 1 meter point on the first path, a second second-type trajectory whose endpoint is located within the second distance range between 1 meter point and 2 meter point on the first path, a third second-type trajectory whose endpoint is located within the third distance range between 2 meter point and 3 meter point on the first path, a fourth second-type trajectory whose endpoint is located within the first distance range between 0 meter point and 1 meter point on the second path, a fifth second-type trajectory whose endpoint is located within the second distance range between 1 meter point and 2 meter point on the second path, a sixth second-type trajectory whose endpoint is located within the third distance range between 2 meter point and 3 meter point on the second path, a seventh second-type trajectory whose endpoint is located within the first distance range between 0 meter point and 1 meter point on the third path, an eighth second-type trajectory whose endpoint is located within the second distance range between 1 meter point and 2 meter point on the third path, and a ninth second-type trajectory whose endpoint is located within the third distance range between 2 meter point and 3 meter point on the third path.
[0085] The second type of trajectory is illustrated below using a video basketball game as an example. Figure 5 is a schematic diagram of an end point of a second type of trajectory located on a preset path provided in this embodiment.
[0086] like Figure 5As shown, point O is the projection point of the virtual basketball hoop projected on the ground of the virtual basketball court 510. Line 521 is a first path that divides the virtual basketball court 510 into a first part and a second part at an angle with point O as the origin, line 522 is a second path that divides the first part into two sub-parts at an angle with point O as the origin, and line 523 is a third path that divides the second part into two sub-parts at an angle with point O as the origin. Among them, the angle between line 521 (first path) and line 522 (second path) is 45 degrees, and the angle between line 521 (first path) and line 523 (third path) is 45 degrees. Line 521 is divided into a first distance range between 0 meter point O and 1 meter point A1, a second distance range between 1 meter point A1 and 2 meter point B1, and a third distance range between 2 meter point B1 and 3 meter point C1. The second type track may include three second type tracks, the end point being the middle point D1 between point O and point A1, the end point being the middle point E1 between point A1 and point B1, and the end point being the middle point F1 between point B1 and point C1. Line 522 is divided into a first distance range between 0 meter point O and 1 meter point A2, a second distance range between 1 meter point A2 and 2 meter point B2, and a third distance range between 2 meter point B2 and 3 meter point C2. The second type track may also include three second type tracks, the end point being the middle point D2 between point O and point A2, the end point being the middle point E2 between point A2 and point B2, and the end point being the middle point F2 between point B2 and point C2. Line 523 is divided into a first distance range between 0-meter point O and 1-meter point A3, a second distance range between 1-meter point A3 and 2-meter point B3, and a third distance range between 2-meter point B3 and 3-meter point C3. The second type of track may also include three second type tracks with the end point being the middle point D3 between point O and point A3, the end point being the middle point E3 between point A3 and point B3, and the end point being the middle point F3 between point B3 and point C3. It should be noted that the virtual basketball court 510 also includes the area between the projection point O of the virtual basket and the bottom line, and this part of the area is not considered when setting the preset path and the end point of the track.
[0087] In an optional implementation, the second type of trajectory matching the second virtual character is retrieved from the plurality of second type trajectories, which may specifically include the following steps S21 to S24:
[0088] Step S21, determining the sub-area where the second virtual character is located in the virtual venue area according to the angle of the second virtual character relative to the target object, the virtual venue area includes a first sub-area, a second sub-area, and a third sub-area which are equally divided according to the angle with the target object as a reference point, the first sub-area covers the first path, the second sub-area covers the second path, and the third sub-area covers the third path.
[0089] Step S22: in response to the second virtual character being in the first sub-area, a plurality of second-type trajectories whose endpoints are located within a plurality of preset distance ranges on the first path are determined as candidate second-type trajectories.
[0090] Step S23, determining a preset distance range corresponding to the second virtual character according to the distance between the second virtual character and the target object, wherein the corresponding preset distance range is a preset distance range covering the distance between the second virtual character and the target object.
[0091] Step S24: determining the candidate second type trajectory whose end point is within the corresponding preset distance range as the second type trajectory matching the second virtual character.
[0092] Specifically, the target object or the projection point of the target object on the ground of the virtual venue area is taken as the origin, and the virtual venue area is divided into three sub-areas according to the angle, and each of the three sub-areas covers a preset path. Then, the sub-area where the second virtual character is located in the virtual venue area can be determined according to the angle of the second virtual character relative to the target object. After the sub-area where the second virtual character is located is determined, multiple second-type trajectories whose end points fall on the preset path covered by the sub-area can be used as candidate second-type trajectories. Then, the preset distance range corresponding to the second virtual character is determined according to the distance of the second virtual character relative to the target object. After the preset distance range corresponding to the second virtual character is determined, the candidate second-type trajectories whose end points fall within the corresponding preset distance range can be determined as second-type trajectories that match the second virtual character.
[0093] This method not only reduces the number of second-type trajectories stored in the trajectory library, but also ensures that no matter where the second virtual character appears, the virtual moving body can be rebounded to the vicinity of the second virtual character's position.
[0094] The following takes a video basketball game as an example to illustrate how to determine the matching second type trajectory. Figure 6 is a schematic diagram of determining a matching second type of trajectory provided by this embodiment.
[0095] like Figure 6As shown, point O is the projection point of the virtual basket projected on the ground of the virtual basketball court 610. The multiple second-type tracks included in the track library are three second-type tracks whose endpoints fall on the middle point D1 of 0 meter point and 1 meter point, the middle point E1 of 1 meter point and 2 meter point, and the middle point F1 of 2 meter point and 3 meter point on the first path 621, and three second-type tracks whose endpoints fall on the middle point D2 of 0 meter point and 1 meter point, the middle point E2 of 1 meter point and 2 meter point, and the middle point F2 of 2 meter point and 3 meter point on the second path 622, and three second-type tracks whose endpoints fall on the middle point D3 of 0 meter point and 1 meter point, the middle point E3 of 1 meter point and 2 meter point, and the middle point F3 of 2 meter point and 3 meter point on the third path 623. The virtual basketball court 610 is divided into a first sub-area 631 (as shown, the area between the two dotted lines), a second sub-area 632 (as shown, the area to the left of the left dotted line), and a third sub-area 633 (as shown, the area to the right of the right dotted line). Among them, the first sub-area 631 covers the first path 621, the second sub-area 632 covers the second path 622, and the third sub-area 633 includes the third path 623. Assume that the angle of the second virtual character relative to the virtual basket is 10 degrees, and the distance of the second virtual character relative to the virtual basket is 2.7 meters. According to the angle of the second virtual character relative to the virtual basket, it is determined that the second virtual character is located in the first sub-area 631, so the three second-type trajectories whose end points fall on the first path 621 are determined as candidate second-type trajectories. According to the distance of the second virtual character relative to the virtual basket, the preset distance range corresponding to the second virtual character is determined to be 2 meters to 3 meters, so the candidate second-type trajectory whose end point falls on the middle point F1 between the 2-meter point and the 3-meter point among the three candidate second-type trajectories is determined as the second-type trajectory matching the second virtual character. The virtual basketball moves along the second-type trajectory to the end point F1, that is, it moves to a position near the position of the second virtual character (that is, the first position). It should be noted that the virtual basketball court 610 also includes the area between the projection point O of the virtual basket and the bottom line, and this area is not considered when dividing the sub-areas. When determining the second type of trajectory matching the second virtual character, the part of this area adjacent to the second sub-area 632 can be included in the second sub-area 632, and the part adjacent to the third sub-area 633 can be included in the third sub-area 633.
[0096] In an optional implementation, the plurality of trajectories further include a plurality of first-type trajectories, and the first-type trajectories are used to indicate the movement path of the virtual moving body toward the target object. Based on this, the first trajectory is retrieved from the preset trajectory library, and specifically, the following steps S12 to S13 may be included:
[0097] Step S12: retrieve a first type trajectory that matches the first virtual character from the plurality of first type trajectories.
[0098] Specifically, according to the distance of the first virtual character relative to the target object, the angle of the first virtual character relative to the target object, the moving height when the first virtual character moves the virtual moving body, the moving force when the first virtual character moves the virtual moving body, and the moving angle when the first virtual character moves the virtual moving body, a matching first type trajectory is retrieved from multiple first type trajectories.
[0099] Step S13: merging the matched first-type trajectory and the matched second-type trajectory into a first trajectory.
[0100] In this implementation, the complete trajectory of the virtual moving body from the start of movement to the rebound and landing is split into a first type of trajectory indicating that the virtual moving body moves toward the target object and a second type of trajectory that rebounds after contacting the target object. In this way, the number of trajectories stored in the trajectory library is reduced, or the types of movement performances of the virtual moving body are increased when the number of trajectories is the same. Exemplarily, when there are 50 first type trajectories and 9 second type trajectories, 450 complete trajectories can be formed, and the number of trajectories stored in the trajectory library is 59. If the complete trajectory is to be stored, 450 will need to be stored. Based on this, the number of trajectories in the trajectory library is greatly reduced, and the speed of game preloading is improved.
[0101] The above steps are described below by taking a video basketball game as an example. Fig. 7 is a schematic diagram of another interactive control method in a game provided by this embodiment.
[0102] As shown in FIG. 7( a), a virtual basketball court 710 and virtual characters 721, 722, 723, and 724 located in the virtual basketball court 710 are displayed on the graphical user interface. Among them, virtual character 721 is a virtual character controlled by the current player, virtual character 722 and virtual character 721 belong to the same team, and virtual character 723 and virtual character 724 belong to another opposing team. The virtual basketball court 710 includes a virtual basketball stand 712 erected on the baseline 711, and a virtual basket 713 supported by the virtual basketball stand 712. The graphical user interface also displays a shooting control 741 and other controls (not marked in this diagram). Virtual character 721 currently holds a virtual basketball 730.
[0103] As shown in FIG. 7( b ), the player determines that it is time to shoot and then clicks the shooting control 741 .
[0104] As shown in FIG7(c), in response to the player clicking the shooting control 741, a first type of track 751 matching the virtual character 721 is retrieved from the track library, and the virtual basketball 730 is controlled to move toward the virtual basket 713 along the first type of track 751. In this diagram, the first type of track 751 is marked in dotted line form to more clearly illustrate the moving path of the virtual basketball 730.
[0105] As shown in FIG. 7( d ), the virtual basketball 730 fails to enter the inner area of the virtual basket 713 , and a scoring event cannot be triggered.
[0106] As shown in FIG7(e), a second type of trajectory 752 matching the virtual character 722 is retrieved from the trajectory library, and the virtual basketball 730 is controlled to move toward the virtual character 722 along the second type of trajectory 752. The second type of trajectory 752 is marked in dotted line form in this diagram to more clearly illustrate the moving path of the virtual basketball 730.
[0107] In the game, the process of retrieving matching tracks from the track library will not be displayed. The track retrieval speed is very fast and the retrieval process is very short. In response to the skill behavior trigger instruction, the player can perceive on the graphical user interface the skill behavior animation of the first virtual character moving the virtual mobile body toward the target object, and the movement animation of the virtual mobile body moving toward the target object and rebounding toward the second virtual character.
[0108] In the method provided in this embodiment, the called trajectory can be displayed on the graphical user interface, such as in the form of a solid line, in the form of a dotted line, in the form of a highlight, in the form of a low light, etc., or the called trajectory may not be displayed on the graphical user interface, and there is no specific limitation here. In an optional implementation, the called trajectory is not displayed on the graphical user interface, but the end point of the called trajectory is displayed on the graphical user interface after the virtual moving body contacts the target object, so that the player can perceive the specific rebound landing point of the virtual moving body in advance. The specific implementation method can be adjusted according to the game settings and is not limited here.
[0109] In an optional implementation, controlling the virtual moving body to move toward the second virtual character is an additional capability of the first virtual character, and the additional capability is automatically triggered by a condition. Based on this, before the step of controlling the virtual moving body to move toward the second virtual character after contacting the target object, the method provided in this embodiment may further include the following step: determining whether the first virtual character meets the first preset condition.
[0110] Optionally, in response to a skill behavior trigger instruction, the first virtual character is monitored. Specifically, the character state of the first virtual character is monitored, and the character state may include the position state of the first virtual character in the virtual venue area, the attribute state of the first virtual character, the behavior state of the first virtual character, etc. Then, it is determined whether the first virtual character meets the first preset condition. The first preset condition can be understood as a judgment criterion for judging whether the first virtual character can add the additional ability of "bouncing to teammates". Based on this, controlling the virtual moving body to move toward the second virtual character after contacting the target object can specifically include: in response to the first virtual character satisfying the first preset condition, controlling the virtual moving body to move toward the second virtual character after contacting the target object.
[0111] The first preset condition can be adjusted according to the specific game settings and is not limited here. The specific monitoring of which or which character states of the first virtual character is related to the setting of the first preset condition. Exemplarily, the first preset condition is that the virtual character needs to be within 2 meters of the throwing target object, then the monitored character state is the position state of the first virtual character in the virtual court. Exemplarily, the first preset condition is that the virtual character has turned on the passive activation function, then the monitored character state is the passive activation state of the first virtual character. Exemplarily, the first preset condition is that the score of the team to which the virtual character belongs is less than 10 points, then the monitored character state is the score status of the team to which the first virtual character belongs.
[0112] In an optional implementation, the first preset condition includes at least one of the following conditions: a position condition of a virtual character, a passive effective state condition of a virtual character, a pre-behavior condition of a virtual character, a skill behavior execution condition of a virtual character, and a score condition of a virtual character. Specifically, the first virtual character is a virtual character whose distance from the target object is less than or equal to a first preset distance threshold, the first virtual character is a virtual character whose passive effective state is turned on, the first virtual character is a virtual character that has executed a first preset pre-behavior, the first virtual character is not disturbed when executing a skill behavior, and the score of the team to which the first virtual character belongs lags behind the score of the opposing team by more than a preset score threshold. Among them, the first preset pre-behavior includes a pre-behavior set for the first virtual character that helps the first virtual character to execute a skill behavior.
[0113] The position condition of the virtual character refers to the distance of the virtual character relative to the target object as a condition. For example, a first preset distance threshold is set, and when the distance of the first virtual character relative to the target object is less than or equal to the first preset distance threshold, it is determined that the first virtual character meets the first preset condition.
[0114] The passive effect state condition of the virtual character refers to the passive effect state of the virtual character as a condition, such as the passive effect state is turned on. The passive effect (Buff) refers to the gain effect automatically applied to the virtual character, which does not require the player to actively trigger or use props. It will be automatically triggered when specific conditions are met, adding some advantages to the virtual character, such as improved ability, increased skills, etc. In this implementation, when it is monitored that the passive effect of the first virtual character is in the turned-on state, it is determined that the first virtual character meets the first preset condition.
[0115] The pre-behavior condition of the virtual character refers to taking the pre-behavior of the virtual character as a condition, such as a pre-behavior that helps the first virtual character to perform a skill behavior. The pre-behavior can be understood as the behavior of the virtual character in the previous game period before the current game moment, such as the behavior within the first 30 seconds, the behavior within the first 10 seconds, etc. Then, when the pre-behavior of the first virtual character meets the first preset pre-behavior set in the pre-behavior condition, it is determined that the first virtual character meets the first preset condition. Exemplarily, the first preset pre-behavior includes stealing behavior, shaking down the opponent, etc. When the first virtual character performs a stealing behavior before performing a skill behavior, then the first virtual character meets the first preset condition.
[0116] The execution conditions of the skill behavior of the virtual character can be understood as the environmental conditions when the virtual character performs the skill behavior, such as the virtual character is not disturbed when performing the skill behavior. Optionally, in some games, a safety range is set for the virtual character, such as a fan-shaped area set in front of the virtual character. When the virtual character performs a skill behavior, if other virtual characters are located in the fan-shaped area, it will affect the skill behavior performed by the virtual character in this round, such as affecting the virtual character's shooting, shooting, etc. Specifically, when it is monitored that there are no other virtual characters in the safety range when the first virtual character performs a skill behavior, or other virtual characters do not make interfering actions (such as blocking, stealing, etc.), it is determined that the first virtual character meets the first preset condition.
[0117] The scoring condition of the virtual character can be understood as being based on the score of the team to which the virtual character belongs, such as the score lagging behind the score of the opposing team by more than a preset score threshold. Exemplarily, the score of the team to which the first virtual character belongs is 10 points, the score of the opposing team is 30 points, and the preset score threshold is 10 points. Then, because the score of the team of the first virtual character lags behind the score of the opposing team (20 points) by more than the preset score threshold (10 points), it is determined that the first virtual character meets the first preset condition. When the first virtual character meets the first preset condition, the virtual moving body can be moved to the second virtual character, which will be beneficial to the lagging team's score, extend the game time, and avoid the waste of resources caused by the server repeatedly rendering the same game screen.
[0118] In an optional implementation, the first virtual character is a virtual character configured with a first attribute by a developer during the game development stage. The first attribute refers to the ability to control the virtual moving body to move toward the second virtual character after contacting a target object when the first virtual character performs a skill behavior and the skill behavior fails to trigger a scoring event.
[0119] In another optional implementation, when it is determined that the first virtual character meets the first preset condition, a first attribute is added to the first virtual character, and an attribute identifier of the first attribute is displayed at an associated position of the first virtual character.
[0120] Optionally, the attribute identifier is displayed to all players to inform the players that the first virtual character carries the first attribute, so that when the players see the first virtual character carrying the first attribute transmitting the virtual moving body, they can control their corresponding virtual characters in advance to prepare for competing for the virtual moving body.
[0121] Optionally, the associated position refers to any position of the virtual character that allows the player to understand the attribute identifier corresponding to the virtual character, such as the top of the virtual character's head, the position under the feet of the virtual character, the position of the virtual character's attribute bar, etc., without specific limitation.
[0122] In another optional implementation, before the step of controlling the virtual moving body to move toward the second virtual character after contacting the target object, the method provided in this embodiment further includes the following step: determining whether the second virtual character meets a second preset condition.
[0123] Optionally, in response to the skill behavior triggering instruction, the second virtual character is monitored. Specifically, the role state of the second virtual character is monitored, and the role state may include the position state of the second virtual character in the virtual venue area, the attribute state of the second virtual character, the behavior state of the second virtual character, etc. Then determine whether the second virtual character meets the second preset condition. The second preset condition can be understood as a judgment criterion for judging whether the first virtual character can add the additional ability of "bouncing to teammates". Based on this, controlling the virtual moving body to move toward the second virtual character after contacting the target object can specifically include: in response to the second virtual character satisfying the second preset condition, controlling the virtual moving body to move toward the second virtual character after contacting the target object.
[0124] The second preset condition can be adjusted according to the specific game settings and is not limited here. The specific monitoring of which or which character states of the second virtual character is related to the setting of the second preset condition. Exemplarily, the second preset condition is that the virtual character needs to be within 3 of the target object, then the monitored character state is the position state of the second virtual character in the virtual field area. Exemplarily, the second preset condition is that the virtual character transfers the virtual moving body to the virtual character currently performing the skill behavior, then the monitored character state is the previous behavior of the second virtual character.
[0125] In an optional implementation, the second preset condition includes at least one of the following conditions: a position condition of a virtual character, a pre-behavior condition of a virtual character, and a score condition of a virtual character. Specifically, the second virtual character is a virtual character whose distance from the target object is less than or equal to a second preset distance threshold, the second virtual character is a virtual character that has performed a second preset pre-behavior, and the score of the team to which the second virtual character belongs lags behind the score of the opposing team by more than a preset score threshold. The second preset pre-behavior includes a pre-behavior set for the second virtual character that helps the first virtual character perform a skill behavior.
[0126] The position condition of the virtual character refers to the distance of the virtual character relative to the target object as a condition, such as setting a second preset distance threshold. When the distance of the second virtual character relative to the target object is less than or equal to the second preset distance threshold, it is determined that the second virtual character meets the second preset condition.
[0127] The virtual character's pre-behavior condition refers to a condition based on the virtual character's pre-behavior, such as a pre-behavior that helps the first virtual character perform a skill behavior. When the second virtual character's pre-behavior meets the second preset pre-behavior set in the pre-behavior condition, it is determined that the second virtual character meets the second preset condition. Exemplarily, the second preset pre-behavior includes a transfer behavior of transferring a virtual moving body to the first virtual character, a blocking behavior of helping the first virtual character block an opponent, etc. When the second virtual character performs a transfer behavior before the first virtual character performs a skill behavior, then the second virtual character meets the second preset condition.
[0128] The scoring condition of the virtual character can be understood as being based on the score of the team to which the virtual character belongs, such as the score lags behind the score of the opposing team by more than a preset score threshold. When the score of the team to which the second virtual character belongs lags behind the score of the opposing team by more than a preset score threshold, it is determined that the second virtual character meets the second preset condition.
[0129] In an optional implementation, when it is determined that the second virtual character satisfies the second virtual condition, the first attribute can be added to the first virtual character so that when the first virtual character performs a skill behavior to move the virtual moving body to the target object and the skill behavior fails to trigger a scoring event, the virtual moving body can be controlled to move toward the second virtual character after contacting the target object.
[0130] In an optional implementation, before the step of controlling the virtual moving body to move toward the second virtual character after contacting the target object, the method provided in this embodiment also includes: first, determining whether the first virtual character satisfies a first preset condition, and when the first virtual character satisfies the first preset condition, adding a first attribute to the first virtual character so that the first virtual character has the ability to "bounce toward teammates"; secondly, determining whether the second virtual character satisfies a second preset condition, and when the second virtual character satisfies the second preset condition, triggering the use of the first attribute so that when the virtual moving body misses the target object, it bounces toward the second virtual character.
[0131] In an optional implementation, the virtual venue area also includes a distance mark with the target object as a reference point. Specifically, the distance mark is an arc line with the target object or the projection point of the target object projected on the ground of the virtual venue area as the center and a certain distance as the radius. The distance mark can show the player the distance of the virtual character relative to the target object to assist the player in controlling the movement of the virtual character so that the virtual character meets the first preset condition or the second preset condition. Optionally, the distance mark can include one arc line or multiple arc lines, which can be specifically determined according to the first preset condition and the second preset condition.
[0132] The following uses a video basketball game as an example to illustrate the display of the distance mark. Figure 8 It is a schematic diagram of the distance identification provided in this embodiment.
[0133] like Figure 8As shown, the graphical user interface displays a virtual basketball court 810 and virtual characters 821, 822, 823, and 824 located in the virtual basketball court 810. Among them, virtual characters 821 and 822 belong to the same team, virtual characters 823 and 824 belong to another opposing team, and virtual character 821 currently holds the ball. The virtual basketball court 810 includes a virtual basketball stand 812 erected on the baseline 811, and a virtual basket 813 supported by the virtual basketball stand 812. The virtual basketball court 810 also includes a distance mark 841 and a distance mark 842, wherein the distance mark 841 is an arc line with a radius of 6 meters and a projection point of the virtual basket 813 on the ground of the virtual basketball court 810 as the center, and the distance mark 842 is an arc line with a radius of 3 meters and a projection point of the virtual basket 813 on the ground of the virtual basketball court 810 as the center. The first preset condition is that the virtual character is within 6 meters of the target object, and the second preset condition is that the virtual character is within 3 meters of the target object. The distance mark 841 can instruct the player to move the virtual character 821 to a distance less than 6 meters from the virtual basket 813 so that the virtual character 821 meets the first preset condition. The distance mark 842 can instruct the player to move the virtual character 822 to a distance less than 3 meters from the virtual basket 813 so that the virtual character 822 meets the second preset condition. In this way, the first virtual character performs a skill behavior of transferring the virtual moving body to the target object, and when the skill behavior fails to trigger a scoring event, the virtual moving body is controlled to move toward the second virtual character after contacting the target object.
[0134] The first embodiment described above provides an interactive control method in a game. First, the method controls the virtual mobile body to move to the second virtual character (i.e., the teammate character of the first virtual character) when the first virtual character performs a skill behavior of transferring the virtual mobile body to the target object and the skill behavior does not trigger a scoring event (i.e., the virtual mobile body does not hit the target object). This allows players to master the rebound law of the virtual mobile body (i.e., rebound to the teammate character of the first virtual character) after participating in the game several times, so as to predict the rebound path of the virtual mobile body in advance, control the virtual character to make a timely response behavior to the rebound event of the virtual mobile body, enhance the control efficiency of the virtual character, and improve the game enthusiasm of the player. Second, the method moves the virtual mobile body to the second virtual character (i.e., the teammate character of the first virtual character), which meets the rebound effect expected by the player controlling the first virtual character. Third, based on some implementation methods provided in this embodiment, the game match time is extended, and the waste of resources and performance overhead caused by repeated rendering of the same game screen is avoided. Fourth, based on some implementation methods provided in this embodiment, the number of tracks in the track library is streamlined, and the game preloading time is reduced.
[0135] It should be noted that the examples in the first embodiment are only for explaining the method described in this application and are not intended to be limiting for actual use. The interactive control method in the game provided in this application includes but is not limited to the method described in the first embodiment.
[0136] A second embodiment of the present application provides an interactive control device in a game, which provides a graphical user interface through a terminal device. The content displayed by the graphical user interface includes at least a portion of a virtual venue area and multiple virtual characters located in the virtual venue area. The virtual venue area at least includes a target object and a virtual moving body. Fig. 9 It is a schematic diagram of the structure of the interactive control device in the game provided by this embodiment.
[0137] like Fig. 9 As shown, the interactive control device in the game provided by this embodiment includes: a first control unit 901 and a second control unit 902.
[0138] The first control unit 901 is used to respond to a skill behavior trigger instruction during a turn in which the first virtual character holds the virtual moving body, and control the first virtual character to perform a skill behavior of moving the virtual moving body to the target object; wherein the first virtual character is a virtual character controlled by the terminal device.
[0139] The second control unit 902 is used to control the virtual moving body to move towards a second virtual character after contacting the target object in response to the skill behavior failing to trigger a scoring event, and the second virtual character belongs to the same team as the first virtual character.
[0140] Optionally, controlling the virtual moving body to move toward the second virtual character after contacting the target object includes:
[0141] The virtual moving body is controlled to move to a first position after contacting the target object; wherein the distance between the first position and the position of the second virtual character in the virtual venue area is less than a preset distance.
[0142] Optionally, controlling the virtual moving body to move toward the second virtual character after contacting the target object includes:
[0143] The virtual moving body is controlled to move toward the second virtual character based on a first trajectory after contacting the target object.
[0144] Optionally, the device further comprises a trajectory determination unit;
[0145] The trajectory determination unit is used to determine the first trajectory before the step of moving toward the second virtual character.
[0146] Optionally, determining the first trajectory includes:
[0147] The first trajectory is determined according to a second character state of the second virtual character; the second character state includes a position state of the second virtual character when the first virtual character performs the skill behavior.
[0148] Optionally, the position state of the second virtual character includes at least one of the following states:
[0149] The distance between the second virtual character and the target object, and the angle between the second virtual character and the target object.
[0150] Optionally, determining the first trajectory includes:
[0151] The first trajectory is determined according to the second character state of the second virtual character and the first character state of the first virtual character; the first character state includes the position state of the first virtual character and the skill execution state of the first virtual character when the first virtual character performs the skill behavior.
[0152] Optionally, the position state of the first virtual character includes at least one of the following states:
[0153] The distance of the first virtual character relative to the target object, and the angle of the first virtual character relative to the target object;
[0154] The skill execution state of the first virtual character includes at least one of the following states:
[0155] a moving height when the first virtual character moves the virtual moving body, a moving force when the first virtual character moves the virtual moving body, and a moving angle when the first virtual character moves the virtual moving body.
[0156] Optionally, determining the first trajectory includes:
[0157] The first trajectory is retrieved from a preset trajectory library, wherein the trajectory library includes a plurality of trajectories, and the trajectory is used to indicate a moving path of the virtual moving object.
[0158] Optionally, the plurality of trajectories include a plurality of second-type trajectories, and the second-type trajectories are used to indicate a moving path of the virtual moving body after it contacts the target object; and the step of retrieving the first trajectory from a preset trajectory library includes:
[0159] A second type trajectory matching the second virtual character is retrieved from the plurality of second type trajectories, and an end point of the matching second type trajectory is the first position.
[0160] Optionally, the end points of the plurality of second-type tracks are located on a preset path, and the preset path is an indication line set on the virtual field area for indicating the end point positions of the second-type tracks.
[0161] Optionally, the preset path includes multiple paths that divide the virtual venue area into multiple parts with the target object as a reference point.
[0162] Optionally, the multiple paths include a first path that uses the target object as a reference point to divide the virtual venue area into a first part and a second part at an angle, a second path that uses the target object as a reference point to divide the first part into two sub-parts at an angle, and a third path that uses the target object as a reference point to divide the second part into two sub-parts at an angle.
[0163] The plurality of second type trajectories include a plurality of second type trajectories with endpoints located on the first path, a plurality of second type trajectories with endpoints located on the second path, and a plurality of second type trajectories with endpoints located on the third path.
[0164] Optionally, the plurality of second-type trajectories whose endpoints are located on the first path include: a plurality of second-type trajectories whose endpoints are located within a plurality of preset distance ranges on the first path;
[0165] The plurality of second-type trajectories whose endpoints are located on the second path include: a plurality of second-type trajectories whose endpoints are located within a plurality of preset distance ranges on the second path;
[0166] The plurality of second-type trajectories whose endpoints are located on the third path include: a plurality of second-type trajectories whose endpoints are located within a plurality of preset distance ranges on the third path;
[0167] The preset distance range is a preset range value of the distance between each point on the preset path and the target object.
[0168] Optionally, the extracting the second type trajectory matching the second virtual character from the plurality of second type trajectories includes:
[0169] Determine, according to the angle of the second virtual character relative to the target object, a sub-area in the virtual venue area where the second virtual character is located, the virtual venue area comprising a first sub-area, a second sub-area, and a third sub-area which are equally divided according to the angle with the target object as a reference point, the first sub-area covering the first path, the second sub-area covering the second path, and the third sub-area covering the third path;
[0170] In response to the second virtual character being in the first sub-area, determining a plurality of second-type trajectories whose endpoints are within a plurality of preset distance ranges on the first path as candidate second-type trajectories;
[0171] Determining a preset distance range corresponding to the second virtual character according to the distance between the second virtual character and the target object, wherein the corresponding preset distance range is a preset distance range covering the distance between the second virtual character and the target object;
[0172] The candidate second-type trajectory whose end point is within the corresponding preset distance range is determined as the second-type trajectory matching the second virtual character.
[0173] Optionally, the plurality of trajectories further include a plurality of first-type trajectories, where the first-type trajectories are used to indicate a moving path of the virtual moving object toward the target object; and the step of retrieving the first trajectories from a preset trajectory library further includes:
[0174] Retrieving a first type trajectory matching the first virtual character from the plurality of first type trajectories;
[0175] The matched first-type trajectory and the matched second-type trajectory are merged into the first trajectory.
[0176] Optionally, the extracting the first type trajectory matching the first virtual character from the plurality of first type trajectories includes:
[0177] The matching first type trajectory is retrieved from the multiple first type trajectories based on the distance of the first virtual character relative to the target object, the angle of the first virtual character relative to the target object, the moving height when the first virtual character moves the virtual moving body, the moving force when the first virtual character moves the virtual moving body, and the moving angle when the first virtual character moves the virtual moving body.
[0178] Optionally, the device further comprises: a condition judgment unit;
[0179] The condition judgment unit is used before the step of controlling the virtual moving body to move toward the second virtual character after contacting the target object:
[0180] Determining whether the first virtual character meets a first preset condition;
[0181] The controlling the virtual moving body to move toward the second virtual character after contacting the target object includes:
[0182] In response to the first virtual character satisfying the first preset condition, the virtual moving body is controlled to move toward the second virtual character after contacting the target object.
[0183] Optionally, the first preset condition includes at least one of the following conditions:
[0184] The first virtual character is a virtual character whose distance from the target object is less than or equal to a first preset distance threshold, the first virtual character is a virtual character in a passive effectiveness state, the first virtual character is a virtual character that has executed a first preset preceding behavior, the first virtual character is not disturbed when executing the skill behavior, and the score of the team to which the first virtual character belongs lags behind the score of the opposing team by more than a preset score threshold; wherein the first preset preceding behavior includes a preceding behavior set for the first virtual character that helps the first virtual character execute the skill behavior.
[0185] Optionally, also used for:
[0186] In response to the first virtual character satisfying the first preset condition, a first attribute is added to the first virtual character, and an attribute identifier of the first attribute is displayed at an associated position of the first virtual character; wherein the first attribute is used to characterize the ability of the first virtual character to control the virtual moving body to move toward the second virtual character after contacting the target object when the skill behavior is performed and the skill behavior fails to trigger a scoring event.
[0187] Optionally, the condition judgment unit is further configured to, before the step of controlling the virtual moving body to move toward the second virtual character after contacting the target object:
[0188] Determining whether the second virtual character satisfies a second preset condition;
[0189] The controlling the virtual moving body to move toward the second virtual character after contacting the target object includes:
[0190] In response to the second virtual character satisfying the second preset condition, the virtual moving body is controlled to move toward the second virtual character after contacting the target object.
[0191] Optionally, the second preset condition includes at least one of the following conditions:
[0192] The second virtual character is a virtual character whose distance from the target object is less than or equal to a second preset distance threshold, the second virtual character is a virtual character that has executed a second preset preceding behavior, and the score of the team to which the second virtual character belongs lags behind the score of the opposing team by more than a preset score threshold; wherein the second preset preceding behavior includes a preceding behavior set for the second virtual character, which helps the first virtual character to execute the skill behavior.
[0193] Optionally, the target object has a corresponding internal area; wherein the internal area is an area for triggering scoring, and when the virtual moving body enters the internal area through the skill behavior, the scoring event is triggered.
[0194] Optionally, when there are multiple virtual characters belonging to the same team as the first virtual character, a virtual character that meets a third preset condition is determined as the second virtual character; wherein the third preset condition includes at least one of the following conditions:
[0195] The second virtual character is the virtual character closest to the target object, and the second virtual character is a virtual character that has executed a third preset pre-behavior, wherein the third preset pre-behavior includes a pre-behavior set for the second virtual character that helps the team to which the second virtual character belongs to score.
[0196] Optionally, the virtual venue area further includes a distance mark with the target object as a reference point, and the distance mark is used to represent the distances of multiple points in the virtual venue area relative to the target object.
[0197] A third embodiment of the present application provides an electronic device, Fig.10 It is a schematic diagram of the structure of the terminal device provided in this embodiment.
[0198] like Fig.10 As shown, the electronic device provided in this embodiment includes: a memory 1001 , a processor 1002 , and a display 1003 .
[0199] The memory 1001 is used to store computer instructions for executing the interactive control method in the game;
[0200] The processor 1002 is configured to execute computer instructions stored in the memory 1001 to perform the following operations:
[0201] In a turn in which the first virtual character holds the virtual moving body, responding to a skill behavior triggering instruction, controlling the first virtual character to perform a skill behavior of moving the virtual moving body to the target object; wherein the first virtual character is a virtual character controlled by the terminal device;
[0202] In response to the skill behavior failing to trigger a scoring event, the virtual moving body is controlled to move toward a second virtual character after contacting the target object, and the second virtual character belongs to the same team as the first virtual character.
[0203] Optionally, controlling the virtual moving body to move toward the second virtual character after contacting the target object includes:
[0204] The virtual moving body is controlled to move to a first position after contacting the target object; wherein the distance between the first position and the position of the second virtual character in the virtual venue area is less than a preset distance.
[0205] Optionally, controlling the virtual moving body to move toward the second virtual character after contacting the target object includes:
[0206] Controlling the virtual moving body to move toward the second virtual character based on a first trajectory after contacting the target object;
[0207] Before the step of moving toward the second virtual character, the following steps are further performed:
[0208] The first trajectory is determined.
[0209] Optionally, determining the first trajectory includes:
[0210] The first trajectory is determined according to a second character state of the second virtual character; the second character state includes a position state of the second virtual character when the first virtual character performs the skill behavior.
[0211] Optionally, the position state of the second virtual character includes at least one of the following states:
[0212] The distance between the second virtual character and the target object, and the angle between the second virtual character and the target object.
[0213] Optionally, determining the first trajectory includes:
[0214] The first trajectory is determined according to the second character state of the second virtual character and the first character state of the first virtual character; the first character state includes the position state of the first virtual character and the skill execution state of the first virtual character when the first virtual character performs the skill behavior.
[0215] Optionally, the position state of the first virtual character includes at least one of the following states:
[0216] The distance of the first virtual character relative to the target object, and the angle of the first virtual character relative to the target object;
[0217] The skill execution state of the first virtual character includes at least one of the following states:
[0218] a moving height when the first virtual character moves the virtual moving body, a moving force when the first virtual character moves the virtual moving body, and a moving angle when the first virtual character moves the virtual moving body.
[0219] Optionally, determining the first trajectory includes:
[0220] The first trajectory is retrieved from a preset trajectory library, wherein the trajectory library includes a plurality of trajectories, and the trajectory is used to indicate a moving path of the virtual moving object.
[0221] Optionally, the plurality of trajectories include a plurality of second-type trajectories, and the second-type trajectories are used to indicate a moving path of the virtual moving body after it contacts the target object; and the step of retrieving the first trajectory from a preset trajectory library includes:
[0222] A second type trajectory matching the second virtual character is retrieved from the plurality of second type trajectories, and an end point of the matching second type trajectory is the first position.
[0223] Optionally, the end points of the plurality of second-type tracks are located on a preset path, and the preset path is an indication line set on the virtual field area for indicating the end point positions of the second-type tracks.
[0224] Optionally, the preset path includes multiple paths that divide the virtual venue area into multiple parts with the target object as a reference point.
[0225] Optionally, the multiple paths include a first path that uses the target object as a reference point to divide the virtual venue area into a first part and a second part at an angle, a second path that uses the target object as a reference point to divide the first part into two sub-parts at an angle, and a third path that uses the target object as a reference point to divide the second part into two sub-parts at an angle.
[0226] The plurality of second type trajectories include a plurality of second type trajectories with endpoints located on the first path, a plurality of second type trajectories with endpoints located on the second path, and a plurality of second type trajectories with endpoints located on the third path.
[0227] Optionally, the plurality of second-type trajectories whose endpoints are located on the first path include: a plurality of second-type trajectories whose endpoints are located within a plurality of preset distance ranges on the first path;
[0228] The plurality of second-type trajectories whose endpoints are located on the second path include: a plurality of second-type trajectories whose endpoints are located within a plurality of preset distance ranges on the second path;
[0229] The plurality of second-type trajectories whose endpoints are located on the third path include: a plurality of second-type trajectories whose endpoints are located within a plurality of preset distance ranges on the third path;
[0230] The preset distance range is a preset range value of the distance between each point on the preset path and the target object.
[0231] Optionally, the extracting the second type trajectory matching the second virtual character from the plurality of second type trajectories includes:
[0232] Determine, according to the angle of the second virtual character relative to the target object, a sub-area in the virtual venue area where the second virtual character is located, the virtual venue area comprising a first sub-area, a second sub-area, and a third sub-area which are equally divided according to the angle with the target object as a reference point, the first sub-area covering the first path, the second sub-area covering the second path, and the third sub-area covering the third path;
[0233] In response to the second virtual character being in the first sub-area, determining a plurality of second-type trajectories whose endpoints are within a plurality of preset distance ranges on the first path as candidate second-type trajectories;
[0234] Determining a preset distance range corresponding to the second virtual character according to the distance between the second virtual character and the target object, wherein the corresponding preset distance range is a preset distance range covering the distance between the second virtual character and the target object;
[0235] The candidate second-type trajectory whose end point is within the corresponding preset distance range is determined as the second-type trajectory matching the second virtual character.
[0236] Optionally, the plurality of trajectories further include a plurality of first-type trajectories, where the first-type trajectories are used to indicate a moving path of the virtual moving object toward the target object; and the step of retrieving the first trajectories from a preset trajectory library further includes:
[0237] Retrieving a first type trajectory matching the first virtual character from the plurality of first type trajectories;
[0238] The matched first-type trajectory and the matched second-type trajectory are merged into the first trajectory.
[0239] Optionally, the extracting the first type trajectory matching the first virtual character from the plurality of first type trajectories includes:
[0240] The matching first type trajectory is retrieved from the multiple first type trajectories based on the distance of the first virtual character relative to the target object, the angle of the first virtual character relative to the target object, the moving height when the first virtual character moves the virtual moving body, the moving force when the first virtual character moves the virtual moving body, and the moving angle when the first virtual character moves the virtual moving body.
[0241] Optionally, before the step of controlling the virtual moving body to move toward the second virtual character after contacting the target object, the following steps are further performed:
[0242] Determining whether the first virtual character meets a first preset condition;
[0243] The controlling the virtual moving body to move toward the second virtual character after contacting the target object includes:
[0244] In response to the first virtual character satisfying the first preset condition, the virtual moving body is controlled to move toward the second virtual character after contacting the target object.
[0245] Optionally, the first preset condition includes at least one of the following conditions:
[0246] The first virtual character is a virtual character whose distance from the target object is less than or equal to a first preset distance threshold, the first virtual character is a virtual character in a passive effectiveness state, the first virtual character is a virtual character that has executed a first preset preceding behavior, the first virtual character is not disturbed when executing the skill behavior, and the score of the team to which the first virtual character belongs lags behind the score of the opposing team by more than a preset score threshold; wherein the first preset preceding behavior includes a preceding behavior set for the first virtual character that helps the first virtual character execute the skill behavior.
[0247] Optionally, also execute:
[0248] In response to the first virtual character satisfying the first preset condition, a first attribute is added to the first virtual character, and an attribute identifier of the first attribute is displayed at an associated position of the first virtual character; wherein the first attribute is used to characterize the ability of the first virtual character to control the virtual moving body to move toward the second virtual character after contacting the target object when the skill behavior is performed and the skill behavior fails to trigger a scoring event.
[0249] Optionally, before the step of controlling the virtual moving body to move toward the second virtual character after contacting the target object, the following steps are further performed:
[0250] Determining whether the second virtual character satisfies a second preset condition;
[0251] The controlling the virtual moving body to move toward the second virtual character after contacting the target object includes:
[0252] In response to the second virtual character satisfying the second preset condition, the virtual moving body is controlled to move toward the second virtual character after contacting the target object.
[0253] Optionally, the second preset condition includes at least one of the following conditions:
[0254] The second virtual character is a virtual character whose distance from the target object is less than or equal to a second preset distance threshold, the second virtual character is a virtual character that has executed a second preset preceding behavior, and the score of the team to which the second virtual character belongs lags behind the score of the opposing team by more than a preset score threshold; wherein the second preset preceding behavior includes a preceding behavior set for the second virtual character, which helps the first virtual character to execute the skill behavior.
[0255] Optionally, the target object has a corresponding internal area; wherein the internal area is an area for triggering scoring, and when the virtual moving body enters the internal area through the skill behavior, the scoring event is triggered.
[0256] Optionally, when there are multiple virtual characters belonging to the same team as the first virtual character, a virtual character that meets a third preset condition is determined as the second virtual character; wherein the third preset condition includes at least one of the following conditions:
[0257] The second virtual character is the virtual character closest to the target object, and the second virtual character is a virtual character that has executed a third preset pre-behavior, wherein the third preset pre-behavior includes a pre-behavior set for the second virtual character that helps the team to which the second virtual character belongs to score.
[0258] Optionally, the virtual venue area further includes a distance mark with the target object as a reference point, and the distance mark is used to represent the distances of multiple points in the virtual venue area relative to the target object.
[0259] The display 1003 is used to display a graphical user interface.
[0260] A fourth embodiment of the present application provides a computer-readable storage medium, where the computer-readable storage medium includes computer instructions. When the computer instructions are executed by a processor, they are used to implement the methods described in the embodiments of the present application.
[0261] It should be noted that the relational terms such as "first" and "second" in this article are only used to distinguish one entity or operation from another entity or operation, and do not require or imply any actual relationship or order between these entities or operations. In addition, the words "include", "have", "include" and "includes" and other similar forms are the same in meaning, and the end of any one or more items after any of the above words is open-ended, and any of the above nouns does not mean that the one or more items have been exhaustively listed or are limited to the one or more items listed.
[0262] As used herein, unless expressly stated otherwise, the term "or" includes all possible combinations, except those that are not feasible. For example, if it is expressed that a database may include A or B, then unless otherwise specifically stated or not feasible, it may include database A, or B, or A and B. As a second example, if it is expressed that a database may include A, B, or C, then unless otherwise specifically stated or not feasible, the database may include database A, or B, or C, or A and B, or A and C, or B and C, or A, B, and C.
[0263] It is worth noting that the above embodiments can be implemented by hardware or software (program code), or a combination of hardware and software. If implemented by software, it can be stored in the above-mentioned computer-readable medium. When the software is executed by a processor, it can execute the above-mentioned disclosed method. The computing unit and other functional units described in the present disclosure can be implemented by hardware or software, or a combination of hardware and software. Those of ordinary skill in the art will also understand that the above-mentioned multiple modules / units can be combined into one module / unit, and each of the above-mentioned modules / units can be further divided into multiple sub-modules / sub-units.
[0264] In the above detailed description, the embodiments have been described with reference to many specific details, which may vary from implementation to implementation. Certain adaptations and modifications may be made to the embodiments. For those skilled in the art, other embodiments may be readily apparent from the specific embodiments disclosed in the present application. This specification and examples are for exemplary purposes only, and the true scope and essence of the present application are described by the claims. The sequence of steps shown in the diagrams is also for the purpose of explanation only and is not intended to be limited to any particular steps or sequence. Therefore, those skilled in the art will appreciate that these steps may be performed in different orders when implementing the same method.
[0265] In the drawings and detailed description of the present application, exemplary embodiments are disclosed. However, many variations and modifications may be made to these embodiments. Accordingly, although specific terms are used, these terms are only general and descriptive and not for the purpose of limitation.
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 turn in which the first virtual character holds the virtual moving body, responding to a skill behavior triggering instruction, controlling the first virtual character to perform a skill behavior of moving the virtual moving body to the target object; wherein the first virtual character is a virtual character controlled by the terminal device; In response to the skill behavior failing to trigger a scoring event, the virtual moving body is controlled to move toward a second virtual character after contacting the target object, and the second virtual character belongs to the same team as the first virtual character.
2. The method according to claim 1, characterized in that The controlling the virtual moving body to move toward the second virtual character after contacting the target object includes: The virtual moving body is controlled to move to a first position after contacting the target object; wherein the distance between the first position and the position of the second virtual character in the virtual venue area is less than a preset distance.
3. The method according to claim 1, characterized in that The controlling the virtual moving body to move toward the second virtual character after contacting the target object includes: Controlling the virtual moving body to move toward the second virtual character based on a first trajectory after contacting the target object; Before the step of moving toward the second virtual character, the method further includes: The first trajectory is determined.
4. The method according to claim 3, characterized in that: The determining the first trajectory includes: The first trajectory is determined according to a second character state of the second virtual character; the second character state includes a position state of the second virtual character when the first virtual character performs the skill behavior.
5. The method according to claim 4, characterized in that The position state of the second virtual character includes at least one of the following states: The distance between the second virtual character and the target object, and the angle between the second virtual character and the target object.
6. The method according to claim 3, characterized in that The determining of the first trajectory comprises include: The first trajectory is determined according to the second character state of the second virtual character and the first character state of the first virtual character; the first character state includes the position state of the first virtual character and the skill execution state of the first virtual character when the first virtual character performs the skill behavior.
7. The method according to claim 6, characterized in that The position state of the first virtual character includes at least one of the following states: The distance of the first virtual character relative to the target object, and the angle of the first virtual character relative to the target object; The skill execution state of the first virtual character includes at least one of the following states: a moving height when the first virtual character moves the virtual moving body, a moving force when the first virtual character moves the virtual moving body, and a moving angle when the first virtual character moves the virtual moving body.
8. The method according to claim 3, characterized in that The determining the first trajectory includes: The first trajectory is retrieved from a preset trajectory library, wherein the trajectory library includes a plurality of trajectories, and the trajectory is used to indicate a moving path of the virtual moving object.
9. The method according to claim 8, characterized in that The plurality of trajectories include a plurality of second-type trajectories, where the second-type trajectories are used to indicate a moving path of the virtual moving body after it contacts the target object; and the step of retrieving the first trajectory from a preset trajectory library includes: A second type trajectory matching the second virtual character is retrieved from the plurality of second type trajectories, and an end point of the matching second type trajectory is the first position.
10. The method according to claim 9, characterized in that The end points of the plurality of second-type tracks are located on a preset path, and the preset path is an indication line set on the virtual field area for indicating the end point positions of the second-type tracks.
11. The method according to claim 10, characterized in that The preset path includes a plurality of paths that divide the virtual venue area into a plurality of parts with the target object as a reference point.
12. The method according to claim 11, characterized in that The multiple paths include a first path that uses the target object as a reference point to divide the virtual field area into a first part and a second part according to an angle, a second path that uses the target object as a reference point to divide the first part into two sub-parts according to an angle, and a third path that uses the target object as a reference point to divide the second part into two sub-parts according to an angle; The plurality of second type trajectories include a plurality of second type trajectories with endpoints located on the first path, a plurality of second type trajectories with endpoints located on the second path, and a plurality of second type trajectories with endpoints located on the third path.
13. The method according to claim 12, characterized in that The plurality of second-type trajectories whose endpoints are located on the first path include: a plurality of second-type trajectories whose endpoints are located within a plurality of preset distance ranges on the first path; The plurality of second-type trajectories whose endpoints are located on the second path include: a plurality of second-type trajectories whose endpoints are located within a plurality of preset distance ranges on the second path; The plurality of second-type trajectories whose endpoints are located on the third path include: a plurality of second-type trajectories whose endpoints are located within a plurality of preset distance ranges on the third path; The preset distance range is a preset range value of the distance between each point on the preset path and the target object.
14. The method according to claim 13, characterized in that The extracting the second type track matching the second virtual character from the plurality of second type tracks comprises: Determine, according to the angle of the second virtual character relative to the target object, a sub-area in the virtual venue area where the second virtual character is located, the virtual venue area comprising a first sub-area, a second sub-area, and a third sub-area which are equally divided according to the angle with the target object as a reference point, the first sub-area covering the first path, the second sub-area covering the second path, and the third sub-area covering the third path; In response to the second virtual character being in the first sub-area, determining a plurality of second-type trajectories whose endpoints are within a plurality of preset distance ranges on the first path as candidate second-type trajectories; Determining a preset distance range corresponding to the second virtual character according to the distance between the second virtual character and the target object, wherein the corresponding preset distance range is a preset distance range covering the distance between the second virtual character and the target object; The candidate second-type trajectory whose end point is within the corresponding preset distance range is determined as the second-type trajectory matching the second virtual character.
15. The method according to claim 9, characterized in that The plurality of trajectories further include a plurality of first-type trajectories, where the first-type trajectories are used to indicate a moving path of the virtual moving object toward the target object; and the step of retrieving the first trajectories from a preset trajectory library further includes: Retrieving a first type trajectory matching the first virtual character from the plurality of first type trajectories; The matched first-type trajectory and the matched second-type trajectory are merged into the first trajectory.
16. The method according to claim 15, characterized in that The extracting the first type trajectory matching the first virtual character from the plurality of first type trajectories includes: The matching first type trajectory is retrieved from the multiple first type trajectories based on the distance of the first virtual character relative to the target object, the angle of the first virtual character relative to the target object, the moving height when the first virtual character moves the virtual moving body, the moving force when the first virtual character moves the virtual moving body, and the moving angle when the first virtual character moves the virtual moving body.
17. The method according to claim 1, characterized in that Before the step of controlling the virtual moving body to move toward the second virtual character after contacting the target object, the method further includes: Determining whether the first virtual character meets a first preset condition; The controlling the virtual moving body to move toward the second virtual character after contacting the target object includes: In response to the first virtual character satisfying the first preset condition, the virtual moving body is controlled to move toward the second virtual character after contacting the target object.
18. The method according to claim 17, characterized in that The first preset condition includes at least one of the following conditions: The first virtual character is a virtual character whose distance from the target object is less than or equal to a first preset distance threshold, the first virtual character is a virtual character in a passive effectiveness state, the first virtual character is a virtual character that has executed a first preset preceding behavior, the first virtual character is not disturbed when executing the skill behavior, and the score of the team to which the first virtual character belongs lags behind the score of the opposing team by more than a preset score threshold; wherein the first preset preceding behavior includes a preceding behavior set for the first virtual character that helps the first virtual character execute the skill behavior.
19. The method according to claim 17, characterized in that The method further comprises: In response to the first virtual character satisfying the first preset condition, a first attribute is added to the first virtual character, and an attribute identifier of the first attribute is displayed at an associated position of the first virtual character; wherein the first attribute is used to characterize the ability of the first virtual character to control the virtual moving body to move toward the second virtual character after contacting the target object when the skill behavior is performed and the skill behavior fails to trigger a scoring event.
20. The method according to claim 1, characterized in that Before the step of controlling the virtual moving body to move toward the second virtual character after contacting the target object, the method further includes: Determining whether the second virtual character satisfies a second preset condition; The controlling the virtual moving body to move toward the second virtual character after contacting the target object includes: In response to the second virtual character satisfying the second preset condition, the virtual moving body is controlled to move toward the second virtual character after contacting the target object.
21. The method according to claim 20, characterized in that The second preset condition includes at least one of the following conditions: The second virtual character is a virtual character whose distance from the target object is less than or equal to a second preset distance threshold, the second virtual character is a virtual character that has executed a second preset preceding behavior, and the score of the team to which the second virtual character belongs lags behind the score of the opposing team by more than a preset score threshold; wherein the second preset preceding behavior includes a preceding behavior set for the second virtual character, which helps the first virtual character to execute the skill behavior.
22. The method according to claim 1, characterized in that The target object has a corresponding internal area; wherein the internal area is an area for triggering scoring, and when the virtual moving body enters the internal area through the skill behavior, the scoring event is triggered.
23. The method according to claim 1, characterized in that When there are multiple virtual characters belonging to the same team as the first virtual character, a virtual character that meets a third preset condition is determined as the second virtual character; wherein the third preset condition includes at least one of the following conditions: The second virtual character is the virtual character closest to the target object, and the second virtual character is a virtual character that has executed a third preset pre-behavior, wherein the third preset pre-behavior includes a pre-behavior set for the second virtual character that helps the team to which the second virtual character belongs to score.
24. The method according to claim 1, characterized in that The virtual venue area further includes a distance mark with the target object as a reference point, and the distance mark is used to represent the distances of multiple points in the virtual venue area relative to the target object.
25. An interactive control device 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 part 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 apparatus includes: a first control unit and a second control unit; The first control unit is used to respond to a skill behavior triggering instruction during a turn in which the first virtual character holds the virtual moving body, and control the first virtual character to perform a skill behavior of moving the virtual moving body to the target object; wherein the first virtual character is a virtual character controlled by the terminal device; The second control unit is used to control the virtual moving body to move toward a second virtual character after contacting the target object in response to the skill behavior failing to trigger a scoring event, and the second virtual character belongs to the same team as the first virtual character.
26. A terminal device, characterized in that: include: Memory, processor, and display; The memory is used to store one or more computer instructions; The processor is configured to execute the one or more computer instructions to implement the method according to any one of claims 1 to 24; The display is used to display a graphical user interface.
27. A computer-readable storage medium having one or more computer instructions stored thereon, characterized in that: When the instruction is executed by a processor, the method according to any one of claims 1 to 24 is performed.