Interaction control method and device in game and terminal equipment

By marking areas that can interact with virtual characters with set skills in the virtual venue area of ​​the sports competitive video game, the problem of a single interaction method after the virtual mobile body misses the target object is solved, and the game playability and player retention rate are improved.

CN119818946AActive Publication Date: 2025-04-15NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510077192.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-01-17
Publication Date
2025-04-15
Estimated Expiration
2045-01-17

AI Technical Summary

Technical Problem

In existing sports competitive video games, the interaction method of virtual mobile bodies being competed for by multiple virtual characters after missing the target object is single, resulting in insufficient playability of the game, resulting in player loss, server waste and resource waste.

Method used

By marking the area in the virtual field area where location interactions with virtual characters with set skills can be performed, the acquisition behavior of the second virtual character to the virtual mobile body is enhanced. The specific steps include: after the first virtual character performs the first skill behavior, if the scoring event cannot be triggered, the virtual mobile body leaves the first virtual character and marks the first area in the virtual field area; the second virtual character enhances the second skill behavior of obtaining the virtual mobile body according to its positional relationship with the first area.

Benefits of technology

The location interaction between the virtual character and the first area and the behavioral interaction triggered by the location interaction are added, the diversity of interaction methods and the playability of the game are improved, thereby improving the retention rate of players and avoiding server waste and resource waste.

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Patent Text Reader

Abstract

The invention provides an interaction control method and device in a game, terminal equipment and a computer readable storage medium. The method comprises the steps that under the condition that a second virtual character has a set skill, in response to a first virtual character, a first skill behavior is executed through a virtual moving body, the execution result of the first skill behavior is determined, and the virtual moving body is controlled to leave the first virtual character and move towards a target object; if the execution result indicates that the scoring event cannot be triggered, marking a first area in the virtual field area after the virtual moving body leaves the first virtual character; and after the virtual moving body contacts the target object, executing a second skill behavior for acquiring the virtual moving body in response to the second virtual character, and improving the second skill behavior according to the position relationship between the second virtual character and the first area. According to the method, the technical problems of player loss, server idle consumption and resource waste caused by single interaction mode and insufficient playability in the prior art are solved.
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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 triggers a virtual moving body to perform a finishing attack, there is often an interactive mode in which the virtual moving body misses the target object and is fought over by multiple virtual characters.

[0003] At present, in order to enable players to control virtual characters to participate in the competition for virtual moving objects, the relative position of the virtual moving object is often displayed before the virtual moving object lands, so that players can control the virtual character in advance to prepare for movement based on the position. However, this interaction method is relatively simple, resulting in insufficient playability of the game, which will eventually cause player loss, resulting in server consumption and waste of resources.

[0004] Currently, no effective solution has been proposed to the above problems. Summary of the invention

[0005] The present application provides an interactive control method, device, terminal device and computer-readable storage medium in a game, so as to at least solve the technical problems existing in the prior art that a single interactive mode and insufficient playability lead to loss of players, idleness of servers and waste of resources.

[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 a plurality of virtual characters located in the virtual venue area, wherein the virtual venue area includes at least a target object and a virtual moving body, and the method includes: in a case where the second virtual character has a set skill, in response to the first virtual character using the virtual moving body to perform a first skill behavior, determining the execution result of the first skill behavior, and controlling the virtual moving body to leave the first virtual character and move toward the target object; if the execution result indicates that a scoring event cannot be triggered, after the virtual moving body leaves the first virtual character, marking a first area in the virtual venue area; after the virtual moving body contacts the target object, in response to the second virtual character performing a second skill behavior to acquire the virtual moving body, enhancing the second skill behavior according to the positional relationship between the second virtual character and the first area.

[0007] In a second aspect, an embodiment of the present application provides an interactive control device in a game, characterized in that a graphical user interface is provided 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 movement control unit, an area marking unit, and a behavior change unit; the movement control unit is used to, in response to the first virtual character using the virtual moving body to perform a first skill behavior, determine the execution result of the first skill behavior when the second virtual character has a set skill, and control the virtual moving body to leave the first virtual character and move to the target object; the area marking unit is used to, if the execution result indicates that a scoring event cannot be triggered, mark a first area in the virtual venue area after the virtual moving body leaves the first virtual character; the behavior change unit is used to, after the virtual moving body contacts the target object, in response to the second virtual character performing a second skill behavior of acquiring the virtual moving body, enhance the second skill behavior according to the positional relationship between the second virtual character and the first area.

[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 case where the second virtual character has a set skill, in response to the first virtual character using a virtual mobile body to perform a first skill behavior, determining the execution result of the first skill behavior, and controlling the virtual mobile body to leave the first virtual character and move to the target object; if the execution result indicates that the scoring event cannot be triggered, after the virtual mobile body leaves the first virtual character, marking the first area in the virtual field area; after the virtual mobile body contacts the target object, in response to the second virtual character performing a second skill behavior to obtain the virtual mobile body, according to the position relationship between the second virtual character and the first area, enhancing the second skill behavior. The method enhances the acquisition behavior of the virtual mobile body by marking the first area in the virtual field area that can interact with the second virtual character with the set skill when the first virtual character performs the first skill behavior and the execution result indicates that the scoring event cannot be triggered. The method provided by the present application increases the position interaction between the virtual character and the first area when the virtual character competes for the virtual mobile body, as well as the behavior interaction triggered by the position interaction, increases the diversity of interaction methods and the playability of the game, and then improves the retention rate of players. It solves the technical problems existing in the existing technology due to the single interaction method and insufficient playability, which leads to player loss, server idleness and waste of resources. 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] FIG4( f ) is a sixth schematic diagram of an interactive control method in a game provided by the first embodiment of the present application;

[0020] FIG4( g) is a seventh schematic diagram of an interactive control method in a game provided in the first embodiment of the present application;

[0021] FIG5( a ) is a first schematic diagram showing a first identifier provided in the first embodiment of the present application;

[0022] FIG5( b ) is a second schematic diagram showing the first mark provided in the first embodiment of the present application;

[0023] FIG5( c ) is a third schematic diagram showing the first mark provided in the first embodiment of the present application;

[0024] FIG5( d ) is a fourth schematic diagram showing the first mark provided in the first embodiment of the present application;

[0025] FIG5( e ) is a fifth schematic diagram showing the first mark provided in the first embodiment of the present application;

[0026] FIG6( a ) is a first schematic diagram showing a second identifier provided in the first embodiment of the present application;

[0027] FIG6( b ) is a second schematic diagram showing a second identifier provided in the first embodiment of the present application;

[0028] FIG6( c ) is a third schematic diagram showing a second mark provided in the first embodiment of the present application;

[0029] FIG6( d ) is a fourth schematic diagram showing a second mark provided in the first embodiment of the present application;

[0030] FIG6( e ) is a fifth schematic diagram showing a second mark provided in the first embodiment of the present application;

[0031] FIG6( f ) is a sixth schematic diagram showing a second mark provided in the first embodiment of the present application;

[0032] Figure 7 is a structural diagram of an interactive control device in a game provided in a second embodiment of the present application;

[0033] Figure 8 It is a structural diagram of a terminal device provided in the third embodiment of the present application. DETAILED DESCRIPTION

[0034] 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.

[0035] With the 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 triggers a virtual moving body (such as a basketball, football, etc.) to finish an attack (such as shooting, shooting, etc.), there is often an interactive mode in which the virtual moving body misses the target object (such as not hitting the basket, not shooting into the goal) and is then fought over by multiple virtual characters.

[0036] At present, in order to enable players to control virtual characters to participate in the interaction of scrambling for virtual moving bodies, the relative position of the virtual moving body is often displayed before the virtual moving body lands, so that the player can control the virtual character to make preparations for movement in advance based on the position. For example: in some ball-playing video games, after the virtual moving body contacts the target object, the landing point of the virtual moving body is displayed on the ground of the virtual court, so that the player can control the virtual character to move in advance based on the landing point position, and obtain the possibility of scrambling for the virtual moving body. For another example: in some ball-playing video games, the projection position of the virtual moving body is displayed on the ground of the virtual court in real time from the moment the virtual moving body leaves the hand, so that the player can predict the landing point of the virtual moving body in advance, and thus make preparations for the movement of the virtual character in order to scramble for the virtual moving body. However, neither the scheme of displaying the landing point position nor the scheme of displaying the projection position in real time can provide other interactive methods for scrambling for the virtual moving body. This is because, for the solution of displaying the landing point position, the display of the landing point position usually has a certain lag, and because it is only displayed after the virtual moving body touches the target object, it often exists for a short time and cannot support other interaction methods; for the solution of real-time display of the projection position, because the projection position has been changing with the changes of the virtual moving body, it is difficult to clarify the position interaction relationship between the projection position and the virtual character, and it is difficult to support other interaction methods. In summary, the existing technology has the problem of a single interaction method, which will undoubtedly lead to insufficient playability of the game, loss of players, and then cause server consumption and waste of resources.

[0037] In view of this, the present application provides an interactive control method in a game. The method increases the efficiency of the second virtual character's acquisition behavior of a virtual moving body by marking a first area in a virtual field area that can interact with a second virtual character with a set skill when the first virtual character performs a first skill behavior and the execution result indicates that a scoring event cannot be triggered. The method provided in the present application increases the position interaction between the virtual character and the first area when the virtual character competes for the virtual moving body, as well as the behavior interaction triggered by the position interaction, thereby increasing the diversity of interaction methods and the playability of the game, thereby improving the player retention rate and avoiding server idleness and waste of resources.

[0038] 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.

[0039] 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 when the player controls the virtual character to compete for the virtual moving body based on the user terminal 101, he can choose different interactive methods to achieve different skill effects.

[0040] Figure 2 is an application system diagram of another interactive control method in a game provided by an embodiment of the present application. Figure 2 As shown, the system includes multiple game terminals 201 and a game server 202 connected to the communication, and the game terminal 201 can be any device such as a smart phone, a tablet computer, a laptop computer, a desktop computer, a personal digital assistant (PDA). The game server 202 can be an independent server, or a server group composed of multiple servers, or a cloud server. The game server 202 is deployed with a game application and an interactive control method in the game provided by the present application. When multiple players participate in the game based on multiple game terminals 201, the game server 202 enhances the playability of each player when competing for a virtual mobile body based on the method provided by the present application.

[0041] The first embodiment of the present application provides an interactive control method in a game.

[0042] 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.

[0043] 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, bottom lines, 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.

[0044] 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.

[0045] 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.

[0046] 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.

[0047] 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.

[0048] like Figure 3 As shown, the interactive control method in the game provided by this embodiment includes the following steps S310 to S330.

[0049] Step S310, when the second virtual character has the set skill, in response to the first virtual character using the virtual moving body to perform the first skill behavior, determine the execution result of the first skill behavior, and control the virtual moving body to leave the first virtual character and move toward the target object.

[0050] In this embodiment, the first virtual character may be a virtual character controlled by a player, or may be a virtual character driven by a computer program such as an intelligent agent. In the current game round, the first virtual character holds a virtual mobile body, and the first virtual character is controlled by the player or driven by a computer program to use the virtual mobile body to perform a first skill behavior. The first virtual character holding the virtual mobile body may be obtained by the first virtual character performing behaviors such as scrambling and stealing, or may 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.

[0051] In this embodiment, the first skill behavior can be understood as the behavior of the first virtual character successfully moving the virtual moving body toward the target object. That is, the first virtual character is not interfered by other virtual characters when performing the behavior of moving the virtual moving body toward the target object, thereby successfully moving the virtual moving body out. For example, in a video basketball game, the first skill behavior can be the behavior of the first virtual character throwing a virtual basketball without being blocked.

[0052] In an optional implementation, the first virtual character performs the first skill behavior in response to the trigger instruction of the first skill behavior and controls the first virtual character to perform a behavior action. Optionally, the trigger instruction of the first skill behavior can be the instruction information generated by the operator of the first virtual character performing the trigger operation for the first skill behavior on the terminal device. Exemplarily, the instruction information is generated by the operator of the first virtual character clicking, double-clicking, pressing, sliding, dragging, etc. 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 form 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 shooting control, etc. For another example, in a football video game, the offensive termination control can be a shooting control, etc. Optionally, the trigger instruction of the first skill behavior can also be the instruction information issued by the intelligent agent when the first virtual character is taken over by the intelligent agent.

[0053] The second virtual character refers to a virtual character with set skills among multiple virtual characters. The set skills can be understood as a special skill or a skill that needs to be acquired, not a common skill that every virtual character has. In this embodiment, the set skill is a skill that enables the virtual character to acquire the ability of the virtual moving body based on the interaction with the position of the first area. Specifically, the set skill can be an exclusive skill configured by the developer for a certain type of virtual character during the game development stage, or it can be a skill triggered by satisfying the set conditions, such as the virtual character actively defending, using props, increasing the attribute value, etc. Relatively, the second virtual character is a virtual character configured with exclusive skills, or a virtual character that meets the set conditions. In this embodiment, after the second virtual character has the set skills and the first virtual character performs the first skill behavior, the execution result of the first skill behavior will be predicted. The execution result includes triggering a scoring event and not triggering a scoring event. Specifically, the virtual moving body hitting the target object is the scoring standard, triggering a scoring event means that the virtual moving body hits the target object, and not triggering a scoring event means that the virtual moving body does not hit the target object.

[0054] 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.

[0055] In an optional implementation, the execution result of the first skill behavior is predicted based on the execution state of the first virtual character when performing the first skill behavior. That is, while the first virtual character is performing the first skill behavior, it is predicted whether the first skill behavior can trigger a scoring event. Optionally, first, according to the execution state of the first virtual character when performing the first skill behavior, such as the height, strength, angle when transferring the virtual mobile body, and the position state of the first virtual character relative to the target object, such as the distance relative to the target object, the angle relative to the target object, etc., the hit probability of the first virtual character performing the first skill behavior in the current round is calculated. Secondly, according to the size relationship between the hit probability and the random number, it is determined whether the first virtual character can make the virtual mobile body hit the target object when performing the first skill behavior in the current round. Exemplarily, the calculated hit probability is 0.56, and the random number is 0.43. Since the hit probability of 0.56 is greater than the random number of 0.43, it is determined that the first skill behavior performed by the first virtual character in the current round can make the virtual mobile body hit the target object, and then it is determined that the first skill behavior performed by the first virtual character in the current round can trigger a scoring event. Exemplarily, the calculated hit probability is 0.65 and the random number is 0.68. Since the hit probability 0.65 is less than the random number 0.68, it is determined that the first skill behavior performed by the first virtual character in the current round cannot enable the virtual moving body to hit the target object, and then it is determined that the first skill behavior performed by the first virtual character in the current round cannot trigger a scoring event.

[0056] In this embodiment, after predicting the execution result of the first skill behavior, the virtual moving body is controlled to leave the first virtual character and move toward the target object. Specifically, controlling the virtual moving body to leave the first virtual character and move toward the target object may include: if the execution result indicates that the scoring event cannot be triggered, controlling the virtual moving body to contact the target object and rebound; if the execution result indicates that the scoring event is triggered, controlling the virtual moving body to enter the inner area of ​​the target object.

[0057] For example, in a basketball video game, if the virtual basketball does not enter the virtual basket, no points will be scored, and the virtual basketball will be rebounded by the basket frame. When the virtual basketball enters the virtual basket, a point will be scored. For example, in a football video game, if the virtual football does not enter the virtual goal, no points will be scored, and the virtual football will be rebounded by the goal frame. When the virtual football enters the virtual goal, a point will be scored.

[0058] Step S320: if the execution result indicates that the scoring event cannot be triggered, after the virtual moving body leaves the first virtual character, a first area is marked in the virtual field area.

[0059] In this embodiment, when it is predicted that the first skill behavior cannot trigger a scoring event, the first area will be marked in the virtual field area after the virtual moving body leaves the first virtual character. It should be noted that the prediction step takes a very short time, and the player may not perceive the time difference between the virtual moving body leaving the first virtual character and marking the first area.

[0060] In an optional implementation, the first area is associated with a position in the air that can be fought over by virtual characters after the virtual moving body contacts the target object. The virtual moving body will be bounced back after contacting the target object, and multiple virtual characters can fight for the virtual moving body during the process of the virtual moving body being bounced back to obtain the ball possession in the next game round.

[0061] In an optional implementation, the position that can be fought for by the virtual character includes: the position where the virtual moving body contacts the target object and rebounds to the highest point, or the position in the fighting position interval, and the vertical height corresponding to the position in the fighting position interval is within the preset height range that the virtual moving body can be fought for.

[0062] After the virtual mobile body contacts the target object, it will rebound. The rebound height of the virtual mobile body is related to the execution state of the first virtual character when performing the first skill behavior. Exemplarily, when the first virtual character performs the first skill behavior with great force, the rebound height of the virtual mobile body may be higher; when the first virtual character performs the first skill behavior at a large angle, the rebound height of the virtual mobile body may be higher. Specifically, the rebound height of the virtual mobile body is determined by the movement trajectory, and the movement trajectory is screened from a preset trajectory library according to the execution state of the first virtual character when performing the first skill behavior. The specific screening method will be described in detail in the subsequent content.

[0063] In this embodiment, the position that can be fought for by the virtual character is related to the rebound height of the virtual moving body after contacting the target object and the preset height range within which the virtual moving body can be fought for. Specifically, the vertical height corresponding to the position that can be fought for by the virtual character is within the preset height range.

[0064] The preset height range for the virtual moving body to be scrambled is a range value preset by the developer for the vertical height at which the virtual moving body can be scrambled by the virtual character, and is an adjustable value. The preset height range can be determined according to the limit position of the player to obtain the ball in the real competitive game. A reasonable height range for the virtual character to scramble for the virtual moving body can also be set according to the character attributes of the virtual character in the game, such as the height, arm length, running and jumping ability of the virtual character. Exemplarily, in a video basketball game, according to the height of the virtual basket, and the attribute information such as the jumping ability, height and arm length of the virtual player, the preset height range for the virtual basketball to be scrambled is set to [1.8 meters-2.7 meters]. When the virtual basketball is bounced back by the virtual basket, when the vertical height of the virtual basketball from the virtual court ground is greater than 2.7 meters, the virtual basketball is in a position that cannot be scrambled by the virtual character; when the vertical height of the virtual basketball from the virtual court ground is less than or equal to 2.7 meters and greater than or equal to 1.8 meters, the virtual basketball is in a position that can be scrambled by the virtual character; when the vertical height of the virtual basketball from the virtual court ground is less than 1.8 meters, the virtual basketball is in a position that cannot be scrambled by the virtual character.

[0065] In a specific implementation, when the vertical height corresponding to the position where the virtual moving body contacts the target object and rebounds to the highest point is within a preset height range that the virtual moving body can be contended for, the position of the highest point is determined as a position that can be contended for by the virtual character; when the vertical height corresponding to the position where the virtual moving body contacts the target object and rebounds to the highest point is higher than the preset height range that the virtual moving body can be contended for, the position in the contended position interval is determined as a position that can be contended for by the virtual character.

[0066] For example, in a video basketball game, the preset height range for which the virtual basketball can be competed for is [1.8 meters-2.7 meters]. The vertical height corresponding to the position where the virtual basketball touches the virtual basket and rebounds to the highest point is 2.5 meters. Therefore, the position that can be competed for by the virtual character is the highest point. The vertical height corresponding to the position where the virtual basketball touches the virtual basket and rebounds to the highest point is 2.9 meters. Therefore, the position that can be competed for by the virtual character is the position in the competition position interval.

[0067] In an optional implementation, the contention position interval is related to a rebound trajectory of the virtual moving body after it contacts the target object, and the rebound trajectory is used to indicate the moving path of the virtual moving body after it contacts the target object.

[0068] In video games, when a virtual character triggers a virtual moving body to move, no real force is applied to 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 guide the movement of the virtual moving body in the virtual field area.

[0069] Based on this, in response to the first virtual character executing the first skill behavior, and after determining that the execution result of the first skill behavior is unable to trigger a scoring event, a target trajectory matching the execution state of the first skill behavior is retrieved from a preset trajectory library to guide the movement path of the virtual moving body after leaving the first virtual character. That is, controlling the virtual moving body to leave the first virtual character and move toward the target object includes: controlling the virtual moving body to leave the first virtual character and move toward the target object based on the target trajectory.

[0070] 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 guide the movement of the virtual moving body in the virtual field area. In this embodiment, the target track is a track among the multiple tracks that matches the first skill behavior performed by the first virtual character in the current round.

[0071] Based on this, before the step of controlling the virtual moving body to leave the first virtual character and move toward the target object, the method provided in this embodiment further includes: determining a target trajectory. Specifically, according to the position of the first virtual character in the virtual field area when performing the first skill behavior, the position of the target object in the virtual field area, and the execution result of the first skill line, a matching trajectory is selected from multiple trajectories, and the matching trajectory is used as the target trajectory.

[0072] The trajectories in the trajectory library are preset, and each trajectory includes a plurality of continuous trajectory points, and each trajectory point records the position information of the trajectory point. According to the position of the first virtual character when performing the first skill behavior, the position of the target object, and the result of the execution of the first skill behavior being unable to trigger a scoring event, a trajectory whose starting point matches the position of the first virtual character when performing the first skill behavior, whose middle point matches the position of the target object, but does not pass through the inside of the target object can be screened out from the trajectory library, and the trajectory is used as the target trajectory to guide the movement behavior of the virtual moving body in the virtual field area.

[0073] Of course, in some implementations, screening the target trajectory from the trajectory library is also related to the skill execution state when the first virtual character performs the first skill behavior. For example, 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, the transfer angle when the first virtual character transfers the virtual mobile body, etc. Specifically, the position of the first virtual character when transferring the virtual mobile body will affect the starting point of the trajectory, and the 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 trajectory, such as higher or flatter, whether it turns around and bounces off or bounces off directly after contacting the target object, etc. When screening the target trajectory, the execution state of the first virtual character when performing the first skill behavior is used as a reference factor to obtain a target trajectory with stronger simulation. The specific method of screening the target trajectory is not limited here.

[0074] The rebound trajectory may be the second half of the target trajectory, that is, a partial trajectory in the target trajectory indicating the movement path of the virtual moving body after it contacts the target object. Of course, the rebound trajectory may also be an independent trajectory selected from the trajectory library based on the execution result of the first skill behavior, which only indicates the movement path of the virtual moving body after it contacts the target object. The specific details may be determined according to the game settings and are not limited here. In this embodiment, the scramble position interval is determined by the rebound trajectory.

[0075] In an optional implementation, the contention position interval is determined by the position of each trajectory point on the first sub-rebound trajectory in the air of the virtual venue area and the preset height range within which the virtual mobile body can be contented. The first sub-rebound trajectory is a local trajectory in the rebound trajectory that indicates the moving path of the virtual mobile body after it reaches the highest point.

[0076] The rebound trajectory includes a first part where the virtual moving body contacts the target object and rebounds to the highest point and a second part where the virtual moving body falls to the virtual field area after reaching the highest point. Usually, the virtual character will start to fight after the virtual moving body rebounds to the highest point. Therefore, the trajectory related to the fighting position interval is the second part of the rebound trajectory. In this embodiment, the second part of the rebound trajectory is defined as the first sub-rebound trajectory.

[0077] In a specific implementation, a method for determining a contention position interval includes: determining a plurality of first trajectory points based on a vertical height corresponding to a position of each trajectory point on a first sub-rebound trajectory in the air of a virtual venue area, and a preset height range in which a virtual mobile body can be contented, wherein the first trajectory point is a trajectory point among the trajectory points whose vertical height is within the preset height range in which a virtual mobile body can be contented; and combining the positions of each first trajectory point in the air of the virtual venue area into a contention position interval.

[0078] For example, in a video basketball game, the preset height range in which the virtual basketball can be contested is [1.8 meters-2.7 meters]. The vertical height corresponding to each trajectory point on the first sub-rebound trajectory is compared with the preset height range, where the vertical heights corresponding to the 1000 trajectory points from trajectory point Xm to trajectory point Xn are within [1.8 meters-2.7 meters]. Therefore, the positions of the 1000 trajectory points from trajectory point Xm to trajectory point Xn in the air of the virtual field area are determined as the contested position interval.

[0079] In an optional implementation, the position that can be fought for by the virtual character is the position of any one of the multiple first track points in the air of the virtual scene area, that is, the position that can be fought for by the virtual character is any position in the fight position interval. Exemplarily, the fight position interval consists of the positions of 1000 track points from track point Xm to track point Xn in the air of the virtual scene area, and the position that can be fought for by the virtual character is the position of any one of the 1000 track points from track point Xm to track point Xn in the air of the virtual scene area.

[0080] In another optional implementation, the position that can be fought for by the virtual character is the position of the first track point with the earliest time sequence among the multiple first track points in the air of the virtual scene area, that is, the position that can be fought for by the virtual character is the position corresponding to the first frame in which the virtual moving body falls in the fight position interval. Exemplarily, the fight position interval is composed of the positions of 1000 track points from track point Xm to track point Xn in the air of the virtual scene area, the time sequence of track point Xm is earlier than track point Xn, that is, track point Xm is closer to the starting track point of the first track, and the position that can be fought for by the virtual character is the position of track point Xm in the air of the virtual scene area.

[0081] In an optional implementation, the first area can be determined by determining the position that can be fought for by the virtual characters. Specifically, the first area is an area determined according to the target projection position, and the target projection position is the projection position of the position that can be fought for by the virtual characters mapped in the virtual venue area. That is, the first area is determined by the projection position corresponding to the position that can be fought for by the virtual characters.

[0082] In an optional implementation, the first area can be constructed by mapping the starting position and the ending position in the contention position interval to the projection position in the virtual venue area as the boundary point. The starting position in the contention position interval is the position of the first trajectory point with the earliest time sequence among the multiple first trajectory points in the air of the virtual venue area, and the ending position in the contention position interval is the position of the first trajectory point with the latest time sequence among the multiple first trajectory points in the air of the virtual venue area.

[0083] In another optional implementation, the first area can be constructed by mapping the highest point position and the end position in the contention position interval to the projection position in the virtual venue area as boundary points. The end position in the contention position interval is the position of the latest first track point in the virtual venue area among the multiple first track points.

[0084] In another optional implementation, the projection positions of the earliest and latest trajectory points among the multiple trajectory points included in the rebound trajectory, whose vertical heights are within the preset height range that the virtual moving body can be grabbed, mapped in the virtual venue area as boundary points to construct the first area.

[0085] In an optional implementation, the first area is a graphic area constructed with the target projection position as the center, such as a circle, a rectangle, a triangle, a diamond, etc., which is not specifically limited here.

[0086] In a specific implementation, the first area is a circular area with the target projection position as the center and the preset distance as the radius. For example, a circular area with the target projection point as the center and a radius of 1 meter is constructed. The preset distance is an adjustable value, and the developer can set it based on the character attributes of the virtual character in the game (such as the arm length of the virtual character) so that the virtual character can contact the virtual moving body regardless of its position in the first area.

[0087] In an optional implementation, the first area is associated with the position where the virtual moving body falls into the virtual field area after the virtual moving body contacts the target object. Specifically, the position where the virtual moving body falls into the virtual field area is the position of the end track point of the target track in the virtual field area, and the target track is used to indicate the movement path of the virtual moving body after leaving the first virtual character. The method for determining the target track has been described in detail above and will not be repeated here.

[0088] Based on this, in an optional implementation, the first area is a graphic area constructed with the position where the virtual moving body falls into the virtual venue area as the center, such as a circle, rectangle, triangle, diamond, etc., which is not specifically limited here.

[0089] In a specific implementation, the first area is a circular area with the position where the virtual moving body falls into the virtual venue area as the center and a preset distance as the radius.

[0090] Step S330, after the virtual moving body contacts the target object, in response to the second virtual character executing the second skill behavior of acquiring the virtual moving body, the second skill behavior is enhanced according to the positional relationship between the second virtual character and the first area.

[0091] After the virtual moving body contacts the target object, the virtual characters can start to compete for the virtual moving body. When the second virtual character performs the skill behavior of acquiring the virtual moving body, since the second virtual character has the set skills, it is necessary to detect the positional relationship between the second virtual character and the first area, specifically, to detect whether the second virtual character is inside or outside the first area. Then, based on the positional relationship between the second virtual character and the first area, the skill behavior of acquiring the virtual moving body performed by the second virtual character is enhanced, that is, the ability of the second virtual character to acquire the virtual moving body is increased. In this embodiment, the skill behavior of acquiring the virtual moving body performed by the second virtual character after the virtual moving body contacts the target object is defined as the second skill behavior.

[0092] For a virtual character that does not have set skills, in an optional implementation, the positional relationship between the virtual character and the first area will not be detected, and the skill behavior performed by the virtual character will not be enhanced. In another optional implementation, the positional relationship between the virtual character and the first area will be detected, and the skill behavior performed by the virtual character will be reduced. The specifics can be determined according to the game settings and are not limited here.

[0093] In an optional implementation, after the virtual moving body contacts the target object, the method provided in this embodiment may further include: calculating the positional relationship between the second virtual character and the first area.

[0094] The virtual character can move in the virtual field area, that is, the positional relationship between the second virtual character and the first area may change at any time, and the positional relationship between the second virtual character and the first area is the decisive factor in determining how to enhance the second skill behavior. Therefore, it is necessary to determine a settlement time point, and use the positional relationship between the second virtual character and the first area at the settlement time point as the settlement result, and use the settlement result to trigger different enhancement effects on the second skill behavior.

[0095] In this embodiment, the virtual moving body contacts the target object as the settlement time point, that is, when the virtual moving body contacts the target object, the settlement operation of the positional relationship between the second virtual character and the first area is immediately started. Specifically, when the virtual moving body contacts the target object, the second virtual character is located within the first area, and the settlement result is that the second virtual character is inside the first area; the second virtual character is located outside the first area, and the settlement result is that the second virtual character is outside the first area. After the settlement, even if the positional relationship between the second virtual character and the first area changes, it will not affect the settlement result.

[0096] In an optional implementation, the enhanced second skill behavior can be understood as increasing the ability of the second virtual character to acquire a virtual moving body. In this embodiment, the increased ability is related to the settlement result (i.e., the positional relationship between the second virtual character and the first area). Specifically, in response to the second virtual character being within the first area, the ability of the second virtual character to acquire a virtual moving body in a short distance is increased. In response to the second virtual character being outside the first area, the ability of the second virtual character to acquire a virtual moving body in a long distance is increased.

[0097] The second virtual character is located within the first area, which means that the second virtual character is closer to the position where the virtual character can be obtained after the virtual moving body contacts the target object. Therefore, the second skill behavior can be enhanced by increasing the ability of the second virtual character to obtain the virtual moving body in a short distance. Exemplarily, the strength of the second virtual character's physical confrontation with other virtual characters is increased, the strength of the second virtual character's competition for the virtual moving body is increased, and the collision volume of the second virtual character is enlarged to increase the probability of the second virtual character blocking other virtual characters from competing for the virtual moving body. The second virtual character is located outside the first area, which means that the second virtual character is farther away from the position where the virtual moving body can be obtained after the virtual moving body contacts the target object. Therefore, the second skill behavior can be enhanced by increasing the ability of the second virtual character to obtain the virtual moving body remotely. Exemplarily, the moving speed of the second virtual character running towards the virtual moving body is increased, the jumping distance of the second virtual character jumping to compete for the virtual moving body is increased, the collision volume of the second virtual character is increased to increase the probability of the second virtual character knocking down other virtual characters after jumping, and the probability of the second virtual character squeezing out other virtual characters after grabbing the virtual moving body is increased.

[0098] Based on this, during the game, the player can independently control the position interaction between the second virtual character and the first area according to the positions of the virtual characters in his own team and the opposing team in the virtual field area to achieve different synergy effects.

[0099] 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.

[0100] As shown in FIG. 4( a), a virtual basketball court 410 and virtual characters 421, 422, and 423 located in the virtual basketball court 410 are displayed on the graphical user interface. Among them, the virtual character 421 is a virtual character controlled by the current player and has set skills. The 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. The graphical user interface also displays a rebounding control 441, a movement control 442, and other controls (not marked in this diagram). The virtual character 422 currently holds a virtual basketball 430.

[0101] As shown in Figure 4(b), in response to the virtual character 422 performing a throwing action of throwing the virtual basketball 430 toward the virtual basket 413, it is determined whether the virtual basketball 430 can enter the interior of the virtual basket 413, and the virtual basketball 430 is controlled to leave the virtual character 422 and move toward the virtual basket 413.

[0102] As shown in FIG. 4 (c), in response to determining that the virtual basketball 430 cannot enter the interior of the virtual basket 413, that is, the scoring event cannot be triggered, the virtual basketball 430 is controlled to move toward the virtual basket 413 along the trajectory 450, and the first area 460 is marked on the ground of the virtual basketball court 410. The trajectory 450 is a matching trajectory selected from the trajectory library. Usually, the trajectory will not be displayed on the graphical user interface (of course, in some cases, it can also be displayed in a solid line form, a dotted line form, a highlighted form, a low-light form, etc.). In this diagram, the trajectory 450 is displayed in a dotted line form to more clearly illustrate the moving path of the virtual basketball 430. The first area 460 is a circular area with a target projection position 461 as the center and a preset distance L as the radius. The target projection position 461 is a projection position of a position 462 that can be competed for by a virtual character mapped on the ground of the virtual basketball court 410. In this diagram, the position 462 that can be competed for by a virtual character is the position where the virtual basketball 430 contacts the virtual basket 413 and rebounds to the highest point.

[0103] As shown in FIG. 4( d ), the player finds that there are fewer virtual characters under the virtual basket 413 , and the possibility of obtaining a rebound at a close distance is greater, and then triggers the movement control 442 to control the virtual character 421 to move into the first area 460 .

[0104] As shown in FIG. 4( e ), after the virtual basketball 430 moves along the trajectory 450 and contacts the virtual basket 413 , the positional relationship between the virtual character 421 and the first area 460 is settled, and the settlement result is that the virtual character 421 is located within the first area 460 .

[0105] As shown in FIG. 4( f ), the player determines that it is time to grab a rebound, and then clicks the rebound control 441 .

[0106] As shown in FIG4(g), in response to the player clicking the rebounding control 441, the virtual character 421 is controlled to perform a scramble for the virtual basketball 430 (e.g., fighting against other virtual characters and jumping), and based on the settlement result, the scramble strength and jumping height of the virtual character 421 are enhanced.

[0107] The following describes in detail various optional implementations of the interactive control method in the above game:

[0108] In an optional implementation, after the virtual moving body leaves the first virtual character, marking the first area in the virtual venue area includes: marking the first area in the virtual venue area when the virtual moving body moves to the target object.

[0109] In an optional implementation, marking the first area is to display a logo corresponding to the first area. In this embodiment, the logo corresponding to the first area is defined as a first logo. Based on this, marking the first area in the virtual venue area includes: displaying a first logo corresponding to the first area in the virtual venue area.

[0110] The first mark corresponding to the first area can be represented in a graphic form, a text form, an animation form, etc., without specific limitation. Displaying the first mark corresponding to the first area in the virtual field area enables the player to accurately control the second virtual character to interact with the first area, thereby independently selecting the synergy effect.

[0111] In a specific implementation, the first identifier includes a first special effect animation. That is, the first identifier is represented in the form of a special effect animation, and the specific content of the special effect animation can be determined according to the game setting, and is not specifically limited here. Exemplarily, the first special effect animation is a ring-shaped fluid animation, and the edge of the fluid animation represents the boundary of the first area. In this embodiment, marking the first area in the form of the first special effect animation can highlight the first area in the virtual venue area and enhance the visual effect of the first identifier.

[0112] Optionally, the first special effects animation has multiple display states, such as different colors, different brightness, different transparency, etc., and the first special effects animation in different states can be displayed according to the settlement result. Specifically, in response to the second virtual character being outside the first area, the first special effects animation in the first state is displayed; in response to the second virtual character being within the first area, the first special effects animation in the second state is displayed. By displaying the first special effects animation in different states, the positional relationship between the current virtual character and the first area can be prompted to the player.

[0113] For example, the first special effect animation in the first state is a blue first special effect animation, and the first special effect animation in the second state is an orange first special effect animation. When the first area is marked, if the second virtual character is outside the first area, the blue first special effect animation is displayed, and if the second virtual character is inside the first area, the orange first special effect animation is displayed.

[0114] In an optional implementation, the display state of the first special effect animation may also change as the position between the second virtual character and the first area changes. That is, the method provided in this embodiment may also include: in response to the second virtual character performing a movement behavior of moving into or out of the first area, changing the display state of the first special effect animation from the first state to the second state, or from the second state to the first state. In this way, the visual perception of the player controlling the virtual character to interact with the first area is enhanced.

[0115] Exemplarily, when the first area is marked, the second virtual character is located outside the first area, and the blue first special effect animation is displayed. When the player controls the second virtual character to move into the first area, the display state of the first special effect animation is changed from blue to orange. When the first area is marked, the second virtual character is located inside the first area, and the orange first special effect animation is displayed. When the player controls the second virtual character to move out of the first area, the display state of the first special effect animation is changed from orange to blue.

[0116] The above steps are described below by taking a video basketball game as an example. Fig. 5 is a schematic diagram of displaying a first mark provided by this embodiment.

[0117] As shown in FIG. 5( a), a virtual basketball court 510 and virtual characters 521, 522, and 523 located in the virtual basketball court 510 are displayed on the graphical user interface. Among them, virtual character 521 is a virtual character controlled by the current player and has set skills. Virtual basketball court 510 includes a virtual basketball stand 512 erected on the baseline 511, and a virtual basket 513 supported by the virtual basketball stand 512. The graphical user interface also displays a rebounding control 541, a movement control 542, and other controls (not marked in this diagram). Virtual character 522 currently holds a virtual basketball 530.

[0118] As shown in Figure 5(b), in response to the virtual character 522 performing a throwing action of throwing the virtual basketball 530 toward the virtual basket 513, it is determined whether the virtual basketball 530 can enter the interior of the virtual basket 513, and the virtual basketball 530 is controlled to leave the virtual character 522 and move toward the virtual basket 513.

[0119] As shown in FIG5(c), in response to determining that the virtual basketball 530 cannot enter the virtual basket 513, that is, the scoring event cannot be triggered, during the process of the virtual basketball 530 moving toward the virtual basket 513, a first special effect animation 570 corresponding to the first area 560 is displayed on the ground of the virtual basketball court 510. Since the current virtual character 521 is outside the first area 560, the first special effect animation 570 is displayed in blue.

[0120] As shown in FIG. 5( d ), the player finds that there are fewer virtual characters under the virtual basket 513 , and the possibility of obtaining a rebound at a close distance is greater, and then triggers the movement control 542 to control the virtual character 521 to move into the first area 560 .

[0121] As shown in FIG. 5( e ), in response to the virtual character 521 moving into the first area 560 , the display state of the first special effect animation 570 changes from blue to orange.

[0122] In an optional implementation, when the virtual moving body meets a preset condition, the first area will be unmarked. The preset condition includes: the virtual moving body contacts the target object, or the virtual moving body is acquired by the virtual character after contacting the target object. That is, the first area can be unmarked when the virtual moving body contacts the target object, or the first area can be unmarked after the virtual moving body contacts the target object and is acquired by the virtual character. The specific implementation is not limited here.

[0123] In an optional implementation, after the virtual moving object contacts the target object, the method provided in this embodiment may further include the following steps:

[0124] According to the positional relationship between the second virtual character and the first area, a second marker is displayed at the associated position of the second virtual character.

[0125] After the virtual moving body contacts the target object, the positional relationship between the second virtual character and the first area will be settled, and even if the positional relationship between the second virtual character and the first area changes, the settlement result will not change. Therefore, after the virtual moving body contacts the target object, the positional interaction between the second virtual character and the first area will end. In this embodiment, the mark for the first area can be cleared to reduce the display content of the graphical user interface and reduce the visual perception pressure of the player. At the same time, the settlement result can be displayed to the player by displaying the second identifier at the associated position of the second virtual character. The settlement result is determined after the virtual moving body contacts the target object and will not change. Therefore, the display of the second identifier can be instantaneous, and there is no need to continuously display the second identifier on the graphical user interface.

[0126] The associated position refers to any position of the virtual character that allows the player to understand the second 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.

[0127] In a specific implementation, the second identifier includes a second special effect animation. That is, the second identifier is represented in the form of a special effect animation, and the specific content of the special effect animation can be determined according to the game setting, and is not specifically limited here. Exemplarily, the second special effect animation is a flame animation, and the flame animation is displayed at the foot of the second virtual character. In this embodiment, the second identifier is displayed in the form of a second special effect animation, which can highlight the settlement result for the second virtual character to the player and enhance the visual effect of the second identifier.

[0128] Optionally, the second special effects animation has multiple display states, such as different colors, different brightness, different transparency, etc. According to the settlement result (i.e., the positional relationship between the second virtual character and the first area after the virtual moving body contacts the target object), the second special effects animation in different states is displayed. Specifically, in response to the second virtual character being within the first area, the second special effects animation in the third state is displayed; in response to the second virtual character being outside the first area, the second special effects animation in the fourth state is displayed.

[0129] For example, the second special effect animation in the third state is a green flame special effect animation, and the first special effect animation in the fourth state is a red flame special effect animation. When the settlement result is that the second virtual character is within the first area, a green flame special effect animation is displayed under the feet of the second virtual character, and when the second virtual character is outside the first area, a red flame special effect animation is displayed under the feet of the second virtual character.

[0130] The above steps are described below by taking a video basketball game as an example. Fig. 6 is a schematic diagram of displaying the second mark provided by this embodiment.

[0131] As shown in FIG6( a), the graphical user interface displays a virtual basketball court 610 and virtual characters 621, 622, and 623 located in the virtual basketball court 610. Among them, the virtual character 621 is a virtual character controlled by the current player and has set skills. The virtual basketball court 610 includes a virtual basketball stand 612 erected on the baseline 611, and a virtual basket 613 supported by the virtual basketball stand 612. The graphical user interface also displays a rebounding control 641, a movement control 642, and other controls (not marked in this diagram). The virtual character 622 currently holds a virtual basketball 630.

[0132] As shown in Figure 6(b), in response to the virtual character 622 performing a throwing action of throwing the virtual basketball 630 toward the virtual basket 613, it is determined whether the virtual basketball 630 can enter the interior of the virtual basket 613, and the virtual basketball 630 is controlled to leave the virtual character 622 and move toward the virtual basket 613.

[0133] As shown in FIG. 6( c ), in response to determining that the virtual basketball 630 cannot enter the interior of the virtual basket 613 , i.e., a scoring event cannot be triggered, a first area 660 is marked on the ground of the virtual basketball court 610 while the virtual basketball 630 moves toward the virtual basket 613 .

[0134] As shown in FIG. 6( d ), the player finds that there are fewer virtual characters under the virtual basket 613 , and the possibility of obtaining a rebound at a close distance is greater, and then triggers the movement control 642 to control the virtual character 621 to move into the first area 660 .

[0135] As shown in FIG. 6( e ), after the virtual basketball 630 contacts the virtual basket 613 , the positional relationship between the virtual character 621 and the first area 660 is settled, and the settlement result is that the virtual character 621 is located within the first area 660 .

[0136] As shown in Figure 6(f), the first area 660 is unmarked, and based on the settlement result, the second special effect animation 670 in the third state (e.g., green) is displayed under the feet of the virtual character 621 to inform the player that the settlement result is that the virtual character 621 is within the first area 660.

[0137] In an optional implementation, the second virtual character has set skills, which can not only enhance its own ability to acquire virtual moving bodies according to the settled positional relationship between itself and the first area, but also reduce the ability of virtual characters that do not have the set skills to acquire virtual moving bodies. Based on this, the method provided in this embodiment may also include: in response to the third virtual character executing a third skill behavior to acquire a virtual moving body, reducing the third skill behavior according to the positional relationship between the third virtual character and the first area, and the third virtual character is a virtual character that does not have the set skills among multiple virtual characters. The third virtual character can be a virtual character that does not have the set skills in the opposing team to which the second virtual character belongs, or it can be a virtual character that does not have the set skills in the team to which the second virtual character belongs, which can be determined according to the specific game settings and is not limited here. Optionally, for virtual characters with set skills, their ability to acquire virtual moving bodies is not reduced.

[0138] In a specific implementation, the positional relationship between the third virtual character and the first area is also settled after the virtual moving body contacts the target object. Then, the third skill behavior is reduced according to the settlement result. Specifically, in response to the third virtual character being within the first area, the ability of the third virtual character to obtain the virtual moving body at a short distance is reduced; and / or, in response to the third virtual character being outside the first area, the ability of the third virtual character to obtain the virtual moving body at a long distance is reduced.

[0139] Optionally, when the third virtual character is located within the first area, the ability of the third virtual character to obtain the virtual moving body in a short distance is reduced, for example, the strength of the third virtual character's physical confrontation with other virtual characters is reduced, and the strength of the third virtual character's competition for the virtual moving body is reduced; and when the third virtual character is located outside the first area, the ability of the third virtual character to obtain the virtual moving body remotely is not changed. Optionally, when the third virtual character is located outside the first area, the ability of the third virtual character to obtain the virtual moving body remotely is reduced, for example, the speed of the third virtual character running towards the virtual moving body is reduced, the jumping distance of the third virtual character jumping to compete for the virtual moving body is reduced, and the probability of the third virtual character being squeezed away by the second virtual character who has grabbed the virtual moving body is increased; and when the third virtual character is located within the first area, the ability of the third virtual character to obtain the virtual moving body in a short distance is not changed. Optionally, when the third virtual character is located within the first area, the ability of the third virtual character to obtain the virtual moving body in a short distance is reduced, and when the third virtual character is located outside the first area, the ability of the third virtual character to obtain the virtual moving body remotely is reduced. Based on the above optional implementation, the player controlling the third virtual character can control the position interaction between the third virtual character and the first area, and independently select or avoid the reduction effect.

[0140] In an optional implementation provided by this embodiment, before executing the method provided by this embodiment, it is first necessary to determine whether the multiple virtual characters include a virtual character with set skills. This is because if the multiple virtual characters do not include a virtual character with set skills, the increase or decrease effect on the skill behavior will not be triggered. Therefore, regardless of whether the first area is marked, the behavior interaction caused by the position interaction between the virtual character and the first area will not occur. Therefore, in this case, the first area may not be marked.

[0141] The first embodiment provides an interactive control method in a game, which, when a first virtual character performs a first skill behavior and the execution result indicates that a scoring event cannot be triggered, marks a first area in a virtual field area that can interact with a second virtual character with a set skill, thereby enhancing the acquisition behavior of the second virtual character on the virtual moving body. That is, when the virtual characters compete for the virtual moving body, the position interaction between the virtual characters and the first area and the behavior interaction triggered by the position interaction are increased, thereby increasing the diversity of the interaction methods and the playability of the game, thereby improving the player retention rate and avoiding server idleness and resource waste.

[0142] 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.

[0143] 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. Figure 7 It is a schematic diagram of the structure of the interactive control device in the game provided by this embodiment.

[0144] like Figure 7 As shown, the interactive control device in the game provided by this embodiment includes: a movement control unit 701, an area marking unit 702, and a behavior changing unit 703.

[0145] The movement control unit 701 is used to determine the execution result of the first skill behavior in response to the first virtual character using the virtual moving body to perform the first skill behavior when the second virtual character has the set skill, and control the virtual moving body to leave the first virtual character and move toward the target object;

[0146] The area marking unit 702 is configured to mark a first area in the virtual field area after the virtual moving object leaves the first virtual character if the execution result indicates that a scoring event cannot be triggered.

[0147] Optionally, the first area is associated with a position in the air that can be fought for by virtual characters after the virtual moving body contacts the target object.

[0148] Optionally, the first area is an area determined according to a target projection position, and the target projection position is a projection position in the virtual venue area mapped to the position that can be fought for by the virtual characters.

[0149] Optionally, the position that can be fought for by the virtual character includes: the position where the virtual moving body contacts the target object and rebounds to the highest point, or the position in the fighting position interval, and the vertical height corresponding to the position in the fighting position interval is within a preset height range that the virtual moving body can be fought for.

[0150] Optionally, in response to the vertical height corresponding to the position where the virtual moving body contacts the target object and rebounds to the highest point being within a preset height range where the virtual moving body can be grabbed, the position of the highest point is determined as the position where the virtual character can be grabbed;

[0151] In response to the vertical height corresponding to the position where the virtual moving body contacts the target object and rebounds to the highest point being higher than a preset height range where the virtual moving body can be grabbed, the position in the grabbing position interval is determined as the position that can be grabbed by the virtual character.

[0152] Optionally, the contention position interval is related to a rebound trajectory of the virtual moving body after contacting the target object, and the rebound trajectory is used to indicate a moving path of the virtual moving body after contacting the target object.

[0153] Optionally, the contention position interval is determined by the positions of each trajectory point on the first sub-rebound trajectory in the air of the virtual venue area and a preset height range within which the virtual moving body can be contented. The first sub-rebound trajectory is a local trajectory in the rebound trajectory that indicates the moving path of the virtual moving body after it reaches the highest point.

[0154] Optionally, the contention position interval is determined by the position of each track point on the first sub-rebound track in the air of the virtual venue area and a preset height range within which the virtual moving object can be contention, including:

[0155] Determine a plurality of first trajectory points according to the vertical heights corresponding to the positions of the trajectory points in the air of the virtual venue area and the preset height range within which the virtual moving object can be grabbed, wherein the first trajectory points are trajectory points whose vertical heights are within the preset height range within which the virtual moving object can be grabbed;

[0156] The positions of the first track points in the air of the virtual venue area are combined to form the contended position interval.

[0157] Optionally, the position that can be fought for by the virtual characters is the position of any one of the multiple first track points in the air of the virtual venue area.

[0158] Optionally, the position that can be fought for by the virtual character is the position of a first track point with the earliest time sequence among the multiple first track points in the air of the virtual venue area.

[0159] Optionally, the first area is a graphic area constructed with the target projection position as the center.

[0160] Optionally, the first area is associated with a position where the virtual moving body falls into the virtual venue area after the virtual moving body contacts the target object.

[0161] Optionally, the position where the virtual moving body falls into the virtual venue area is the position of the end track point of the target track in the virtual venue area, and the target track is used to indicate the moving path of the virtual moving body after leaving the first virtual character.

[0162] Optionally, the first area is a graphic area constructed with the position where the virtual moving object falls into the virtual venue area as the center.

[0163] Optionally, after the virtual moving object leaves the first virtual character, marking a first area in the virtual venue area includes:

[0164] When the virtual moving body moves to the target object, the first area is marked in the virtual field area.

[0165] Optionally, marking the first area in the virtual venue area includes:

[0166] A first mark corresponding to the first area is displayed in the virtual venue area.

[0167] Optionally, the first identifier includes a first special effect animation;

[0168] The displaying a first mark corresponding to the first area in the virtual venue area includes:

[0169] In response to the second virtual character being outside the first area, displaying the first special effect animation in a first state;

[0170] In response to the second virtual character being located within the first area, displaying the first special effect animation in a second state.

[0171] Optionally, also used for:

[0172] In response to the second virtual character executing a movement behavior of moving into or out of the first area, the display state of the first special effect animation is changed from the first state to the second state, or from the second state to the first state.

[0173] The behavior changing unit 703 is used to, after the virtual moving body contacts the target object, in response to the second virtual character executing the second skill behavior of acquiring the virtual moving body, and enhance the second skill behavior according to the positional relationship between the second virtual character and the first area.

[0174] Optionally, also used for:

[0175] In response to the virtual moving body satisfying a preset condition, the first area is unmarked, the preset condition comprising: the virtual moving body contacts the target object, or the virtual moving body is captured by the virtual character after contacting the target object.

[0176] Optionally, after the virtual moving body contacts the target object, it is further used to:

[0177] According to the positional relationship between the second virtual character and the first area, a second marker is displayed at a position associated with the second virtual character.

[0178] Optionally, the second identifier includes a second special effect animation;

[0179] The step of displaying a second mark at a location associated with the second virtual character according to a positional relationship between the second virtual character and the first area includes:

[0180] In response to the second virtual character being located within the first area, displaying the second special effect animation in a third state;

[0181] In response to the second virtual character being located outside the first area, displaying the second special effect animation in a fourth state.

[0182] Optionally, after the virtual moving body contacts the target object, it is further used to:

[0183] The positional relationship between the second virtual character and the first area is calculated.

[0184] Optionally, enhancing the second skill behavior according to the positional relationship between the second virtual character and the first area includes:

[0185] In response to the second virtual character being located within the first area, increasing the ability of the second virtual character to acquire the virtual moving object at a short distance;

[0186] In response to the second virtual character being located outside the first area, the ability of the second virtual character to remotely acquire the virtual moving object is increased.

[0187] Optionally, also used for:

[0188] In response to a third virtual character executing a third skill behavior of acquiring the virtual moving body, the third skill behavior is reduced according to a positional relationship between the third virtual character and the first area. The third virtual character is a virtual character among the multiple virtual characters that does not have the set skill.

[0189] Optionally, reducing the effectiveness of the third skill behavior according to the positional relationship between the third virtual character and the first area includes:

[0190] In response to the third virtual character being located within the first area, reducing the ability of the third virtual character to acquire the virtual moving object at a close range; and / or,

[0191] In response to the third virtual character being located outside the first area, the ability of the third virtual character to remotely acquire the virtual moving object is reduced.

[0192] A third embodiment of the present application provides an electronic device, Figure 8 It is a schematic diagram of the structure of the terminal device provided in this embodiment.

[0193] like Figure 8 As shown, the electronic device provided in this embodiment includes: a memory 801 , a processor 802 , and a display 803 .

[0194] The memory 801 is used to store computer instructions for executing the interactive control method in the game;

[0195] The processor 802 is configured to execute computer instructions stored in the memory 801 to perform the following operations:

[0196] In the case where the second virtual character has the set skill, in response to the first virtual character using the virtual moving body to perform the first skill behavior, determining the execution result of the first skill behavior, and controlling the virtual moving body to leave the first virtual character and move toward the target object;

[0197] If the execution result indicates that the scoring event cannot be triggered, after the virtual moving object leaves the first virtual character, marking a first area in the virtual field area;

[0198] After the virtual moving body contacts the target object, in response to a second virtual character executing a second skill behavior of acquiring the virtual moving body, the second skill behavior is enhanced according to a positional relationship between the second virtual character and the first area.

[0199] Optionally, the first area is associated with a position in the air that can be fought for by virtual characters after the virtual moving body contacts the target object.

[0200] Optionally, the first area is an area determined according to a target projection position, and the target projection position is a projection position in the virtual venue area mapped to the position that can be fought for by the virtual characters.

[0201] Optionally, the position that can be fought for by the virtual character includes: the position where the virtual moving body contacts the target object and rebounds to the highest point, or the position in the fighting position interval, and the vertical height corresponding to the position in the fighting position interval is within a preset height range that the virtual moving body can be fought for.

[0202] Optionally, in response to the vertical height corresponding to the position where the virtual moving body contacts the target object and rebounds to the highest point being within a preset height range where the virtual moving body can be grabbed, the position of the highest point is determined as the position where the virtual character can be grabbed;

[0203] In response to the vertical height corresponding to the position where the virtual moving body contacts the target object and rebounds to the highest point being higher than a preset height range where the virtual moving body can be grabbed, the position in the grabbing position interval is determined as the position that can be grabbed by the virtual character.

[0204] Optionally, the contention position interval is related to a rebound trajectory of the virtual moving body after contacting the target object, and the rebound trajectory is used to indicate a moving path of the virtual moving body after contacting the target object.

[0205] Optionally, the contention position interval is determined by the positions of each trajectory point on the first sub-rebound trajectory in the air of the virtual venue area and a preset height range within which the virtual moving body can be contented. The first sub-rebound trajectory is a local trajectory in the rebound trajectory that indicates the moving path of the virtual moving body after it reaches the highest point.

[0206] Optionally, the contention position interval is determined by the position of each track point on the first sub-rebound track in the air of the virtual venue area and a preset height range within which the virtual moving object can be contention, including:

[0207] Determine a plurality of first trajectory points according to the vertical heights corresponding to the positions of the trajectory points in the air of the virtual venue area and the preset height range within which the virtual moving object can be grabbed, wherein the first trajectory points are trajectory points whose vertical heights are within the preset height range within which the virtual moving object can be grabbed;

[0208] The positions of the first track points in the air of the virtual venue area are combined to form the contended position interval.

[0209] Optionally, the position that can be fought for by the virtual characters is the position of any one of the multiple first track points in the air of the virtual venue area.

[0210] Optionally, the position that can be fought for by the virtual character is the position of a first track point with the earliest time sequence among the multiple first track points in the air of the virtual venue area.

[0211] Optionally, the first area is a graphic area constructed with the target projection position as the center.

[0212] Optionally, the first area is associated with a position where the virtual moving body falls into the virtual venue area after the virtual moving body contacts the target object.

[0213] Optionally, the position where the virtual moving body falls into the virtual venue area is the position of the end track point of the target track in the virtual venue area, and the target track is used to indicate the moving path of the virtual moving body after leaving the first virtual character.

[0214] Optionally, the first area is a graphic area constructed with the position where the virtual moving object falls into the virtual venue area as the center.

[0215] Optionally, after the virtual moving object leaves the first virtual character, marking a first area in the virtual venue area includes:

[0216] When the virtual moving body moves to the target object, the first area is marked in the virtual field area.

[0217] Optionally, also execute:

[0218] In response to the virtual moving body satisfying a preset condition, the first area is unmarked, the preset condition comprising: the virtual moving body contacts the target object, or the virtual moving body is captured by the virtual character after contacting the target object.

[0219] Optionally, marking the first area in the virtual venue area includes:

[0220] A first mark corresponding to the first area is displayed in the virtual venue area.

[0221] Optionally, the first identifier includes a first special effect animation;

[0222] The displaying a first mark corresponding to the first area in the virtual venue area includes:

[0223] In response to the second virtual character being outside the first area, displaying the first special effect animation in a first state;

[0224] In response to the second virtual character being located within the first area, displaying the first special effect animation in a second state.

[0225] Optionally, also execute:

[0226] In response to the second virtual character executing a movement behavior of moving into or out of the first area, the display state of the first special effect animation is changed from the first state to the second state, or from the second state to the first state.

[0227] Optionally, after the virtual moving body contacts the target object, the following steps are further performed:

[0228] According to the positional relationship between the second virtual character and the first area, a second marker is displayed at a position associated with the second virtual character.

[0229] Optionally, the second identifier includes a second special effect animation;

[0230] The step of displaying a second mark at a location associated with the second virtual character according to a positional relationship between the second virtual character and the first area includes:

[0231] In response to the second virtual character being located within the first area, displaying the second special effect animation in a third state;

[0232] In response to the second virtual character being located outside the first area, displaying the second special effect animation in a fourth state.

[0233] Optionally, after the virtual moving object contacts the target object, the method further includes:

[0234] The positional relationship between the second virtual character and the first area is calculated.

[0235] Optionally, enhancing the second skill behavior according to the positional relationship between the second virtual character and the first area includes:

[0236] In response to the second virtual character being located within the first area, increasing the ability of the second virtual character to acquire the virtual moving object at a short distance;

[0237] In response to the second virtual character being located outside the first area, the ability of the second virtual character to remotely acquire the virtual moving object is increased.

[0238] Optionally, also execute:

[0239] In response to a third virtual character executing a third skill behavior of acquiring the virtual moving body, the third skill behavior is reduced according to a positional relationship between the third virtual character and the first area. The third virtual character is a virtual character among the multiple virtual characters that does not have the set skill.

[0240] Optionally, reducing the effectiveness of the third skill behavior according to the positional relationship between the third virtual character and the first area includes:

[0241] In response to the third virtual character being located within the first area, reducing the ability of the third virtual character to acquire the virtual moving object at a close range; and / or,

[0242] In response to the third virtual character being located outside the first area, the ability of the third virtual character to remotely acquire the virtual moving object is reduced.

[0243] The display 803 is used to display a graphical user interface.

[0244] 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.

[0245] 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.

[0246] 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.

[0247] 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.

[0248] 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.

[0249] 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 the case where the second virtual character has the set skill, in response to the first virtual character using the virtual moving body to perform the first skill behavior, determining the execution result of the first skill behavior, and controlling the virtual moving body to leave the first virtual character and move toward the target object; If the execution result indicates that the scoring event cannot be triggered, after the virtual moving object leaves the first virtual character, marking a first area in the virtual field area; After the virtual moving body contacts the target object, in response to a second virtual character executing a second skill behavior of acquiring the virtual moving body, the second skill behavior is enhanced according to a positional relationship between the second virtual character and the first area.

2. The method according to claim 1, characterized in that: The first area is associated with a position in the air that can be grabbed by the virtual character after the virtual moving body contacts the target object.

3. The method according to claim 2, characterized in that The first area is an area determined according to a target projection position, and the target projection position is a projection position in the virtual venue area mapped to the position that can be fought for by the virtual characters.

4. The method according to claim 2, characterized in that: The position that can be fought for by the virtual character includes: the position where the virtual moving body contacts the target object and rebounds to the highest point, or the position in the fighting position interval, and the vertical height corresponding to the position in the fighting position interval is within the preset height range that the virtual moving body can be fought for.

5. The method according to claim 4, characterized in that In response to the vertical height corresponding to the position where the virtual moving body contacts the target object and rebounds to the highest point being within a preset height range where the virtual moving body can be grabbed, determining the position of the highest point as the position that can be grabbed by the virtual character; In response to the vertical height corresponding to the position where the virtual moving body contacts the target object and rebounds to the highest point being higher than a preset height range where the virtual moving body can be grabbed, the position in the grabbing position interval is determined as the position that can be grabbed by the virtual character.

6. The method according to claim 4, characterized in that The contention position interval is related to a rebound trajectory of the virtual moving body after contacting the target object, and the rebound trajectory is used to indicate a moving path of the virtual moving body after contacting the target object.

7. The method according to claim 6, characterized in that The contention position interval is determined by the positions of each trajectory point on the first sub-rebound trajectory in the air of the virtual venue area and the preset height range within which the virtual mobile body can be contented. The first sub-rebound trajectory is a local trajectory in the rebound trajectory that indicates the moving path of the virtual mobile body after it reaches the highest point.

8. The method according to claim 7, characterized in that The grab position interval is determined by the position of each track point on the first sub-rebound track in the air of the virtual field area and the preset height range of the virtual moving object that can be grabbed, including: Determine a plurality of first trajectory points according to the vertical heights corresponding to the positions of the trajectory points in the air of the virtual venue area and the preset height range within which the virtual moving object can be grabbed, wherein the first trajectory points are trajectory points whose vertical heights are within the preset height range within which the virtual moving object can be grabbed; The positions of the first track points in the air of the virtual venue area are combined to form the contended position interval.

9. The method according to claim 8, characterized in that The position that can be fought for by the virtual characters is the position of any one of the multiple first track points in the air of the virtual venue area.

10. The method according to claim 8, characterized in that The position that can be fought for by the virtual character is the position of the earliest first track point among the plurality of first track points in the air of the virtual venue area.

11. The method according to claim 3, characterized in that The first area is a graphic area constructed with the target projection position as the center.

12. The method according to claim 1, characterized in that The first area is associated with a position where the virtual moving body falls into the virtual field area after the virtual moving body contacts the target object.

13. The method according to claim 12, characterized in that The position where the virtual moving body falls into the virtual venue area is the position of the end track point of the target track in the virtual venue area, and the target track is used to indicate the moving path of the virtual moving body after leaving the first virtual character.

14. The method according to claim 12, characterized in that The first area is a graphic area constructed with the position where the virtual moving object falls into the virtual field area as the center.

15. The method according to claim 1, characterized in that After the virtual moving object leaves the first virtual character, marking a first area in the virtual venue area includes: When the virtual moving body moves to the target object, the first area is marked in the virtual field area.

16. The method according to claim 1, characterized in that The method further comprises: In response to the virtual moving body satisfying a preset condition, the first area is unmarked, the preset condition comprising: the virtual moving body contacts the target object, or the virtual moving body is captured by the virtual character after contacting the target object.

17. The method according to claim 1, characterized in that The marking of the first area in the virtual venue area comprises: A first mark corresponding to the first area is displayed in the virtual venue area.

18. The method according to claim 17, characterized in that The first identification includes a first special effect animation; The displaying a first mark corresponding to the first area in the virtual venue area includes: In response to the second virtual character being outside the first area, displaying the first special effect animation in a first state; In response to the second virtual character being located within the first area, displaying the first special effect animation in a second state.

19. The method according to claim 18, characterized in that The method further comprises: In response to the second virtual character executing a movement behavior of moving into or out of the first area, the display state of the first special effect animation is changed from the first state to the second state, or from the second state to the first state.

20. The method according to claim 1, characterized in that After the virtual moving body contacts the target object, the method further includes: According to the positional relationship between the second virtual character and the first area, a second marker is displayed at a position associated with the second virtual character.

21. The method according to claim 20, characterized in that The second identification includes a second special effect animation; The step of displaying a second mark at a location associated with the second virtual character according to a positional relationship between the second virtual character and the first area includes: In response to the second virtual character being located within the first area, displaying the second special effect animation in a third state; In response to the second virtual character being located outside the first area, displaying the second special effect animation in a fourth state.

22. The method according to claim 1, characterized in that After the virtual moving body contacts the target object, the method further includes: The positional relationship between the second virtual character and the first area is calculated.

23. The method according to claim 1, characterized in that The enhancing the second skill behavior according to the positional relationship between the second virtual character and the first area includes: In response to the second virtual character being located within the first area, increasing the ability of the second virtual character to acquire the virtual moving object at a short distance; In response to the second virtual character being located outside the first area, the ability of the second virtual character to remotely acquire the virtual moving object is increased.

24. The method according to claim 1, characterized in that The method further comprises: In response to a third virtual character executing a third skill behavior of acquiring the virtual moving body, the third skill behavior is reduced according to a positional relationship between the third virtual character and the first area. The third virtual character is a virtual character among the multiple virtual characters that does not have the set skill.

25. The method according to claim 24, characterized in that The reducing the effectiveness of the third skill behavior according to the positional relationship between the third virtual character and the first area includes: In response to the third virtual character being located within the first area, reducing the ability of the third virtual character to acquire the virtual moving object at a close range; and / or, In response to the third virtual character being located outside the first area, the ability of the third virtual character to remotely acquire the virtual moving object is reduced.

26. An interactive control device in a game, characterized in that: 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 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 moving control unit, an area marking unit, and a behavior changing unit; The movement control unit is used to, in the case where the second virtual character has a set skill, determine the execution result of the first skill behavior in response to the first virtual character using the virtual moving body to perform the first skill behavior, and control the virtual moving body to leave the first virtual character and move toward the target object; The area marking unit is configured to mark a first area in the virtual field area after the virtual moving body leaves the first virtual character if the execution result indicates that a scoring event cannot be triggered; The behavior changing unit is used to, after the virtual moving body contacts the target object, in response to the second virtual character executing a second skill behavior of acquiring the virtual moving body, and enhance the second skill behavior according to the positional relationship between the second virtual character and the first area.

27. 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 25; The display is used to display a graphical user interface.

28. A computer-readable storage medium having one or more computer instructions stored thereon, characterized in that: When the instruction is executed by the processor, the method according to any one of claims 1 to 25 is performed.

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