Virtual character control method and device, electronic equipment and storage medium

By utilizing eye tracking technology and multiple interaction methods in sports games, players can control multiple virtual characters simultaneously, solving the problem of low interaction efficiency in existing technologies and achieving more efficient tactical collaboration and game depth.

CN120754535APending Publication Date: 2025-10-10NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510830409.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-06-20
Publication Date
2025-10-10

AI Technical Summary

Technical Problem

In the existing technology, players cannot control multiple virtual characters at the same time in sports games, resulting in low interaction efficiency, cumbersome operations, inability to achieve rapid tactical collaboration and multi-level tactical coordination, and occupying device storage space and server resources.

Method used

A graphical user interface is displayed on the terminal device, allowing players to maintain control of the first target team member character while using eye tracking technology to select and control the second target team member character, combining multiple interaction methods such as touch, voice, and somatosensory to achieve parallel operation of multiple characters.

Benefits of technology

It improves the interactive experience and tactical depth of the game, enriches the game content, reduces the operational delay of the traditional character switching control method, and supports new gameplay of multi-character parallel control.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a virtual character control method, and the method comprises the steps: determining a first target team member character from a plurality of team member characters in a virtual scene according to a first selection mode, and enabling the first target team member character to be provided with a first control mode; in response to a first control instruction triggered through the graphical user interface based on the first control mode, controlling the first target team member role to execute a game behavior controlled by the first control instruction; when the first target team member role is in the control state, a second target team member role is determined from the other team member roles according to a second selection mode, and the first target team member role is configured with a second control mode; and when the first target team member role is in the control state, in response to a second control instruction triggered through the graphical user interface based on the second control mode, controlling the second target team member role to execute a game behavior controlled by the second control instruction. Therefore, the player can give instructions to other roles while keeping the control of the first role, and the interaction experience is improved.
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Description

Technical Field

[0001] The present disclosure relates to the field of games, and in particular to a method, device, electronic device, and storage medium for controlling a virtual character. Background Art

[0002] In sports games, players usually play a role in a team or control the entire team to compete, completing the game content and achieving the game goal through operations such as passing, shooting, and stealing. The virtual character control method in related technologies usually only allows players to control a single team member at the same time. If they need to control other team members, they need to transfer control to other characters through switching operations. It is impossible to issue instructions to other players on the field or determine their behavior paths while maintaining control of the current character. This makes player operations extremely cumbersome in scenarios that require rapid tactical coordination or multi-role cooperation, especially in fast-paced games where effective team cooperation cannot be made in time. At the same time, due to the limitations of the control method, the gameplay appears to be single, making it difficult to achieve multi-level tactical coordination. In addition, the system needs to calculate and render operation feedback for each character separately, which takes up a large amount of device storage space and also puts unnecessary pressure on server resources. Summary of the Invention

[0003] The purpose of the present disclosure is to provide a method, device, electronic device and storage medium for controlling a virtual character, so as to solve the technical problem of low interaction efficiency when controlling multiple virtual characters at the same time.

[0004] In a first aspect, the present disclosure provides a method for controlling a virtual character, comprising: displaying a graphical user interface through a terminal device, wherein a virtual scene is displayed in the graphical user interface, wherein the virtual scene includes multiple team member characters, and the multiple team member characters are in the same camp; determining a first target team member character from the multiple team member characters according to a first selection method, wherein the first target team member character is configured with a first control method; in response to a first control instruction triggered through the graphical user interface based on the first control method, controlling the first target team member character to execute a game behavior controlled by the first control instruction; when the first target team member character is in a control state, determining a second target team member character from the other multiple team member characters according to a second selection method, wherein the first target team member character is configured with a second control method, and the other multiple team member characters are team member characters other than the first target team member character in the multiple team member characters; when the first target team member character is in the control state, responding to a second control instruction triggered through the graphical user interface based on the second control method, controlling the second target team member character to execute a game behavior controlled by the second control instruction.

[0005] In a second aspect, the present disclosure provides a control device for a virtual character, comprising: a display module configured to display a graphical user interface through a terminal device, wherein the graphical user interface displays a virtual scene, wherein the virtual scene includes multiple team members, and the multiple team members are in the same camp; a first selection module configured to determine a first target team member from the multiple team members according to a first selection method, wherein the first target team member is configured with a first control method; a first control module configured to control the first target team member to perform a game behavior controlled by the first control instruction in response to a first control instruction triggered through the graphical user interface based on the first control method; a second selection module configured to determine a second target team member from the other multiple team members according to a second selection method when the first target team member is in a control state, wherein the first target team member is configured with a second control method, and the other multiple team members are team members other than the first target team member; and a second control module configured to control the second target team member to perform a game behavior controlled by the second control instruction in response to a second control instruction triggered through the graphical user interface based on the second control method when the first target team member is in a control state.

[0006] In a third aspect, the present disclosure provides an electronic device, comprising a processor and a memory; the memory stores at least one instruction, and the at least one instruction is used to be executed by the processor to implement the steps in any of the above-mentioned methods for controlling a virtual character.

[0007] In a fourth aspect, the present disclosure provides a computer-readable storage medium, wherein at least one instruction is stored in the computer-readable storage medium, and the instruction is loaded and executed by a processor to implement the steps in any of the above-mentioned methods for controlling a virtual character.

[0008] The present disclosure provides a method, device, electronic device and storage medium for controlling a virtual character, which allows players to issue instructions to other characters while maintaining control of the first character, thereby improving the interactive experience and reducing the operational delay caused by the traditional character switching control method; at the same time, it introduces a new gameplay mechanism of parallel control of multiple characters, enriching the tactical depth and team cooperation possibilities of the game, and improving the richness of the game content.

[0009] Other features and advantages of the present disclosure will be set forth in the following description, or some features and advantages may be inferred or unambiguously determined from the description, or may be learned by practicing the above-mentioned technology of the present disclosure.

[0010] In order to make the above-mentioned objects, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically listed below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0011] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following briefly introduces the drawings required for use in the specific embodiments or the description of the prior art. Obviously, the drawings described below are some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.

[0012] Figure 1 A flowchart of a method for controlling a virtual character provided by an embodiment of the present disclosure; Figure 2 A schematic diagram of a game interface provided by an embodiment of the present disclosure; Figure 3 A schematic diagram showing determination of a second target teammate character and a moving destination provided in an embodiment of the present disclosure; Figure 4 A schematic diagram of a game interface showing the process of selecting a second target teammate character provided by an embodiment of the present disclosure; Figure 5 A schematic diagram of a game interface displaying a movement trajectory provided by an embodiment of the present disclosure; Figure 6 A schematic diagram of a game interface for selecting a function control through a second selection method according to an embodiment of the present disclosure; Figure 7 A schematic diagram of a game interface for determining function controls provided by an embodiment of the present disclosure; Figure 8 A schematic diagram of the structure of a control device for a virtual character provided by an embodiment of the present disclosure; Figure 9 A schematic structural diagram of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION

[0013] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure more clear, the technical solutions of the embodiments of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings of the embodiments of the present disclosure. Obviously, the described embodiments are only some of the embodiments of the present disclosure, but not all of them. Generally, the components of the embodiments of the present disclosure described and shown in the drawings herein can be arranged and designed in various different configurations.

[0014] Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the present disclosure as claimed, but merely represents selected embodiments of the present disclosure. All other embodiments derived by persons of ordinary skill in the art based on the embodiments of the present disclosure without creative effort shall fall within the scope of protection of the present disclosure.

[0015] The virtual character control method in one embodiment of the present disclosure can be run on a local terminal device or a server. When the virtual character control method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0016] In an optional embodiment, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the virtual character control method are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud game server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0017] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0018] In this embodiment, a method for controlling a virtual character is provided. Figure 1 is a flow chart of a method for controlling a virtual character according to an embodiment of the present disclosure. Figure 1 As shown, the process includes the following steps: Step S110: Displaying a graphical user interface on a terminal device, wherein the graphical user interface displays a virtual scene, wherein the virtual scene includes a plurality of team members, and the plurality of team members are in the same camp; Step S120, determining a first target player role from a plurality of player roles according to a first selection method, wherein the first target player role is configured with a first control method; Step S130, in response to a first control instruction triggered through the graphical user interface based on the first control method, controlling the first target player character to execute a game behavior controlled by the first control instruction; Step S140, when the first target player character is in the control state, determining a second target player character from the other multiple player characters according to the second selection method, wherein the first target player character is configured with the second control method, and the other multiple player characters are player characters other than the first target player character among the multiple player characters; Step S150 , when the first target player character is in a control state, in response to a second control instruction triggered through a graphical user interface based on a second control method, the second target player character is controlled to execute a game behavior controlled by the second control instruction.

[0019] The method provided in this embodiment enables the system to provide multiple control methods for operating multiple characters within the same faction. While controlling the first team member, the player can also select and control other team members to perform operations. This dual-role control mechanism enriches the tactical options in the game and enhances the interactive experience. Furthermore, by introducing a second control method while maintaining the first control method, the solution allows players to manage multiple team members simultaneously, increasing the depth and strategy of the game and enhancing the richness of the game. Furthermore, by fully leveraging different interaction modes to achieve the function of controlling multiple characters simultaneously, this control method solves the technical problem in the computer field that traditional single control modes cannot achieve multi-character parallel operation.

[0020] The above steps are described in detail below.

[0021] In step S110, a player can observe multiple team characters in a virtual scene on a display screen via a terminal device. The terminal device generates and displays a graphical user interface containing the virtual scene, which is an interactive gaming environment and contains multiple team characters belonging to the same faction. These team characters can be controlled by the player to complete game tasks together.

[0022] In an optional embodiment, the terminal device may be a smartphone, tablet computer, personal computer, game console, or other computing device that supports interactive applications. For example, the terminal device may be a smartphone running an Android or iOS operating system that interacts with the game through a touch screen.

[0023] In an alternative embodiment, the terminal device may integrate multiple input devices, such as a touch screen, physical buttons, a voice recognition module, a gyroscope, and a camera, to support multiple interaction methods. For example, the terminal device may be a tablet computer with an integrated front-facing camera, allowing both touchscreen operation and interaction by capturing the player's facial expressions or movements through the camera.

[0024] The graphical user interface (GUI) is an interactive interface displayed on a terminal device screen, used to present virtual scenes and receive user input, and generally has the functions of displaying game content and providing operation controls.

[0025] In an optional embodiment, the graphical user interface may include a main game area, a control area, and a status information area. The main game area displays the core content of the virtual scene, the control area contains various operation buttons and controls, and the status information area displays information such as game progress and character status. For example, in a football game, the main game area displays the football field and players on the field, the control area is located at the bottom of the screen and contains the movement joystick and function buttons, and the status information area is located at the top of the screen and displays information such as the score and time.

[0026] In an alternative embodiment, the graphical user interface can dynamically change based on the game's progress, displaying different controls and information at different game stages. For example, when the game enters a specific stage (such as attack, defense, or a special event), the interface will adjust accordingly, displaying control options and prompts relevant to the current situation.

[0027] It should be noted that the graphical user interface may be just one of the above-described embodiments, or may be a combination of multiple embodiments. For example, the graphical user interface may be a simple interface containing the main game area and basic control areas, or it may be a complex interface containing multiple areas, supporting custom adjustments, and dynamically changing according to the game progress.

[0028] The virtual scene can be an interactive environment simulated on a terminal device, serving as a stage for game activities, and generally has the functions of providing a game background and supporting character activities.

[0029] In an alternative embodiment, the virtual scene can be a three-dimensional or two-dimensional space that simulates a real-world environment, such as a football field, basketball court, or battlefield, with specific physical rules and boundaries. For example, in a football game, the virtual scene can be a standard football field, complete with elements such as grass, goals, and sidelines, and adheres to basic physical rules such as gravity and friction.

[0030] Among them, team characters can be digital characters that can be controlled by players in a virtual scene, representing members of the same team. They usually have the function of performing various operations on behalf of players in the game and embodying teamwork.

[0031] In an alternative embodiment, player characters may have different attributes and abilities, such as speed, strength, technique, etc., which affect their performance in the game. For example, in a soccer game, a forward character may have high shooting and speed attributes, while a defender character may have high tackling and defense attributes.

[0032] In an alternative embodiment, player characters may have different positions and roles, such as forward, midfielder, and defender in a team sports game, with each position having specific responsibilities and tasks. For example, in a soccer game, midfielders are responsible for organizing the offense and supporting the defense, connecting the front and back fields, while goalkeepers focus on defending the goal and preventing the opponent from scoring.

[0033] In one specific application, a soccer game app displays a graphical user interface on the phone screen after the game loads. The center of the interface features a virtual soccer field with 11 player characters belonging to the player's team. The bottom of the interface displays a control area, including a directional joystick and skill buttons, while the top displays status information such as the score and time. Players can interact with the virtual scene by touching the screen and operating the controls, controlling the characters' movements on the field and performing various actions.

[0034] In step S120, a first target player character is determined from a plurality of player characters according to a first selection method, wherein the first target player character is configured with a first control method.

[0035] Specifically, the system determines one of the multiple team member roles as the primary control object, ie, the first target team member role, through a preset first selection method. This role can receive and execute control instructions through the first control method.

[0036] The first selection method may be a rule or mechanism for determining the initial control object, which generally has the function of selecting the primary control object from multiple controllable roles.

[0037] In an alternative embodiment, the first selection method can be automatically determined based on the game rules, such as selecting the character currently holding a key item (such as a ball) or the character closest to a key position. For example, in a soccer game, the system may default to selecting the player currently controlling the ball as the first target player character, allowing the player to immediately control the offense.

[0038] In an optional embodiment, the first selection method may allow the player to manually select a character through a specific operation, such as clicking a character icon on the interface or directly clicking a character in the scene. For example, the player can click on any player character on the field to set it as the first target player character currently controlled, achieving flexible character switching.

[0039] In an alternative embodiment, the first selection method can automatically recommend the best control character based on character position and game tactics, but retain the player's final choice. For example, during the defensive phase, the system may recommend controlling the defender character closest to the opposing player with the ball, but the player can choose to accept the recommendation or select another character.

[0040] It should be noted that the first selection method may be only one of the above embodiments, or may be multiple of the above embodiments. For example, the first selection method may be only a mechanism for automatically selecting the player with the ball, or may be a composite mechanism that combines automatic recommendation and manual selection by the player.

[0041] The first control method is an interactive mechanism for controlling the first target player character. It typically receives user input and converts it into character behavior instructions. When a player character is selected via the first selection method, an association is established between that player character and the first control method. When interacting via the first control method, the player character associated with the first control method is controlled to perform the corresponding game behavior.

[0042] In an optional embodiment, the first control method may be a touch-based control mechanism, such as using a virtual joystick to control movement and touching buttons to perform actions. For example, the player may use the virtual joystick in the lower left corner of the screen to control the movement direction and speed of the first target player character, and use the function buttons on the right to perform actions such as passing and shooting.

[0043] In an optional embodiment, the first control method can utilize the physical sensors of the device, such as a gyroscope, accelerometer, etc. to achieve a more natural control experience. For example, the player can control the movement direction of the team member character by tilting the device, achieving a more intuitive operation experience.

[0044] In an alternative embodiment, the first control method may include a context-sensitive intelligent control system that automatically adjusts available actions based on the character's position and game state. For example, when the first target player character approaches the opponent's goal, the control interface may automatically emphasize the shoot button, making it larger or more prominent, making it easier for the player to quickly execute key actions.

[0045] It should be noted that the first control method may be just one of the above embodiments, or may be multiple of the above embodiments. For example, the first control method may be just a simple virtual button control, or it may be a comprehensive control system that combines touch operation, physical sensors, and contextual intelligence.

[0046] like Figure 2As shown, in a specific application, when the player enters the football game, the system selects the player currently holding the ball as the first target player character by default, and a clear control indicator (e.g. a triangular icon) is displayed above the player's head. The player controls the moving direction and speed of the player through the virtual joystick in the lower left corner of the screen, and performs operations such as passing and shooting through the function buttons in the lower right corner. When the ball possession is transferred, the system will automatically set the player closest to the ball as the new first target player character. The player can also actively switch the control object by clicking on the icons of other players to achieve tactical arrangement. This first control mode based on touch is intuitive and responsive, allowing the player to focus on one character for precise control.

[0047] In step S130, in response to the first control instruction triggered by the graphical user interface based on the first control mode, the first target player character is controlled to perform the game behavior controlled by the first control instruction.

[0048] Specifically, the system controls the first target player character to perform corresponding actions or behaviors such as movement, skill release, etc. according to the instructions issued by the player through the first control mode, to achieve interactive response of the player's intention.

[0049] Among them, the first control instruction can be an operation command issued through the first control mode. It usually has the function of instructing the first target player character to perform a specific game behavior. In this embodiment, the first control instruction refers to the control instruction triggered by the first control mode for controlling the first target player character.

[0050] In an optional embodiment, the first control instruction can include basic movement instructions such as forward, backward, turning, etc. The player triggers them through touch, key, etc. For example, the player drags the virtual joystick forward to issue a forward instruction, controlling the first target player character to move forward; dragging to the left controls the character to move left.

[0051] In an optional embodiment, the first control instruction can include interactive instructions such as interactive operations with other objects or environmental elements in the game. For example, in a football game, the player clicks the pass button to issue a pass instruction, controlling the first target player character to pass the ball to a nearby teammate; clicking the shoot button performs the shooting action.

[0052] It should be noted that the first control instruction can be only one of the above embodiments, or it can be multiple of the above embodiments at the same time. For example, the first control instruction can be only a simple movement instruction, or it can be a comprehensive instruction system containing multiple basic movements, interactive operations and compound actions.

[0053] Game behaviors can be actions or activities performed by a player character in a virtual scene, and usually have the function of realizing the player's control intention and promoting the game process.

[0054] In an optional embodiment, game behaviors may include basic movements, such as running, jumping, turning, and other basic movement behaviors of the character. For example, in a football game, players can perform basic movements such as running at different speeds, stopping and turning, jumping and heading, etc. These movements constitute the basic movement mode of the character on the field.

[0055] In one specific application, the player controls the midfielder currently holding the ball as the first target player. By pushing the virtual joystick forward, the player issues a forward command, and the player immediately advances upfield with the ball. The player clicks the shoot button, and the player immediately executes the shot, sending the ball flying toward the goal. Throughout this process, the system rapidly responds to various commands issued by the player using the primary control method, controlling the first target player character to smoothly complete a series of gameplay actions.

[0056] In step S140, when the first target player character is in the control state, a second target player character is determined from multiple other player characters according to a second selection method, wherein the first target player character is configured with the second control method, and the multiple other player characters are player characters other than the first target player character among the multiple player characters.

[0057] Specifically, while maintaining control over the first target team member character, the system selects a second target team member character from the remaining team member characters through a second selection method different from the first selection method, allowing the player to control two characters at the same time.

[0058] The second selection mode is a mechanism for selecting other characters while maintaining control of the first character, which usually allows the selection of secondary characters without interfering with the main character.

[0059] In an alternative embodiment, the second selection method can be a special interface element interaction, such as through a dedicated character selection interface, a mini-map, or a character list selection. For example, the player can click on the team member thumbnail at the edge of the screen or the character marker on the mini-map to select the second target team member character without interrupting the current control.

[0060] In an optional embodiment, the second selection method can be based on a specific gesture operation, such as a two-finger click, slide, or other multi-touch operation. For example, a player can use their right hand to touch another player icon on the field while controlling the movement of the first target character, thereby achieving dual control.

[0061] In an optional embodiment, the second selection method may use a non-touch interaction method, such as voice commands, motion control, visual control, etc. For example, the player can select the second target player character by issuing a specific voice command such as "Select player number 10" or performing a specific gesture captured by the device camera, while keeping the finger focused on controlling the first target character.

[0062] It should be noted that the second selection method can be only one of the above embodiments, or multiple of the above embodiments. For example, the second selection method can be only a mechanism for selecting a character through a small map, or it can be a combination of interface elements, special gestures, An integrated selection system for voice commands and visual annotations.

[0063] The second control method can be an interactive mechanism for manipulating a second character without giving up control of the first character, and generally has the function of controlling multiple characters simultaneously.

[0064] In an alternative embodiment, the second control method can be a simplified command system that focuses on a small number of key operations, such as setting a target movement point and simple behavioral instructions. For example, the second control method may only include target location settings and a few basic action buttons, rather than a complete control interface, to avoid overly complex interfaces.

[0065] In an alternative embodiment, the second control method may utilize a different interaction method than the first control method. For example, the first control method may utilize touch control, while the second control method may utilize gesture recognition, voice control, or eye tracking. For example, a player may control a first target player character through touch control while simultaneously controlling a second target player character through voice commands such as "Run forward" or "Meet," achieving dual control without conflicting operations.

[0066] In an alternative embodiment, the second control method can be semi-automatic control based on preset behavior patterns, requiring the player to simply make a selection or trigger a decision point. For example, the player can select a preset behavior pattern such as "Offensive Support" or "Defensive Retreat" for the second target player character. The system will automatically execute the corresponding detailed actions based on the current game situation, requiring the player to intervene or adjust at critical moments.

[0067] It should be noted that the second control method may be just one of the above-mentioned embodiments, or may be a combination of multiple embodiments. For example, the second control method may be just a simple target point setting mechanism, or it may be a comprehensive control system that combines simplified instructions, different interaction methods, and preset behavior modes.

[0068] like Figure 3As shown, in a specific application, the player is controlling a ball-possessing forward as the first target player character by a virtual joystick. Meanwhile, he notices that there is a teammate in a favorable position on the right side of the field. While maintaining the control of the forward, the player selects this right-side teammate as the second target player character by gazing at him (second selection mode). At this moment, the system activates the second control mode for the right-side teammate without interrupting the player's control of the forward, and a secondary control icon appears above the head of the right-side teammate. The player continues to control the forward by the virtual joystick, and can also specify the running route of the second target player character by clicking on a position on the field, in preparation for the upcoming pass.

[0069] In step S150, in response to a second control instruction triggered by the graphical user interface based on the second control mode, the second target player character is controlled to perform a game behavior controlled by the second control instruction, while the first target player character is in the control state.

[0070] Specifically, the system receives the instruction issued by the player through the second control mode, and controls the second target player character to perform the corresponding action while maintaining the control state of the first target player character unchanged, realizing the parallel control of the two characters.

[0071] The second control instruction is an operation command issued by the second control mode for the second target player character. It usually has the function of guiding the action of the second target player character without affecting the first control instruction.

[0072] In an optional embodiment, the second control instruction can be a position pointing type instruction, which specifies the target position or route of the movement of the second target player character. For example, the player can click on a certain position in the virtual scene to issue the instruction "move to this position", and control the second target player character to run to this position in preparation for receiving a pass or supporting an attack.

[0073] In an optional embodiment, the second control instruction can be a behavior triggering type instruction, which directly instructs the second target player character to perform a specific behavior. For example, the player can click on a simplified function button specially designed for the second control mode, such as "call pass", "forward run", or "defend", to trigger the second target player character to perform the corresponding preset behavior.

[0074] In an optional embodiment, the second control instruction can be a context associated type instruction, which automatically adjusts the instruction content according to the current game state and the behavior of the first target player character. For example, when the first target player character possesses the ball, the "assist" instruction for the second target player character will automatically be converted into the "receive pass" behavior; while in the defense state, the same "assist" instruction will be converted into the "assist defense" behavior.

[0075] It should be noted that the second control instruction may be just one of the above-mentioned embodiments, or may be multiple of the above-mentioned embodiments. For example, the second control instruction may be just a simple location-based instruction, or may be a comprehensive instruction system that combines location-based instruction, behavior triggering, and context association.

[0076] like Figure 2 and Figure 3 As shown in the example, in one specific application, a player is using a virtual joystick to control a midfielder holding the ball as the first target player character to advance forward. A wide forward has also been selected as the second target player character. While maintaining control of the midfielder, the player clicks on an open area near the opponent's penalty area to issue a second control command. The system immediately responds, controlling the wide forward to begin running along the optimal path to the designated position in preparation for receiving the pass. Once the wide forward has reached the designated position, the player can use the first control method to control the midfielder to execute the pass, completing an effective tactical coordination. Throughout this process, the player successfully controls the actions of both players simultaneously, enabling more complex and efficient tactical coordination.

[0077] In a method for controlling a virtual character provided in one embodiment of the present application, the second selection method is a selection method based on eye tracking, and the second control method is a control method based on eye tracking.

[0078] The method provided in this embodiment enables players to control multiple team characters at the same time through eye tracking technology, which allows them to maintain the normal operations of the main control character and use the eye tracking mechanism to simultaneously control commands to other team characters. This greatly improves the multi-character collaborative operation experience in the game, enriches the tactical coordination possibilities of the game, and solves the technical problem of being unable to control multiple characters at the same time under traditional touch methods, effectively improving the interactive experience and game depth of the game.

[0079] Specifically, in the virtual scene, the selection and control of the second target player character are achieved through the eye tracking technology, wherein the first target player character is still in the control state.

[0080] Among them, the selection method based on eye tracking can be an interactive method that uses the user's gaze to select the target team member role. It usually has the effect of replacing traditional touch selection with eye gaze, simplifying user interaction operations.

[0081] In an optional embodiment, the gaze tracking-based selection method can be an interactive method for selecting a player character in the virtual scene by detecting how long the user's gaze remains on the player character. For example, if the user focuses their gaze on a player character on the field that is not currently being controlled, the system will detect this gaze and begin counting. When the gaze duration reaches a preset threshold (e.g., 1.5 seconds), the system automatically identifies that player character as the second target player character and displays a selection indicator above the character's head, indicating that the character has been successfully selected and can receive control commands.

[0082] In an optional embodiment, the gaze-tracking-based selection method can be a gaze-based interactive selection mechanism with visual selection progress feedback, providing real-time selection status feedback as the user gazes at the target character. For example, when the system detects that the user is gazing at a team member character, a circular progress bar will appear above that character's head. The progress bar will gradually fill up as the gaze time increases. When the progress bar is completely filled, the selection is confirmed and the character has been successfully selected as the second target team member character. At the same time, the system may play a gentle selection confirmation sound effect to enhance the interactive feedback.

[0083] In an optional embodiment, the selection method based on gaze tracking can be a gaze selection system that supports multi-character state management. It can achieve the selection of a second target player character through gaze tracking technology while maintaining the control state of the first target player character. For example, while the user controls the first target player character through conventional touch control, the system allows the user to select another player character on the field as the second target player character by gaze. The two characters have different visual indicators to distinguish the control state. The first target player character displays a blue control indicator above the head, while the second target player character selected by gaze displays a yellow selection indicator above the head, thus achieving the simultaneous selection and status distinction of multiple characters.

[0084] Gaze tracking-based control methods can be interactive methods that use the user's gaze to determine the location of a virtual character's behavior. This typically allows for the issuance of action commands to a player character without requiring manual touch. For example, by gazing at a specific location or function control in a graphical user interface, a second player character can be controlled to perform a corresponding game action.

[0085] In an optional embodiment, the gaze tracking-based control method can be a control mechanism that uses gaze position to determine the moving target. This mechanism sets the character's moving target point by detecting the user's gaze position in the virtual scene. For example, after selecting the second target team member character, the user gazes at a certain location in the virtual scene. The system detects this gaze behavior and times it. When the gaze duration reaches a preset threshold, the system determines that location as the moving target location and controls the second target team member character to move toward it. Simultaneously, a marker can be displayed at the target location and an indicator line can be displayed along the movement path, providing intuitive visual feedback.

[0086] In an optional embodiment, the control method based on gaze tracking can be an interactive method that enables command selection by gazing at function controls, allowing users to issue control commands by gazing at function buttons on the interface. For example, the right area of ​​the graphical user interface displays function controls such as "Pass," "Shoot," and "Sprint." After the user selects the second target player character, they gaze at these function controls for a certain period of time (e.g., 1.5 seconds). After the system confirms the user's command selection, it controls the second target player character to perform the corresponding game action, and simultaneously displays the corresponding function icon above the character's head to indicate the action being performed by the character.

[0087] In an alternative embodiment, gaze-tracking-based control can be a comprehensive control system that supports the combination of positional and functional commands, allowing users to flexibly combine different types of control commands through gaze interaction. For example, a user could first select the "sprint" function by gazing, then set a sprint target by gazing at a location in the scene; or first set a movement location, then select a "pass" action to be performed upon arrival. The system intelligently processes the control logic based on the order of the command combination and provides comprehensive visual feedback to the user through overlay icons (e.g., a location arrow + function icon).

[0088] It should be noted that the control method based on gaze tracking can be just one of the above-mentioned embodiments, or it can be a combination of multiple embodiments. For example, a control mechanism that determines the moving target based on gaze position can be used alone; or it can be combined with a function control gaze selection and command combination system to achieve more complex and diverse control strategies for the second target player character, meeting the tactical requirements of different game scenarios.

[0089] In a method for controlling a virtual character provided in an embodiment of the present application, determining a second target player character from a plurality of other player characters according to a second selection method includes: Step S310, detecting a gaze parameter of a player's gaze on a second player character among a plurality of player characters; Step S320: When the gaze parameter reaches the first parameter threshold, the second player character is determined to be the second target player character.

[0090] The method provided in this embodiment enables the second target player role to be determined by detecting the player's gaze parameters, and adopts a player selection method based on gaze tracking. This selection method can complete player selection without manual operation. While maintaining control over the current player, the second player role is determined, thereby improving the interactive experience and enhancing the game immersion.

[0091] The above scheme is described in detail below.

[0092] In step S310 , a gaze parameter of a player's gaze on a second player character among a plurality of player characters is detected.

[0093] Specifically, after a player activates gaze-tracking control mode, the system collects eye movement data from the terminal device's camera, tracks the player's gaze direction in real time, and determines the focal point of the gaze in the virtual scene. When the player's gaze focuses on a single character among multiple team members, the system detects the gaze parameters of that character.

[0094] The player's sight line can be the sight line direction and focus position determined by the player's eye movement captured by the camera of the terminal device, and usually has the function of indicating the object the player is paying attention to in the virtual scene.

[0095] In an optional embodiment, the player's gaze direction and focus are determined by capturing the user's eye movements in real time using the terminal device's front-facing camera and analyzing them using a deep learning algorithm. For example, when a player is controlling the first target player character to attack the ball and simultaneously wishes to have another teammate on the field without the ball make a run for support, the player can turn their gaze toward that teammate character. The system will detect the player's eye movement and rest position in real time, confirming that the player is looking at that teammate character.

[0096] The gaze parameter can be at least one of the following parameters: the duration the player's gaze remains on the second team member's character, the frequency of gaze, or the stability of gaze. This parameter typically quantifies the player's level of attention to a particular team member's character. For example, the gaze parameter can be calculated by calculating the continuous duration the player's gaze remains on the second team member's character.

[0097] In an optional embodiment, the gaze parameter is the continuous duration that the player's gaze remains on a second player character. The system starts a timer to record the duration of gaze fixation on a specific character. For example, when the player's gaze falls on a player character on the field, the system starts counting time. As long as the gaze does not move away and remains within a certain range of the character (typically a 30-pixel area extending beyond the character model), the timer continues to accumulate. If the gaze moves out of this range for more than 100 milliseconds, the timer immediately resets to zero.

[0098] In an optional embodiment, gaze parameters include gaze stability, which measures the degree of dispersion of gaze fluctuations within a specific timeframe. This is used to distinguish between intentional gaze and unintentional browsing. For example, when a player attempts to select a defensive player during a fierce attack-defense transition, even if their gaze rapidly scans across multiple players, the system can identify whether their gaze remains sufficiently stable on a specific defensive player. Only when the player maintains a clear and stable gaze on that player for a specified period of time will the system consider this a valid selection intention.

[0099] In an optional embodiment, the gaze parameter also includes a gaze frequency factor, which is a composite parameter of the number of repeated gazes on the same player character within a short period of time and the total gaze duration. For example, the system sets a 5-second sliding time window and records the number of times a player gazes at a specific player within this window and the cumulative duration. If the player gazes at the same player more than three times within 5 seconds and the cumulative duration exceeds 2 seconds, the player's selection priority is increased, and the time threshold required for selection confirmation is reduced.

[0100] It should be noted that the gaze parameter can be just one of the above embodiments, or it can be multiple. For example, the system can use only gaze dwell time as the gaze parameter, or it can also consider a comprehensive score of multiple factors such as dwell time, gaze stability, and gaze frequency to more accurately determine the player's selection intention.

[0101] In a specific application, when a player uses a terminal device to play a football game, the player controls the player holding the ball to dribble the ball through the first control method, and at the same time hopes to have other teammates provide support in running. The system activates the eye tracking function to detect the player's line of sight in real time. When the player looks at a teammate on the field who is not holding the ball, the system immediately detects the dwell time and stability of the player's line of sight. As the gaze continues, the gaze parameter value calculated by the system continues to increase. When the player's gaze is stably fixed on the teammate for 1.5 seconds, the gaze parameter reaches the preset threshold, and the system successfully identifies the teammate as the second target player role and is ready to receive subsequent instructions.

[0102] In step S320, when the gaze parameter reaches the first parameter threshold, the second player character is determined to be the second target player character.

[0103] Specifically, the system pre-sets a gaze parameter threshold as a criterion for determining whether the player intends to select a second team member character. When the player's gaze parameter on a team member character reaches or exceeds the threshold, the system determines that team member character as the second target team member character that the player wants to control.

[0104] The first parameter threshold can be a system-preset gaze parameter determination threshold used to identify valid gaze selection operations. This typically serves to filter out unintentional gazes and confirm valid selections. For example, a gaze duration threshold of 1.5 seconds can be set to determine selection intent.

[0105] In an optional embodiment, the first parameter threshold is a dynamically adjusted time threshold, automatically adjusted based on the complexity of the game scene, character density, and the player's historical operating habits. For example, in areas with dense character density (such as a penalty area with multiple players gathered), the system automatically increases the gaze time threshold to 1.8 seconds to prevent misselection; in areas with more dispersed characters, the threshold can be lowered to 1.2 seconds to improve selection response speed. Simultaneously, the system learns and records the player's average gaze decision time, gradually adjusting the threshold to suit individual operating habits.

[0106] In an alternative embodiment, the first parameter threshold comprises a combination of multiple parameters, requiring both gaze duration and gaze stability to be met. For example, the system sets a selection condition as follows: gaze duration exceeding 1.3 seconds and a gaze stability parameter less than a standard deviation of 12 pixels. A selection is confirmed only if both conditions are met. This combination effectively distinguishes intentional selection from unintentional browsing.

[0107] It should be noted that the first parameter threshold can be just one of the above embodiments, or it can be multiple of the above embodiments. For example, the system can use only a fixed gaze time threshold as the judgment criterion, or it can consider multiple factors such as gaze time, stability, and game scene to build a dynamically adjusted composite threshold system to adapt to the needs of different game scenes and personal operating habits.

[0108] In a method for controlling a virtual character provided in one embodiment of the present application, the method further includes: Step S410: When it is detected that the player is looking at the second player character, a selection progress indicator is displayed at the second player character; Step S420, updating the display state of the selection progress indicator based on the gaze parameter; Step S430: When the gaze parameter reaches the first parameter threshold, a selection confirmation mark is displayed.

[0109] The method provided by the embodiment enables the system to provide intuitive visual feedback for the player, so that the player can clearly understand the progress and result of the line-of-sight tracking operation, enhances the certainty and predictability of the operation, improves the interaction experience and usability of the line-of-sight control system, and enriches the interaction mode of the game and improves the richness of the game, effectively solving the problem of insufficient feedback in the traditional operation mode.

[0110] The above scheme will be described in detail below.

[0111] In step S410, when it is detected that the player's line of sight is gazing at the second team member role, a selection progress indicator is displayed at the second team member role.

[0112] Specifically, the system displays the selection progress indicator at the second team member role when it is detected that the player's line of sight is gazing at the second team member role, by monitoring the positional relationship between the player's line of sight and the second team member role, to provide visual feedback to the player.

[0113] The selection progress indicator can be a visual interface element displayed around or above the second team member role, and can be used to indicate the duration of the player's line of sight or the duration or cumulative effect of other gaze parameters. It generally has the function of intuitively displaying the progress of gaze confirmation.

[0114] In an optional embodiment, the selection progress indicator can be a ring-shaped progress bar, which surrounds the head or feet of the second team member role and gradually fills as the gaze time increases. For example, when the player's line of sight begins to gaze at the second team member role, an initially empty circular progress ring appears above the head of the role, and as the gaze time increases, the progress ring gradually fills in a clockwise direction until a complete circular ring is formed. In other embodiments, the selection progress indicator can also be a bar or dot matrix pattern.

[0115] In an optional embodiment, the selection progress indicator can be a numerical percentage display, which directly displays the current gaze progress in numerical form. For example, when the player's line of sight is gazing at the second team member role, a numerical identifier that starts from "0%" and increases is displayed above the role, and as the gaze time increases, the numerical value continuously rises until "100%", intuitively indicating the selection progress.

[0116] In a specific application, the player enables the eye tracking control function in a football game, and when he wants to select a non-ball-holding team member on the field, he focuses his line of sight on the team member. The system detects this gaze behavior and displays a circular selection progress indicator above the head of the team member. The indicator is initially an empty circular ring, clearly indicating that the selection process has started but not yet completed, providing immediate visual feedback to the player.

[0117] In step S420 , the display state of the selection progress indicator is updated based on the gaze parameter.

[0118] Specifically, the system continuously monitors the gaze parameters of the player's line of sight and updates the display status of the selection progress indicator in real time based on these parameters, so that the player can intuitively understand the progress of the current gaze selection.

[0119] The gaze parameter may be a data indicator that measures the interaction between the player's gaze and the second player's character, and generally serves to quantify the degree of gaze.

[0120] In an alternative embodiment, the gaze parameter may be gaze duration, i.e., the length of time the player's gaze remains continuously on the second team member's character. For example, the system may record the time when the player's gaze begins to gaze at the second team member's character and calculate the difference between the current time and the start time as the gaze duration parameter, which is used to update the fill level of the progress indicator.

[0121] In an optional embodiment, the gaze parameter can be gaze stability, i.e., the degree to which the player's gaze fluctuates within the gaze area. For example, the system can calculate the amplitude and frequency of the player's gaze jitter during the gaze process. When the gaze remains more stable, the progress indicator fills faster; conversely, if the gaze frequently moves slightly but remains within the target area, the progress indicator increases relatively slowly.

[0122] In an alternative embodiment, the gaze parameter can be gaze accuracy, which measures the distance between the player's gaze and the center point of the second player's character. For example, when the player's gaze is precisely focused on the character's core area, the progress indicator fills up most quickly. However, when the gaze is located at the edge of the character, while still considered focused on the character, the progress indicator accumulates more slowly.

[0123] It should be noted that the gaze parameter can be just one of the above embodiments, or it can be multiple. For example, the system can consider both gaze duration and gaze stability to comprehensively calculate a weighted gaze parameter value; or the system can prioritize gaze accuracy in high-speed movement scenarios and gaze duration in strategic planning scenarios, depending on the game scenario.

[0124] Wherein, updating the display state of the selection progress indicator may be adjusting the visual performance of the progress indicator based on the change of the gaze parameter, which generally has the function of reflecting the gaze selection progress.

[0125] In an optional embodiment, updating the display state of the selection progress indicator can be to increase the filling degree of the circular progress bar, and the filling ratio increases as the gaze time increases. In an optional implementation, updating the display state of the selection progress indicator can be changing the color or brightness of the indicator, gradually transitioning in a predetermined color sequence according to the gaze parameter value. Updating the display state of the selection progress indicator can also be adjusting the size or transparency of the indicator, the larger the gaze parameter value, the more obvious the indicator.

[0126] It should be noted that updating the display state of the selection progress indicator can be only one of the above implementations, or can be multiple of the above implementations at the same time. For example, the system can update the filling degree and color of the progress bar at the same time, providing multi-dimensional visual feedback; or the system can select the most suitable updating method for the current environment according to different game scenes and light conditions, ensuring that the indicator is always clear and visible.

[0127] In a specific application, when the player continuously gazes at the second team member role, the ring-shaped progress indicator on the head begins to gradually fill in the clockwise direction. The system detects that the player's line of sight is stably on the role, and the gaze parameter value increases steadily, and the progress bar filling speed increases uniformly. At the same time, as the filling ratio increases, the color of the progress bar gradually transitions from blue to green, and then to yellow, providing double visual feedback for the player, enabling him to intuitively perceive the progress of the selection process.

[0128] In step S430, when the gaze parameter reaches the first parameter threshold, a selection confirmation mark is displayed.

[0129] Specifically, the system determines whether the gaze parameter reaches a preset first parameter threshold. When the threshold is reached, the system confirms that the player has successfully selected the second team member role, and displays a selection confirmation mark, clearly conveying to the player that the selection is complete.

[0130] Among them, the first parameter threshold can be a critical value for determining the success of the gaze selection. It usually has the effect of ensuring the effectiveness and reliability of the gaze selection operation.

[0131] Among them, the selection confirmation mark can be a visual element that clearly indicates to the player that the second team member role has been successfully selected. It usually has the effect of providing clear feedback and confirming the completion of the selection.

[0132] In an optional implementation, the selection confirmation mark can be a special color highlight ring, which is distinguished from the progress indicator. For example, when the selection is successful, the progress indicator can be changed into a persistent yellow or gold light ring, surrounding the head or feet of the selected role, clearly indicating that the role is currently in the selected state. Or display an elliptical icon under the role to express the selected state.

[0133] In an optional embodiment, the selection confirmation mark may be a dynamic graphic effect, such as a flashing star or a pulse light effect.

[0134] In an optional embodiment, the selection confirmation mark may be a visual effect temporarily integrated with the character's appearance, such as outline highlighting or color change.

[0135] It should be noted that the selection confirmation indicator can be just one of the above embodiments, or it can be a combination of the above embodiments. For example, the system can simultaneously display a highlight halo and dynamic graphic effects to make the confirmation feedback more obvious; or the system can automatically select the most recognizable indicator type based on the complexity and color scheme of the game screen, ensuring that players can clearly identify the selection status in various scenarios.

[0136] In one specific application, after the player continuously stares at a teammate for about 1.5 seconds, the circular progress indicator fills completely and transforms into a bright golden halo. At the same time, a star icon briefly flashes above the teammate's head, and then turns into a small arrow mark that is continuously displayed. This combination of visual feedback clearly informs the player that the teammate has been successfully selected and can receive subsequent instructions and operations. At the same time, the system also updates the information of the currently selected teammate in the control panel in the lower right corner of the screen to further confirm the selection result.

[0137] In a virtual character control method provided in one embodiment of the present application, in response to a second control instruction triggered through a graphical user interface based on a second control method, controlling a second target team member character to execute a game behavior controlled by the second control instruction includes: Step S510, detecting the gaze parameter of the player's gaze at the interface position in the graphical user interface; Step S520: When the gaze parameter reaches a second parameter threshold, determining the scene position in the virtual scene corresponding to the interface position as the moving target position of the second target team member character; Step S530: Control the second target player character to move toward the moving target position.

[0138] The method provided in this embodiment enables players to determine the moving target position of the second target team member character and control its movement by gaze, thereby improving the interactive experience of the game and enabling players to simultaneously control multiple team member characters to perform different game behaviors, greatly improving the richness of the game and solving the technical problem of difficulty in accurately controlling multiple characters simultaneously under traditional game control methods.

[0139] The above scheme is described in detail below.

[0140] In step S510 , a gaze parameter of the player's sight at an interface position in the graphical user interface is detected.

[0141] Specifically, the system uses the terminal device's camera or dedicated eye tracking device to capture and detect the player's gaze on the graphical user interface in real time, and records the gaze interface position and related gaze parameters.

[0142] The gaze parameter may be a data indicator that characterizes the time and / or stability of a player's gaze remaining on a specific interface location, and generally serves to measure the intensity and certainty of the player's gaze intention.

[0143] In an optional embodiment, the gaze parameter may include gaze duration, which represents the time the player's gaze stays on a specific position on the interface.

[0144] In an optional embodiment, the gaze parameter may include gaze stability, which indicates the range of fluctuation of the player's gaze in a specific area of ​​the interface. In an optional embodiment, the gaze parameter may include gaze focus heat, which is a comprehensive indicator representing the frequency and cumulative duration of the player's gaze on a specific area.

[0145] It should be noted that the gaze parameter can be just one of the above-mentioned embodiments, or it can be a combination of multiple. For example, the system can use only gaze duration as a parameter to determine the player's intention; or it can consider both gaze duration and gaze stability, using a combined score to more accurately identify the player's true intention. The content of this gaze parameter is the same or similar to that of the above-mentioned embodiments.

[0146] In one specific application, after a player has selected a winger as the second target player in a soccer game, the system continuously monitors the player's gaze movement across the pitch. For example, if the player is looking at an open area upfield, hoping the winger will run there, the system captures the player's gaze focus in real time and calculates the duration and stability of their gaze, preparing to determine whether to set that area as the target for the next move.

[0147] In step S520, when the gaze parameter reaches the second parameter threshold, the scene position in the virtual scene corresponding to the interface position is determined as the moving target position of the second target team member character.

[0148] Specifically, the system compares the detected gaze parameter with a preset second parameter threshold. When the gaze parameter reaches or exceeds the second parameter threshold, the system maps the interface position where the player is looking to the corresponding three-dimensional coordinate position in the virtual scene, and determines that position as the moving target position of the second target team member character.

[0149] The second parameter threshold may be a threshold standard set by the system to determine whether the player has confirmed the selected scene location, which generally has the function of filtering accidental gaze stops and ensuring the clarity of the player's intention.

[0150] In an alternative embodiment, the second parameter threshold can be a fixed time threshold, requiring the player to gaze at a specific location for a certain length of time before confirming the selection. For example, the system can set the second parameter threshold to 1.5 seconds, requiring the player to maintain a steady gaze on the target location for at least 1.5 seconds before triggering the position confirmation, thus avoiding misoperation caused by brief glances.

[0151] In an optional embodiment, the second parameter threshold may be a dynamically adjusted adaptive threshold that is automatically adjusted according to the player's operating habits and the complexity of the game scene.

[0152] In an optional embodiment, the second parameter threshold may be a composite threshold that takes multiple factors such as gaze duration and gaze stability into consideration.

[0153] It should be noted that the second parameter threshold can be just one of the above embodiments, or it can be multiple of them. For example, the system can use only a fixed 1.5-second gaze duration threshold to determine position selection; or it can use both the duration threshold and the stability threshold, requiring both conditions to be met before confirming the player's position selection.

[0154] like Figure 3 In one specific application, a player in a soccer game selects a midfielder through their sight and then gazes at an open area on the right side of the field. The system then starts timing and monitors gaze stability. If the player maintains their gaze at that location for 1.5 seconds with minimal gaze drift, the system determines that the gaze parameter has reached the second threshold, displays a target marker at that location, and identifies the 3D coordinates as the midfielder's target location.

[0155] In step S530, the second target player character is controlled to move toward the moving target position.

[0156] Specifically, after determining the moving target position, the system will automatically calculate the path of the second target team member character from the current position to the moving target position, and control the character to move according to the calculated path.

[0157] The moving target position can be a three-dimensional coordinate position in the virtual scene determined by the player's gaze, which usually has the function of specifying the movement direction and end point of the second target player character.

[0158] In an alternative embodiment, the target position can be an absolute coordinate position, directly specifying a specific 3D coordinate point in the virtual scene. For example, the system can convert the position of the player's gaze on the court into (X=120, Y=0, Z=80) coordinates in the virtual scene, which serves as the precise location that the second target player character needs to reach.

[0159] In an alternative embodiment, the target position can be a relative position description, determined based on reference objects in the current scene. For example, the system can interpret the player's gaze position as "15 meters to the left of the opponent's goal" or "5 meters to the right of teammate A," allowing the second target player character to dynamically adjust its target position based on scene changes.

[0160] like Figure 4 and Figure 5 As shown in the example, in a soccer game, once the system confirms that the player has selected an open space on the right side of the frontcourt as their target location, the selected winger will begin running in that direction. The system will then calculate an optimal path to avoid opposing defenders and control the winger to move along the calculated route toward the target location. A solid line indicator may also be displayed along the player's movement path to clearly indicate the player's intended movement path.

[0161] In a virtual character control method provided in one embodiment of the present application, in response to a second control instruction triggered through a graphical user interface based on a second control method, controlling a second target team member character to execute a game behavior controlled by the second control instruction includes: Step S610, detecting a gaze parameter of a player's gaze on a target function control on a graphical user interface, wherein the target function control is a control among a plurality of function controls displayed on the graphical user interface, and the function control is configured to control a player character to perform a game action; Step S620: When the gaze parameter reaches a third parameter threshold, determining that the function instruction corresponding to the target function control is a second control instruction; Step S630: Control the second target player character to execute the game behavior controlled by the second control instruction.

[0162] The method provided in this embodiment utilizes gaze tracking to trigger control commands, allowing players to issue commands to a second target player character through gaze tracking technology without changing control of the first target player character. This enriches the game's operational methods and interaction methods, enhancing the player's interactive experience, while also strengthening the game's tactical elements and team collaboration, significantly increasing the richness of the game. Furthermore, this gaze-tracking-based multi-character control method effectively solves the technical problem of simultaneous control of multiple characters in traditional mobile device games.

[0163] The above scheme is described in detail below.

[0164] In step S610, a gaze parameter of a player's gaze on a target function control on a graphical user interface is detected, wherein the target function control is a control among a plurality of function controls displayed on the graphical user interface, and the function control is configured to control a team member character to perform a game behavior.

[0165] Specifically, a plurality of function controls are arranged on the graphical user interface displayed by the terminal device, and these function controls correspond to different game behavior instructions. When the player's gaze is on a certain function control, the system detects the gaze behavior and records the corresponding gaze parameter.

[0166] The target function control can be a plurality of controls displayed on the graphical user interface for controlling the virtual character to perform different game behaviors. Generally, it has the function of providing a plurality of function instruction selection, so that the player can select the specific function to be executed through the gaze tracking method.

[0167] In an optional embodiment, the target function control can be arranged at the edge area of the graphical user interface, such as the right side or the bottom of the screen, to reduce the occlusion of the main view of the virtual scene. For example, as shown in FIG. 6B, a group of function controls including a disengagement control, a pass control, a sprint control, etc. can be arranged in the lower right corner area of the game interface. When the player needs to let the second target team member character perform a specific function, he only needs to move the gaze to the corresponding control position to gaze. Figure 7

[0168] In step S620, when the gaze parameter reaches a third parameter threshold, the function instruction corresponding to the target function control is determined as the second control instruction.

[0169] Specifically, the system compares the detected gaze parameter with the preset third parameter threshold. When the gaze parameter reaches or exceeds the threshold, it is determined that the player indeed intends to select the target function control, and the function instruction corresponding to the control is determined as the second control instruction.

[0170] The third parameter threshold can be a threshold setting for judging whether the player's gaze behavior reaches the confirmation selection standard. Generally, it has the function of filtering unconscious gaze behavior, and ensures that the player's gaze selection is a conscious operation behavior.

[0171] ​In an alternative embodiment, the third parameter threshold can be a fixed system-preset value, set according to general principles of human-computer interaction. For example, the system can set the gaze duration threshold to 1.5 seconds, the gaze stability threshold to 90%, etc. When the player's gaze parameters reach these fixed thresholds, the selection is confirmed. This can also be the same or similar to the specific implementation of the first parameter threshold and the second parameter threshold in the aforementioned embodiment.

[0172] like Figure 6 As shown, in one specific application, when a player gazes at the "Remove" function control, a selection progress indicator appears on the control, and the system begins counting and detecting gaze status. The set third parameter thresholds include a gaze duration of 1.5 seconds and a gaze stability of 85%. When the player's gaze duration reaches 1.6 seconds and the gaze stability calculation result is 90%, the system determines that the player's gaze parameters have exceeded the third parameter threshold. At this point, the system confirms that the player has selected the "Remove" function control and determines the corresponding pass instruction as the current second control instruction.

[0173] In step S630, the second target player character is controlled to execute the game behavior controlled by the second control instruction.

[0174] Specifically, after determining the second control instruction, the system applies the instruction to the second target player character, controlling the character to perform the corresponding game behavior without changing the player's control state over the first target player character.

[0175] Game behaviors can be various interactive actions and strategic behaviors performed by virtual characters in game scenes. They usually fulfill the player's intentions and respond to the player's control commands through the virtual character's actions.

[0176] In an optional embodiment, game behaviors may include character movement behaviors, such as straight-line running, curved running, and variable-speed running. For example, when a player selects a "sprint" control by gazing, the second target player character will move in a preset direction at a faster speed, demonstrating an accelerated running action, thereby quickly changing on-field positions to create tactical opportunities.

[0177] In an alternative embodiment, game behaviors may include character interactions with virtual objects, such as passing, receiving, and shooting. In another alternative embodiment, game behaviors may include character tactical behaviors, such as defensive positioning, offensive movement, and tactical coordination, among other behaviors related to game strategy. For example, when a player selects the "Defend" function control by gazing, the second target player character will automatically adjust its defensive position based on the current situation on the field, such as marking a specific opponent character, blocking a passing lane, or tracking back to protect the goal area.

[0178] It should be noted that a game behavior can be just one of the above embodiments, or it can be multiple. For example, a game behavior can be just character movement behavior, or it can include character movement behavior, interactive behavior, and tactical behavior. Different types or combinations of game behaviors can be triggered based on different functional controls.

[0179] In a method for controlling a virtual character provided in one embodiment of the present application, the method further includes: Controls the display of selection indicators on target function controls.

[0180] Specifically, when the player gazes at the target function control on the interface through eye tracking, and the gaze parameter reaches the third parameter threshold, the system displays a selection mark on the target function control to provide intuitive visual feedback to the player.

[0181] The selection indicator may be a visual feedback element displayed on or around the target function control, and generally serves to provide the player with a visual reminder of the selected state of the current function control.

[0182] In an optional embodiment, the selection mark can be a highlighted border displayed around the target function control. When the player's gaze is fixed on a specific function control and the gaze parameter reaches a third parameter threshold, the system will display a clear highlighted border around the control.

[0183] In an optional embodiment, the selection mark can be a change in the color or transparency of the target function control. When the player's eyes are fixed on the function control and the gaze confirmation condition is met, the system will change the visual style of the control, such as changing the button color from the default state to the highlighted state, or adjusting its transparency to form a visual contrast.

[0184] In an optional embodiment, the selection mark can be a special graphic symbol or icon superimposed on the target function control. When the player's eyes are fixed on the function control and the selection conditions are met, the system will display an additional graphic mark above or inside the function control, for example, the same mark as the control for opening the second selection mode function control.

[0185] In a specific application, after selecting the second target player character through the eye tracking function during the game, the player moves his gaze to the function control area on the right side of the screen and looks at the "clear" function button. When the player's gaze stays on the "pass" button and reaches the system-set 1.5-second gaze threshold, the system superimposes a small eye icon (selection mark) on the "clear" button, such as Figure 7As shown, the player can intuitively confirm that his intention has been accurately captured by the system through these selection marks, and continue the game without additional confirmation operations, greatly improving the smoothness and operation efficiency of the game.

[0186] In an embodiment of the present application, the method further comprises: In response to the first operation, enabling the line-of-sight tracking-based control mode. In response to the second operation, closing the line-of-sight tracking-based control mode.

[0187] The method provided by the embodiment allows the user to flexibly switch between control modes, enabling line-of-sight tracking function for multi-player collaborative control when needed, and closing to return to the traditional control mode when not needed, improving the interactive flexibility and user selection freedom of the game, enhancing the richness of the game experience, and solving the technical problem of difficult multi-player collaborative control in the traditional single control mode.

[0188] Second part: The above scheme will be described in detail below.

[0189] In response to the first operation, enabling the line-of-sight tracking-based control mode.

[0190] Specifically, when the user performs the first operation through the terminal device, the system enables the line-of-sight tracking-based control mode, allowing the user to select and control other team member roles in the virtual scene through line-of-sight tracking.

[0191] The first operation can be an operation performed by the user on the terminal device to enable the line-of-sight tracking-based control mode. It usually triggers the system to activate the line-of-sight tracking function. The user can implement the first operation through click operation, slide operation, long press operation and / or other operations. For example, the user can implement the first operation through click operation, and in response to the user's click operation on the terminal device, enable the line-of-sight tracking-based control mode.

[0192] In an optional embodiment, the first operation can be an interactive operation of the user on a specific area or control in the graphical user interface. For example, as shown in the figure, the interactive operation can be a trigger operation on the "small eye" switch button displayed in the graphical user interface. Figure 2

[0193] In an optional embodiment, the first operation can be a pressing operation of the user on a physical key of the terminal device, which is pre-configured as a shortcut key for the line-of-sight tracking control mode.

[0194] ​In an optional embodiment, the first operation may also be a user's voice command, and the terminal device recognizes the user's "turn on eye tracking" or similar voice command through voice recognition technology, thereby enabling the eye tracking control mode.

[0195] It should be noted that the first operation may be just one of the above-mentioned embodiments, or may be multiple of the above-mentioned embodiments simultaneously. For example, the system may only support enabling the gaze tracking control mode by clicking the gaze tracking switch button on the graphical user interface; or it may simultaneously support enabling the gaze tracking control mode by clicking the gaze tracking switch button, pressing a physical button, or issuing a voice command, thereby enhancing the flexibility and convenience of operation.

[0196] Step S920: In response to the second operation, the control mode based on gaze tracking is turned off.

[0197] Specifically, when the user performs the second operation through the terminal device, the system will turn off the control mode based on eye tracking and return to the normal control mode.

[0198] The second operation may be an operation performed by the user on the terminal device to turn off the control mode based on gaze tracking. This generally has the effect of triggering the system to stop the gaze tracking function. The user may perform the second operation through a click operation, a slide operation, a long press operation, and / or other operations. For example, the user may perform the second operation through a click operation, and in response to the user's click operation on the terminal device, the control mode based on gaze tracking is turned off.

[0199] In an optional embodiment, the second operation may be a secondary triggering operation on the same graphical user interface control as the first operation, to implement switching of the switch function.

[0200] In an optional embodiment, the second operation may be an automatic trigger mechanism of the user in a specific situation, for example, when the game enters a specific scene or stage, the system automatically turns off the eye tracking control mode.

[0201] In an optional implementation, the second operation may also be other operations performed by the user that clearly instruct to turn off the gaze tracking control, such as voice commands, specific gestures, etc.

[0202] In a specific application of this embodiment, a user is controlling a forward who is dribbling through the game while simultaneously directing other teammates without the ball to make strategic runs to create offensive opportunities. The user clicks the eye icon button in the function area on the right side of the screen to perform the first operation, enabling the eye tracking control mode. The system activates the front-facing camera and, after a brief calibration, displays the "Eye Tracking Enabled" prompt. A blue control icon appears above the head of the currently controlled forward player. The user then gazes at a teammate on the right side without the ball for 1.5 seconds. This teammate is successfully selected, and a yellow selection icon appears above their head. By gazing at the open area at the front of the field, the user specifies the teammate's running position. After completing the tactical coordination, the user clicks the eye icon button again to perform the second operation, disabling the eye tracking control mode. The screen displays the "Eye Tracking Off" prompt, all eye-related icons disappear, and the game returns to traditional control mode.

[0203] In a method for controlling a virtual character provided in an embodiment of the present application, when a control mode based on eye tracking is enabled, the method further includes: Step S1010: displaying a first control mark at a first target virtual character; Step S1020: Display candidate identifiers at multiple candidate virtual characters.

[0204] The method provided in this embodiment allows players to clearly identify the currently controlled character and selectable candidate characters through visual feedback, improving the intuitiveness and precision of human-computer interaction and enriching the diversity of game control methods. By combining eye tracking technology with traditional control methods, the multi-character switching process is optimized, solving the technical problem of inefficient multi-character management under traditional touch control methods, and significantly improving the game interaction experience and operation response speed.

[0205] The above scheme is described in detail below.

[0206] In step S1010, a first control mark is displayed at a first target virtual character.

[0207] Specifically, after enabling the control mode based on eye tracking, the system displays a first control identifier at the first target virtual character currently being controlled so that the player can clearly identify the virtual character currently being controlled.

[0208] The first control mark may be a graphic mark for identifying the virtual character currently controlled by the player, and generally serves to remind the player that the player is currently controlling the virtual character.

[0209] In an alternative embodiment, the first control marker can be a specific color marker displayed above or near the head of the first target virtual character, such as a blue marker, a green marker, or another highlighted color marker. For example, the system can display a blue circular marker above the head of the player character currently controlled by the player, allowing the player to quickly locate the currently controlled character in a complex virtual scene, facilitating operational decisions.

[0210] In an optional embodiment, the first control mark may be a graphic mark with a specific shape, such as an arrow, a star, a triangle, or a halo.

[0211] In an optional embodiment, the display of the first control identifier may be unrelated to whether the eye tracking control model is turned on, that is, regardless of whether it is started or not, the first control identifier will be displayed in the scene for the character currently selected by the player through the first selection method.

[0212] In step S1020 , candidate identifiers are displayed at the locations of the plurality of candidate virtual characters.

[0213] Specifically, after enabling the gaze tracking-based control mode, the system simultaneously displays candidate identifiers for other virtual characters besides the first target virtual character, indicating that these virtual characters can be selected for control. The candidate identifiers are displayed differently from the first control identifier to distinguish them.

[0214] The candidate identifiers may be graphic marks used to identify virtual characters that can be selected for control, and generally have the function of prompting the player which virtual characters can be selected for control.

[0215] In an optional embodiment, the candidate identifier may be a specific color identifier displayed above or near the candidate virtual character's head, such as a yellow identifier, a white identifier, or other color identifier that is significantly different from the color of the first control identifier.

[0216] In an optional embodiment, the candidate identifier can be a graphic identifier with a different shape from the first control identifier, such as a simple geometric shape such as a dot, an asterisk or a square. In a specific application of this embodiment, when the player enables the eye tracking control mode in a football game, a clear visual feedback system will be displayed on the game interface. A striking blue circular halo identifier will be displayed above the head of the striker currently being controlled, while smaller yellow dot identifiers will be displayed above the heads of other players on the same team on the field, indicating that they can be selected for control. This identification system allows players to easily distinguish between the character they are controlling and the selectable players even in fast-paced games. When the game reaches the critical offensive stage, this clear visual distinction allows players to quickly switch between controlling the center forward and the wingers on both sides through their sight, thereby achieving efficient tactical coordination.

[0217] In a method for controlling a virtual character provided in one embodiment of the present application, the method further includes: Displaying the movement trajectory of the second target team member character in the virtual scene; And / or, displaying a function status icon at the second target team member character.

[0218] About displaying the movement trajectory of the second target team member character in the virtual scene Specifically, when determining the second target team member character and controlling it to move toward the target position, the system can display a movement trajectory indicating the expected travel path of the team member character in the virtual scene to enhance the player's intuitive perception of the team member's movement route.

[0219] The movement trajectory can be a visual representation of the pre-planned path of the second target player character from the current position to the target position, and generally has the function of indicating the direction and path of movement of the second target player character.

[0220] About displaying the function status icon on the second target player character Specifically, when the second target team member character is designated to execute a specific function or action instruction, the system can display a corresponding function status icon at the team member character to indicate the type of function instruction currently being executed or to be executed.

[0221] The function status icon may be a visual identifier indicating the current execution status of the function instruction by the second target player character, and generally serves to intuitively display the current behavior pattern or tactical intention of the player character.

[0222] In an optional embodiment, the function status icon can be a small icon displayed above or around the head of the second target player character, with different functions corresponding to different icons, such as a spherical icon for the passing function, a lightning icon for the sprint function, a shield icon for the clearance function, etc.

[0223] In an optional embodiment, the function status icon may be accompanied by a progress indicator to display the time or degree of completion of the function execution, such as a circular progress bar gradually decreasing around the icon, indicating the remaining time of the sprint; or a linear progress bar indicating the degree of power accumulation of the pass, etc.

[0224] In a specific application, while the player is controlling the first target team member role to attack with the ball, the player selects a team member on the left side as the second target team member role through the line-of-sight tracking and selects the "sprint" instruction through the gaze function button area. The system immediately displays an orange lightning icon above the head of the second target team member role, indicating that the sprint function is activated. A circular progress bar surrounds the icon, which gradually decreases as the sprint state continues. At the same time, the player sets the moving route of the team member through the line-of-sight, and the system displays the corresponding yellow virtual moving track in the virtual scene. When the second target team member role moves along the specified route, the lightning icon above the head and the track line on the ground together provide the player with complete state feedback, enabling the player to accurately grasp the position and state of the second target team member role without interrupting the control of the first target team member role, and to prepare for the subsequent possible pass cooperation.

[0225] In an embodiment of the present application, the step of determining the first target team member role from the plurality of team member roles according to the first selection method includes at least one of the following: When the teammate role is an object for controlling a virtual ball in the virtual scene, determining the team member role controlling the virtual ball as the first target team member role; Determining a teammate role satisfying a preset distance threshold with the virtual ball as the first target team member role; Determining the team member role last contacting the virtual ball as the first team member role.

[0226] Through the method provided by the embodiment, the player can automatically determine the currently controlled role according to the relationship between the team member role and the virtual ball, improving the intuitiveness and naturalness of the interactive experience. This design based on the common control logic in real football matches enables the player to focus on tactical arrangement and game strategy formulation without manually switching the control role, significantly improving the game immersion and control fluency, enhancing the interest and tactical depth of the game, and solving the computer interaction problem of cumbersome role switching in traditional games.

[0227] The above scheme will be described in detail below.

[0228] Specifically, the first selection method is a method for determining the first target team member role, which automatically or according to a preset rule selects one from the plurality of team member roles in the virtual scene as the current control object, i.e., the first target team member role, according to the relationship between the team member role and the virtual ball, which is different from the second selection method.

[0229] Among them, teammate characters are characters belonging to the player's camp in the virtual scene. For example, in a football or basketball game, teammate characters are all players in the team currently selected by the player. The game is completed by determining the first target teammate character and the second target teammate character from these teammate characters, and cooperating with other teammate characters.

[0230] The virtual sphere may be a ball-like object displayed in a virtual scene, and generally serves as a core interactive object in a virtual scene related to ball sports, such as a football in a football game, a basketball in a basketball game, and the like.

[0231] Controlling the virtual ball can involve manipulating a player character to interact with the virtual ball and determine the movement of the virtual ball. This is typically used in ball games to demonstrate the player's ability to control the ball, such as dribbling, passing, and shooting.

[0232] In an alternative embodiment, controlling the virtual sphere can involve a player character dribbling or carrying the ball by contacting the virtual sphere. The sphere will follow the character's path, with the character's speed and direction determining the trajectory of the virtual sphere. For example, in a virtual soccer game, when a midfielder gains possession of the ball, the player can control the player to dribble the ball. The sphere will stay close to the player's feet, changing position and direction as the player moves.

[0233] The preset distance threshold can be a distance value pre-set by the system and used to determine the spatial relationship between the team member character and the virtual sphere. This is typically used to determine the distance relationship between the character and the interactive object in the game, for example, to determine whether the character is within the effective range for interacting with the sphere, or, when the system automatically selects a player, if the player is close to the sphere, then the player is determined to be the first target teammate character.

[0234] In an alternative embodiment, the preset distance threshold can be set to different values ​​depending on the game type and scene size. For example, in a soccer game, it may be set to a virtual distance of 5-10 meters, while in a small-field game such as basketball, it may be set to a virtual distance of 2-3 meters. For example, in a soccer simulation game, the system may set the preset distance threshold to 7 meters. When a player's distance from the ball is less than 7 meters, the player will be determined to have met the preset distance threshold.

[0235] In an alternative embodiment, the preset distance threshold can also be personalized according to the position or attribute of the player character. For example, a forward player can have a smaller threshold while a defender has a larger threshold, reflecting the technical characteristics of players in different positions. For example, in a football tactics game, a defensive midfielder with "tackle" specialty can have a distance threshold of 8 meters, while an ordinary midfielder can only have a distance threshold of 6 meters, reflecting the ability difference of different types of players.

[0236] It should be noted that the preset distance threshold can be only one of the above embodiments, or can be multiple of the above embodiments. For example, the game system can consider multiple factors such as game difficulty, character attribute and scene characteristics, and dynamically adjust the preset distance threshold to provide a more balanced and realistic gaming experience.

[0237] Regarding determining the player character last contacted the virtual ball as the first player character.

[0238] Specifically, the system will record the player character that has the last contact with the virtual ball, and determine this character as the first target player character, even if the player is currently no longer controlling the virtual ball.

[0239] Wherein, the last contact can be the last time the player character has an effective interaction with the virtual ball. Usually has the role of marking the character and the ball historical interaction.

[0240] In an alternative embodiment, the last contact can refer to any effective physical contact of the player character to the virtual ball, such as kicking the ball, touching the ball, heading the ball, etc. For example, in a football game, when a midfielder passes the ball, even if the ball has left his control range, the system will still mark the midfielder as the last character who contacted the ball.

[0241] In an alternative embodiment, the last contact can be differentiated according to the nature of the contact, such as active contact (passing, shooting) and passive contact (ball bouncing on the player). For example, the system can give priority to active contact, and when a player actively passes the ball, the system will set it as the first target player character; while for passive contact where the ball accidentally hits the player, the system may not immediately switch the control object.

[0242] In an alternative embodiment, the last contact can also include a time decay factor, i.e. the priority of the last contact will gradually decrease over time. For example, if a player passes the ball more than 5 seconds, the system may no longer consider it as the optimal control object, and turn to other players who are closer to the ball.

[0243] It should be noted that the last contact can be just one of the above embodiments, or it can be multiple. For example, the system can consider both the nature and timing of the contact for a comprehensive assessment; or, in different game scenarios, adopt different contact determination criteria and priorities.

[0244] In a specific application of this embodiment, when a player starts a soccer match, the system displays a virtual soccer scene with players from both teams. At kickoff, the center forward holding the soccer ball is automatically assigned the role of the first target player by the system, and the player can control the player's movement using the virtual joystick on the left side of the screen. When the player passes the ball to a teammate on the wing, the system immediately transfers control to the receiving player. If the ball is intercepted by the opponent and bounces into an unoccupied area, the system calculates the distance between the team's players and the ball and automatically assigns the closest defensive midfielder, who is within a preset distance threshold of 10 meters, to the role of the first target player. The system also considers the players' previous contact records. For example, in a scrimmage, if a player has just touched the ball but failed to control it, the system may prioritize that player as the first target player, allowing the player to continue controlling that player in the scrimmage.

[0245] In a method for controlling a virtual character provided in an embodiment of the present application, the step of responding to a first control instruction triggered through the graphical user interface based on the first control method includes: Step S1310 , responding to a triggering operation on a function response area of ​​the graphical user interface, controlling the triggering of a control instruction corresponding to the function response area.

[0246] In step S1310 , in response to a triggering operation on a function response area of ​​the graphical user interface, a control instruction corresponding to the function response area is controlled to be triggered.

[0247] Specifically, this step triggers corresponding control instructions by responding to the user's triggering operation on a preset function response area in the graphical user interface, thereby achieving control over the first target team member character.

[0248] The function response area may be a preset interface area in a graphical user interface for receiving user interaction operations, and generally has the function of receiving user-triggered operations and converting them into in-game control instructions.

[0249] In an alternative embodiment, the function response area can be a virtual keypad displayed at a specific location in the graphical user interface. This area contains multiple virtual buttons, each corresponding to a different game operation command. For example, virtual buttons containing functions such as "pass," "shoot," and "defend" can be located in the lower right corner of the game interface. By clicking these buttons, the user can control the first target player character to perform corresponding game actions. In an alternative embodiment, the function response area can be a direction control area in the graphical user interface, through which the user can control the movement direction and speed of the first target player character.

[0250] In an alternative embodiment, the functional response areas may be interactive areas associated with specific game scene elements. By triggering these areas, users can perform specific actions related to the scene elements. For example, when an interactive virtual sphere appears in the virtual scene, users can control the first target player character to perform ball-related actions such as stealing, intercepting, or controlling the ball by clicking on the response areas around the sphere.

[0251] In a specific application, taking a football game as an example, after the player determines a striker as the first target player character through the first selection method, the player can control the striker's movement direction and speed through the virtual joystick in the lower left corner, and perform specific operations through the function key area in the lower right corner.

[0252] Corresponding to the above method embodiment, the embodiment of the present disclosure further provides a control device 800 for a virtual character, such as Figure 8 As shown, the device includes: The display module 810 is configured to display a graphical user interface through a terminal device, wherein the graphical user interface displays a virtual scene, wherein the virtual scene includes multiple team members, and the multiple team members are in the same camp; A first selection module 820 is configured to determine a first target player character from a plurality of player characters according to a first selection method, wherein the first target player character is configured with a first control method; A first control module 830 is configured to control the first target player character to execute a game behavior controlled by the first control instruction in response to a first control instruction triggered through the graphical user interface based on a first control method; A second selection module 840 is configured to determine a second target player character from a plurality of other player characters according to a second selection method when the first target player character is in a control state, wherein the first target player character is configured with the second control method, and the plurality of other player characters are player characters other than the first target player character among the plurality of player characters; The second control module 850 is configured to, in response to a second control instruction triggered by the graphical user interface based on a second control mode, control the second target team member role to perform a game behavior controlled by the second control instruction when the first target team member role is in the control state.

[0253] The virtual character control device allows the player to issue instructions to other characters while maintaining control of the first character, improves the interactive experience, and reduces the operation delay caused by the traditional switching of character control modes. Meanwhile, the virtual character control device introduces a new game play mechanism of parallel control of multiple characters, enriches the tactical depth and team cooperation possibility of the game, and improves the richness of the game content.

[0254] The embodiments of the present disclosure also provide an electronic device, such as Figure 9 As shown in the figure, the electronic device includes a processor and a memory, and the memory stores machine executable instructions capable of being executed by the processor. The processor executes the machine executable instructions to implement the virtual character control method.

[0255] Specifically, the virtual character control method includes: displaying a graphical user interface by a terminal device, the graphical user interface displays a virtual scene, and the virtual scene includes a plurality of team member roles, and the plurality of team member roles are in the same camp; determining a first target team member role from the plurality of team member roles according to a first selection mode, wherein the first target team member role is configured with a first control mode; in response to a first control instruction triggered by the graphical user interface based on the first control mode, controlling the first target team member role to perform a game behavior controlled by the first control instruction; determining a second target team member role from other team member roles according to a second selection mode when the first target team member role is in a control state, wherein the first target team member role is configured with a second control mode, and the other team member roles are team member roles other than the first target team member role in the plurality of team member roles; in response to a second control instruction triggered by the graphical user interface based on the second control mode, controlling the second target team member role to perform a game behavior controlled by the second control instruction when the first target team member role is in the control state.

[0256] Optionally, the second selection mode is a selection mode based on line-of-sight tracking, and the second control mode is a control mode based on line-of-sight tracking.

[0257] Optionally, determining the second target team member role from the other team member roles according to the second selection mode includes: detecting a gaze parameter of a player's line-of-sight on a second team member role in the plurality of team member roles; and determining the second team member role as the second target team member role when the gaze parameter reaches a first parameter threshold.

[0258] Optionally, the method further includes: displaying a selection progress indicator at the second team member character when detecting that the player's gaze is fixed on the second team member character; updating the display status of the selection progress indicator based on the gaze parameter; and displaying a selection confirmation mark when the gaze parameter reaches a first parameter threshold.

[0259] Optionally, in response to a second control instruction triggered through a graphical user interface based on a second control method, the second target team member character is controlled to execute a game behavior controlled by the second control instruction, including: detecting a gaze parameter of the player's line of sight on an interface position in the graphical user interface; when the gaze parameter reaches a second parameter threshold, determining the scene position in the virtual scene corresponding to the interface position as the moving target position of the second target team member character; and controlling the second target team member character to move toward the moving target position.

[0260] Optionally, in response to a second control instruction triggered through a graphical user interface based on a second control method, controlling a second target team member character to execute a game behavior controlled by the second control instruction includes: detecting a gaze parameter of a player's gaze on a target function control on the graphical user interface, wherein the target function control is a control among a plurality of function controls displayed on the graphical interface, and the function control is configured to control the team member character to execute the game behavior; when the gaze parameter reaches a third parameter threshold, determining that the function instruction corresponding to the target function control is the second control instruction; and controlling the second target team member character to execute the game behavior controlled by the second control instruction.

[0261] Optionally, the functional instructions corresponding to the functional control include at least one of a clearance instruction, a pass instruction, and a sprint instruction.

[0262] Optionally, the method further includes: controlling to display a selection mark on the target function control.

[0263] Optionally, the method further includes: enabling a control mode based on gaze tracking in response to a first operation; and disabling a control mode based on gaze tracking in response to a second operation.

[0264] Optionally, when the control mode based on gaze tracking is enabled, the method further includes: displaying a first control identifier at the first target virtual character; and displaying candidate identifiers at the plurality of candidate virtual characters.

[0265] Optionally, the method further includes: displaying a movement trajectory of the second target player character in the virtual scene; and / or displaying a function status icon at the second target player character.

[0266] Optionally, the step of determining the first target team member role from multiple team member roles according to the first selection method includes at least one of the following: when the teammate role is an object controlling a virtual sphere located in the virtual scene, determining the team member role controlling the virtual sphere as the first target team member role; determining the teammate role that meets a preset distance threshold with the virtual sphere as the first target team member role; determining the team member role that last contacts the virtual sphere as the first team member role.

[0267] Optionally, the step of responding to the first control instruction triggered through the graphical user interface based on the first control mode includes: responding to a triggering operation on a function response area of ​​the graphical user interface, and controlling the control instruction corresponding to the triggered function response area.

[0268] The electronic device provided by the above-mentioned embodiment allows players to give instructions to other characters while maintaining control of the first character, thereby improving the interactive experience and reducing the operational delay caused by the traditional character switching control method; at the same time, it introduces a new gameplay mechanism of parallel control of multiple characters, enriching the tactical depth and team cooperation possibilities of the game, and improving the richness of the game content.

[0269] Furthermore, Figure 9 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 101 , the communication interface 103 and the memory 100 are connected via the bus 102 .

[0270] The memory 100 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is achieved through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 9 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or one type of bus.

[0271] The processor 101 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by an integrated logic circuit of hardware in the processor 101 or by instructions in the form of software. The above-mentioned processor 101 may be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it may also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gates or transistor logic devices, or discrete hardware components. The various methods, steps, and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor may be a microprocessor or the processor may be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as being executed by a hardware decoding processor, or executed by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium well-known in the art, such as a random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or register. The storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment.

[0272] The embodiments of the present disclosure also provide a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned virtual character control method. The specific implementation can be found in the method embodiment and will not be repeated here.

[0273] Specifically, the control method of a virtual character includes: displaying a graphical user interface through a terminal device, displaying a virtual scene in the graphical user interface, the virtual scene including multiple team member characters, and the multiple team member characters are in the same camp; determining a first target team member character from the multiple team member characters according to a first selection method, wherein the first target team member character is configured with a first control method; in response to a first control instruction triggered through the graphical user interface based on the first control method, controlling the first target team member character to execute a game behavior controlled by the first control instruction; when the first target team member character is in a control state, determining a second target team member character from the other multiple team member characters according to a second selection method, wherein the first target team member character is configured with a second control method, and the other multiple team member characters are team member characters other than the first target team member character among the multiple team member characters; when the first target team member character is in the control state, responding to a second control instruction triggered through the graphical user interface based on the second control method, controlling the second target team member character to execute a game behavior controlled by the second control instruction.

[0274] Optionally, the second selection method is a selection method based on line of sight tracking, and the second control method is a control method based on line of sight tracking.

[0275] Optionally, determining a second target player character from multiple other player characters according to a second selection method includes: detecting a gaze parameter of the player's line of sight on a second player character among the multiple player characters; when the gaze parameter reaches a first parameter threshold, determining the second player character as the second target player character.

[0276] Optionally, the method further includes: displaying a selection progress indicator at the second team member character when detecting that the player's gaze is fixed on the second team member character; updating the display status of the selection progress indicator based on the gaze parameter; and displaying a selection confirmation mark when the gaze parameter reaches a first parameter threshold.

[0277] Optionally, in response to a second control instruction triggered through a graphical user interface based on a second control method, the second target team member character is controlled to execute a game behavior controlled by the second control instruction, including: detecting a gaze parameter of the player's line of sight on an interface position in the graphical user interface; when the gaze parameter reaches a second parameter threshold, determining the scene position in the virtual scene corresponding to the interface position as the moving target position of the second target team member character; and controlling the second target team member character to move toward the moving target position.

[0278] Optionally, in response to a second control instruction triggered through a graphical user interface based on a second control method, controlling a second target team member character to execute a game behavior controlled by the second control instruction includes: detecting a gaze parameter of a player's gaze on a target function control on the graphical user interface, wherein the target function control is a control among a plurality of function controls displayed on the graphical interface, and the function control is configured to control the team member character to execute the game behavior; when the gaze parameter reaches a third parameter threshold, determining that the function instruction corresponding to the target function control is the second control instruction; and controlling the second target team member character to execute the game behavior controlled by the second control instruction.

[0279] Optionally, the functional instructions corresponding to the functional control include at least one of a clearance instruction, a pass instruction, and a sprint instruction.

[0280] Optionally, the method further includes: controlling to display a selection mark on the target function control.

[0281] Optionally, the method further includes: enabling a control mode based on gaze tracking in response to a first operation; and disabling a control mode based on gaze tracking in response to a second operation.

[0282] Optionally, when the control mode based on gaze tracking is enabled, the method further includes: displaying a first control identifier at the first target virtual character; and displaying candidate identifiers at the plurality of candidate virtual characters.

[0283] Optionally, the method further includes: displaying a movement trajectory of the second target player character in the virtual scene; and / or displaying a function status icon at the second target player character.

[0284] Optionally, the step of determining the first target team member role from multiple team member roles according to the first selection method includes at least one of the following: when the teammate role is an object controlling a virtual sphere located in the virtual scene, determining the team member role controlling the virtual sphere as the first target team member role; determining the teammate role that meets a preset distance threshold with the virtual sphere as the first target team member role; determining the team member role that last contacts the virtual sphere as the first team member role.

[0285] Optionally, the step of responding to the first control instruction triggered through the graphical user interface based on the first control mode includes: responding to a triggering operation on a function response area of ​​the graphical user interface, and controlling the control instruction corresponding to the triggered function response area.

[0286] The storage location provided by the above-mentioned implementation method allows players to issue instructions to other characters while maintaining control of the first character, thereby improving the interactive experience and reducing the operational delay caused by the traditional character switching control method; at the same time, it introduces a new gameplay mechanism of parallel control of multiple characters, enriching the tactical depth and team cooperation possibilities of the game, and improving the richness of the game content.

[0287] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the existing technology, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes a number of instructions for enabling a computer device (which can be a personal computer, terminal device, or network device, etc.) to execute all or part of the steps of the various embodiments of the present disclosure. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk, and other media that can store program code.

[0288] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate the description of this disclosure and simplify the description. They do not indicate or imply that the devices or components referred to must have a specific orientation, be constructed, or operate in a specific orientation. Therefore, they should not be construed as limitations on this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0289] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure shall be subject to the scope of protection of the claims.

Claims

1. A method for controlling a virtual character, characterized in that: The method comprises: Displaying a graphical user interface through a terminal device, wherein the graphical user interface displays a virtual scene, wherein the virtual scene includes a plurality of team member characters, and the plurality of team member characters are in the same camp; Determining a first target player character from the plurality of player characters according to a first selection method, wherein the first target player character is configured with a first control method; In response to a first control instruction triggered through the graphical user interface based on the first control method, controlling the first target player character to execute a game behavior controlled by the first control instruction; When the first target player character is in a control state, determining a second target player character from a plurality of other player characters according to a second selection method, wherein the second target player character is configured with a second control method, and the plurality of other player characters are player characters among the plurality of player characters other than the first target player character; When the first target player character is in a control state, in response to a second control instruction triggered through the graphical user interface based on the second control method, the second target player character is controlled to execute a game behavior controlled by the second control instruction.

2. The method according to claim 1, characterized in that The second selection method is a selection method based on line of sight tracking, and the second control method is a control method based on line of sight tracking.

3. The method according to claim 2, characterized in that The determining of the second target player role from the other multiple player roles according to the second selection method includes: detecting a gaze parameter of a player's gaze on a second player character among the plurality of player characters; When the gaze parameter reaches a first parameter threshold, the second player role is determined to be the second target player role.

4. The method according to claim 3, characterized in that The method further comprises: When it is detected that the player is looking at the second player character, displaying a selection progress indicator at the second player character; updating a display state of the selection progress indicator based on the gaze parameter; When the gaze parameter reaches the first parameter threshold, a selection confirmation mark is displayed.

5. The method according to claim 2, characterized in that In response to a second control instruction triggered through the graphical user interface based on the second control method, controlling the second target player character to execute a game behavior controlled by the second control instruction includes: Detecting a gaze parameter of a player's gaze at an interface position in the graphical user interface; When the gaze parameter reaches a second parameter threshold, determining the scene position in the virtual scene corresponding to the interface position as the moving target position of the second target player character; Control the second target player character to move toward the moving target position.

6. The method according to claim 2, characterized in that In response to a second control instruction triggered through the graphical user interface based on the second control method, controlling the second target player character to execute a game behavior controlled by the second control instruction includes: detecting a gaze parameter of a player gazing at a target function control on the graphical user interface, wherein the target function control is a control among a plurality of function controls displayed on the graphical user interface, and the function control is configured to control a player character to perform a game action; When the gaze parameter reaches a third parameter threshold, determining that the function instruction corresponding to the target function control is the second control instruction; Control the second target player character to execute the game behavior controlled by the second control instruction.

7. The method according to claim 6, characterized in that The functional instructions corresponding to the functional control include at least one of a clearance instruction, a pass instruction, and a sprint instruction.

8. The method according to claim 6, characterized in that The method further comprises: Controlling display of a selection mark on the target function control.

9. The method according to claim 2, characterized in that The method further comprises: In response to a first operation, enabling a control mode based on gaze tracking; In response to the second operation, the control mode based on gaze tracking is turned off.

10. The method according to claim 9, characterized in that When the gaze tracking-based control mode is enabled, the method further includes: Displaying a first control mark at the first target virtual character; Candidate identifications are displayed at the plurality of candidate virtual characters.

11. The method according to claim 1, wherein The method further comprises: Displaying the movement trajectory of the second target player character in the virtual scene; And / or, displaying a function status icon at the second target player character.

12. The method according to claim 1, characterized in that The step of determining the first target player role from the plurality of player roles according to the first selection method includes at least one of the following: When the teammate character is an object controlling a virtual sphere located in the virtual scene, determining the teammate character controlling the virtual sphere as a first target teammate character; Determine the teammate character that meets a preset distance threshold with the virtual sphere as a first target teammate character; The player character that last contacts the virtual sphere is determined as the first player character.

13. The method according to claim 1, wherein The step of responding to a first control instruction triggered by the graphical user interface based on the first control mode includes: In response to a triggering operation on a function response area of ​​the graphical user interface, a control instruction corresponding to the function response area is controlled to be triggered.

14. A control device for a virtual character, characterized in that: The device comprises: A display module is configured to display a graphical user interface through a terminal device, wherein the graphical user interface displays a virtual scene, wherein the virtual scene includes a plurality of team member characters, and the plurality of team member characters are in the same camp; A first selection module is configured to determine a first target player role from the plurality of player roles according to a first selection method, wherein the first target player role is configured with a first control method; a first control module configured to, in response to a first control instruction triggered through the graphical user interface based on the first control method, control the first target player character to execute a game behavior controlled by the first control instruction; a second selection module configured to, when the first target player character is in a control state, determine a second target player character from a plurality of other player characters according to a second selection method, wherein the second target player character is configured with a second control method, and the plurality of other player characters are player characters among the plurality of player characters other than the first target player character; The second control module is configured to control the second target player character to execute the game behavior controlled by the second control instruction in response to the second control instruction triggered by the graphical user interface based on the second control method when the first target player character is in the control state.

15. An electronic device, characterized in that: The electronic device includes a processor and a memory; the memory stores at least one instruction, and the at least one instruction is used to be executed by the processor to implement the virtual character control method according to any one of claims 1 to 13.

16. A computer-readable storage medium, characterized in that The computer-readable storage medium stores at least one instruction, which is loaded and executed by a processor to implement the method for controlling a virtual character according to any one of claims 1 to 13.