An interaction control method, device, and terminal equipment in a game

By marking a first area in the virtual arena after a virtual character fails to trigger a scoring event when performing the first skill action, the positional interaction and skill actions between the virtual characters and the second virtual character are enhanced. This solves the problem of the single interaction method in the existing technology and improves the entertainment value and user experience of the game.

CN119818946BActive Publication Date: 2025-12-09NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510077192.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2025-01-17
Publication Date
2025-12-09
Estimated Expiration
2045-01-17

AI Technical Summary

Technical Problem

The current interactive methods in sports video games, where virtual mobile objects are contested by multiple virtual characters after missing their target, are monotonous, resulting in insufficient gameplay, player churn, and wasted resources.

Method used

After a virtual character fails to trigger a scoring event when performing its first skill action, a first area is marked in the virtual arena region where a second virtual character with the set skill can interact with it. The skill action of the second virtual character to acquire virtual moving objects is enhanced based on the positional relationship between the second virtual character and the area.

Benefits of technology

It increases the diversity of location and behavior interactions between virtual characters and areas, improves game playability, and reduces player churn and resource waste.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application provides an interactive control method and device in a game, a terminal device, and a computer readable storage medium. The method comprises: in the case that a second virtual character has a set skill, in response to a first virtual character executing a first skill action by using a virtual moving body, determining an execution result of the first skill action, and controlling the virtual moving body to move away from the first virtual character and towards a target object; if the execution result indicates that a scoring event cannot be triggered, after the virtual moving body moves away from the first virtual character, marking a first region in a virtual field region; and in response to a second virtual character executing a second skill action of obtaining the virtual moving body after the virtual moving body contacts the target object, according to a positional relationship between the second virtual character and the first region, enhancing the second skill action. The method solves the technical problems of the prior art, such as a single interaction mode, insufficient playability, player loss, server waste, and resource waste.
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Description

TECHNICAL FIELD

[0001] The present application relates to the technical field of computer, in particular to an interaction control method and device in a game, a terminal device and a computer readable storage medium. BACKGROUND

[0002] In some sports video games, when a virtual character triggers a virtual moving body to perform a finishing attack, there is often an interaction mode in which the virtual moving body is contested by multiple virtual characters after missing the target object.

[0003] Currently, in order to enable a player to control a virtual character to participate in the contest interaction for the virtual moving body, 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 a movement preparation in advance based on the position. However, this interaction mode is relatively single, resulting in insufficient game playability, which will eventually cause player loss, leading to server waste and resource waste.

[0004] At present, there is no effective solution to the above problems. SUMMARY

[0005] The present application provides an interaction control method and device in a game, a terminal device and a computer readable storage medium, to at least solve the technical problem that the existing technology has a single interaction mode, insufficient game playability, player loss, server waste and resource waste.

[0006] In a first aspect, the embodiments of the present application provide an interaction control method in a game, a terminal device provides a graphical user interface, the content displayed by the graphical user interface includes at least part of a virtual field region and a plurality of virtual characters located in the virtual field region, the virtual field region includes at least a target object and a virtual moving body, the method includes: in the case that a second virtual character has a set skill, in response to a first virtual character performing a first skill behavior by using a virtual moving body, determining the execution result of the first skill behavior, and controlling the virtual moving body to move away from the first virtual character and towards the target object; if the execution result indicates that a scoring event cannot be triggered, after the virtual moving body moves away from the first virtual character, a first area is marked in the virtual field region; in response to a second virtual character performing a second skill behavior of obtaining the virtual moving body after the virtual moving body contacts the target object, the second skill behavior is enhanced according to the positional relationship between the second virtual character and the first area.

[0007] In a second aspect, the embodiments of the present application provide an interaction control device in a game, characterized in that a terminal device provides a graphical user interface, content displayed by the graphical user interface includes at least part of a virtual field region and a plurality of virtual characters located in the virtual field region, the virtual field region includes at least a target object and a virtual moving body, and the device includes a moving control unit, a region marking unit and a behavior changing unit; the moving control unit is configured to, in a case where a second virtual character has a set skill, determine an execution result of a first skill behavior performed by a first virtual character using a virtual moving body, and control the virtual moving body to move away from the first virtual character and towards the target object; the region marking unit is configured to, if the execution result indicates that a scoring event cannot be triggered, mark a first region in the virtual field region after the virtual moving body moves away from the first virtual character; and the behavior changing unit is configured to, after the virtual moving body contacts the target object, in response to a second virtual character performing a second skill behavior of obtaining the virtual moving body, according to a positional relationship between the second virtual character and the first region, change the second skill behavior.

[0008] In a third aspect, the embodiments of the present application provide a terminal device, including a memory, a processor and a display; the memory is configured to store one or more computer instructions; the processor is configured to execute the one or more computer instructions to implement the above method; and the display is configured to display a graphical user interface.

[0009] In a fourth aspect, the embodiments of the present application provide a computer readable storage medium, and one or more computer instructions are stored on the computer readable storage medium, and the instructions are executed by a processor to perform the above method.

[0010] Compared with the prior art, the game interaction control method provided by the application comprises: in the case that the second virtual role has a set skill, in response to the first virtual role executing a first skill behavior by using a virtual moving body, determining the execution result of the first skill behavior, and controlling the virtual moving body to move away from the first virtual role and towards the target object; if the execution result indicates that a scoring event cannot be triggered, marking a first region in the virtual field region after the virtual moving body moves away from the first virtual role; after the virtual moving body contacts the target object, in response to the second virtual role executing a second skill behavior of obtaining the virtual moving body, according to the positional relationship between the second virtual role and the first region, the second skill behavior is enhanced. The method marks the first region which can interact with the second virtual role having a set skill in the virtual field region in the case that the first virtual role executes the first skill behavior and the execution result indicates that the scoring event cannot be triggered, so as to enhance the obtaining behavior of the virtual moving body by the second virtual role. The method provided by the application increases the positional interaction between the virtual role and the first region and the behavior interaction triggered by the positional interaction when the virtual roles compete for the virtual moving body, increases the diversity of the interaction mode and the playability of the game, and then improves the retention rate of the players. The technical problems of the prior art that the single interaction mode and the insufficient playability lead to the loss of players, server waste and resource waste are solved. BRIEF DESCRIPTION OF DRAWINGS

[0011] Figure 1 is an application system diagram of a game interaction control method provided by an embodiment of the application;

[0012] Figure 2 is an application system diagram of another game interaction control method provided by an embodiment of the application;

[0013] Figure 3 is a flowchart of a game interaction control method provided by a first embodiment of the application;

[0014] FIG. 4(a) is a first schematic diagram of a game interaction control method provided by a first embodiment of the application;

[0015] FIG. 4(b) is a second schematic diagram of a game interaction control method provided by a first embodiment of the application;

[0016] FIG. 4(c) is a third schematic diagram of a game interaction control method provided by a first embodiment of the application;

[0017] FIG. 4(d) is a fourth schematic diagram of a game interaction control method provided by a first embodiment of the application;

[0018] FIG. 4(e) is a fifth schematic diagram of the method for controlling interaction in a game according to the first embodiment of the present application;

[0019] FIG. 4(f) is a sixth schematic diagram of the method for controlling interaction in a game according to the first embodiment of the present application;

[0020] FIG. 4(g) is a seventh schematic diagram of the method for controlling interaction in a game according to the first embodiment of the present application;

[0021] FIG. 5(a) is a first schematic diagram of displaying a first mark according to the first embodiment of the present application;

[0022] FIG. 5(b) is a second schematic diagram of displaying a first mark according to the first embodiment of the present application;

[0023] FIG. 5(c) is a third schematic diagram of displaying a first mark according to the first embodiment of the present application;

[0024] FIG. 5(d) is a fourth schematic diagram of displaying a first mark according to the first embodiment of the present application;

[0025] FIG. 5(e) is a fifth schematic diagram of displaying a first mark according to the first embodiment of the present application;

[0026] FIG. 6(a) is a first schematic diagram of displaying a second mark according to the first embodiment of the present application;

[0027] FIG. 6(b) is a second schematic diagram of displaying a second mark according to the first embodiment of the present application;

[0028] FIG. 6(c) is a third schematic diagram of displaying a second mark according to the first embodiment of the present application;

[0029] FIG. 6(d) is a fourth schematic diagram of displaying a second mark according to the first embodiment of the present application;

[0030] FIG. 6(e) is a fifth schematic diagram of displaying a second mark according to the first embodiment of the present application;

[0031] FIG. 6(f) is a sixth schematic diagram of displaying a second mark according to the first embodiment of the present application;

[0032] Figure 7 is a structural schematic diagram of the device for controlling interaction in a game according to the second embodiment of the present application;

[0033] Figure 8 is a structural schematic diagram of the terminal device according to the third embodiment of the present application. DETAILED DESCRIPTION

[0034] In the following description, numerous specific details are set forth in order to provide a thorough understanding of the present application. However, the present application can be practiced without the specific details. In other instances, well-known methods, procedures, components, and circuits have not been described in detail so as not to obscure the present application. The present application is not limited to the implementation described herein but extends to each and every implementation within the scope of the claims.

[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 (e.g., basketball video games, soccer video games, etc.), when a virtual character triggers a virtual moving body (e.g., a basketball, a soccer ball, etc.) to make a final attack (e.g., a shot, a goal, etc.), there is often an interactive way in which the virtual moving body is contested by multiple virtual characters after missing the target object (e.g., not hitting the basket, not shooting the goal).

[0036] Currently, in order to enable a player to control a virtual character to participate in the contest interaction for a virtual moving body, 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 a movement preparation in advance based on the position. For example, in some ball game video games, the landing position of the virtual moving body is displayed on the virtual court ground after the virtual moving body contacts the target object, so that the player can control the virtual character to move in advance based on the landing position to obtain the possibility of contesting the virtual moving body. For another example, in some ball game video games, the projection position of the virtual moving body is displayed on the virtual court ground in real time from the moment the virtual moving body is released, so that the player can make a preliminary judgment of the landing point of the virtual moving body, and thus make a movement preparation for the virtual character to contest the virtual moving body. However, neither the scheme of displaying the landing position nor the scheme of displaying the projection position in real time can provide other interactive ways for contesting the virtual moving body. This is because, for the scheme of displaying the landing position, the display of the landing position usually has a certain lag, and since it is displayed after the virtual moving body contacts the target object, it often has a short time and cannot support other interactive ways; for the scheme of displaying the projection position in real time, since the projection position changes along with the change of the virtual moving body, it is difficult to clearly define the position interaction relationship between the projection position and the virtual character, and it is difficult to support other interactive ways. In summary, the prior art has the problem of single interactive way, which undoubtedly leads to insufficient game playability, player loss, and then causes server waste and resource waste.

[0037] Therefore, the application provides an interaction control method in a game. The method marks a first area in a virtual field region that can have a position interaction with a second virtual character with a set skill, when a first virtual character performs a first skill behavior and the execution result indicates that a scoring event cannot be triggered, thereby improving the acquisition behavior of the second virtual character to a virtual moving body. The method provided by the application increases the position interaction of the virtual character with the first area and the behavior interaction triggered by the position interaction when the virtual characters compete for the virtual moving body, increases the diversity of the interaction mode and the playability of the game, thereby improving the retention rate of the players and avoiding the waste of the server and resources.

[0038] The game interaction control method, device, terminal equipment and computer readable storage medium provided by the application will be further described in detail below in combination with specific embodiments and drawings.

[0039] Figure 1 is an application system diagram of a game interaction control method provided by an embodiment of the application. As shown in Figure 1 , the system includes a user terminal 101 and a server 102. The user terminal 101 can be any device such as a smart phone, a tablet computer, a notebook computer, a desktop computer, a personal digital assistant (PDA), etc. The server 102 can be a processing module inside the user terminal 101, can also be a processing device electrically connected with the user terminal 101, and can also be a server in communication connection with the user terminal 101. The game interaction control method provided by the application is deployed on the server 102, so that the players can select different interaction modes when controlling virtual characters to compete for virtual moving bodies based on the user terminal 101, to achieve different skill effects.

[0040] Figure 2 is an application system diagram of another game interaction control method provided by an embodiment of the application. As shown in Figure 2 , the system includes a plurality of game terminals 201 and a game server 202 in communication connection with the game terminals 201. The game terminals 201 can be any device such as a smart phone, a tablet computer, a notebook computer, a desktop computer, a personal digital assistant (PDA), etc. The game server 202 can be a stand-alone server, can also be a server group composed of a plurality of servers, and can also be a cloud server. The game application and the game interaction control method provided by the application are deployed on the game server 202. When a plurality of players participate in the game based on a plurality of game terminals 201, the game server 202 enhances the playability of each player when competing for a virtual moving body based on the method provided by the application.

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

[0042] The method for interaction control in a game provided by the embodiment provides a graphical user interface by 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 the user to interact with the electronic device through icons and visual indicators. In the embodiment, the content displayed by the graphical user interface includes at least part of a virtual field region and a plurality of virtual characters in the virtual field region, and the virtual field region includes at least a target object and a virtual moving body.

[0043] The game described in the embodiment includes at least various ball games, such as a basketball video game, a football video game, etc. The virtual field region can be understood as a virtual scene generated by simulating a real sports competition field by computer technology. For example, a virtual basketball court generated by simulating a real basketball court, a virtual football court generated by simulating a real football court, etc. For example, in a basketball video game, the virtual field region can include virtual marking lines such as sidelines, baselines, centerlines, three-point lines, free-throw lines, etc., and can also include virtual objects such as a basket stand, a basket, a basketball, etc. In the embodiment, the virtual field region can be a three-dimensional virtual scene or a two-dimensional virtual scene, which is determined according to the game setting and is not limited herein.

[0044] In the embodiment, the virtual field region includes a plurality of virtual characters. The virtual character can be understood as an entity existing in a virtual environment. In the embodiment, the virtual character can include virtual athletes competing in the virtual field region, and can also include virtual referees, virtual spectators, etc. In the embodiment, the virtual character can be a character directly controlled by a player, i.e., a player character, or a character driven by a computer algorithm, i.e., a non-player character. In a specific implementation, the plurality of virtual characters include a plurality of virtual athletes, and the plurality of virtual athletes are player characters controlled by a plurality of players through terminal devices of the players. Other characters included in the plurality of virtual characters, such as virtual referees and virtual spectators, can be non-player characters driven by a computer algorithm.

[0045] In the embodiment, the virtual mobile object included in the virtual field region can be understood as a virtual object capable of moving in the virtual field region except for the virtual character, and specifically, moving in the virtual field region triggered by the virtual character. For example, a virtual basketball in a basketball video game, a virtual football in a football video game, and the like. The target object included in the virtual field region can be understood as a hitting object of the virtual mobile object. When the virtual character triggers the virtual mobile object 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, and the like.

[0046] The content displayed by the graphical user interface can also have other functional components (such as an attribute list, a teammate list, a skill backpack, etc.), other operation controls (such as a movement control, a skill control), and the like. The specific difference is due to different game settings, which is not limited here.

[0047] Figure 3 is a flowchart of the interaction control method in the game provided by the embodiment. The following describes the embodiment in conjunction with Figure 3 The interaction control method in the game provided by the embodiment is described in detail. The embodiments described below are used to explain the technical solutions of the present application, and are not limited to actual use.

[0048] As shown in Figure 3 The interaction control method in the game provided by the embodiment includes the following steps S310 to S330.

[0049] Step S310, in the case that the second virtual character has a set skill, in response to the first virtual character performing a first skill action by using a virtual mobile object, determining an execution result of the first skill action, and controlling the virtual mobile object to move away from the first virtual character and towards a target object.

[0050] In the embodiment, the first virtual character can be a virtual character controlled by a player, or a virtual character driven by an intelligent agent or a computer program. In the current game round, the first virtual character holds the virtual mobile object, and the first virtual character controlled by the player or driven by the computer program performs the first skill action by using the virtual mobile object. The first virtual character holding the virtual mobile object can be obtained by the first virtual character performing a fighting, a stealing, or the like, or can be obtained based on a passing action of a teammate character belonging to the same team as the first virtual character, and the specific implementation is not limited.

[0051] In the embodiment, the first skill behavior can be understood as a behavior of the first virtual role successfully moving the virtual moving body to the target object. That is, the first virtual role performs the behavior of moving the virtual moving body to the target object without being disturbed by other virtual roles, thereby successfully moving the virtual moving body out. For example, in a video basketball game, the first skill behavior can be a behavior of the first virtual role throwing a virtual basketball without being blocked.

[0052] In an optional implementation, the first virtual role performs the first skill behavior is a behavior action controlled by the first virtual role in response to a trigger instruction of the first skill behavior. Optionally, the trigger instruction of the first skill behavior can be instruction information generated by the operation player of the first virtual role on the terminal device in response to the operation player performing a trigger operation for the first skill behavior. For example, in response to the operation player clicking, double-clicking, pressing, sliding, dragging, etc. on an attack ending control (such as an attack ending button displayed on a graphical user interface, a key corresponding to an attack ending behavior on a keyboard, etc.). The specific form of the attack ending control is related to the specific game setting, which is not limited here. For example, in a basketball video game, the attack ending control can be a shooting control, etc. For example, in a football video game, the attack ending control can be a shooting control, etc. Optionally, the trigger instruction of the first skill behavior can also be instruction information issued by the agent when the first virtual role is taken over by the agent.

[0053] The second virtual role refers to a virtual role in the plurality of virtual roles that has a set skill. The set skill can be understood as a kind of exclusive skill or a skill that needs to be acquired, and is not an ordinary skill that every virtual role has. In the embodiment, the set skill is a skill that enables the virtual role to interact with the position of the first region to increase the efficiency of acquiring the virtual moving body. Specifically, the set skill can be an exclusive skill configured by a developer for a certain type of virtual role during game development, or a skill triggered by meeting a set condition, such as a skill triggered by the virtual role actively defending, using a prop, increasing an attribute value, etc. Conversely, the second virtual role is a virtual role that has an exclusive skill, or a virtual role that meets a set condition. In the embodiment, after the second virtual role has the set skill and the first virtual role performs the first skill behavior, the execution result of the first skill behavior is predicted. The execution result includes a score triggering event and a score non-triggering event. Specifically, taking the virtual moving body hitting the target object as the score standard, the score triggering event is that the virtual moving body hits the target object, and the score non-triggering event is that the virtual moving body does not hit the target object.

[0054] In an optional implementation, the target object has a corresponding internal region, the internal region is a region triggering the score event, and the score event is triggered when the virtual moving body enters the internal region by the skill action. Similarly, the score event cannot be triggered if the virtual moving body fails to enter the internal region by the skill action.

[0055] In an optional implementation, the execution result of the first skill action is predicted based on the execution state of the first virtual character when the first virtual character executes the first skill action. That is, whether the first skill action can trigger the score event is predicted while the first virtual character executes the first skill action. Optionally, first, the hit probability of the first virtual character executing the first skill action in the current round is calculated according to the execution state of the first virtual character when the first virtual character executes the first skill action, such as the height, force, and angle when the virtual moving body is transferred, and the position state of the first virtual character relative to the target object, such as the distance relative to the target object and the angle relative to the target object. Second, whether the virtual moving body hits the target object in the current round is determined according to the size relationship between the hit probability and the random number. For example, the calculated hit probability is 0.56, and the random number is 0.43. Since the hit probability 0.56 is greater than the random number 0.43, it is determined that the first skill action executed by the first virtual character in the current round can make the virtual moving body hit the target object, and then it is judged that the first skill action executed by the first virtual character in the current round can trigger the score event. For example, 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 action executed by the first virtual character in the current round cannot make the virtual moving body hit the target object, and then it is judged that the first skill action executed by the first virtual character in the current round cannot trigger the score event.

[0056] In this embodiment, after the execution result of the first skill action is predicted, the virtual moving body is controlled to move away from the first virtual character and move towards the target object. Specifically, controlling the virtual moving body to move away from the first virtual character and move towards the target object can include: if the execution result indicates that the score event cannot be triggered, controlling the virtual moving body to contact the target object and bounce back; and if the execution result indicates that the score event is triggered, controlling the virtual moving body to enter the internal region of the target object.

[0057] For example, in a basketball video game, when the virtual basketball does not enter the internal region of the virtual basket, no score is obtained, and the virtual basketball is bounced back by the basket stand. When the virtual basketball enters the internal region of the virtual basket, a score is obtained. For example, in a football video game, when the virtual football does not enter the internal region of the virtual goal, no score is obtained, and the virtual football is bounced back by the goal frame. When the virtual football enters the internal region of the virtual goal, a score is obtained.

[0058] In step S320, if the execution result indicates that the scoring event cannot be triggered, the first region is marked in the virtual scene area after the virtual mobile body leaves the first virtual character.

[0059] In this embodiment, when it is predicted that the first skill behavior cannot trigger the scoring event, the first region is marked in the virtual scene area after the virtual mobile body leaves the first virtual character. It should be noted that the time consumption of the prediction step is extremely short, and the player can not perceive the time difference between the virtual mobile body leaving the first virtual character and the first region being marked.

[0060] In an optional implementation, the first region is associated with a position in the air that can be contested by the virtual characters after the virtual mobile body contacts the target object. After the virtual mobile body contacts the target object, the virtual mobile body is bounced back, and the plurality of virtual characters can contest the virtual mobile body during the bouncing back of the virtual mobile body to obtain the possession right in the next game round.

[0061] In an optional implementation, the position that can be contested by the virtual characters includes: a position where the virtual mobile body contacts the target object and bounces back to the highest point, or a position in a contending position interval, the vertical height corresponding to the position in the contending position interval is within a preset height range in which the virtual mobile body can be contested.

[0062] After the virtual mobile body contacts the target object, the virtual mobile body will bounce back, and the bounce height of the virtual mobile body is related to the execution state of the first virtual character when the first skill behavior is performed. For example, the greater the force of the first virtual character when the first skill behavior is performed, the higher the bounce height of the virtual mobile body can be. The greater the angle of the first virtual character when the first skill behavior is performed, the higher the bounce height of the virtual mobile body can be. Specifically, the bounce height of the virtual mobile body is determined by a movement trajectory, and the movement trajectory is selected from a preset trajectory library according to the execution state of the first virtual character when the first skill behavior is performed. The specific selection method will be described in detail in the subsequent content.

[0063] In this embodiment, the position that can be contested by the virtual characters is related to the bounce height of the virtual mobile body after contacting the target object and a preset height range in which the virtual mobile body can be contested. Specifically, the vertical height corresponding to the position that can be contested by the virtual characters is within the preset height range.

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

[0065] In a specific implementation manner, when the vertical height of the highest point of the virtual mobile body after contacting the target object and bouncing back corresponds to a position within the preset height range of the virtual mobile body that can be contended for, the highest point is determined as a position that can be contended for by the virtual character; and when the vertical height of the highest point of the virtual mobile body after contacting the target object and bouncing back is higher than the preset height range of the virtual mobile body that can be contended for, the position in the contention 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 of the virtual basketball that can be contended for is [1.8 meters-2.7 meters], the vertical height of the highest point of the virtual basketball after contacting the virtual basket and bouncing back is 2.5 meters, and then the position that can be contended for by the virtual character is the highest point. The vertical height of the highest point of the virtual basketball after contacting the virtual basket and bouncing back is 2.9 meters, and then the position that can be contended for by the virtual character is the position in the contention position interval.

[0067] In an optional implementation manner, the contention position interval is related to the bouncing trajectory of the virtual mobile body after contacting the target object, and the bouncing trajectory is used to indicate the moving path of the virtual mobile body after contacting the target object.

[0068] In a video game, when the virtual character triggers the virtual mobile body to move, no real force is generated on the virtual mobile body. Therefore, the moving path of the mobile body after being subjected to the force in the real world needs to be simulated to guide the moving behavior of the virtual mobile body in the virtual field.

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

[0070] In the method provided in the embodiment, the game developer constructs the trajectory library during the game development stage. The trajectory library includes a plurality of trajectories, and the trajectories are used to guide the moving behavior of the virtual moving body in the virtual field region. In the embodiment, the target trajectory is a trajectory in the plurality of trajectories matching 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 towards the target object, the method provided in the embodiment further includes: determining the target trajectory. Specifically, according to the position of the first virtual character when performing the first skill behavior in the virtual field region, the position of the target object in the virtual field region, and the execution result of the first skill behavior, the matching trajectory is selected from the plurality of 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 the position information of each trajectory point is recorded in each 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 execution result of the first skill behavior being unable to trigger the scoring event, a trajectory having a starting point matching the position of the first virtual character when performing the first skill behavior, and an intermediate point matching the position of the target object but not passing through the inside of the target object is selected from the trajectory library, and the trajectory is used as the target trajectory to guide the moving behavior of the virtual moving body in the virtual field region.

[0073] Of course, in some implementations, the screening of 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 moving body, the transfer strength when the first virtual character transfers the virtual moving body, the transfer angle when the first virtual character transfers the virtual moving body, and the like. Specifically, the position of the first virtual character when transferring the virtual moving body will affect the starting point of the trajectory, and the skill execution state when transferring the virtual moving body (such as the transfer height, transfer strength, and transfer angle when transferring the virtual moving body) will affect the shape of the trajectory, such as being higher or flatter, turning a circle after contacting the target object, or directly bouncing away, and the like. When screening the target trajectory, the execution state when the first virtual character performs the first skill behavior is taken as a reference factor, and a target trajectory with stronger realism can be obtained. The specific method of screening the target trajectory is not limited here.

[0074] The rebound trajectory can be the latter half of the target trajectory, that is, a local trajectory in the target trajectory indicating the moving path of the virtual moving body after contacting the target object. Of course, the rebound trajectory can also be an independent trajectory indicating only the moving path of the virtual moving body after contacting the target object, which is screened from the trajectory library according to the execution result of the first skill behavior. The specific determination can be made according to the game setting, which is not limited here. In this embodiment, the contention position interval is determined by the rebound trajectory.

[0075] In an optional implementation, the contention position interval is determined by the positions of the trajectory points on the first sub-rebound trajectory in the virtual field region space, and a preset height range in which the virtual moving body can be contended.

[0076] The rebound trajectory includes a first part in which the virtual moving body contacts the target object and rebounds to the highest point, and a second part in which the virtual moving body falls to the virtual field region after reaching the highest point. Generally, the virtual character will start to contend after the virtual moving body rebounds to the highest point, and therefore, the trajectory related to the contention position interval is the second part of the rebound trajectory, which is defined as the first sub-rebound trajectory in this embodiment.

[0077] In a specific implementation, the method for determining the contention position interval includes: determining a plurality of first trajectory points according to the vertical heights corresponding to the positions of the trajectory points on the first sub-rebound trajectory in the virtual field region space, and a preset height range in which the virtual moving body can be contended, the first trajectory point being a trajectory point in which the vertical height is within the preset height range in which the virtual moving body can be contended; and combining the positions of the first trajectory points in the virtual field region space into the contention position interval.

[0078] For example, in a video basketball game, the preset height range of the virtual basketball that can be contested is [1.8 meters-2.7 meters], and the vertical height corresponding to each trajectory point on the first sub-bounce trajectory is compared with the preset height range. If the vertical height corresponding to 1000 trajectory points from trajectory point Xm to trajectory point Xn is within [1.8 meters-2.7 meters], the positions of the 1000 trajectory points from trajectory point Xm to trajectory point Xn in the virtual scene area are determined as the contest position interval.

[0079] In an optional implementation, the position that can be contested by the virtual character is the position of any one of the first trajectory points in the virtual scene area, that is, the position that can be contested by the virtual character is any position in the contest position interval. For example, the contest position interval is composed of the positions of the 1000 trajectory points from trajectory point Xm to trajectory point Xn in the virtual scene area, and the position that can be contested by the virtual character is the position of any one of the 1000 trajectory points from trajectory point Xm to trajectory point Xn in the virtual scene area.

[0080] In another optional implementation, the position that can be contested by the virtual character is the position of the first trajectory point with the earliest time sequence in the first trajectory points in the virtual scene area, that is, the position that can be contested by the virtual character is the position corresponding to the first frame in which the virtual moving body falls into the contest position interval. For example, the contest position interval is composed of the positions of the 1000 trajectory points from trajectory point Xm to trajectory point Xn in the virtual scene area, and the time sequence of trajectory point Xm is earlier than that of trajectory point Xn, that is, trajectory point Xm is closer to the starting trajectory point of the first trajectory. The position that can be contested by the virtual character is the position of trajectory point Xm in the virtual scene area.

[0081] In an optional implementation, the position that can be contested by the virtual character is determined, and the first area is determined. Specifically, the first area is determined according to the target projection position, and the target projection position is the projection position of the position that can be contested by the virtual character in the virtual scene area. That is, the first area is determined according to the projection position corresponding to the position that can be contested by the virtual character.

[0082] In an optional implementation, the starting position and the ending position in the contest position interval are mapped to the projection positions in the virtual scene area as boundary points to construct the first area. The starting position in the contest position interval is the position of the first trajectory point with the earliest time sequence in the first trajectory points in the virtual scene area, and the ending position in the contest position interval is the position of the first trajectory point with the latest time sequence in the first trajectory points in the virtual scene area.

[0083] In another optional implementation, the first region can be constructed by mapping the position of the highest point and the position of the end point in the contention position interval as boundary points in the projection position in the virtual field region. The end point in the contention position interval is the position of the last one of the plurality of first trajectory points in time sequence in the virtual field region.

[0084] In another optional implementation, the first region can be constructed by mapping the earliest one of the plurality of trajectory points in the rebound trajectory whose vertical height is within the preset height range of the virtual mobile body that can be contended and the last one of the plurality of trajectory points in the rebound trajectory as boundary points in the projection position in the virtual field region.

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

[0086] In a specific implementation, the first region is a circular region constructed with the target projection position as the center and a preset distance as the radius. For example, a circular region constructed with the target projection position as the center and 1 meter as the radius. The preset distance is an adjustable value, which can be set by the developer based on the character attribute of the virtual character in the game (such as the arm length of the virtual character) so that the virtual character can touch the virtual mobile body regardless of the position of the virtual character in the first region.

[0087] In an optional implementation, the first region is associated with the position of the virtual mobile body in the virtual field region after the virtual mobile body contacts the target object. Specifically, the position of the virtual mobile body in the virtual field region is the position of the end trajectory point of the target trajectory in the virtual field region, and the target trajectory is used to indicate the movement path of the virtual mobile body after leaving the first virtual character. The determination method of the target trajectory has been described in detail above, and will not be repeated here.

[0088] Based on this, in an optional implementation, the first region is a graphical region constructed with the position of the virtual mobile body in the virtual field region as the center, such as a circle, a rectangle, a triangle, a diamond, etc., which is not limited here.

[0089] In a specific implementation, the first region is a circular region constructed with the position of the virtual mobile body in the virtual field region as the center and a preset distance as the radius.

[0090] In step S330, in response to the second virtual character performing the second skill behavior of obtaining the virtual mobile body after the virtual mobile body contacts the target object, the second skill behavior is enhanced according to the positional relationship between the second virtual character and the first region.

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

[0092] For a virtual character without the set skill, in an optional implementation, the positional relationship between the virtual character and the first area will not be detected, and then 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 then the skill behavior performed by the virtual character will also be weakened. Specifically, it can be determined according to the game setting, which is not limited here.

[0093] In an optional implementation, after the virtual mobile body contacts the target object, the method provided by the embodiment can further include: settling 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 will change at any time, and the positional relationship between the second virtual character and the first area is a decisive factor for determining how to enhance the second skill behavior. Therefore, it is necessary to determine a settlement time point, and the positional relationship between the second virtual character and the first area at the settlement time point is taken as the settlement result, and the settlement result triggers different enhancement effects of the second skill behavior.

[0095] In the embodiment, the virtual mobile body contacting the target object is taken as the settlement time point, that is, after the virtual mobile 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 mobile body contacts the target object, the second virtual character is located inside 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 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 second skill behavior can be understood as increasing the ability of the second virtual role to obtain the virtual moving body. In this embodiment, the increased ability is related to the settlement result (i.e., the positional relationship between the second virtual role and the first region). Specifically, in response to the second virtual role being located within the first region, the ability of the second virtual role to obtain the virtual moving body in a short distance is increased. In response to the second virtual role being located outside the first region, the ability of the second virtual role to obtain the virtual moving body in a long distance is increased.

[0097] The second virtual role being located within the first region indicates that the second virtual role is closer to the position of the virtual moving body after contacting the target object and being obtained by the virtual role. Therefore, the second skill behavior can be enhanced by increasing the ability of the second virtual role to obtain the virtual moving body in a short distance. For example, the intensity of physical confrontation between the second virtual role and other virtual roles can be increased, the intensity of the second virtual role in fighting for the virtual moving body can be increased, the collision volume of the second virtual role can be increased to increase the probability of the second virtual role blocking other virtual roles in fighting for the virtual moving body, and the like. The second virtual role being located outside the first region indicates that the second virtual role is farther away from the position of the virtual moving body after contacting the target object and being obtained by the virtual role. Therefore, the second skill behavior can be enhanced by increasing the ability of the second virtual role to obtain the virtual moving body in a long distance. For example, the moving speed of the second virtual role in running to the virtual moving body can be increased, the jumping distance of the second virtual role in jumping to fight for the virtual moving body can be increased, the collision volume of the second virtual role can be increased to increase the probability of the second virtual role knocking down other virtual roles after jumping, the probability of the second virtual role pushing away other virtual roles after obtaining the virtual moving body can be increased, and the like.

[0098] Based on this, the player can control the position interaction between the second virtual role and the first region in the game process according to the positions of the virtual roles in the virtual field region in the own team and the opposing team, to achieve different enhancement effects.

[0099] The above steps are exemplarily 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 in this embodiment.

[0100] As shown in FIG. 4(a), a virtual basketball court 410 and virtual characters 421, 422, 423 in the virtual basketball court 410 are displayed on the graphical user interface. The virtual character 421 is a virtual character controlled by the current player and has a set skill. The virtual basketball court 410 includes a virtual basketball stand 412 erected on a bottom line 411, and a virtual basketball hoop 413 supported by the virtual basketball stand 412. The graphical user interface also displays a rebound control 441, a movement control 442, and other controls (not marked in the figure). The virtual character 422 currently holds a virtual basketball 430.

[0101] As shown in FIG. 4(b), in response to the virtual character 422 performing a throwing action of throwing the virtual basketball 430 towards the virtual basketball hoop 413, it is determined whether the virtual basketball 430 can enter the inside of the virtual basketball hoop 413, and the virtual basketball 430 is controlled to move away from the virtual character 422 and towards the virtual basketball hoop 413.

[0102] As shown in FIG. 4(c), in response to determining that the virtual basketball 430 cannot enter the inside of the virtual basketball hoop 413, i.e., a scoring event cannot be triggered, the virtual basketball 430 is controlled to move along a trajectory 450 towards the virtual basketball hoop 413, and a first area 460 is marked on the ground of the virtual basketball court 410. The trajectory 450 is a matching trajectory selected from a trajectory library. Generally, the trajectory is not displayed on the graphical user interface (of course, in some cases, it can be displayed in solid line form, dashed line form, highlighted form, low-light form, etc.), and in the present figure, the trajectory 450 is displayed in dashed line form to more clearly illustrate the movement 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 on the ground of the virtual basketball court 410 of a position 462 that can be contested by virtual characters. In the present figure, the position 462 that can be contested by virtual characters is the position where the virtual basketball 430 contacts the virtual basketball hoop 413 and bounces to the highest point.

[0103] As shown in FIG. 4(d), the player finds that there are fewer virtual characters under the virtual basketball hoop 413, and the possibility of obtaining the rebound ball in a short distance is greater, and accordingly triggers the movement control 442 to control the virtual character 421 to move to the inside of 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 basketball hoop 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 judges that it is the right time to contest the rebound, and accordingly clicks the rebound control 441.

[0106] As shown in FIG. 4(g), in response to the player clicking the rebound control 441, the virtual character 421 performs a fighting action (e.g., fighting against other virtual characters and jumping up) to compete for the virtual basketball 430, and based on the settlement result, the fighting strength and jumping height of the virtual character 421 are enhanced.

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

[0108] In an optional implementation, after the virtual moving body leaves the first virtual character, the first region is marked in the virtual field region, including: marking the first region in the virtual field region in the process in which the virtual moving body moves to the target object.

[0109] In an optional implementation, marking the first region includes displaying an identifier corresponding to the first region, and in this embodiment, the identifier corresponding to the first region is defined as a first identifier. Based on this, marking the first region in the virtual field region includes displaying the first identifier corresponding to the first region in the virtual field region.

[0110] The first identifier corresponding to the first region can be represented in a graphical form, a text form, an animation form, etc., and is not specifically limited. Displaying the first identifier corresponding to the first region in the virtual field region enables the player to accurately control the second virtual character to positionally interact with the first region, thereby autonomously selecting the efficiency 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, which is not specifically limited here. For example, the first special effect animation is a ring-shaped fluid animation, and the edge of the fluid animation represents the boundary of the first region. In this embodiment, marking the first region in the form of the first special effect animation can highlight the first region in the virtual field region and enhance the visual effect of the first identifier.

[0112] Optionally, the first special effect animation has various display states, such as different colors, different brightnesses, different transparencies, etc., and different states of the first special effect animation can be displayed according to the settlement result. Specifically, in response to the second virtual character being located outside the first region, the first special effect animation in a first state is displayed; and in response to the second virtual character being located inside the first region, the first special effect animation in a second state is displayed. By displaying the first special effect animation in different states, the player can be prompted about the positional relationship between the current virtual character and the first region.

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

[0114] In an optional implementation, the display state of the first special effect animation also changes with the position change between the second virtual character and the first region. That is, the method provided in this embodiment can further include: in response to the second virtual character performing a moving behavior of moving into or out of the first region, 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 region in position is enhanced.

[0115] For example, when the first region is marked, if the second virtual character is outside the first region, the first special effect animation in blue is displayed. The player controls the second virtual character to move into the first region, and the display state of the first special effect animation is changed from blue to orange. When the first region is marked, if the second virtual character is inside the first region, the first special effect animation in orange is displayed. The player controls the second virtual character to move out of the first region, and the display state of the first special effect animation is changed from orange to blue.

[0116] The following takes a video basketball game as an example to illustrate the above steps. FIG. 5 is a schematic diagram of displaying a first mark provided in this embodiment.

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

[0118] As shown in FIG. 5(b), in response to the virtual character 522 performing a throwing behavior of throwing the virtual basketball 530 to the virtual basketball hoop 513, it is judged whether the virtual basketball 530 can enter the inside of the virtual basketball hoop 513, and the virtual basketball 530 is controlled to move away from the virtual character 522 and towards the virtual basketball hoop 513.

[0119] As shown in FIG. 5 (c), in response to judging that the virtual basketball 530 cannot enter the inside of the virtual basket 513, i.e., cannot trigger the scoring event, a first special effect animation 570 corresponding to the first area 560 is displayed on the ground of the virtual basketball court 510 in the process of the virtual basketball 530 moving towards the virtual basket 513. Since the current virtual role 521 is located 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 roles under the virtual basket 513, and the possibility of obtaining the rebound ball in the short distance is greater, and then triggers the movement control 542 to control the virtual role 521 to move to the inside of the first area 560.

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

[0122] In an optional implementation, when the virtual moving body satisfies a preset condition, the first area will be unmarked. The preset condition includes that the virtual moving body contacts the target object, or the virtual moving body is obtained by the virtual role 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 when the virtual moving body contacts the target object and is obtained by the virtual role, and the specific implementation is not limited herein.

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

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

[0125] After the virtual moving body contacts the target object, the positional relationship between the second virtual role and the first area will be settled, and then even if the positional relationship between the second virtual role and the first area changes, the settlement result will not be changed. Therefore, when the virtual moving body contacts the target object, the positional interaction between the second virtual role and the first area will end. In the 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 shown to the player by displaying the second mark at the associated position of the second virtual role. The settlement result is determined after the virtual moving body contacts the target object and will not be changed, and therefore, the display of the second mark can be instantaneous, and the second mark does not need to be displayed on the graphical user interface continuously.

[0126] The associated position refers to any position that can enable the player to understand the virtual character corresponding to the second identifier, such as a position above the head of the virtual character, a position below the feet of the virtual character, a position of an attribute bar of the virtual character, and the like, without limitation.

[0127] In an implementation mode, 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 specific content of the special effect animation can be determined according to game settings, without limitation here. Exemplarily, the second special effect animation is a flame animation, which is displayed at a position below the feet of the second virtual character. In this embodiment, the second identifier is displayed in the form of the 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 effect animation has multiple display states, such as different colors, different brightnesses, different transparencies, and the like. According to the settlement result (that is, the position relationship between the second virtual character and the first region after the virtual moving body contacts the target object), the second special effect animation in different states is displayed. Specifically, in response to the second virtual character being located within the first region, the second special effect animation in a third state is displayed; and in response to the second virtual character being located outside the first region, the second special effect animation in a fourth state is displayed.

[0129] Exemplarily, the second special effect animation in the third state is a flame special effect animation in green, and the first special effect animation in the fourth state is a flame special effect animation in red. When the settlement result is that the second virtual character is located within the first region, the flame special effect animation in green is displayed below the feet of the second virtual character; and when the settlement result is that the second virtual character is located outside the first region, the flame special effect animation in red is displayed below the feet of the second virtual character.

[0130] The following takes a video basketball game as an example to illustrate the above steps. FIG. 6 is a schematic diagram of displaying a second identifier provided in this embodiment.

[0131] As shown in FIG. 6(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 a set skill. The virtual basketball court 610 includes a virtual basketball stand 612 erected on a bottom line 611 and a virtual basketball hoop 613 supported by the virtual basketball stand 612. The graphical user interface also displays a rebound control 641, a movement control 642, and other controls (not marked in the diagram). The virtual character 622 currently holds a virtual basketball 630.

[0132] As shown in FIG. 6(b), in response to the virtual character 622 performing a throwing action of throwing the virtual basketball 630 towards 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 move away from the virtual character 622 and towards 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., the scoring event cannot be triggered, a first area 660 is marked on the ground of the virtual basketball court 610 during the movement of the virtual basketball 630 towards 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 the rebound is greater, and accordingly triggers the movement control 642 to control the virtual character 621 to move to the interior of 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 in the first area 660.

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

[0137] In an optional implementation, the second virtual character has a set skill, and can not only increase the ability of the virtual character to obtain the virtual moving body according to the settlement of the positional relationship between the virtual character and the first area, but also decrease the ability of a virtual character without the set skill to obtain the virtual moving body. Based on this, the method provided by the embodiment can further include: in response to a third virtual character performing a third skill action of obtaining the virtual moving body, decreasing the third skill action according to the positional relationship between the third virtual character and the first area, the third virtual character being a virtual character without the set skill among the plurality of virtual characters. The third virtual character can be a virtual character without the set skill in the opposing team of the team to which the second virtual character belongs, or can be a virtual character without the set skill in the team to which the second virtual character belongs, which can be determined according to specific game settings, and is not limited herein. Optionally, for a virtual character with the set skill, the ability of the virtual character to obtain the virtual moving body is not decreased.

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

[0139] Optionally, when the third virtual role is located within the first region, the ability of the third virtual role to obtain the virtual mobile body in a short range is reduced, such as reducing the intensity of physical confrontation between the third virtual role and other virtual roles, reducing the intensity of the third virtual role in fighting for the virtual mobile body, etc.; and when the third virtual role is located outside the first region, the ability of the third virtual role to obtain the virtual mobile body in a long range is not changed. Optionally, when the third virtual role is located outside the first region, the ability of the third virtual role to obtain the virtual mobile body in a long range is reduced, such as reducing the moving speed of the third virtual role to the virtual mobile body, reducing the jumping distance of the third virtual role to jump and fight for the virtual mobile body, increasing the probability of the third virtual role being pushed away by a second virtual role to obtain the virtual mobile body, etc.; and when the third virtual role is located within the first region, the ability of the third virtual role to obtain the virtual mobile body in a short range is not changed. Optionally, when the third virtual role is located within the first region, the ability of the third virtual role to obtain the virtual mobile body in a short range is reduced, and when the third virtual role is located outside the first region, the ability of the third virtual role to obtain the virtual mobile body in a long range is reduced. Based on the above optional implementation, the player controlling the third virtual role can control the positional interaction between the third virtual role and the first region, and autonomously select or avoid the reduction effect.

[0140] In an optional implementation provided in the embodiment, before the method provided in the embodiment is executed, it is first needed to judge whether the multiple virtual roles include a virtual role with a set skill. This is because, if the multiple virtual roles do not include a virtual role with a set skill, the enhancement or reduction effect on the skill behavior will not be triggered, and whether the first region is marked or not, the behavior interaction caused by the positional interaction between the virtual role and the first region will not occur, so in this case, the first region can not be marked.

[0141] The first embodiment provides an interaction control method in a game. In the method, a first virtual character performs a first skill action, and an execution result of the first skill action indicates that a scoring event cannot be triggered. A first area in a virtual field region, in which a second virtual character with a set skill can have a positional interaction, is marked. The acquisition behavior of the virtual mobile body by the second virtual character is thus improved. That is, when virtual characters compete for a virtual mobile body, positional interactions between the virtual characters and the first area, and behavior interactions triggered by the positional interactions are added, the diversity of interaction modes and the playability of the game are increased, the retention rate of players is improved, and server waste and resource waste are avoided.

[0142] It should be noted that the examples in the first embodiment are only for explaining the method described in the present application, and are not limited to actual use. The interaction control method in a game provided by the present application includes but is not limited to the method described in the first embodiment.

[0143] The second embodiment of the present application provides an interaction control device in a game. The device provides a graphical user interface through a terminal device. The content displayed by the graphical user interface includes at least part of a virtual field region and a plurality of virtual characters in the virtual field region. The virtual field region includes at least a target object and a virtual mobile body. Figure 7 FIG. 1 is a structural schematic diagram of an interaction control device in a game provided by the present embodiment.

[0144] As shown in FIG. 1, the interaction control device in a game provided by the present embodiment includes a movement control unit 701, an area marking unit 702, and a behavior changing unit 703. Figure 7 The movement control unit 701 is configured to, in response to a first virtual character performing a first skill action on a virtual mobile body, determine an execution result of the first skill action, and control the virtual mobile body to move away from the first virtual character and move towards the target object, when the second virtual character has a set skill.

[0145] The area marking unit 702 is configured to, if the execution result indicates that a scoring event cannot be triggered, mark a first area in the virtual field region after the virtual mobile body moves away from the first virtual character.

[0146] Optionally, the first area is associated with a position in the air that can be competed for by virtual characters after the virtual mobile body contacts the target object.

[0147] Optionally, the first area is an area determined according to a target projection position. The target projection position is a projection position of the position that can be competed for by virtual characters in the virtual field region.

[0148]

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

[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 the preset height range in which the virtual moving body can be contended, the position of the highest point is determined as the position that can be contended by the virtual character.

[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 the preset height range in which the virtual moving body can be contended, the position in the contention position interval is determined as the position that can be contended 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 positions of each trajectory point on a first sub-rebound trajectory in a virtual field region space and the preset height range in which the virtual moving body can be contended, and the first sub-rebound trajectory is a partial trajectory in the rebound trajectory indicating a moving path of the virtual moving body after reaching the highest point.

[0154] Optionally, the contention position interval is determined by positions of each trajectory point on a first sub-rebound trajectory in a virtual field region space and the preset height range in which the virtual moving body can be contended, and the first sub-rebound trajectory is a partial trajectory in the rebound trajectory indicating a moving path of the virtual moving body after reaching the highest point.

[0155] According to the vertical height corresponding to the position of each trajectory point in the virtual field region space and the preset height range in which the virtual moving body can be contended, a plurality of first trajectory points are determined, the first trajectory point being a trajectory point in which the vertical height is within the preset height range in which the virtual moving body can be contended.

[0156] The positions of each first trajectory point in the virtual field region space are combined to form the contention position interval.

[0157] Optionally, the position that can be contended by the virtual character is the position of any one of the plurality of first trajectory points in the virtual field region space.

[0158] Optionally, the position that can be contended by the virtual character is a position of a first trajectory point in time sequence earliest among the plurality of first trajectory points in the air of the virtual scene area.

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

[0160] Optionally, the first area is associated with a position of the virtual moving body in the virtual scene area after the virtual moving body contacts the target object.

[0161] Optionally, the position of the virtual moving body in the virtual scene area is a position of a terminal trajectory point of a target trajectory in the virtual scene area, the target trajectory being used to indicate a moving path of the virtual moving body after the virtual moving body leaves the first virtual character.

[0162] Optionally, the first area is a graphical area constructed with the position of the virtual moving body in the virtual scene area as a center.

[0163] Optionally, marking the first area in the virtual scene area after the virtual moving body leaves the first virtual character comprises:

[0164] marking the first area in the virtual scene area in a process in which the virtual moving body moves to the target object.

[0165] Optionally, marking the first area in the virtual scene area comprises:

[0166] displaying a first identifier corresponding to the first area in the virtual scene area.

[0167] Optionally, the first identifier comprises a first special effect animation.

[0168] The displaying the first identifier corresponding to the first area in the virtual scene area comprises:

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

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

[0171] Optionally, the device is further configured to:

[0172] in response to the second virtual character performing a moving behavior of moving into or out of the first area, changing a 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.

[0173] The behavior changing unit 703 is configured to, in response to a second virtual character performing a second skill behavior for obtaining the virtual moving body after the virtual moving body contacts the target object, according to a positional relationship between the second virtual character and the first region, enhance the second skill behavior.

[0174] Optionally, the method further includes:

[0175] In response to the virtual moving body satisfying a preset condition, canceling the marking of the first region, the preset condition including: the virtual moving body contacting the target object, or the virtual moving body being obtained by the virtual character after contacting the target object.

[0176] Optionally, after the virtual moving body contacts the target object, the method further includes:

[0177] According to the positional relationship between the second virtual character and the first region, displaying a second identifier at an associated position of the second virtual character.

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

[0179] The displaying of the second identifier at the associated position of the second virtual character according to the positional relationship between the second virtual character and the first region includes:

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

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

[0182] Optionally, after the virtual moving body contacts the target object, the method further includes:

[0183] Settling the positional relationship between the second virtual character and the first region.

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

[0185] In response to the second virtual character being located within the first region, increasing the ability of the second virtual character to obtain the virtual moving body in a short range;

[0186] In response to the second virtual character being located outside the first region, increasing the ability of the second virtual character to obtain the virtual moving body in a long range.

[0187] Optionally, the method further includes:

[0188] In response to the third virtual character performing an action of acquiring the virtual moving body by using the third skill, the third skill is weakened according to a positional relationship between the third virtual character and the first region, the third virtual character being a virtual character in the plurality of virtual characters that does not have the set skill.

[0189] Optionally, the third skill is weakened according to the positional relationship between the third virtual character and the first region, including:

[0190] In response to the third virtual character being located within the first region, the ability of the third virtual character to acquire the virtual moving body in a short range is reduced; and / or,

[0191] In response to the third virtual character being located outside the first region, the ability of the third virtual character to acquire the virtual moving body in a long range is reduced.

[0192] The third embodiment of the present application provides an electronic device, Figure 8 is a structural schematic diagram of the terminal device provided by the embodiment.

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

[0194] The memory 801 is configured to store computer instructions for performing an interactive control method in a game.

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

[0196] In a case where a second virtual character has a set skill, in response to a first virtual character performing a first skill action by using a virtual moving body, a result of the first skill action is determined, and the virtual moving body is controlled to move away from the first virtual character and towards a target object;

[0197] If the result indicates that a scoring event cannot be triggered, a first region is marked in the virtual field after the virtual moving body moves away from the first virtual character.

[0198] In response to a second virtual character performing a second skill action of acquiring the virtual moving body after the virtual moving body contacts the target object, the second skill action is enhanced according to a positional relationship between the second virtual character and the first region.

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

[0200] Optionally, the first region is a region determined according to a target projection position, the target projection position being a projection position of the position that can be contended for by the virtual character in the virtual scene region.

[0201] Optionally, the position that can be contended for by the virtual character includes a position at which the virtual moving body contacts the target object and bounces to a highest point, or a position in a contention position interval, the position in the contention position interval corresponding to a vertical height within a preset height range in which the virtual moving body can be contended for.

[0202] Optionally, in response to the vertical height corresponding to the position at which the virtual moving body contacts the target object and bounces to the highest point being within the preset height range in which the virtual moving body can be contended for, the position of the highest point is determined as the position that can be contended for by the virtual character.

[0203] In response to the vertical height corresponding to the position at which the virtual moving body contacts the target object and bounces to the highest point being higher than the preset height range in which the virtual moving body can be contended for, the position in the contention position interval is determined as the position that can be contended for by the virtual character.

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

[0205] Optionally, the contention position interval is determined by positions of each trajectory point on a first sub-bounce trajectory in a space of the virtual scene region, and the preset height range in which the virtual moving body can be contended for, the first sub-bounce trajectory being a partial trajectory of the bounce trajectory indicating a movement path of the virtual moving body after reaching the highest point.

[0206] Optionally, the contention position interval is determined by positions of each trajectory point on a first sub-bounce trajectory in a space of the virtual scene region, and the preset height range in which the virtual moving body can be contended for, including:

[0207] According to a vertical height corresponding to the position of each trajectory point in the space of the virtual scene region, and the preset height range in which the virtual moving body can be contended for, a plurality of first trajectory points are determined, the first trajectory point being a trajectory point in which the vertical height is within the preset height range in which the virtual moving body can be contended for.

[0208] The positions of each first trajectory point in the space of the virtual scene region are combined to form the contention position interval.

[0209] Optionally, the position that can be contended by the virtual character is a position of any one of the first track points in the virtual field region.

[0210] Optionally, the position that can be contended by the virtual character is a position of a first track point with the earliest time sequence in the virtual field region.

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

[0212] Optionally, the first region is associated with a position of the virtual moving body in the virtual field region after the virtual moving body contacts the target object.

[0213] Optionally, the position of the virtual moving body in the virtual field region is a position of an end track point of a target track in the virtual field region, the target track being used to indicate a moving path of the virtual moving body after the virtual moving body leaves the first virtual character.

[0214] Optionally, the first region is a graphical region constructed with the position of the virtual moving body in the virtual field region as a center.

[0215] Optionally, marking the first region in the virtual field region after the virtual moving body leaves the first virtual character comprises:

[0216] marking the first region in the virtual field region in a process in which the virtual moving body moves to the target object.

[0217] Optionally, the method further comprises:

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

[0219] Optionally, marking the first region in the virtual field region comprises:

[0220] displaying a first identifier corresponding to the first region in the virtual field region.

[0221] Optionally, the first identifier comprises a first special effect animation.

[0222] Optionally, displaying the first identifier corresponding to the first region in the virtual field region comprises:

[0223] in response to the second virtual character being located outside the first region, displaying the first special effect animation in a first state.

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

[0225] Optionally, the method further comprises:

[0226] in response to the second virtual character performing a moving behavior of moving into or out of the first region, changing a 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.

[0227] Optionally, the method further comprises:

[0228] displaying a second identifier at an associated position of the second virtual character according to a positional relationship between the second virtual character and the first region.

[0229] Optionally, the second identifier comprises a second special effect animation.

[0230] The displaying a second identifier at an associated position of the second virtual character according to a positional relationship between the second virtual character and the first region comprises:

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

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

[0233] Optionally, the method further comprises:

[0234] settling the positional relationship between the second virtual character and the first region.

[0235] Optionally, the increasing the second skill behavior according to the positional relationship between the second virtual character and the first region comprises:

[0236] in response to the second virtual character being located within the first region, increasing a capability of the second virtual character to acquire the virtual moving body in a short range;

[0237] in response to the second virtual character being located outside the first region, increasing a capability of the second virtual character to acquire the virtual moving body in a long range.

[0238] Optionally, the method further comprises:

[0239] In response to the third virtual character performing an action of acquiring the virtual moving body by using the third skill, the third skill action is weakened according to a positional relationship between the third virtual character and the first region, the third virtual character being a virtual character in the plurality of virtual characters that does not have the set skill.

[0240] Optionally, the third skill action is weakened according to the positional relationship between the third virtual character and the first region, including:

[0241] In response to the third virtual character being located within the first region, the ability of the third virtual character to acquire the virtual moving body in a short range is reduced; and / or,

[0242] In response to the third virtual character being located outside the first region, the ability of the third virtual character to acquire the virtual moving body in a long range is reduced.

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

[0244] A computer readable storage medium is provided in the fourth embodiment of the present application, and the computer readable storage medium includes computer instructions. When the computer instructions are executed by a processor, the computer instructions are configured to implement the method described in the embodiments of the present application.

[0245] It should be noted that the terms such as "first", "second", and the like in the present document are only used to distinguish one entity or operation from another entity or operation, and do not require or imply any actual relationship or sequence between the entities or operations. In addition, the terms "include", "have", "contain", and "comprise" and other similar forms are identical in meaning, and the end of any one or more items after any one of the above terms is open, and any one of the above terms does not mean that the one or more items have been listed exhaustively or are limited to the one or more items listed.

[0246] As used herein, unless otherwise expressly specified, the term "or" includes all possible combinations of the items, except where such combinations are unfeasible. For example, if an expression is stated as a database can include A or B, unless otherwise specifically stated or unfeasible, the database can include A, or B, or A and B. As a second example, if an expression is stated as a database can include A, B, or C, unless otherwise specifically stated or unfeasible, the database can include A, or B, or C, or A and B, or A and C, or B and C, or A and B and C.

[0247] It is to be noted that the above-mentioned embodiments can be implemented in software or hardware, or a combination of software and hardware. If implemented in software, the functions can be stored on or transmitted over as one or more instructions or code on a computer-readable medium. Computer-readable media include both computer storage media and communication media including any medium that facilitates transfer of a computer program from one place to another. A storage media can be any available media that can be accessed by a computer. By way of example, and not limitation, such computer-readable media can comprise RAM, ROM, EEPROM, CD-ROM or other optical disk storage, magnetic disk storage or other magnetic storage devices, or any other medium that can be used to carry or store desired program code in the form of instructions or data structures and that can be accessed by a computer. Also, any connection is properly termed a computer-readable medium. For example, if the software is transmitted from a website, server, or other remote source using a coaxial cable, fiber optic cable, twisted pair, digital subscriber line (DSL), or any other medium that is suitable for transmitting software, then the coaxial cable, fiber optic cable, twisted pair, DSL, or any other medium is included in the definition of medium. Disk and disc, as used herein, includes compact disc (CD), laser disc, optical disc, digital versatile disc (DVD), and Blu-Ray® disc where disks usually reproduce data magnetically, while discs reproduce data optically with lasers. Combinations of the above should also be included within the scope of computer-readable media.

[0248] In the detailed description above, embodiments have been described with reference to numerous specific details that can vary from implementation to implementation. Certain adaptations and modifications of the described embodiments can occur to those skilled in the art. Other implementations can be apparent to those of ordinary skill in the art upon reading this disclosure. The true scope of the application is defined solely by the appended claims and their equivalents. The steps shown in the figures are only for the purpose of explanation and are not meant to limit the scope of the application to any particular sequence of steps. Therefore, those skilled in the art will recognize the embodiments are not limited to the specific sequences of steps described, but can be practiced with variation of the steps in different orders, if desired.

[0249] In the drawings and specification, there have been disclosed exemplary embodiments. However, many variations and modifications can be made to these embodiments. Accordingly, although specific terms are employed, they are used in a generic and descriptive sense only and not for purposes of limitation.

Claims

1. An interactive control method in a game, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, wherein the GUI displays content including at least a portion of a virtual arena area and multiple virtual characters located within the virtual arena area, the virtual arena area including at least a target object and a virtual moving body; the method includes: When the second virtual character possesses a set skill, in response to the first virtual character using a virtual mobile body to perform a first skill action, the execution result of the first skill action is determined, and the virtual mobile body is controlled to leave the first virtual character and move towards the target object; If the execution result indicates that a scoring event cannot be triggered, a first area is marked in the virtual field area after the virtual mobile body leaves the first virtual character; wherein, the first area is associated with a position in the air that can be contested by the virtual character after the virtual mobile body contacts the target object; the position that can be contested by the virtual character includes: the position where the virtual mobile body contacts the target object and bounces back to the highest point, or, a position in a contested position range, wherein the vertical height corresponding to the position in the contested position range is within a preset height range in which the virtual mobile body can be contested; After the virtual mobile body comes into contact with the target object, in response to the second virtual character performing a second skill action to acquire the virtual mobile body, the second skill action is enhanced according to the 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 an area determined based on the target projection position, which is the projection position of the position that can be contested by the virtual character onto the virtual field area.

3. The method according to claim 1, characterized in that, In response to the fact that the vertical height corresponding to the position where the virtual mobile body contacts the target object and bounces back to the highest point is within a preset height range where the virtual mobile body can be contested, the position of the highest point is determined as the position that can be contested by the virtual character; In response to the fact that the vertical height corresponding to the position where the virtual mobile body contacts the target object and bounces back to the highest point is higher than the preset height range where the virtual mobile body can be contested, the position in the contested position range is determined as the position that can be contested by the virtual character.

4. The method according to claim 1, characterized in that, The contested position range is related to the rebound trajectory of the virtual mobile object after it contacts the target object, and the rebound trajectory is used to indicate the movement path of the virtual mobile object after it contacts the target object.

5. The method according to claim 4, characterized in that, The contested position range is determined by the position of each trajectory point on the first sub-rebound trajectory in the air of the virtual field area, and the preset height range within which the virtual mobile body can be contested. The first sub-rebound trajectory is a local trajectory in the rebound trajectory that indicates the movement path of the virtual mobile body after reaching the highest point.

6. The method according to claim 5, characterized in that, The contested position range is determined by the positions of each trajectory point on the first sub-rebound trajectory in the airspace of the virtual field area, and the preset height range within which the virtual moving body can be contested, including: Based on the vertical height corresponding to the position of each trajectory point in the air of the virtual field area, and the preset height range within which the virtual mobile body can be contested, multiple first trajectory points are determined. The first trajectory points are the trajectory points whose vertical height is within the preset height range within which the virtual mobile body can be contested. The positions of each first trajectory point in the air within the virtual field area are combined to form the contested position interval.

7. The method according to claim 6, characterized in that, The position that can be contested by virtual characters is the position of any one of the multiple first trajectory points in the air within the virtual field area.

8. The method according to claim 6, characterized in that, The position that can be contested by virtual characters is the position of the earliest first trajectory point among the plurality of first trajectory points in the airspace of the virtual field area.

9. The method according to claim 2, characterized in that, The first region is a graphic region constructed with the target projection position as the center.

10. The method according to claim 1, characterized in that, After the first region comes into contact with the target object, the position of the virtual mobile body falling into the virtual field region is associated with that of the target object.

11. The method according to claim 10, characterized in that, The position where the virtual mobile object falls into the virtual field area is the position of the end point of the target trajectory in the virtual field area. The target trajectory is used to indicate the movement path of the virtual mobile object after leaving the first virtual character.

12. The method according to claim 10, characterized in that, The first region is a graphical region constructed with the position where the virtual moving object falls into the virtual field area as the center.

13. The method according to claim 1, characterized in that, After the virtual mobile body leaves the first virtual character, a first area is marked in the virtual arena area, including: During the process of the virtual mobile body moving to the target object, the first area is marked in the virtual site area.

14. The method according to claim 1, characterized in that, The method further includes: In response to the virtual mobile body meeting preset conditions, the first area is unmarked. The preset conditions include: the virtual mobile body comes into contact with the target object, or the virtual mobile body is acquired by the virtual character after coming into contact with the target object.

15. The method according to claim 1, characterized in that, Marking the first area in the virtual venue area includes: The first identifier corresponding to the first area is displayed in the virtual venue area.

16. The method according to claim 15, characterized in that, The first identifier includes the first special effects animation; The step of displaying the first identifier corresponding to the first area in the virtual venue area includes: 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 located within the first area, the first special effects animation of the second state is displayed.

17. The method according to claim 16, characterized in that, The method further includes: In response to the second virtual character performing a movement action of moving into or out of the first area, the display state of the first special effects animation is changed from the first state to the second state, or from the second state to the first state.

18. The method according to claim 1, characterized in that, After the virtual moving body comes into contact with the target object, the method further includes: Based on the positional relationship between the second virtual character and the first area, a second identifier is displayed at the associated location of the second virtual character.

19. The method according to claim 18, characterized in that, The second identifier includes a second special effects animation; The step of displaying a second identifier at the associated location of the second virtual character based on 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, 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.

20. The method according to claim 1, characterized in that, After the virtual moving body comes into contact with the target object, the method further includes: Calculate the positional relationship between the second virtual character and the first area.

21. The method according to claim 1, characterized in that, The step of enhancing the second skill behavior based on 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, the ability of the second virtual character to acquire the virtual moving object at close range is increased; 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 mobile body is increased.

22. The method according to claim 1, characterized in that, The method further includes: In response to a third virtual character performing a third skill action to acquire the virtual mobile body, the third skill action is reduced based on the positional relationship between the third virtual character and the first area. The third virtual character is a virtual character among the plurality of virtual characters that does not possess the set skill.

23. The method according to claim 22, characterized in that, The step of reducing the effectiveness of the third skill behavior based on 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, the ability of the third virtual character to acquire the virtual moving body at close range is reduced; 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 mobile body is reduced.

24. An interactive control device for a game, characterized in that, A graphical user interface is provided 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 includes at least a target object and a virtual moving body. The device includes: a movement control unit, a region marking unit, and a behavior modification unit. The mobile control unit is configured to, when the second virtual character possesses a set skill, respond to the first virtual character using a virtual mobile body to perform a first skill action, determine the execution result of the first skill action, and control the virtual mobile body to leave the first virtual character and move towards the target object; The area marking unit is used to mark a first area in the virtual field area after the virtual mobile body leaves the first virtual character if the execution result indicates that the scoring event cannot be triggered; wherein, the first area is associated with a position in the air that can be contested by the virtual character after the virtual mobile body contacts the target object; the position that can be contested by the virtual character includes: the position where the virtual mobile body contacts the target object and bounces back to the highest point, or, a position in a contested position interval, wherein the vertical height corresponding to the position in the contested position interval is within a preset height range in which the virtual mobile body can be contested; The behavior modification unit is configured to, after the virtual mobile body comes into contact with the target object, respond to the second virtual character to perform a second skill behavior of acquiring the virtual mobile body, and enhance the second skill behavior according to the positional relationship between the second virtual character and the first area.

25. 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 as described in any one of claims 1-23; The display is used to show a graphical user interface.

26. A computer-readable storage medium storing one or more computer instructions thereon, characterized in that, When this instruction is executed by the processor, it performs the method as described in any one of claims 1-23.

Citation Information

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