Shooting behavior control method and related device

By setting diverse shooting action and object ability information for the game objects in basketball games, the problem of single shooting action is solved, the distinction and realism of the game objects are improved, and the player's gaming experience is enriched.

CN120268049APending Publication Date: 2025-07-08SHENZHEN TENCENT INFORMATION TECH CO LTD
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Patent Information

Application Number
CN202510558278.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-28
Publication Date
2025-07-08

AI Technical Summary

Technical Problem

In existing basketball games, the shooting movements are relatively single, which leads to players lacking distinction when controlling different game objects. The game experience is single, making it difficult to meet the needs of different players.

Method used

Set different shooting action sets and object ability information for different game objects in the game. After obtaining game instructions, determine the shooting action and execution methods of the target game object to achieve diversified performance of shooting action.

Benefits of technology

It improves the distinction between different game objects, enhances the richness of players' game experience, makes the shooting movements more in line with the characteristics of the object, and provides a real basketball competitive experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The embodiment of the invention discloses a shooting behavior control method and a related device, and different shooting action sets and object capabilities are set for different game objects in a game, so that players can perform shooting behaviors when controlling the different game objects to execute the shooting behaviors. According to the technical scheme, different shooting behavior expressions can be presented by executing different shooting actions and different execution modes of executing the shooting actions, so that the distinction degree between different game objects is improved, richer game experience can be brought to players, the players can more easily find the game objects meeting the game experience requirements of the players, and meanwhile, the game experience of the players is improved. And the shooting action executed by the game object can be more fit with the ability of the set object, so that the reality sense of the object action is improved, and more real basketball competitive experience is brought to players.
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Description

Technical Field

[0001] This application relates to the field of human-computer interaction technology, and in particular, to a shooting behavior control method and related devices. Background Art

[0002] With the continuous development of computer technology, video games have become one of the important media for people's entertainment. Among them, sports games are an important type of game. In sports games, players can control game objects to perform various object actions to score and win under various sports rules.

[0003] As one of the three major balls, basketball is a common game theme in sports games. Players can control game objects to make shooting actions in basketball games to throw virtual basketballs into virtual basketball hoops in the game scene to obtain game scores.

[0004] However, in related technologies, although a variety of game objects can be provided for players to choose from in basketball games, the shooting actions that players can perform by manipulating different game objects are relatively single, and it is difficult to bring diverse game experiences to players. Summary of the Invention

[0005] To solve the above technical problems, this application provides a shooting behavior control method, which can bring diverse shooting action performances to different game objects in the game.

[0006] The embodiments of this application disclose the following technical solutions:

[0007] In a first aspect, the embodiments of this application disclose a shooting behavior control method, and the method includes:

[0008] Obtain a first game instruction corresponding to a target game, where the first game instruction is used to instruct a target game object in the target game to perform a shooting behavior;

[0009] Determine a shooting action set and object ability information corresponding to the target game object. The shooting action set corresponding to the target game object includes one or more shooting actions that the target game object can perform. The object ability information is used to identify the object ability of the target game object. The target game includes multiple game objects, the target game object is any one of the multiple game objects, and there are differences in the shooting action sets and / or object ability information corresponding to different game objects among the multiple game objects;

[0010] Determine the target shooting action executed when the target game object performs the shooting behavior according to the set of shooting actions corresponding to the target game object, and determine the first execution method for the target game object to execute the target shooting action according to the object ability information corresponding to the target game object. Game objects corresponding to different object ability information have different execution methods for executing the target shooting action.

[0011] In a second aspect, an embodiment of the present application discloses a shooting behavior control device, which includes a first acquisition unit, a first determination unit, and a second determination unit:

[0012] The first acquisition unit is configured to acquire a first game instruction corresponding to a target game, and the first game instruction is used to instruct a target game object in the target game to perform a shooting behavior;

[0013] The first determination unit is configured to determine a set of shooting actions and object ability information corresponding to the target game object. The set of shooting actions corresponding to the target game object includes one or more shooting actions executable by the target game object. The object ability information is used to identify the object ability of the target game object. The target game includes multiple game objects, and the target game object is any one of the multiple game objects. There are differences in the set of shooting actions and / or object ability information corresponding to different game objects among the multiple game objects;

[0014] The second determination unit is configured to determine the target shooting action executed when the target game object performs the shooting behavior according to the set of shooting actions corresponding to the target game object, and determine the first execution method for the target game object to execute the target shooting action according to the object ability information corresponding to the target game object. Game objects corresponding to different object ability information have different execution methods for executing the target shooting action.

[0015] In a possible implementation manner, the set of shooting actions corresponding to the target game object includes multiple shooting actions, and the executable areas corresponding to different shooting actions are different. The second determination unit is specifically configured to:

[0016] Acquire the position information corresponding to the target game object, where the position information is used to identify the target position where the target game object is located in the virtual basketball court in the target game when acquiring the first game instruction;

[0017] According to the position information, determine, from the set of shooting actions corresponding to the target game object, the shooting action whose corresponding executable area includes the target position as the target shooting action.

[0018] In a possible implementation, the set of shooting actions corresponding to the target game object includes multiple shooting actions, and the executable states corresponding to different shooting actions are different. The second determination unit is specifically configured to:

[0019] Obtain the status information corresponding to the target game object, where the status information is used to indicate the target object status corresponding to the target game object when obtaining the first game instruction;

[0020] According to the status information, determine, from the set of shooting actions corresponding to the target game object, the shooting actions whose corresponding executable states include the target object status as the target shooting actions.

[0021] In a possible implementation, the apparatus further includes a second obtaining unit, a third determination unit, and a first indication unit:

[0022] The second obtaining unit is configured to obtain the pose information corresponding to the target game object and the initial pose information corresponding to the target shooting action. The pose information is used to indicate the target object pose corresponding to the target game object when obtaining the first game instruction, and the initial pose information is used to identify the initial execution pose corresponding to the target shooting action, where the initial execution pose is the object pose required for the target game object to start executing the target shooting action;

[0023] The third determination unit is configured to determine, based on the pose information and the initial pose information, the target connection action corresponding to the target game object, where the target connection action is used to cause the target game object to change from the target object pose to the initial execution pose;

[0024] The first indication unit is configured to instruct the target game object to execute the target connection action before executing the target shooting action.

[0025] In a possible implementation, the multiple game objects each have a corresponding set of connection actions, and the set of connection actions corresponding to the target game object includes multiple connection actions executable by the target game object. The sets of connection actions corresponding to different game objects are different. The third determination unit is specifically configured to:

[0026] Based on the pose information and the initial pose information, determine the target connection action from the set of connection actions corresponding to the target game object.

[0027] In a possible implementation, the apparatus further includes a fourth determination unit:

[0028] The fourth determination unit is configured to determine a second execution mode for the target game object to execute the target connection action according to the object ability information corresponding to the target game object. Game objects corresponding to different object ability information have different execution modes for executing the target connection action;

[0029] Specifically, the first indication unit is configured to:

[0030] Indicate that before the target game object executes the target shooting action, execute the target connection action in the second execution mode.

[0031] In a possible implementation manner, the first game instruction is a game instruction generated based on a first trigger operation. The first trigger operation is a trigger operation obtained when the action execution progress of the target game object executing a first object action is within the switchable action interval corresponding to the first object action. The apparatus further includes a second indication unit:

[0032] The second indication unit is configured to instruct the target game object to terminate the execution of the first object action and execute the target shooting action in the first execution mode.

[0033] In a possible implementation manner, the apparatus further includes a generation unit:

[0034] The generation unit is configured to generate progress identification information corresponding to the first object action. The progress identification information is used to be displayed to the operator corresponding to the target game object when the target game object executes the first object action. The operator is used to execute the first trigger operation, and the progress identification information is used to identify the action execution progress of the target game object executing the first object action.

[0035] In a possible implementation manner, the length of the switchable action interval corresponding to the first object action is positively correlated with the object ability of the target game object.

[0036] In a possible implementation manner, specifically, the second determination unit is configured to:

[0037] According to the object ability information corresponding to the target game object, determine the change amplitude of the position change generated when the target game object executes the target shooting action. The change amplitude is positively correlated with the object ability identified by the object ability information corresponding to the target game object.

[0038] In a possible implementation manner, specifically, the second determination unit is configured to:

[0039] Determine the action execution speed of the target game object when performing the target shooting action according to the object ability information corresponding to the target game object, and the action execution speed is positively correlated with the object ability identified by the object ability information corresponding to the target game object.

[0040] In a possible implementation manner, the shooting progress corresponding to different shooting actions is different. The shooting progress is the action execution progress corresponding to the moment when the virtual basketball leaves the hand in the corresponding shooting action. The stronger the object ability identified by the object ability information, the earlier the shooting progress corresponding to the shooting action in the shooting action set corresponding to the target game object.

[0041] In a possible implementation manner, the target shooting action includes a shooting action for making the virtual basketball leave the hand. The second determination unit is specifically configured to:

[0042] Determine the available shooting progress interval corresponding to the target shooting action according to the object ability information corresponding to the target game object, and the length of the available shooting progress interval is positively correlated with the object ability identified by the object ability information corresponding to the target game object;

[0043] The device further includes a third indication unit:

[0044] The third indication unit is configured to, based on obtaining a second game instruction when the action execution progress of the target game object performing the target shooting action is within the available shooting progress interval, instruct the target game object to perform the shooting action.

[0045] In a possible implementation manner, the second determination unit is specifically configured to:

[0046] Determine the length of the buffer period corresponding to the target shooting action according to the object ability information corresponding to the target game object, and the length of the buffer period is inversely correlated with the object ability identified by the object ability information corresponding to the target game object;

[0047] The device further includes a third acquisition unit, a fourth indication unit and a response unit:

[0048] The third acquisition unit is configured to acquire a third game instruction for instructing the target game object to perform a second object action;

[0049] The fourth indication unit is configured to, based on the time period length between the acquisition time of obtaining the third game instruction and the end time when the target game object finishes executing the target shooting action being greater than the buffer period length, instruct the target game object to perform the second object action;

[0050] The response unit is configured to reject responding to the third game instruction based on that the time period length between the acquisition time of obtaining the third game instruction and the end time when the target game object finishes executing the target shooting action is not greater than the buffer time period length.

[0051] In a possible implementation manner, the first game instruction is used to instruct the target game object to perform a shooting behavior by executing a shooting action of a target type. Different game instructions are used to instruct different types of shooting actions performed by the game object, and the trigger operations for generating the different game instructions are different. Specifically, the second determination unit is configured to:

[0052] Determine the shooting action corresponding to the target type in the shooting action set corresponding to the target game object as the target shooting action.

[0053] In a third aspect, an embodiment of the present application discloses a computer device, where the computer device includes a processor and a memory:

[0054] The memory is used to store a computer program and transmit the computer program to the processor;

[0055] The processor is used to execute the shooting behavior control method according to any one of the first aspect based on the instructions in the computer program;

[0056] In a fourth aspect, an embodiment of the present application discloses a computer-readable storage medium, where the computer-readable storage medium is used to store a computer program, and the computer program is used to execute the shooting behavior control method according to any one of the first aspect;

[0057] In a fifth aspect, an embodiment of the present application discloses a computer program product including a computer program, and when it runs on a computer device, it causes the computer device to execute the shooting behavior control method according to any one of the first aspect.

[0058] As can be seen from the above technical solutions, in the basketball game of the present application, different shooting action sets and object ability information can be set for different game objects. The shooting action set is used to affect the shooting actions that the game object can choose when performing a shooting behavior, and the object ability information is used to affect the execution manner when the game object performs a shooting action. After obtaining the first game instruction for instructing the target game object to perform a shooting behavior, the shooting action set and the object ability information corresponding to the target game object will be determined first. The shooting action set includes one or more shooting actions that the target game object can execute, and the object ability information is used to identify the object ability of the target game object. Through the shooting action set, the target shooting action adopted by the target game object when performing a shooting behavior can be determined, and through the object ability information, the execution manner when the target game object performs the target shooting action can be determined. Thus, when different game objects perform shooting behaviors, they can be distinguished in terms of the shooting actions adopted and the execution manners of the shooting actions. Furthermore, there can be relatively significant behavioral differences in the shooting behaviors of different game objects, improving the distinguishability of different game objects, enabling players to obtain different game experiences when controlling different game objects, improving the richness of the players' game experiences, and meeting the different game experience requirements of players. At the same time, it can also make the shooting actions of the game objects more in line with the characteristics of the game objects themselves, bringing a more realistic shooting experience to players. BRIEF DESCRIPTION OF THE DRAWINGS

[0059] In order to more clearly illustrate the technical solutions in the embodiments of the present application or the prior art, the following will briefly introduce the accompanying drawings required for use in the description of the embodiments or the prior art. Obviously, the accompanying drawings in the following description are only some embodiments of the present application. For those of ordinary skill in the art, without creative efforts, other drawings can also be obtained based on these drawings.

[0060] Figure 1 Schematic diagram of a device interaction scenario provided by an embodiment of the present application;

[0061] Figure 2 Schematic diagram of a shooting behavior control method in an actual application scenario provided by an embodiment of the present application;

[0062] Figure 3 Flowchart of a shooting behavior control method provided by an embodiment of the present application;

[0063] Figure 4 Schematic diagram of a shooting behavior control method provided by an embodiment of the present application;

[0064] Figure 5 Schematic diagram of a shooting behavior control method provided by an embodiment of the present application;

[0065] Figure 6 Schematic diagram of a shooting behavior control method provided by an embodiment of the present application;

[0066] Figure 7 Schematic diagram of a shooting behavior control method provided by an embodiment of the present application;

[0067] Figure 8 Schematic diagram of a shooting behavior control method provided by an embodiment of the present application;

[0068] Figure 9 Schematic diagram of a shooting behavior control method provided by an embodiment of the present application;

[0069] Figure 10 Schematic diagram of a shooting behavior control method provided by an embodiment of the present application;

[0070] Figure 11 Schematic diagram of a shooting behavior control method provided by an embodiment of the present application;

[0071] Figure 12 Flowchart of a shooting behavior control method in an actual application scenario provided by an embodiment of the present application;

[0072] Figure 13 Schematic diagram of a shooting behavior control method in an actual application scenario provided by an embodiment of the present application;

[0073] Figure 14 Structural block diagram of a shooting behavior control device provided by an embodiment of the present application;

[0074] Figure 15 Structural diagram of a terminal provided by an embodiment of the present application;

[0075] Figure 16 Structural diagram of a server provided by an embodiment of the present application. Detailed implementation manners

[0076] The embodiments of the present application will be described below with reference to the accompanying drawings.

[0077] Basketball games are one of the main types of sports games in electronic games. By controlling game objects in basketball games, players can perform a series of basketball actions such as dribbling, breaking through, and shooting to obtain a real basketball sports experience.

[0078] In the related art, there are multiple basketball games, and players can control game objects to perform the above-mentioned series of basketball actions in the basketball games in the related art. For example, players can click on the control corresponding to the shooting behavior to control the game object to perform the shooting behavior to obtain game scores.

[0079] However, the shooting actions provided in related basketball games are relatively single. When players control different game objects to perform shooting actions, the game objects will use the same shooting action to execute the shooting behavior, making it difficult to reflect the differentiation between different game objects. As a result, the player's gaming experience is too single, and it is difficult to find a game object that meets their own operation experience needs in the game, which easily accelerates the accumulation of player fatigue for the game, ultimately accelerating player loss and shortening the game's operation lifespan.

[0080] To solve the above technical problems, the present application provides a shooting behavior control method. By setting different shooting action sets and object capabilities for different game objects in the game, when players control different game objects to perform shooting actions, they can present different shooting behavior performances by executing different shooting actions and different execution methods of the shooting actions, improving the differentiation between different game objects. Thus, it can bring a richer gaming experience to players, making it easier for players to find game objects that meet their own gaming experience needs. At the same time, it can also make the shooting actions performed by the game objects more in line with their set object capabilities to improve the realism of the object actions and bring a more realistic basketball competitive experience to players.

[0081] It can be understood that this method can be applied to a computer device, which is a computer device capable of controlling the shooting behavior of game objects, such as a terminal device or a server. This method can be independently executed by the terminal device or the server, or can be applied to a network scenario where the terminal device and the server communicate and be executed in cooperation by the terminal device and the server. Among them, the terminal device can be a device such as a mobile phone, a tablet computer, a laptop computer, or a desktop computer. The terminal device can also include various virtual reality devices, such as augmented reality (AR) devices, such as AR glasses, AR screens, etc., and can also include virtual reality technology (VR) devices, such as head-mounted VR glasses, etc. The server can be understood as an application server or a Web server. In actual deployment, the server can be an independent server, a cluster server, or a cloud server, etc.

[0082] See Figure 1 , Figure 1A schematic diagram of a device interaction scenario provided by an embodiment of the present application, which shows two device interaction scenarios that the present application may involve. In Scenario 1, the computer device is the terminal device 101. After obtaining the trigger operation performed by the player, the terminal device 101 generates a corresponding game instruction based on the trigger operation. When the game instruction is used to instruct the game object to perform a shooting behavior, the terminal device 101 determines the shooting action and the execution method, and based on the determined shooting action and execution method, shows the player the game object performing the shooting behavior. In Scenario 2, the computer device is the server 103. After the terminal device 102 obtains the trigger operation, it generates a corresponding game instruction and sends it to the server 103. When the game instruction is used to instruct the game object to perform a shooting behavior, the server 103 determines the shooting action and the execution method, and feeds it back to the terminal device 102. The terminal device 102 shows the player the game object performing the shooting behavior based on the received feedback information.

[0083] To facilitate understanding of the technical solution provided by the present application, next, the technical solution provided by the present application will be introduced in combination with an actual application scenario.

[0084] See Figure 2 , Figure 2 A schematic diagram of a shooting behavior control method in an actual application scenario provided by an embodiment of the present application. The device interaction scenario involved in this actual application scenario is Scenario 1 above, and the computer device is the terminal device 101.

[0085] The player can perform a trigger operation for controlling the target game object through the terminal device 101. After obtaining the trigger operation, the terminal device 101 can obtain the game instruction corresponding to the trigger operation. Among them, the first game instruction is used to instruct the target game object to perform a shooting behavior. In the game, in order to enable different game objects to have different action performances when performing shooting behaviors, different shooting action sets and / or object ability information are configured for different game objects. After obtaining the first game instruction, the terminal device 101 first obtains the shooting action set and object ability information corresponding to the target game object. The shooting action set includes N shooting actions that the target game object can perform, namely shooting action 1 to shooting action N. The object ability information is used to identify the object ability of the target game object, and the object ability will affect the execution method of the shooting action of the game object, such as the action execution speed, the virtual basketball release time, etc.

[0086] The terminal device 101 can determine the target shooting action to be performed for this shooting behavior from the shooting action set corresponding to the target game object based on various factors, and determine the execution method of the target game object performing the target shooting action based on the object ability information corresponding to the target game object. Furthermore, it can instruct the target game object to perform the shooting behavior by performing the target shooting action in this execution method.

[0087] Since the shooting action sets and / or object ability information corresponding to different game objects are different, when different game objects perform shooting behaviors, at least one of the shooting actions performed and the execution methods of the shooting actions will be different. Furthermore, the performances of different game objects when performing shooting behaviors can be different, which can bring a more diverse shooting experience to players and also improve the distinguishability between different game objects in the game, enabling players to find game objects that better match their game experience needs.

[0088] Next, the technical solutions provided in this application will be introduced in detail with reference to the accompanying drawings.

[0089] See Figure 3 , Figure 3 which is a flowchart of a shooting behavior control method provided by an embodiment of this application. The method includes:

[0090] S301: Obtain a first game instruction corresponding to a target game.

[0091] The target game is a game that supports game objects to perform shooting behaviors, and the game instruction is an instruction used to control game objects in the target game to perform various object behaviors. Among them, the first game instruction is used to instruct the target game object in the target game to perform a shooting behavior. The target game object can be any object in the target game that can perform a shooting behavior. The shooting behavior refers to the behavior of throwing a virtual basketball at a virtual basket in the target game. Players can generate this first game instruction by actively performing a triggering operation, or this first game instruction can also be an automatically generated game instruction after certain conditions in the target game are met.

[0092] S302: Determine the shooting action set and object ability information corresponding to the target game object.

[0093] The target game includes multiple game objects. In order to enable different game objects in the target game to have different action performances when performing shooting behaviors, in this application, when designing game objects, there will be different shooting action sets and / or object ability information corresponding to different game objects among the multiple game objects in the target game. Among them, the shooting action set is used to determine the shooting actions that the game object can execute when performing the shooting behavior. When the shooting action sets are different, the shooting actions that the game object can execute when performing the shooting behavior will also be different; the object ability information is used to identify the object ability of the corresponding game object, and the object ability information is used to determine the execution method of the game object when performing the shooting action. When the object ability information is different, the execution methods of different game objects when performing the same shooting action will also be different. Therefore, by setting different shooting action sets or different object ability information, the action performances of game objects when performing shooting behaviors can be different.

[0094] Taking the target game object as an example, the target game object can be any one of the multiple game objects. When the target game object needs to perform a shooting behavior, the computer device will determine the shooting action set and the object ability information corresponding to the target game object. The shooting action set corresponding to the target game object includes one or more shooting actions that the target game object can execute, and the object ability information is used to identify the object ability of the target game object. Among them, the object ability can include multiple aspects, for example, it can include movement accuracy, movement speed, jumping ability, etc., which are not limited here.

[0095] S303: Determine the target shooting action that the target game object executes when performing the shooting behavior according to the shooting action set corresponding to the target game object, and determine the first execution method of the target game object when performing the target shooting action according to the object ability information corresponding to the target game object.

[0096] The computer device can determine the target shooting action to be performed in this shooting behavior from the set of shooting actions corresponding to the target game object through various selection methods (which will be introduced in detail below). The target shooting action can be any shooting action in the set of shooting actions. Moreover, the computer device can determine the first execution method for the target game object to perform the target shooting action based on the object capabilities identified by the object capability information. Game objects corresponding to different object capability information have different execution methods for performing the target shooting action. Among them, the influencing methods of object capability information on the shooting action execution method can include various ones. For example, when the strength attribute of the target game object is relatively high, the amplitude of the action during the execution of the shooting action is larger; when the agility attribute of the target game object is relatively high, the execution speed of the shooting action is faster, etc., which will be introduced in detail below. After determining the target shooting action and the first execution method, the target game object can complete the shooting behavior by executing the target shooting action in the first execution method.

[0097] Whether performing different shooting actions or performing shooting actions in different execution methods will result in different shooting action performances of the game object. Therefore, through the above method, it is possible to distinguish different game objects in terms of the shooting actions adopted and the execution methods of performing the shooting actions when performing the shooting behavior. Furthermore, it is possible to make different game objects have relatively significant behavioral differences in the shooting behavior, improving the distinguishability of different game objects, enabling players to obtain different game experiences when controlling different game objects, enhancing the richness of the players' game experiences, and meeting the different game experience requirements of players; at the same time, it can also make the shooting actions of the game object more in line with the characteristics of the game object's own capabilities, bringing a more realistic shooting experience to the players.

[0098] Next, each technical detail involved in this application will be introduced in detail.

[0099] First, introduce how to determine the target shooting action to be performed in the shooting behavior from the set of shooting actions. This application can involve various determination methods as follows:

[0100] The first one: Select based on the area where the game object is located

[0101] It can be understood that in a real - world basketball game, when a player is at different positions on the basketball court, the shooting actions usually adopted during shooting are different. For example, in Figure 4 , position 1 is outside the three - point line and far from the basket. Players usually choose the jump shot in place at this position to ensure the strength and accuracy of the three - point shot; position 2 is inside the three - point line and close to the basket. Players can adopt shooting actions such as the fade - away jump shot and the lean - back jump shot to reduce the interference of opposing players on their shooting and improve shooting accuracy.

[0102] Based on this, in order to simulate the shooting action selection in a real - world scenario and improve the authenticity of the shooting experience in the game, in a possible implementation, the computer device can determine the shooting action based on the position of the game object when performing the shooting behavior. In this implementation, the set of shooting actions corresponding to the target game object includes multiple shooting actions, and the executable regions corresponding to different shooting actions are different. The executable region refers to the region to which the object position of the game object needs to belong when the game object performs the shooting action, that is, the game object needs to be in the executable region to be able to perform the shooting action corresponding to this executable region. The executable region corresponding to the shooting action can be set based on the shooting habits of players in the real - world scenario.

[0103] When performing step S303, the computer device can execute steps S3031 - S3032 (not shown in the figure). Steps S3031 - S3032 are a possible implementation of step S303 and include:

[0104] S3031: Obtain the position information corresponding to the target game object.

[0105] The position information is used to identify the target position of the target game object in the virtual basketball court of the target game when obtaining the first game instruction, that is, the position where the target game object is when performing the shooting behavior.

[0106] S3032: According to the position information, determine the shooting action whose corresponding executable region includes the target position in the set of shooting actions corresponding to the target game object as the target shooting action.

[0107] The computer device can determine which executable region corresponding to a shooting action the target object is in according to the position information. If the target position is in the executable region of a certain shooting action, it means that the target game object performing this shooting action at this time is more in line with the shooting action selection of players in the real - world scenario. Thus, the computer device can determine this shooting action as the target shooting action. For example, when the target position is in the area outside the three - point line in the virtual basketball court of the game, the shooting action corresponding to this area is the jump - shot in place, and the computer device can determine the jump - shot in place as the target shooting action.

[0108] In this way, when the game object performs the shooting behavior at each position, the shooting action performed can be closer to the action selection habits of players in different positions in the real - world scenario, thereby further improving the authenticity and rationality of the shooting action and bringing a more realistic shooting game experience to players.

[0109] The second method: Selection based on object state

[0110] In addition to the position affecting the player's shooting action selection, the player's own state will also affect the shooting action selection. For example, when a player is in a high-speed movement state, when shooting, they usually choose a floating shot as the shooting action due to inertia, that is, when jumping to shoot, the body will continue to move horizontally due to inertia; when the player's physical strength is exhausted, they usually choose a stationary shooting action that consumes less physical strength.

[0111] Based on this, in a possible implementation, the computer device can also determine a shooting action that matches the object state based on the object state corresponding to the game object, further improving the authenticity of the shooting action. In this implementation, the set of shooting actions corresponding to the target game object includes multiple shooting actions, and the executable states corresponding to different shooting actions are different. When the game object is in an executable state, the shooting action corresponding to the executable state can be executed. The executable state corresponding to the shooting action can be set based on the state when a player performs various shooting actions in the real scene to ensure the realism brought by the executable state.

[0112] When performing step S303, the computer device can execute steps S3033 - S3034 (not shown in the figure). Steps S3033 - S3034 are a possible implementation of step S303 and include:

[0113] S3033: Obtain the state information corresponding to the target game object.

[0114] Among them, the state information is used to obtain the target object state corresponding to the target game object when obtaining the first game instruction. The object states involved in this application can include various types. For example, it can include the moving speed of the game object, the remaining physical strength value of the game object, the way the game object holds the ball, the game object, etc. There is no limitation here. The state information can be obtained at the device where the game program is running.

[0115] S3034: According to the state information, determine the shooting action whose corresponding executable state in the set of shooting actions corresponding to the target game object includes the target object state as the target shooting action.

[0116] The computer device can determine which of the shooting actions in the set of shooting actions has the above target object state included in its executable state. If the executable state corresponding to a certain shooting action includes the target object state, it indicates that in the real scenario, the player in this state has a greater possibility of performing this shooting action. Based on this, the computer device can determine this shooting action as the target shooting action, so that the target game object can perform a shooting action that matches its own object state. For example, when the game object is in a high-speed moving state, the determined target shooting action can be a floating shot with a lateral displacement; when the physical value corresponding to the game object decreases, the determined target shooting action can be a standing shot, etc.

[0117] In this way, it can make the shooting actions performed by the game object in each object state conform to the shooting action selections of players in different player states in the real scenario, so that the shooting actions and the object states of the game object are more in line, bringing a more reasonable and realistic shooting experience to players.

[0118] It can be understood that in the real scenario, in order to ensure the shooting accuracy, players usually need to adjust a certain posture before shooting. For example, when shooting while dribbling, the posture needs to be gradually adjusted from the Figure 5 dribbling posture in to the holding posture. The holding posture is the posture required when the shooting action starts to be executed, and performing the shooting action in the holding posture has a higher shooting accuracy.

[0119] Therefore, in this application, when designing various shooting actions, the initial object posture corresponding to the shooting action is set to the object posture required to perform the shooting action in the real scenario. Before obtaining the first game instruction, the target game object may not be in this initial object posture. If the target game object is directly instructed to perform the shooting action, it may cause a sudden change in the object posture of the target game object, resulting in the incoherence of the object actions of the target game object and a lack of realism. For example, the player can issue the first game instruction during the dribbling process of the target game object. If the target game object is directly instructed to perform the shooting action, it may cause the target game object to suddenly change from the Figure 5 dribbling posture in to the holding posture.

[0120] Based on this, in a possible implementation manner, in order to further improve the coherence and realism of the object actions, the computer device can first instruct the target game object to perform a connection action for changing the object posture before instructing the target game object to perform the shooting action.

[0121] The computer device can first obtain the pose information corresponding to the target game object and the initial pose information corresponding to the target shooting action. Among them, the pose information is used to obtain the target object pose corresponding to the target game object when obtaining the first game instruction, that is, the object pose where the target game object is currently located; the initial pose information is used to identify the initial execution pose corresponding to the target shooting action, and the initial execution pose is the object pose required when the target game object starts to execute the target shooting action, that is, the target shooting action starts from the initial execution pose.

[0122] Then, the computer device can determine the target connection action corresponding to the target game object based on the pose information and the initial pose information. The target connection action is used to make the target game object change from the target object pose to the initial execution pose. For example, when the target object pose is Figure 5 the holding pose in Figure 5 and the initial execution pose is Figure 5 the holding pose in

[0123]

[0124] the target connection action can be Figure 5 the connection action in Figure 5 which is used to change the object pose from the dribbling pose to the intermediate pose and then to the holding pose. Or, the initial execution pose is the object pose facing the virtual basket in the game, the target object pose is the object pose not facing the virtual basket, and the target connection action is a body rotation action used to change the facing of the target game object. The processing device can instruct the target game object to execute the target connection action before executing the target shooting action, that is, execute the target connection action first and then the target shooting action, so that the object pose of the target game object can change coherently before and after executing the shooting behavior, improving the coherence and authenticity of the object action, and further optimizing the game experience. Since this application determines the connection action based on the initial execution pose required for each shooting action and the actual target object pose corresponding to the game object, it can ensure the connection effect of the connection action on the front and back object poses, avoiding the problem that the object pose still mutates due to using a fixed connection action.To further highlight the differentiation between different game objects, in one possible implementation, the computer device can also design different connection actions for different game objects. In this implementation, multiple game objects have corresponding connection action sets respectively. The connection action set corresponding to the target game object includes multiple connection actions that the target game object can execute, and the connection action sets corresponding to different game objects are different. When determining the target connection action corresponding to the target game object based on the pose information and the initial pose information, the computer device can determine the target connection action from the connection action set corresponding to the target game object based on the pose information and the initial pose information, that is, determine the target connection action that can change the object pose from the target object pose to the initial execution pose from the connection actions that the target game object can execute. Since the connection action sets corresponding to different game objects are different, on the one hand, the connection actions adopted by the same game object under different object pose transformation requirements are different, and on the other hand, the connection actions adopted by different game objects under the same object pose transformation requirements are also different, so that more distinguishability can be brought to different game objects in the dimension of connection actions, improving the richness of the player's game experience and helping the player find their favorite game object.

[0125] The above-mentioned multiple determination methods for determining the shooting action and the connection action can be used alone or in combination. For example, a shooting action that matches both the position where the game object is located and the object state corresponding to the game object can be determined.

[0126] In addition, the computer device can also distinguish the execution methods of the connection actions executed by different game objects from the object ability level. Similar to the shooting action, in one possible implementation, the computer device can determine the second execution method for the target game object to execute the target connection action according to the object ability information corresponding to the target game object. The execution methods for game objects corresponding to different object ability information to execute the target connection action are different, so that the execution method of the target connection action can better match the object ability of the target game object.

[0127] Among them, the influence of the object ability information on the execution method of the connection action can also include multiple aspects. For example, when the object ability information indicates that the agility of the target game object is relatively high, the computer device can instruct the target game object to execute the target connection action at a faster execution speed; when the object ability information indicates that the strength value of the target game object is relatively large, the computer device can instruct the target game object to execute the target connection action with a larger action amplitude, etc., which are not limited here.

[0128] Before instructing the target game object to perform the target connection action before performing the target shooting action, the computer device may instruct the target game object to perform the target connection action in a second execution manner before performing the target shooting action. Thus, the computer device can improve the matching degree between the execution manner of the connection action and the object ability of the game object by adjusting the execution manner of the connection action based on the object ability, thereby further improving the authenticity of the execution manner of the connection action; at the same time, by setting different action execution manners for game objects with different object abilities, the distinguishability between different game objects can be further improved, thereby bringing a richer shooting experience to players.

[0129] In addition to improving the richness of the action performance of the game object, this application can also bring a richer game operation experience to players. For example, in a possible implementation manner, the computer device may support the player to interrupt the execution of a certain object action by performing a specific operation during the execution of the object action by the game object, and immediately execute the next object action, thereby improving the freedom of controlling the object action of the game object.

[0130] In a possible implementation manner, the first game instruction is a game instruction generated based on a first trigger operation. The trigger operation involved in this application may include any type of trigger operation, such as a click operation, a long-press operation, a swipe operation, etc., which is not limited here. The first object action may be any object action executable by the target game object. The first object action has a corresponding switchable action interval. The switchable action interval is an interval in the entire action execution process of the first object action. For example, if the first object action consists of 10 action frames, the switchable action interval may be from the 3rd frame to the 7th frame among the 10 action frames, etc.

[0131] When the action execution progress of the target game object in performing the first object action is within the switchable action interval, the player can generate a trigger operation to instruct the target game object to perform a new object action. At this time, the computer device will instruct the target game object to terminate the execution of the first object action and switch to performing the new object action. For example, the above first trigger operation is a trigger operation obtained when the action execution progress of the target game object in performing the first object action is within the switchable action interval corresponding to the first object action. Based on the first trigger operation, the computer device will instruct the target game object to terminate the execution of the first object action and perform the target shooting action in the above first execution manner.

[0132] For example, as Figure 6As shown, when performing a breakthrough action, the breakthrough action process includes a switchable action interval. If the first trigger operation is not obtained within the switchable action interval, the computer device will instruct the game object to complete the entire breakthrough action; if the first trigger operation is obtained within the switchable action interval, it will instruct the game object to immediately terminate the execution of the breakthrough action and instead execute a shooting action.

[0133] In this way, it is possible to enrich the control methods for players to control the game object to execute object actions, provide more control opportunities for the game object to execute different object actions, make the player's control of object actions more flexible and free, and at the same time be able to provide a game operation method with high difficulty and high rewards. By operating within the switchable action interval, a higher game reward can be obtained, further enriching the game play. For example, through the above method, it is possible to control the target game object to interrupt the breakthrough action and execute a shooting action during the breakthrough action performed by the target game object, thereby enabling a surprise shooting, increasing the shooting scoring rate, and reducing the defensive success rate of the opposing game object.

[0134] To facilitate players to perform the above game operations, in one possible implementation, the computer device can generate progress identification information corresponding to the first object action, which is used to be displayed to the controller corresponding to the target game object when the target game object executes the first object action. The controller is used to perform the above first trigger operation, for example, it can be the player corresponding to the target game object, or a robot used for game testing, etc.

[0135] The progress identification information is used to identify the action execution progress of the target game object executing the first object action. Through this progress indication information, the controller can clearly know the action execution progress of the target game object executing the first object action, so as to accurately judge whether the action execution progress is within the switchable action interval, and then can accurately execute the first trigger operation when the action execution progress is within the switchable action interval to achieve the switching of object actions and improve the success rate of performing the above operations.

[0136] Among them, the progress identification information can include various information types, such as text information, image information, etc. In addition to being used to identify the action execution progress, the progress indication information can also be used to identify the switchable action interval corresponding to the first object action, which is not limited here. For example Figure 7 As shown, when the game object executes a breakthrough action, the progress indication information corresponding to the breakthrough action will be displayed. The action execution progress can be identified through a gray progress bar, and the switchable action interval can be identified by a line. The action execution progress shown in the figure is within the action switching interval.

[0137] In addition to the breakthrough action, the first object action can also be various other object actions. For example, it can be other shooting actions, etc. For instance, the first object action can be a step - through shooting action, that is, a shooting action that first takes a step and then shoots. When the target game object executes the cross - server action, the controller can, through the first trigger operation, control the target game object to execute a new shooting action.

[0138] In order to further distinguish different game objects in terms of the action - switching dimension, in a possible implementation, the computer device can provide different switchable action intervals for game objects based on their different object capabilities. Taking the target game object as an example, the length of the switchable action interval corresponding to the first object action is positively correlated with the object capability of the target game object. That is, the stronger the object capability of the target game object, the longer the switchable action interval corresponding to the object action when the object action is executed, and the lower the difficulty for the controller to perform the action - switching operation. This also conforms to the characteristic in the real - world scenario that the stronger the athletic ability of a player, the stronger the control ability over the body, and thus the stronger the ability to adjust and change one's body movements, and the lower the adjustment difficulty.

[0139] It can be seen that through this method, not only can game objects with different object capabilities be distinguished in terms of the action - switching function, but also the length of the action - switching interval corresponding to each game object can be made more in line with the object capability of the game object itself. Thus, while bringing players a rich and diverse gaming operation experience, the authenticity and rationality of the game are improved.

[0140] Next, several determination methods for determining the execution method of the shooting action based on object - capability information will be introduced.

[0141] The first one: Adjust the action amplitude based on object - capability information

[0142] In the real - world scenario, when the shooting action involves the displacement of a player, generally, the stronger the athletic ability of the player, the larger the displacement amplitude of the shooting action. For example, when the shooting action is a fade - away jump shot, the player will first take a step backward and then shoot. The stronger the athletic ability of the player, the larger the backward step amplitude, and the lower the probability of being blocked while shooting. When the shooting action is a jump shot, the player will first jump and then shoot. The stronger the athletic ability of the player, the higher the jumping height. When the shooting action is a floating shot, the player will first jump and generate a horizontal displacement in the air by means of inertia, and shoot during the displacement. The stronger the athletic ability of the player, the larger the horizontal displacement amplitude.

[0143] Based on this, in a possible implementation, the computer device can adjust the change amplitude of the position change generated when the target game object performs the target shooting action based on the object capabilities identified by the object capability information. When performing step S303, the computer device can execute step S3035 (not shown in the figure), and step S3035 is a possible implementation of step S303, including:

[0144] S3035: Determine the change amplitude of the position change generated when the target game object performs the target shooting action according to the object capability information corresponding to the target game object.

[0145] Among them, the position change methods generated by performing different shooting actions may be different. For example, the position change of the jump shot action is the change in vertical height, the step - through shot action is the change in horizontal position, and the fade - away shot action includes changes in both vertical height and horizontal position, etc. The computer device can adjust the change amplitude of the position change generated when the target game object performs the target shooting action based on the object capabilities identified by the object capability information. The change amplitude is positively correlated with the object capabilities identified by the object capability information corresponding to the target game object. Thus, it can simulate the action characteristics in the real scenario that the stronger the athletic ability of the player, the greater the displacement amplitude, and truly represent the differences between game objects with different object capabilities. While ensuring the differences between different game objects, it improves the matching degree between the shooting action and the object capabilities, thereby improving the realism of the game. At the same time, a larger position change amplitude can also reduce the probability of the shooting action being interfered by other game objects, thereby providing higher object performance for the game object, encouraging players to pursue game objects with stronger capabilities, and thus improving player stickiness.

[0146] For example, when the shooting action is a fade - away shot action, the computer device can adjust the horizontal scaling factor corresponding to the fade - away shot action to adjust the horizontal displacement of the target game object when performing the action, and adjust the vertical scaling factor to adjust the vertical displacement of the target game object when performing the action. The stronger the object capabilities identified by the object capability information, the greater the horizontal displacement and vertical displacement. As Figure 8 shown, the shooting action is a jump shot in place. During the execution of the shooting action, the game object will change from posture 1 to posture 2. When game object 1 and game object 2 perform this shooting action, since the object capabilities of game object 1 are weaker than those of game object 2, the jumping height of game object 1 is less than that of game object 2.

[0147] Second: Adjust the action execution speed based on the object capability information

[0148] In a real - world scenario, the stronger a player's ability, the greater their agility and strength are usually. Therefore, when performing a shooting action, the execution speed is usually faster, such as faster posture transformation, faster turning, and earlier basketball release time, etc. Based on this, in one possible implementation, the computer device can also adjust the execution speed of the game object performing the shooting action according to the object ability identified by the object ability information.

[0149] When performing step S303, the computer device can execute step S3036 (not shown in the figure). Step S3036 is a possible implementation of step S303 and includes:

[0150] S3036: Determine the action execution speed of the target game object when performing the target shooting action according to the object ability information corresponding to the target game object.

[0151] The action execution speed refers to the execution speed of the game object performing the object action. For the same object action, the faster the action execution speed, the shorter the time required to execute the object action. The computer device can make the action execution speed positively correlated with the object ability identified by the object ability information corresponding to the target game object by adjusting the action execution speed of the shooting action, that is, the stronger the object ability identified by the object ability information, the faster the target game object executes the target shooting action. For example, the computer device can control the target game object to execute the target shooting action at different action execution speeds by adjusting the action frame playback speed of the target shooting action.

[0152] By this method, the relationship between the action execution speed of the game object performing the shooting action and its own object ability can be made more in line with the movement law in the real - world scenario. Thus, it not only improves the distinguishability between game objects with different object abilities but also improves the authenticity of the shooting action. At the same time, a faster action execution speed can also reduce the probability of the shooting action being interfered with by other game objects, thereby providing higher object performance for the game object, encouraging players to pursue game objects with stronger abilities, and thus improving player stickiness. For example, when performing a fade - away shot, the stronger the object ability, the faster the game object's take - off speed and the earlier the basketball release time, so that the fade - away shot action can be completed more quickly.

[0153] As Figure 9 shown, game object 1 and game object 2 perform the same shooting action. The object ability of game object 1 is weaker than that of game object 2. Therefore, the action execution speed of game object 1 performing the shooting action is less than that of game object 2, and game object 2 will complete the shooting action faster.

[0154] The third method: Adjust the basketball release timing based on the object ability information

[0155] In a real scenario, the stronger a player's ability, the higher their shooting accuracy. Generally, the shorter the aiming time required for shooting, and they can quickly release the ball after preparing to shoot. For example, they can directly release the ball after lifting the basketball without further aiming. On the other hand, players with weaker abilities need to prepare for a longer time before releasing the basketball due to insufficient shooting accuracy.

[0156] Based on this, in a possible implementation, the computer device can also adjust the release time of the virtual basketball when performing a shooting action based on the object ability of the target game object.

[0157] In this implementation, when designing the shooting action, the shooting progress corresponding to different shooting actions can be made different. The shooting progress is the action execution progress corresponding to the moment when the virtual basketball leaves the hand in the corresponding shooting action, that is, the action execution progress corresponding to the moment when the game object throws the virtual basketball. When the action execution progress of the game object performing the shooting action reaches the corresponding shooting progress, the virtual basketball will be thrown.

[0158] Among them, the stronger the object ability indicated by the object ability information, the earlier the shooting progress corresponding to the shooting action in the shooting action set corresponding to the target game object. That is, when configuring the shooting action sets corresponding to each game object, the processing device can configure based on the object ability information corresponding to each object, and put the shooting action with an earlier shooting progress into the shooting action set corresponding to the game object with stronger object ability. Thus, the game object with stronger ability can throw the virtual basketball earlier when performing the shooting action, further restoring the action characteristic that the stronger the player's ability in the real scenario, the faster the shooting speed. While improving the action differentiation of game objects with different object abilities, it further improves the matching degree between the shooting action and the object ability, thereby improving the realism of the shooting experience generated by the player controlling game objects with different object abilities. At the same time, the earlier shooting progress can also reduce the probability of the shooting action being interfered by other game objects, thus providing higher object performance for the game object, encouraging players to pursue game objects with stronger abilities, and thus improving player stickiness.

[0159] As Figure 10 shown, the object ability of game object 2 is stronger than that of game object 1. When game object 1 performs the shooting action, it will throw the virtual basketball only when the action execution progress reaches shooting progress 1; when game object 2 performs the shooting action, it can throw the virtual basketball when the action execution progress reaches shooting progress 2, and shooting progress 2 is earlier than shooting progress 1, thus creating a difference in the shooting timing between the two game objects.

[0160] Fourth: Adjust the shooting freedom based on the object ability information

[0161] In a real - world scenario, when a player is performing a shooting action, in order to avoid the block of other players on the shooting action, the player will choose an appropriate shooting timing to throw the basketball. For example, when a player is performing a shooting action, if another player jumps up to try to block the shot, the player will wait for that player to descend and land before shooting.

[0162] Based on this, in order to improve the flexibility of the shooting action execution, in a possible implementation, the computer device can also support the player to independently control the shooting timing when the game object performs the shooting action. Taking the target shooting action as an example, the target shooting action includes a shooting - out action, and the shooting - out action is used to make the virtual basketball leave the hand, that is, the action of throwing the virtual basketball.

[0163] When executing step S303, the computer device can execute step S3037 (not shown in the figure), and step S3037 is a possible implementation of step S303, including:

[0164] S3037: Determine the available - shooting progress interval corresponding to the target shooting action according to the object - ability information corresponding to the target game object.

[0165] The available - shooting progress interval refers to the action - execution progress interval during the execution of the entire target shooting action that supports the player to control the target game object to perform the shooting - out action. That is, when the action - execution progress of the target shooting action is within the available - shooting progress interval, the player can control the target game object to perform the shooting - out action in the target shooting action, so as to freely determine the shooting timing of the target game object and improve the operability of the game.

[0166] The length of the available - shooting progress interval is positively correlated with the object ability indicated by the object - ability information corresponding to the target game object. That is, the stronger the object ability, the longer the available - shooting progress interval corresponding to the target shooting action. As a result, the player has more options for the timing to control the target game object to perform the shooting - out action, and the degree of freedom in controlling the target shooting action is higher.

[0167] If the player wants to control the target game object to perform the shooting - out action, when the action - execution progress of the target shooting action reaches the available - shooting progress interval, a second game instruction can be generated in the game through a trigger operation. Based on obtaining the second game instruction when the action - execution progress of the target game object performing the target shooting action is within the available - shooting progress interval, the computer device can instruct the target game object to perform the shooting - out action, causing the target game object to throw the virtual basketball.

[0168] In this way, game objects with stronger object capabilities can support more flexible execution methods of shooting actions, so as to simulate the action characteristics of players with stronger capabilities having more flexible shooting opportunities in real scenarios, further enhancing the realism brought by player operations. At the same time, more flexible shooting opportunities can also reduce the probability of shooting actions being interfered with, enabling the action performance of the target game object to match the object capabilities of the target game object, which helps to increase the attractiveness of the target game object to players and improve player stickiness.

[0169] As Figure 11 shown, the object capabilities of game object 2 are stronger than those of game object 1. Therefore, when game object 2 executes a shooting action, the corresponding available shooting progress interval 2 is longer than the available shooting progress interval 1 when game object 1 executes a shooting action. As a result, the player controlling game object 2 can more freely choose the timing to throw the virtual basketball of game object 2. For example, the player can control game object 2 to make a shooting action when the blocking effect of other game objects on the shooting action is relatively poor, so as to improve the shooting hit rate.

[0170] Fifth: Adjusting the action buffer time based on object capability information

[0171] In real scenarios, after a player executes the previous action, usually due to factors such as inertia, a period of buffering is required before the next action can be executed. For example, after performing a jump shot action, due to the inertia brought by gravity, the player needs to buffer first before being able to perform the next action. Among them, the stronger the player's capabilities, the stronger the ability to adjust their own posture, and the shorter the time required to recover from the buffered state. Generally, the next action can be executed faster.

[0172] Based on this, in a possible implementation, in order to further improve the realism of the object actions of game objects, the computer device can also set a certain buffer time for the object actions. After the buffer time ends, the game object can execute the next object action to simulate the impact generated when performing object actions in real scenarios.

[0173] Among them, in order to improve the distinguishability of the object capabilities of different game objects, when executing step S303, the computer device can execute step S3038 (not shown in the figure). Step S3038 is a possible implementation of step S303 and includes:

[0174] S3038: Determine the length of the buffer period corresponding to the target shooting action according to the object capability information corresponding to the target game object.

[0175] Among them, the buffer period length is the time length that the target game object needs to buffer after the target shooting action is completed. After the target shooting action is completed, it is necessary to wait for the buffer period length before the game object can be controlled to execute the next object action, so as to simulate the impact brought by executing actions in the real scene.

[0176] In order to simulate the differences in the posture adjustment speeds of players with different abilities in the real scene, the computer device can set the buffer period length to be inversely related to the object ability corresponding to the object ability information identifier of the target game object, that is, the stronger the object ability, the shorter the buffer period length. After the target game object completes the target shooting action, it can execute the next object action faster, so as to restore the action characteristics of players with stronger abilities in the real scene, where the action execution is more coherent and the buffer time is shorter.

[0177] If the player wants to control the target game object to execute the second object action after the target shooting action, a third game instruction can be generated in the game program through a trigger operation. The third game instruction is used to instruct the target game object to execute the second object action, and the second object action can be any object action, such as a running action, etc.

[0178] The computer device can obtain the third game instruction and determine whether the time length between the acquisition moment of obtaining the third game instruction and the end moment when the target game object finishes executing the target shooting action is greater than the above buffer period length. Based on the fact that the time length between the acquisition moment of obtaining the third game instruction and the end moment when the target game object finishes executing the target shooting action is greater than the buffer period length, it indicates that with the object ability of the target game object, the buffering of the target shooting action has been completed and the next object action can be executed. At this time, the computer device will instruct the target game object to execute the second object action.

[0179] On the contrary, if the time length between the acquisition moment of obtaining the third game instruction and the end moment when the target game object finishes executing the target shooting action is not greater than the buffer period length, it means that with the object ability of the target game object, the target shooting action still needs to be buffered and the second object action cannot be executed immediately. Therefore, the computer device can refuse to respond to the third game instruction to simulate the action buffering effect of players in the real scene. Among them, the ways of refusing to respond to the third game instruction can include various types. For example, the computer device can temporarily refuse to respond and wait until the time length is greater than the buffer period length before responding and instructing the target game object to execute the second object action, so that the player only needs one trigger operation to control the target game object to execute the second object action; the computer device can also directly refuse this third game instruction and wait for the next game instruction, which can ensure that the computer device responds to the latest game instruction and improve the real-time performance of game operations.

[0180] In this way, on the one hand, it can effectively restore the buffering effect brought by the execution of actions in the real scene, improving the realism of the object actions performed by the game objects; on the other hand, it can also reflect the differences in the ability of different objects to adjust the object posture, making the matching relationship between the buffering time after the execution of actions and the object ability more realistic, thereby further enhancing the differences between game objects with different abilities.

[0181] In addition to selecting the shooting actions that match the object state and object position from the shooting action set based on the above method, in a possible implementation, the computer device can also support the player to freely control the type of shooting actions performed by the game object to further meet the player's game needs.

[0182] In this implementation, the first game instruction can be used to instruct the target game object to perform a shooting behavior by executing a shooting action of a target type. Different game instructions are used to indicate different types of shooting actions performed by the game object, and the trigger operations for generating different game instructions are different. That is, the player can generate different game instructions by performing different trigger operations, thereby instructing the game object to perform different types of shooting actions, realizing the selection of the type of shooting actions performed by the game object. Among them, the types of shooting actions can include multiple types, such as fadeaway shot, layup, jump shot, step - through shot, etc. One type can correspond to one shooting action in the shooting action set or multiple shooting actions, and there is no limit here.

[0183] When executing step S303, the computer device can execute step S3039 (not shown in the figure), and step S3039 is a possible implementation of step S303, including:

[0184] S3039: Determine the shooting action corresponding to the target type in the shooting action set corresponding to the target game object as the target shooting action.

[0185] After obtaining the first game instruction, the computer device will first determine the target type corresponding to the first game instruction, and then determine the shooting action corresponding to the target type from the shooting action set corresponding to the target game object as the target shooting action to meet the player's control requirements. Among them, if there is no shooting action corresponding to the target type, the computer device can not respond to this first game instruction, or use the above method to determine the target shooting action through the object position and object state.

[0186] In this way, the computer device can support the player to freely select the type of shooting actions, so that the shooting actions can better meet the player's game needs and improve the player's operation freedom.

[0187] To facilitate understanding of the technical solution provided in this application, next, in combination with an actual application scenario, the shooting behavior control method provided in this application will be introduced.

[0188] See Figure 12 , Figure 12 is a flowchart of a shooting behavior control method in an actual application scenario provided by an embodiment of this application. The method includes:

[0189] S1201: When a target game object executes a first object action, obtain a first game instruction.

[0190] Among them, the first object action can include various actions. For example, it can include breakthrough actions, dribbling actions, shooting actions, receiving actions, etc. That is, the player can control the target game object to execute a shooting behavior when the target game object is in various postures. The first object action has a corresponding switchable action interval (for example, the nth frame - the mth frame of action execution). Only when the action execution progress of the first object action is within the switchable action interval, the computer device will terminate the target game object from executing the first object action and instead instruct the target game object to execute a shooting behavior.

[0191] During the process of the target game object executing the first object action, the computer device will continuously detect whether it receives a first game instruction. After obtaining the first game instruction, the computer device will determine whether the action execution progress of the first object action reaches the corresponding switchable action interval. For example, the switchable action interval is the execution action frames corresponding to the first object action. The computer device can determine whether the current action frame executed by the first object action is these action frames. If so, it will instruct the target game object to terminate the execution of the first object action and switch to executing a shooting action or a connecting action corresponding to the shooting action.

[0192] Some object actions can also be set to only switch to a specified action. That is, although a new game instruction can be issued within the switchable action interval corresponding to the object action, the object actions that can be switched to are limited to avoid action distortion. The relevant configurations of the actions can be as shown in the following table:

[0193] Minimum value of the switchable action range Maximum value of the switchable action range Object action after cut-out The i-th frame The j-th frame Action A The m-th frame The n-th frame Action B

[0194] As shown in the table, an object action can first correspond to multiple switchable action intervals. After obtaining a game instruction, the computer device can determine in which interval the action execution progress of the object action is when the game instruction is obtained. For example, when the action execution progress is between the ith frame and the jth frame, the game object is allowed to switch object actions, but can only switch to action A.

[0195] Meanwhile, in some scenarios, the computer device can also restrict the object states that can trigger the action switching function. As shown in the following table:

[0196] Attacker's state Defender's state Attacker's action Defender's action Breakthrough Defense Action A Action 1 Breakthrough Defense Action B Action 2 Breakthrough Defense Action C Action 3

[0197] In the scenario of game object confrontation (i.e., one side attacks and the other defends), the computer device can judge whether to support the attacking side to perform action switching based on the object actions of both the attacking and defending sides. For example, when the action of the attacking side is Action A and the action of the defending side is Action 1, the game object acting as the attacking side is allowed to perform action switching, such as terminating the breakthrough and shooting; when the action of the attacking side is Action A and the action of the defending side is Action 2, the game object acting as the attacking side is not allowed to perform action switching, so as to simulate the effect of successful defense and avoid game imbalance.

[0198] The game of this application can also include various scoring methods. For example, it can include three scoring methods: dunking, layup, and shooting. After obtaining the trigger operation for performing the scoring behavior, the computer device can first judge whether the game object can perform a dunking action. If it can, it instructs the game object to perform a dunking action. If not, it judges whether it can perform a layup action. If it can, it instructs the game object to perform a layup action. If not, it generates a first game instruction to instruct the game object to perform a shooting action.

[0199] When shooting, other game objects are also supported to block the shooting action to enhance the confrontation in the game. Among them, the blocking success rate can be calculated based on the object capabilities, the object actions performed, etc. of the game objects on both the attacking and defending sides, which will not be elaborated here.

[0200] S1202: Determine the shooting action set and object capability information corresponding to the target game object.

[0201] The shooting action set includes multiple executable shooting actions corresponding to the target game object. The object capability information is used to identify the object capabilities of the target game object. The shooting action sets and / or object capability information corresponding to different game objects are different, so that different game objects can have different performances in shooting actions.

[0202] The design of the shooting action can be as shown in the following table:

[0203]

[0204] Among them, the shooting action set includes shooting actions that each game object can execute; the attenuation coefficient is used to control the accuracy of the shooting action, and the larger the attenuation coefficient, the higher the accuracy; the key frame information is used to record the action frame when the virtual basketball is released in the shooting action (that is, the frame when the game object starts to execute the release action). The earlier the release frame, the earlier the virtual basketball is thrown in the shooting action, and thus the lower the probability of being blocked. Displacement refers to the position change generated by the game object when executing the shooting action. S1203: Determine whether the first game instruction has a corresponding target type.

[0205] The computer device will first determine whether the first game instruction is a game instruction corresponding to a certain execution type. If it corresponds to the target type, it will execute step S1204, and preferentially determine a shooting action that meets the target type from the shooting action set as the target shooting action adopted for this shooting behavior to meet the player's control requirements; if it does not have a corresponding type, it will determine the target shooting action to be executed by other means.

[0206] S1204: Determine the shooting action corresponding to the target type in the shooting action set as the target shooting action.

[0207] S1205: Obtain the position information and status information corresponding to the target game object.

[0208] The position information is used to identify the target position where the target game object is located on the virtual basketball court when the first game instruction is obtained, and the status information is used to identify the target object status corresponding to the target game object when the first game instruction is obtained.

[0209] S1206: Determine the target shooting action from the shooting action set according to the position information and status information.

[0210] Based on the position information and status information, the computer device can analyze which shooting action should be executed to be more in line with the shooting selection of the player in the real scene when the target game object is in the target position and target object status, so as to determine a relatively realistic and reasonable target shooting action.

[0211] For example, two fade-away jump shot actions that the present application may involve are shown in the following table:

[0212]

[0213] Among them, different fade-away shooting actions require different object states. For example, to prevent the game object from making a turning action with too large an angle during the fade-away shooting action, resulting in a lack of rationality in the action, the computer device will limit the upper and lower limits of the character's facing angle corresponding to each fade-away shooting action. Only when the facing angle of the game object is within these upper and lower limits when obtaining the game instruction for indicating the execution of the fade-away shooting action can the corresponding fade-away shooting action be executed. For example, when the facing angle of the game object is 220°, the left-turn shooting action can be executed, and the right-turn shooting action cannot be executed; when the facing angle of the game object is 80°, only the right-turn shooting action can be executed. The current ball-holding hand refers to the hand of the game object that holds the virtual basketball required for the fade-away shooting action, and the current state refers to the object state that the game object needs to be in before executing the fade-away shooting action, that is, only in the dribbling state can these two fade-away shooting actions be executed.

[0214] S1207: Determine the first execution method for the target game object to execute the target shooting action according to the object ability information.

[0215] In this embodiment, the computer device can determine the execution method for the target game object to execute the target shooting action in multiple dimensions based on the object ability identified by the object ability information. For example, when the target shooting action involves position changes (such as fade-away shooting, step-up shooting, backstep shooting, etc.), the position change amplitude can be adjusted based on the object ability information, and the change amplitude is positively correlated with the object ability; the action execution speed of the target shooting action can be adjusted based on the object ability information, and the action execution speed is positively correlated with the object ability, etc., which have been introduced in detail above and will not be elaborated here. The adjustment methods of the various execution methods above can be used alone or in combination, and are not limited here.

[0216] S1208: Determine the initial pose information corresponding to the target shooting action and the pose information corresponding to the target game object.

[0217] The pose information is used to identify the target object pose corresponding to the target game object when obtaining the first game instruction, and the initial pose information is used to identify the initial execution pose required for the target game object to execute the target shooting action.

[0218] S1209: Determine the target connection action from the set of connection actions corresponding to the target game object according to the initial pose information and the pose information.

[0219] Among them, the set of connection actions corresponding to the target game object includes multiple connection actions that the target game object can execute, and the sets of connection actions corresponding to different target game objects can also be different. The computer device can determine the target connection action that can change the pose of the target game object from the target object pose to the initial execution pose from multiple connection actions based on the above two pose information.

[0220] For example, the connection actions preset by the computer device can be as shown in the following table:

[0221] Linking action Ball-holding hand Preceding state Lower limit of the rotation angle Upper limit of the rotation angle Linking action A Left hand Breakthrough action -180° -150° Linking action B Left hand Breakthrough action -150° -120° Linking action C Right hand Receiving action -120° -60° Linking action D Right hand Shooting action -60° -45°

[0222] Among them, the ball-holding hand is the hand that holds the virtual basketball for the game object required to perform the connection action. For example, the game object can only perform connection action A when holding the ball with the left hand; the pre-connection state refers to the object state that the game object needs to be in before performing the connection action, or the object action to be performed. For example, only when performing a breakthrough action can connection action A be used to connect the breakthrough action and the shooting action; only when performing a shooting action can connection action D be used to connect the shooting action and the next shooting action. The lower limit of the rotation angle and the upper limit of the rotation angle determine the rotation angle supported by the connection action. The computer device can analyze the rotation angle required for the posture change based on the initial posture information and the posture information, and then select a suitable connection action based on the rotation angle. For example, if the rotation angle is -160°, connection action A can be selected; if the rotation angle is -50°, connection action D can be selected.

[0223] S1210: Determine the second execution method for the target game object to perform the target connection action according to the object ability information.

[0224] Similar to the shooting action, the computer device can also adjust the execution method of the target game object to perform the target connection action from multiple dimensions based on the object ability identified by the object ability information, so that the overall action performance of the target game object is more in line with the object ability. For example, the action execution speed of the target connection action can be adjusted.

[0225] S1211: Instruct the target game object to perform the target connection action in the second execution method, and then perform the target shooting action in the first execution method.

[0226] The specific execution process is as Figure 13As shown, first, the target game object will perform a transitional action (if a transitional action is required), and there are also cases where no transitional action is performed. For example, the player can control the target game object to suddenly terminate an action and directly perform a shooting action during the execution of some specific object actions (such as suddenly making a jump shot in place during a breakthrough). Whether or not a transitional action is performed, it will enter the action fusion stage. The action fusion stage is used to fuse part of the shooting action and the previous action of the shooting action to make the action more coherent. For example, when the orientations corresponding to the above-mentioned target object posture and the initial execution posture of the target game object are different, usually, the computer device needs to adjust the orientation of the target game object to face the virtual basket directly. If a transitional action is required, the turning behavior is partially completed by the transitional action and partially by the object action obtained by fusing the end part of the transitional action and the start part of the shooting action. Action fusion is essentially a process of fusing the action frames of two actions, enabling the target game object to more smoothly connect the two object actions before and after. If there is no transitional action, the turning process will be completed by the object action obtained in the action fusion stage, that is, when the target game object performs the target shooting action, at the initial stage of the action execution, the object action of the target game object will be adjusted to reflect the connection of the actions before and after. The rotation angle can be calculated based on the current orientation angle of the game object and the position of the virtual basket. When there is a transitional action, the rotation time is the time to perform the transitional action, and the rotation speed can be calculated based on the rotation angle and the time to perform the transitional action. When there is no transitional action, the rotation time is the interval length of the fusion interval. The fusion interval refers to the interval in the object action that is used to fuse with other object actions, usually the first few frames and / or the last few frames of the object action.

[0227] In the action fusion stage, since the shooting action has already started, the computer device will start to display relevant information for assisting the shooting action to the player, such as a progress bar for controlling the shooting strength, etc.

[0228] The shooting action is divided into two types: a continuous shooting action and a segmented shooting action. If the shooting action is a continuous shooting action, the computer device will directly instruct the game object to perform a complete shooting action at one time. During the execution of the continuous shooting action, there will also be corresponding switchable action intervals. When the action execution progress of the continuous shooting action reaches this interval, the computer device also supports the player to control the game object to interrupt this shooting action and perform other actions, such as switching to a breakthrough action, a passing action, etc., to achieve a fake action. If it is not interrupted after exceeding this interval, it will instruct the game object to make a shooting action and complete this shooting.

[0229] Continuous shooting actions can include various types, such as step - forward shooting and step - back shooting. These shooting actions all have corresponding displacement actions, that is, before actually throwing the virtual basketball, a step - forward, step - back, or other actions will be made around to reduce the probability of being blocked. Taking the step - back shooting action as an example, the computer device can configure the displacement action and shooting action in the step - back action, as well as configure the types of object actions that can be connected after the step - back action is switched. For example, after performing the displacement action, if a game instruction for indicating the execution of the shooting action is received, the shooting action (such as a reverse layup, etc.) will be executed, thus completing the entire step - back shooting action. If a game instruction for indicating the execution of the shooting action is not obtained, the breakthrough action can be executed to achieve action switching.

[0230] When adjusting the execution mode of the action, the computer device can adjust the horizontal and vertical position change amplitudes generated by the target game object when performing the shooting action by adjusting the horizontal scaling coefficient and vertical scaling coefficient, and can adjust the execution speed of the shooting action by adjusting the playback speed of the action frames, etc.

[0231] The segmented shooting action includes three stages: the shooting preparation stage, the shooting release stage, and the shooting landing stage. Among them, the shooting preparation stage (ShootPre) refers to the stage from the start of the execution of the shooting action to the execution of the shooting action (Ballout). After the execution progress of the shooting action exceeds the release frame (that is, the frame when the game object starts to execute the shooting action, abbreviated as the BallOut frame), it enters the shooting release stage. The shooting release stage (ShootRelease) refers to the stage from when the target game object executes the shooting action to when the target game object lands. In this stage, the vertical velocity change of the game object can be calculated using the gravitational acceleration in the real - world scenario (g = 9.8).

[0232] When the game object shoots and the distance from the virtual ground is less than the preset distance (such as less than 0.15 unit distances (such as m)), it enters the shooting landing stage. The shooting landing stage (ShootLand) refers to the stage after the target game object lands. Among them, when the computer device adjusts the execution mode, it can adjust the position change amplitude of the target game object in the shooting preparation stage, such as the take - off height, lateral displacement amplitude, etc., and can adjust the vertical displacement amplitude corresponding to the shooting landing stage (for example, by adjusting the execution time of the shooting action, it can affect whether the target game object shoots in the ascending stage or the descending stage). At the same time, the computer device can also adjust the duration of the shooting landing stage, so as to simulate the different landing buffer durations required by the target game object. After performing the above two shooting actions, the target game object will enter the no - ball state (Noball) and wait for the next instruction.

[0233] Among them, regardless of which shooting action it is, the computer device can support the player to control the target game object to perform a fake shot behavior, that is, an operation of pretending to shoot. The computer device can configure information such as whether a fake shot can be performed and the object actions for performing a fake shot for each shooting action. Before obtaining the game instruction for instructing the target game object to perform a shooting action, when instructing the target game object to perform a shooting action, the computer device will first instruct the target game object to perform a preparatory action (fake shot action) before the shooting action, such as an action of holding the ball with both hands and raising the arms for aiming, etc. Among them, the computer device can judge whether the shooting action has a corresponding fake shot action. If so, it will instruct the game object to perform the fake shot action; if not, it can perform a default fake shot action, such as an action of gradually turning the face of the game object towards the virtual basket, etc.

[0234] The fake shot is actually a kind of action switching. When the action execution progress is within the action-switchable interval corresponding to the shooting action, if the shooting action supports a fake shot, the target game object can remain in the fake shot state all the time. If a game instruction for performing a shooting action is obtained, it will change to a real shot to complete the shooting action; if a game instruction for performing other actions (such as dribbling, passing, breaking through, etc.) is obtained, it can also instruct the target game object to switch to perform other object actions, so as to achieve the effect of pretending to shoot to deceive other players. When performing action switching, the computer device will also judge whether the object state of the game object supports the execution of the switched object action. For example, when the game object is in the state of holding the ball with both hands, because the basketball rules in reality do not allow double dribbling, the computer device may not support the game object to switch to the dribbling action. After the action-switchable interval ends, the computer device can directly instruct the target game object to perform a shooting action, or enter other states (such as standing with the ball in hand, etc.), and terminate the execution of the shooting action, which is not limited here.

[0235] In order to avoid excessive game benefits brought by the fake shot action, the computer device can also impose certain penalties on the fake shot action. For example, after performing the fake shot action, the hit rate of the virtual basketball thrown will decrease, etc. The computer device can record the execution times of the fake shot action performed by the game object and adjust relevant parameters based on this.

[0236] When the shooting action involves position changes (such as step shooting, fadeaway shooting, etc.), the target game object can be controlled to move (such as lateral step, fadeaway step, etc.) in the fake shot state, and the excessive fake shot of the target game object resulting in unreasonable displacement can be avoided by restricting the number of movements; when the shooting action does not involve position changes (such as standing shot), the target game object will be restricted from moving in the fake shot state to avoid displacement of the target game object due to continuous fake shots.

[0237] S1212: After the target game object completes the target shooting action and reaches a buffer period, instruct the target game object to perform a new object action based on the game execution.

[0238] The buffer period is used to simulate the buffer time required for the game object to perform the target shooting action. The length of the buffer period is inversely related to the object's ability. The stronger the ability, the shorter the buffer time. After the buffer period ends, the computer device can respond to the new game instruction issued by the player to perform the next object action.

[0239] It can be seen that compared with the related art, this application has the following technical effects:

[0240] 1. When this application instructs a game object to perform a shooting action, it brings greater differentiation for game objects with different abilities in terms of the two dimensions of optional shooting actions and shooting action execution methods, enabling players to experience a diverse shooting experience.

[0241] 2. This application instructs the game object to perform the connecting action based on the object posture required for the shooting action actually performed by the game object, making the entire action execution process of the game object more coherent and natural, the change of the object posture is more realistic, and optimizing the game action performance.

[0242] 3. In the dimension of connecting actions, the distinction between different game objects can also be improved by designing different connecting actions for different game objects and adjusting the execution method of connecting actions based on the object capabilities.

[0243] 4. The present application provides a multi-dimensional shooting action adjustment method, so that game objects with different abilities can be differentiated in multiple aspects such as action execution amplitude, action execution speed, action execution freedom, and buffer time required for action execution, thereby bringing players a rich and diverse action performance, helping to reduce the accumulation of boredom in players' manipulation of game objects and improving player stickiness.

[0244] 5. The present application provides a game operation method with a high degree of freedom, allowing players to control the game object to complete action switching through specific operations while executing the previous object action. On the one hand, it brings a novel game operation experience to the players and helps to expand the gameplay in basketball games. On the other hand, action switching is essentially a novel action performance method. Through the combination of different actions, it can bring players richer action performances, help stimulate players' creativity, thereby increasing players' intention to the game and optimizing players' operation feel.

[0245] Based on the shooting behavior control method provided in the above embodiment, the present application also provides a shooting behavior control device, see Figure 14 , Figure 14The following is a structural block diagram of a shooting behavior control device provided by an embodiment of the present application. The device 1400 includes a first acquisition unit 1401, a first determination unit 1402, and a second determination unit 1403:

[0246] The first acquisition unit 1401 is configured to acquire a first game instruction corresponding to a target game, where the first game instruction is used to instruct a target game object in the target game to perform a shooting behavior;

[0247] The first determination unit 1402 is configured to determine a shooting action set and object ability information corresponding to the target game object. The shooting action set corresponding to the target game object includes one or more shooting actions that the target game object can execute. The object ability information is used to identify the object ability of the target game object. There are multiple game objects in the target game, and the target game object is any one of the multiple game objects. There are differences in the shooting action sets and / or object ability information corresponding to different game objects among the multiple game objects;

[0248] The second determination unit 1403 is configured to determine a target shooting action performed by the target game object when performing the shooting behavior according to the shooting action set corresponding to the target game object, and determine a first execution manner of the target game object performing the target shooting action according to the object ability information corresponding to the target game object. Game objects corresponding to different object ability information have different execution manners when performing the target shooting action.

[0249] In a possible implementation manner, the shooting action set corresponding to the target game object includes multiple shooting actions, and the executable areas corresponding to different shooting actions are different. The second determination unit 1403 is specifically configured to:

[0250] Acquire position information corresponding to the target game object, where the position information is used to identify the target position where the target game object is located in the virtual basketball court in the target game when the first game instruction is acquired;

[0251] According to the position information, determine, from the shooting action set corresponding to the target game object, the shooting actions whose corresponding executable areas include the target position as the target shooting actions.

[0252] In a possible implementation manner, the shooting action set corresponding to the target game object includes multiple shooting actions, and the executable states corresponding to different shooting actions are different. The second determination unit 1403 is specifically configured to:

[0253] Obtain the status information corresponding to the target game object, where the status information is used to represent the target object status corresponding to the target game object when obtaining the first game instruction;

[0254] According to the status information, among the shooting action sets corresponding to the target game object, determine the shooting action whose corresponding executable status includes the target object status as the target shooting action.

[0255] In a possible implementation manner, the device further includes a second obtaining unit, a third determining unit, and a first indicating unit:

[0256] The second obtaining unit is configured to obtain the posture information corresponding to the target game object and the initial posture information corresponding to the target shooting action. The posture information is used to represent the target object posture corresponding to the target game object when obtaining the first game instruction, and the initial posture information is used to identify the initial execution posture corresponding to the target shooting action, where the initial execution posture is the object posture required for the target game object to start executing the target shooting action;

[0257] The third determining unit is configured to determine the target connection action corresponding to the target game object based on the posture information and the initial posture information, where the target connection action is used to enable the target game object to change from the target object posture to the initial execution posture;

[0258] The first indicating unit is configured to instruct the target game object to execute the target connection action before executing the target shooting action.

[0259] In a possible implementation manner, the multiple game objects have respectively corresponding connection action sets. The connection action set corresponding to the target game object includes multiple connection actions executable by the target game object, and the connection action sets corresponding to different game objects are different. The third determining unit is specifically configured to:

[0260] Based on the posture information and the initial posture information, determine the target connection action from the connection action set corresponding to the target game object.

[0261] In a possible implementation manner, the device further includes a fourth determining unit:

[0262] The fourth determining unit is configured to determine the second execution manner of the target game object to execute the target connection action according to the object ability information corresponding to the target game object. The execution manners of different game objects corresponding to different object ability information to execute the target connection action are different;

[0263] The first indicating unit is specifically configured to:

[0264] Indicate that before the target game object executes the target shooting action, execute the target connection action in the second execution manner.

[0265] In a possible implementation manner, the first game instruction is a game instruction generated based on a first trigger operation, and the first trigger operation is a trigger operation obtained when the action execution progress of the target game object executing a first object action is within a switchable action interval corresponding to the first object action. The device further includes a second indication unit:

[0266] The second indication unit is configured to indicate that the target game object terminates the execution of the first object action and executes the target shooting action in the first execution manner.

[0267] In a possible implementation manner, the device further includes a generation unit:

[0268] The generation unit is configured to generate progress identification information corresponding to the first object action, and the progress identification information is used to be displayed to the controller corresponding to the target game object when the target game object executes the first object action. The controller is used to execute the first trigger operation, and the progress identification information is used to identify the action execution progress of the target game object executing the first object action.

[0269] In a possible implementation manner, the length of the switchable action interval corresponding to the first object action is positively correlated with the object ability of the target game object.

[0270] In a possible implementation manner, the second determination unit 1403 is specifically configured to:

[0271] According to the object ability information corresponding to the target game object, determine the change amplitude of the position change generated when the target game object executes the target shooting action, and the change amplitude is positively correlated with the object ability identified by the object ability information corresponding to the target game object.

[0272] In a possible implementation manner, the second determination unit 1403 is specifically configured to:

[0273] According to the object ability information corresponding to the target game object, determine the action execution speed when the target game object executes the target shooting action, and the action execution speed is positively correlated with the object ability identified by the object ability information corresponding to the target game object.

[0274] In a possible implementation, the shooting progress corresponding to different shooting actions is different. The shooting progress is the progress of the action execution corresponding to the moment when the virtual basketball leaves the hand in the corresponding shooting action. The stronger the object ability indicated by the object ability information, the earlier the shooting progress corresponding to the shooting action in the shooting action set corresponding to the target game object.

[0275] In a possible implementation, the target shooting action includes a shooting release action for making the virtual basketball leave the hand. The second determination unit 1403 is specifically configured to:

[0276] Determine a shootable progress interval corresponding to the target shooting action according to the object ability information corresponding to the target game object. The length of the shootable progress interval is positively correlated with the object ability indicated by the object ability information corresponding to the target game object;

[0277] The device further includes a third indication unit:

[0278] The third indication unit is configured to, based on obtaining a second game instruction when the action execution progress of the target game object executing the target shooting action is within the shootable progress interval, instruct the target game object to execute the shooting release action.

[0279] In a possible implementation, the second determination unit 1403 is specifically configured to:

[0280] Determine the length of a buffer period corresponding to the target shooting action according to the object ability information corresponding to the target game object. The length of the buffer period is inversely correlated with the object ability indicated by the object ability information corresponding to the target game object;

[0281] The device further includes a third acquisition unit, a fourth indication unit, and a response unit:

[0282] The third acquisition unit is configured to acquire a third game instruction for instructing the target game object to execute a second object action;

[0283] The fourth indication unit is configured to, based on the time period length between the acquisition time of obtaining the third game instruction and the end time of the target game object finishing executing the target shooting action being greater than the buffer period length, instruct the target game object to execute the second object action;

[0284] The response unit is configured to, based on the time period length between the acquisition time of obtaining the third game instruction and the end time of the target game object finishing executing the target shooting action not being greater than the buffer period length, reject responding to the third game instruction.

[0285] In a possible implementation, the first game instruction is used to instruct the target game object to perform a shooting behavior by executing a shooting action of a target type. Different game instructions are used to indicate different types of shooting actions performed by the game object, and the triggering operations for generating the different game instructions are different. Specifically, the second determination unit 1403 is configured to:

[0286] Determine the shooting action corresponding to the target type in the shooting action set corresponding to the target game object as the target shooting action.

[0287] An embodiment of the present application further provides a computer device. Please refer to Figure 15 As shown, this computer device may be a terminal device. Taking the terminal device as a mobile phone as an example:

[0288] Figure 15 Shown is a block diagram of a part of the structure of a mobile phone related to the terminal device provided by the embodiment of the present application. Refer to Figure 15 , the mobile phone includes: a radio frequency (RF) circuit 710, a memory 720, an input unit 730, a display unit 740, a sensor 750, an audio circuit 760, a wireless fidelity (WiFi) module 770, a processor 780, and a power supply 790 and other components. Those skilled in the art can understand that Figure 15 The structure of the mobile phone shown in

[0289] does not limit the mobile phone, and may include more or fewer components than shown in the figure, or combine certain components, or have different component arrangements. Figure 15 The following specifically introduces each component of the mobile phone:

[0290] The RF circuit 710 can be used for receiving and transmitting information or signals during calls. Specifically, after receiving the downlink information from the base station, it is sent to the processor 780 for processing. Additionally, the uplink data designed is sent to the base station. Generally, the RF circuit 710 includes, but is not limited to, an antenna, at least one amplifier, a transceiver, a coupler, a low noise amplifier (LNA), a duplexer, etc. In addition, the RF circuit 710 can also communicate with the network and other devices through wireless communication. The above wireless communication can use any communication standard or protocol, including but not limited to the Global System of Mobile communication (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, Short Messaging Service (SMS), etc.

[0291] The memory 720 can be used to store software programs and modules. The processor 780 executes various functional applications and data processing of the mobile phone by running the software programs and modules stored in the memory 720. The memory 720 mainly includes a program storage area and a data storage area. Among them, the program storage area can store an operating system, application programs required for at least one function (such as a sound playback function, an image playback function, etc.); the data storage area can store data created according to the use of the mobile phone (such as audio data, a phone book, etc.). In addition, the memory 720 can include a high-speed random access memory and can also include a non-volatile memory, such as at least one magnetic disk storage device, a flash memory device, or other non-volatile solid-state storage devices.

[0292] The input unit 730 can be used to receive input numerical or character information and generate key signal inputs related to the user settings and function controls of the mobile phone. Specifically, the input unit 730 can include a touch panel 731 and other input devices 732. The touch panel 731, also known as a touch screen, can collect touch operations of the user thereon or nearby (such as operations of the user using any suitable object or accessory such as a finger or a stylus on or near the touch panel 731), and drive corresponding connection devices according to a preset program. Optionally, the touch panel 731 can include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the touch position of the user, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into contact coordinates, and then sends it to the processor 780, and can receive and execute the commands sent by the processor 780. In addition, various types such as resistive, capacitive, infrared, and surface acoustic wave can be used to implement the touch panel 731. In addition to the touch panel 731, the input unit 730 can also include other input devices 732. Specifically, the other input devices 732 can include, but are not limited to, one or more of a physical keyboard, function keys (such as volume control keys, power on / off keys, etc.), a trackball, a mouse, a joystick, etc.

[0293] The display unit 740 can be used to display information input by the user or information provided to the user and various menus of the mobile phone. The display unit 740 can include a display panel 741. Optionally, the display panel 741 can be configured in forms such as a liquid crystal display (LCD) or an organic light-emitting diode (OLED). Further, the touch panel 731 can cover the display panel 741. When the touch panel 731 detects a touch operation thereon or nearby, it is transmitted to the processor 780 to determine the type of touch event. Subsequently, the processor 780 provides corresponding visual output on the display panel 741 according to the type of touch event. Although in Figure 15 the touch panel 731 and the display panel 741 are implemented as two independent components to realize the input and output functions of the mobile phone, in some embodiments, the touch panel 731 and the display panel 741 can be integrated to realize the input and output functions of the mobile phone.

[0294] The mobile phone may further include at least one sensor 750, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor may include an ambient light sensor and a proximity sensor. Among them, the ambient light sensor can adjust the brightness of the display panel 741 according to the brightness of the ambient light, and the proximity sensor can turn off the display panel 741 and / or the backlight when the mobile phone is moved to the ear. As a kind of motion sensor, the accelerometer sensor can detect the magnitude of acceleration in various directions (generally three axes), and can detect the magnitude and direction of gravity when stationary, and can be used in applications for identifying the posture of the mobile phone (such as horizontal and vertical screen switching, related games, magnetometer posture calibration), vibration recognition related functions (such as pedometer, tapping), etc.; as for other sensors that the mobile phone can also be configured with, such as gyroscopes, barometers, hygrometers, thermometers, infrared sensors, etc., they will not be elaborated here.

[0295] The audio circuit 760, the speaker 761, and the microphone 762 can provide an audio interface between the user and the mobile phone. The audio circuit 760 can transmit the electrical signal converted from the received audio data to the speaker 761, and the speaker 761 converts it into a sound signal for output; on the other hand, the microphone 762 converts the collected sound signal into an electrical signal, which is received by the audio circuit 760 and then converted into audio data. After the audio data is output to the processor 780 for processing, it is sent through the RF circuit 710 to, for example, another mobile phone, or the audio data is output to the memory 720 for further processing.

[0296] WiFi belongs to short-range wireless transmission technology. The mobile phone can help users send and receive emails, browse the web, and access streaming media through the WiFi module 770, which provides users with wireless broadband Internet access. Although Figure 15 the WiFi module 770 is shown, it can be understood that it does not belong to an essential component of the mobile phone and can be completely omitted within the scope of not changing the essence of the invention according to needs.

[0297] The processor 780 is the control center of the mobile phone, connecting various parts of the entire mobile phone through various interfaces and lines. By running or executing software programs and / or modules stored in the memory 720, and by calling data stored in the memory 720, it executes various functions of the mobile phone and processes data, thereby performing an overall detection of the mobile phone. Optionally, the processor 780 may include one or more processing units; preferably, the processor 780 may integrate an application processor and a modem processor. Among them, the application processor mainly processes the operating system, user interface, and application programs, etc., and the modem processor mainly processes wireless communication. It can be understood that the above-mentioned modem processor may not be integrated into the processor 780 either.

[0298] The mobile phone further includes a power supply 790 (such as a battery) for powering each component. Preferably, the power supply can be logically connected to the processor 780 through a power management system, so as to implement functions such as management of charging, discharging, and power consumption management through the power management system.

[0299] Although not shown, the mobile phone may further include a camera, a Bluetooth module, etc., which will not be elaborated here.

[0300] In this embodiment, the processor 780 included in the terminal device further has the following functions:

[0301] Obtain a first game instruction corresponding to a target game, where the first game instruction is used to instruct a target game object in the target game to perform a shooting action;

[0302] Determine a shooting action set and object ability information corresponding to the target game object. The shooting action set corresponding to the target game object includes one or more shooting actions that the target game object can execute. The object ability information is used to identify the object ability of the target game object. The target game includes multiple game objects, and the target game object is any one of the multiple game objects. There are differences in the shooting action sets and / or object ability information corresponding to different game objects among the multiple game objects;

[0303] According to the shooting action set corresponding to the target game object, determine the target shooting action executed by the target game object when performing the shooting action, and according to the object ability information corresponding to the target game object, determine a first execution manner of the target game object executing the target shooting action. The execution manners of game objects corresponding to different object ability information for executing the target shooting action are different.

[0304] The embodiment of the present application further provides a server. Please refer to Figure 16 as shown Figure 16The structural diagram of server 800 provided by the embodiments of this application. Server 800 may vary significantly due to configuration or performance differences, and may include one or more central processing units (CPUs) 822 (for example, one or more processors) and a memory 832, as well as one or more storage media 830 (for example, one or more mass storage devices) that store application programs 842 or data 844. Among them, the memory 832 and the storage media 830 may be transient storage or persistent storage. The programs stored in the storage media 830 may include one or more modules (not shown in the figure), and each module may include a series of instruction operations on the server. Further, the central processing unit 822 may be configured to communicate with the storage media 830 and execute a series of instruction operations in the storage media 830 on the server 800.

[0305] Server 800 may also include one or more power supplies 826, one or more wired or wireless network interfaces 850, one or more input / output interfaces 858, and / or one or more operating systems 841, such as Windows Server TM , Mac OS X TM , Unix TM , Linux TM , FreeBSD TM and so on.

[0306] The steps performed by the server in the above embodiments may be based on Figure 16 the server structure shown.

[0307] The embodiments of this application also provide a computer-readable storage medium for storing a computer program, and the computer program is used to execute any one of the implementation manners of the shooting behavior control method described in the foregoing various embodiments.

[0308] The embodiments of this application also provide a computer program product including a computer program, and when it runs on a computer device, it causes the computer device to execute the shooting behavior control method described in any one of the above embodiments.

[0309] It can be understood that in the specific implementation manners of this application, data related to user information (such as player information, character information, etc.) is involved. When the above embodiments of this application are applied to specific products or technologies, user permission or consent needs to be obtained, and the collection, use, and processing of relevant data need to comply with relevant laws, regulations, and standards of relevant countries and regions.

[0310] Those of ordinary skill in the art will understand that all or part of the steps of implementing the above method embodiments can be completed by hardware related to program instructions. The foregoing program can be stored in a computer-readable storage medium. When the program is executed, it performs the steps including those of the above method embodiments. The foregoing storage medium can be at least one of the following media: read-only memory (ROM), RAM, magnetic disk, or optical disc, etc., which can store program codes of various types.

[0311] It should be noted that the various embodiments in this specification are described in a progressive manner. For the same or similar parts among the various embodiments, reference can be made to each other. Each embodiment focuses on the differences from other embodiments. In particular, for the device and system embodiments, since they are basically similar to the method embodiments, the description is relatively simple. For the relevant parts, reference can be made to the partial description of the method embodiments. The device and system embodiments described above are merely illustrative. The units described as separate components may or may not be physically separated. The components shown as units may or may not be physical units, that is, they may be located in one place or distributed to multiple network units. Some or all of the modules can be selected according to actual needs to achieve the purpose of the solution of this embodiment. Those of ordinary skill in the art can understand and implement it without creative efforts.

[0312] As described above, this is only a specific implementation manner of the present application. However, the protection scope of the present application is not limited thereto. Any changes or substitutions that can be easily thought of by those skilled in the art within the technical scope disclosed in the present application should be covered by the protection scope of the present application. Therefore, the protection scope of the present application should be subject to the protection scope of the claims.

Claims

1. A shooting behavior control method, characterized in that, The method includes: Obtaining a first game instruction corresponding to a target game, where the first game instruction is used to instruct a target game object in the target game to perform a shooting action; Determining a shooting action set corresponding to the target game object and object ability information, where the shooting action set corresponding to the target game object includes one or more shooting actions that the target game object can execute, and the object ability information is used to identify the object ability of the target game object. The target game includes multiple game objects, the target game object is any one of the multiple game objects, and there are differences in the shooting action sets and / or object ability information corresponding to different game objects among the multiple game objects; According to the shooting action set corresponding to the target game object, determining the target shooting action executed by the target game object when performing the shooting action, and according to the object ability information corresponding to the target game object, determining a first execution method for the target game object to execute the target shooting action. The execution methods for game objects corresponding to different object ability information to execute the target shooting action are different.

2. The method according to claim 1, characterized in that, The shooting action set corresponding to the target game object includes multiple shooting actions, and the executable areas corresponding to different shooting actions are different. The determining the target shooting action executed by the target game object when performing the shooting action according to the shooting action set corresponding to the target game object includes: Obtaining the position information corresponding to the target game object, where the position information is used to identify the target position where the target game object is located in the virtual basketball court in the target game when obtaining the first game instruction; According to the position information, determining, from the shooting action set corresponding to the target game object, the shooting action whose corresponding executable area includes the target position as the target shooting action.

3. The method according to claim 1, characterized in that The shooting action set corresponding to the target game object includes multiple shooting actions, and the executable states corresponding to different shooting actions are different. The determining the target shooting action executed by the target game object when performing the shooting action according to the shooting action set corresponding to the target game object includes: Obtaining the status information corresponding to the target game object, where the status information is used to indicate the target object status corresponding to the target game object when obtaining the first game instruction; According to the status information, determining, from the shooting action set corresponding to the target game object, the shooting action whose corresponding executable state includes the target object status as the target shooting action.

4. The method according to claim 1, wherein The method further includes: Obtaining the posture information corresponding to the target game object and the initial posture information corresponding to the target shooting action. The posture information is used to indicate the target object posture corresponding to the target game object when obtaining the first game instruction, and the initial posture information is used to identify the initial execution posture corresponding to the target shooting action. The initial execution posture is the object posture required for the target game object to start executing the target shooting action. Based on the pose information and the initial pose information, determine a target connection action corresponding to the target game object, where the target connection action is used to cause the target game object to change from the target object pose to the initial execution pose; Indicate that the target game object executes the target connection action before executing the target shooting action.

5. The method according to claim 4, wherein The multiple game objects have respectively corresponding connection action sets, and the connection action set corresponding to the target game object includes multiple connection actions executable by the target game object. The connection action sets corresponding to different game objects are different. The determining the target connection action corresponding to the target game object based on the pose information and the initial pose information includes: Based on the pose information and the initial pose information, determine the target connection action from the connection action set corresponding to the target game object.

6. The method according to claim 4, wherein The method further includes: According to the object ability information corresponding to the target game object, determine a second execution mode for the target game object to execute the target connection action. The execution modes for game objects corresponding to different object ability information to execute the target connection action are different; The indicating that the target game object executes the target connection action before executing the target shooting action includes: Indicate that the target game object executes the target connection action in the second execution mode before executing the target shooting action.

7. The method according to claim 1, characterized in that, The first game instruction is a game instruction generated based on a first trigger operation. The first trigger operation is a trigger operation obtained when the action execution progress of the target game object executing a first object action is within the switchable action interval corresponding to the first object action. The method further includes: Indicate that the target game object terminates the execution of the first object action and executes the target shooting action in the first execution mode.

8. The method according to claim 7, wherein The method further includes: Generate progress identification information corresponding to the first object action, where the progress identification information is used to be displayed to the controller corresponding to the target game object when the target game object executes the first object action. The controller is used to execute the first trigger operation, and the progress identification information is used to identify the action execution progress of the target game object executing the first object action.

9. The method according to claim 7, characterized in that The length of the switchable action interval corresponding to the first object action is positively correlated with the object ability of the target game object.

10. The method according to claim 1, characterized in that, The determining the first execution mode for the target game object to execute the target shooting action according to the object ability information corresponding to the target game object includes: According to the object ability information corresponding to the target game object, determine the change amplitude of the position change generated when the target game object executes the target shooting action. The change amplitude is positively correlated with the object ability identified by the object ability information corresponding to the target game object.

11. The method according to claim 1, characterized in that, The determining the first execution mode for the target game object to execute the target shooting action according to the object ability information corresponding to the target game object includes: Determine the action execution speed of the target game object when performing the target shooting action according to the object ability information corresponding to the target game object, and the action execution speed is positively correlated with the object ability identified by the object ability information corresponding to the target game object.

12. The method according to claim 1, wherein The shooting progress corresponding to different shooting actions is different. The shooting progress is the action execution progress corresponding to the moment when the virtual basketball leaves the hand in the corresponding shooting action. The stronger the object ability identified by the object ability information, the earlier the shooting progress corresponding to the shooting action in the shooting action set corresponding to the target game object.

13. The method according to claim 1, wherein The target shooting action includes a shooting action for making the virtual basketball leave the hand. The method for determining the first execution mode of the target game object for performing the target shooting action according to the object ability information corresponding to the target game object includes: Determine the available shooting progress interval corresponding to the target shooting action according to the object ability information corresponding to the target game object, and the interval length of the available shooting progress interval is positively correlated with the object ability identified by the object ability information corresponding to the target game object; The method further includes: Based on obtaining a second game instruction when the action execution progress of the target game object for performing the target shooting action is within the available shooting progress interval, instruct the target game object to perform the shooting action.

14. The method according to claim 1, characterized in that The method for determining the first execution mode of the target game object for performing the target shooting action according to the object ability information corresponding to the target game object includes: Determine the length of the buffer period corresponding to the target shooting action according to the object ability information corresponding to the target game object, and the length of the buffer period is inversely correlated with the object ability identified by the object ability information corresponding to the target game object; The method further includes: Obtain a third game instruction for instructing the target game object to perform a second object action; Based on the time length between the obtaining time of the third game instruction and the ending time of the target game object's execution of the target shooting action being greater than the length of the buffer period, instruct the target game object to perform the second object action; Based on the time length between the obtaining time of the third game instruction and the ending time of the target game object's execution of the target shooting action being not greater than the length of the buffer period, reject the response to the third game instruction.

15. The method according to claim 1, wherein The first game instruction is used to instruct the target game object to perform a shooting behavior by executing a shooting action of a target type. Different game instructions are used to instruct different types of shooting actions for the game object to perform, and the trigger operations for generating the different game instructions are different. The method for determining the target shooting action performed by the target game object when performing the shooting behavior according to the shooting action set corresponding to the target game object includes: Determine the shooting action corresponding to the target type in the shooting action set corresponding to the target game object as the target shooting action.

16. A shooting behavior control device, characterized in that, The device includes a first acquisition unit, a first determination unit, and a second determination unit: The first acquisition unit is configured to acquire a first game instruction corresponding to a target game, where the first game instruction is used to instruct a target game object in the target game to perform a shooting behavior; The first determination unit is configured to determine a shooting action set and object ability information corresponding to the target game object. The shooting action set corresponding to the target game object includes one or more shooting actions that the target game object can execute. The object ability information is used to identify the object ability of the target game object. The target game includes a plurality of game objects, the target game object is any one of the plurality of game objects, and there are differences in the shooting action sets and / or object ability information corresponding to different game objects among the plurality of game objects; The second determination unit is configured to determine a target shooting action performed by the target game object when performing the shooting behavior according to the shooting action set corresponding to the target game object, and determine a first execution manner of the target game object performing the target shooting action according to the object ability information corresponding to the target game object. Game objects corresponding to different object ability information have different execution manners when performing the target shooting action.

17. A computer device, characterized in that, The computer device includes a processor and a memory: The memory is configured to store a computer program and transmit the computer program to the processor; The processor is configured to execute the shooting behavior control method according to any one of claims 1-15 based on the instructions in the computer program.

18. A computer-readable storage medium, characterized in that, The computer-readable storage medium is configured to store a computer program, and the computer program is used to execute the shooting behavior control method according to any one of claims 1-15.

19. A computer program product including a computer program, when running on a computer device, causes the computer device to execute the shooting behavior control method according to any one of claims 1-15.