Virtual ball game method, device and equipment, medium and program product

By dividing skills in virtual ball games into multiple stages, players can precisely control the skill actions of virtual players, solving the inefficiency problem caused by single skill triggers in existing technologies, and achieving more efficient human-computer interaction and resource utilization.

CN120983908APending Publication Date: 2025-11-21TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202511352248.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-09-19
Publication Date
2025-11-21

AI Technical Summary

Technical Problem

In existing virtual ball games, the skill triggering schemes are relatively simple, resulting in low efficiency of human-computer interaction.

Method used

This paper proposes a scheme for triggering virtual player skills in stages, dividing skills into a first skill stage and a second skill stage. Players control the virtual player to perform corresponding skill actions by triggering different operations, thereby improving the diversity of skill triggering and the efficiency of human-computer interaction.

Benefits of technology

By triggering skills in segments, players' control over the skill triggering process is improved, resource waste is reduced, human-computer interaction efficiency is increased, and the strategic and realistic nature of the game is enhanced.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention discloses a virtual ball game method, device and equipment, a medium and a program product. The method comprises the following steps: in response to a first skill operation, displaying a first skill action corresponding to a first skill stage executed by a first virtual player in at least two virtual players; and in response to the second skill operation, displaying a second skill action corresponding to the second skill stage executed by a second virtual player in the at least two virtual players. According to the technical scheme, a player can accurately control a virtual player to execute skill actions in different skill stages by triggering different skill operations, the ability of the player to control the skill triggering process is improved, a selection space is also provided for the player by the scheme of segmentally triggering the skill, and for example, after the player triggers the first skill operation, the skill actions of the virtual player can be accurately controlled to execute the skill actions in different skill stages. According to the technical scheme, the second skill operation can be triggered or not triggered according to the match condition, the human-computer interaction efficiency is improved, meanwhile, resource waste caused by forced complete execution of the first skill is avoided, and resource consumption in the unnecessary skill process is reduced.
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Description

TECHNICAL FIELD

[0001] The present application relates to the field of human-computer interaction, and in particular, to a virtual ball game method, device, equipment, medium and program product. BACKGROUND

[0002] In the current virtual ball game (such as a basketball mobile game), a player can control multiple virtual players to form a virtual team and execute a virtual ball game in the form of a virtual team.

[0003] In related technologies, for the skill triggering scheme in a basketball mobile game, a player can control a corresponding virtual player to perform a skill action (such as a shooting action) by clicking a control (such as a shooting control) displayed on a virtual basketball game interface.

[0004] However, the above skill triggering scheme is relatively single, and the human-computer interaction efficiency is low. SUMMARY

[0005] The present application provides a virtual ball game method, device, equipment, medium and program product, and the technical solution is as follows:

[0006] On the one hand, a virtual ball game method is provided, and the method comprises:

[0007] displaying at least two virtual players belonging to a first team in a virtual ball game, the at least two virtual players including a virtual player controlled by a terminal;

[0008] receiving a first skill operation, the first skill operation being used to trigger a first skill phase of a first skill, the first skill being associated with the virtual player controlled by the terminal;

[0009] in response to the first skill operation, displaying a first virtual player in the at least two virtual players performing a first skill action corresponding to the first skill phase;

[0010] receiving a second skill operation, the second skill operation being used to trigger a second skill phase of the first skill;

[0011] in response to the second skill operation, displaying a second virtual player in the at least two virtual players performing a second skill action corresponding to the second skill phase.

[0012] On the other hand, a virtual ball game device is provided, and the device comprises:

[0013] a display module configured to display at least two virtual players belonging to a first team in a virtual ball game, the at least two virtual players including a virtual player controlled by a terminal;

[0014] receive a first skill operation, the first skill operation being used to trigger a first skill stage of a first skill, the first skill being associated with a virtual player controlled by a terminal;

[0015] The display module is configured to display a first virtual player in the at least two virtual players performing a first skill action corresponding to the first skill stage in response to the first skill operation.

[0016] The receiving module is configured to receive a second skill operation, the second skill operation being used to trigger a second skill stage of the first skill.

[0017] The display module is configured to display a second virtual player in the at least two virtual players performing a second skill action corresponding to the second skill stage in response to the second skill operation.

[0018] In another aspect, a computer device is provided, the computer device comprising a processor and a memory, the memory having stored therein at least one segment of computer program, the at least one segment of computer program being loaded and executed by the processor to implement any of the above-mentioned virtual ball game methods.

[0019] In another aspect, a computer readable storage medium is provided, the storage medium having stored therein at least one segment of computer program, the at least one segment of computer program being loaded and executed by a processor to implement any of the above-mentioned virtual ball game methods.

[0020] In another aspect, a computer program product or computer program is provided, the computer program product or computer program comprising computer instructions stored in a computer readable storage medium. A processor of a computer device reads the computer instructions from the computer readable storage medium, and the processor executes the computer instructions to cause the computer device to perform any of the above-mentioned virtual ball game methods.

[0021] The technical solutions provided by the embodiments of the present application bring at least the following beneficial effects:

[0022] The scheme of triggering a virtual player skill in segments is provided, such as splitting a first skill into a first skill stage and a second skill stage, when a player triggers a first skill operation, a first skill action corresponding to the first skill stage is performed by a first virtual object, and when the player triggers a second skill operation, a second skill action corresponding to the second skill stage is performed by a second virtual object. On the one hand, the first skill action and the second skill action together realize the complete first skill effect, which improves the diversity of skill triggering in a virtual ball game. On the other hand, the player can trigger different skill operations to accurately control the virtual player to perform skill actions of different skill stages, which improves the control ability of the player on the skill triggering process, and the scheme of triggering the skill in segments also provides a selection space for the player, such as the player triggering the first skill operation, and then selecting to trigger or not to trigger the second skill operation according to the game situation, which improves the human-computer interaction efficiency, avoids the waste of resources caused by forced complete execution of the first skill, and reduces the resource consumption on unnecessary skill processes. BRIEF DESCRIPTION OF DRAWINGS

[0023] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed in the embodiment description will be briefly introduced. Obviously, the drawings in the following description are only some embodiments of the present application, and other drawings can be obtained by those skilled in the art without creative labor.

[0024] Figure 1 is a structural block diagram of an electronic device provided by an exemplary embodiment of the present application;

[0025] Figure 2 is a structural block diagram of a computer system provided by an exemplary embodiment of the present application;

[0026] Figure 3 is a flowchart of a virtual ball game method provided by an exemplary embodiment of the present application;

[0027] Figure 4 is a flowchart of a virtual ball game method provided by another exemplary embodiment of the present application;

[0028] Figure 5 is an interface schematic diagram of a skill introduction area provided by an exemplary embodiment of the present application;

[0029] Figure 6 is an interface schematic diagram of a virtual ball game provided by an exemplary embodiment of the present application;

[0030] Figure 7 is a schematic diagram of control state switching provided by an exemplary embodiment of the present application;

[0031] Figure 8is a flowchart of a virtual ball game method provided by another example embodiment of the present application;

[0032] Figure 9 is a schematic diagram of a virtual game method provided by an example embodiment of the present application;

[0033] Figure 10 is a schematic diagram of a virtual game method provided by another example embodiment of the present application;

[0034] Figure 11 is a flowchart of a virtual ball game method provided by another example embodiment of the present application;

[0035] Figure 12 is a schematic diagram of a ground kick provided by an example embodiment of the present application;

[0036] Figure 13 is a schematic diagram of a virtual game method provided by another example embodiment of the present application;

[0037] Figure 14 is a schematic diagram of a virtual game method provided by another example embodiment of the present application;

[0038] Figure 15 is a flowchart of a virtual ball game method provided by another example embodiment of the present application;

[0039] Figure 16 is a schematic diagram of a big move control provided by an example embodiment of the present application;

[0040] Figure 17 is an interface schematic diagram of a ground kick provided by an example embodiment of the present application;

[0041] Figure 18 is a schematic diagram of a receiving player and a passing player provided by an example embodiment of the present application;

[0042] Figure 19 is a logic schematic diagram of a ground kick provided by an example embodiment of the present application;

[0043] Figure 20 is a structural block diagram of a virtual ball game device provided by an example embodiment of the present application;

[0044] Figure 21 is a structural block diagram of a computer device provided by an example embodiment of the present application. DETAILED DESCRIPTION

[0045] In order to make the purposes, technical solutions and advantages of the present application clearer, the embodiments of the present application will be further described in detail below with reference to the drawings. Obviously, the described embodiments are only some of the embodiments of the present application, but not all of the embodiments of the present application. Based on the embodiments in the present application, all other embodiments obtained by those of ordinary skill in the art without creative work fall within the scope of protection of the present application.

[0046] The terms "first", "second" and the like in the present application are used to distinguish the same items or similar items with substantially the same function, and it should be understood that there is no logical or time sequence dependence between "first" and "second", and the number and execution order are not limited.

[0047] It should be noted that the present application can display a prompt interface, a pop-up window or output voice prompt information before collecting the relevant data of the user and during the process of collecting the relevant data of the user. The prompt interface, the pop-up window or the voice prompt information is used to prompt the user that the relevant data of the user is being collected, so that the present application only starts to perform the relevant steps of obtaining the relevant data of the user after obtaining the confirmation operation of the user to the prompt interface or the pop-up window, otherwise (i.e. without obtaining the confirmation operation of the user to the prompt interface or the pop-up window), ending the relevant steps of obtaining the relevant data of the user, i.e. not obtaining the relevant data of the user. In other words, all the user data collected by the present application is collected under the condition that the user agrees and authorizes, and the collection, use and processing of the relevant user data need to comply with the relevant laws, regulations and standards of the relevant region.

[0048] First, the terms involved in the embodiments of the present application are briefly introduced.

[0049] Virtual ball game: A virtual ball game is a form of competition in a traditional ball game simulated by computer technology and a network platform. Players participate in a virtual ball game by controlling virtual players to complete a competition process similar to an actual ball game. In a terminal game scene, players usually control at least one virtual player through a mobile terminal such as a mobile phone, a tablet computer, a desktop computer, or a gamepad. In an extended reality scene such as virtual reality (VR) or augmented reality (AR), players control at least one virtual player with the aid of at least one device such as a VR headset, a head-mounted device, or a motion capture device. A virtual ball game is at least one of various ball games such as a virtual basketball game, a virtual football game, a virtual baseball game, a virtual volleyball game, and a virtual rugby game. A virtual ball game can be executed in a networked form to support competition or cooperation among multiple players, enhancing interactivity and competitiveness. A virtual ball game can also be executed in a human-computer form. A virtual ball game provides players with a convenient and safe way of entertainment and also enables applications such as competition analysis and skill training through data analysis and artificial intelligence, expanding the functions and application scenarios of traditional ball games.

[0050] Ball game scene: A ball game scene refers to a digital space in which a competition activity in a virtual ball game takes place. A ball game scene is usually a region designed by simulating a real-world ball game venue. Alternatively, a ball game scene can be a newly designed virtual venue. A ball game scene not only embodies the physical layout and appearance of a venue but also includes associated elements therein. For example, a virtual basketball region in a virtual basketball game includes virtual basket elements, virtual region line elements (such as virtual boundary line elements, virtual center line elements, virtual three-point line elements, virtual free throw line elements, and virtual penalty area line elements), virtual pick-and-roll regions, and virtual shooting regions. Alternatively, a virtual football region in a virtual football game includes virtual goal region, virtual region line elements (such as virtual boundary line elements, virtual goal line elements, and virtual center line elements), and virtual center circle elements.

[0051] In current virtual ball games (such as basketball mobile games), players can control multiple virtual players to form a virtual team and execute a virtual ball game in the form of a virtual team. In related technologies, for a skill triggering scheme in a basketball mobile game, a player can control a corresponding virtual player to perform a skill action (such as a shooting action) by clicking a control (such as a shooting control) displayed in a virtual basketball game interface. However, the above skill triggering scheme is relatively single and has low human-computer interaction efficiency.

[0052] In the present application, a virtual ball game method is introduced, and a segmented skill triggering scheme for virtual players is provided. The player can trigger different skill operations to precisely control the virtual player to perform skill actions in different skill stages, thereby improving the diversity of skill triggering in the virtual ball game and the control ability of the player on the skill triggering process. The segmented skill triggering scheme also provides a selection space for the player. For example, after triggering the first skill operation, the player can choose to trigger or not to trigger the second skill operation according to the game situation, thereby improving the human-computer interaction efficiency, avoiding resource waste caused by forced complete execution of the first skill, and reducing resource consumption in unnecessary skill processes.

[0053] The virtual ball game method provided by the embodiments of the present application can be applied to various ball-related game scenarios such as electronic game and entertainment scenarios, sports training and simulation scenarios, education and learning scenarios, advertisement promotion scenarios, virtual reality scenarios, augmented reality scenarios, assistive technology scenarios, and sports analysis scenarios, without limitation.

[0054] The terminal in the present application can be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III) player, an MP4 (Moving Picture Experts Group Audio Layer IV) player, and the like. The terminal is installed and runs an application program supporting a virtual environment, such as an application program supporting a three-dimensional virtual environment. The application program can be any one of a virtual ball game (such as a basketball mobile game or a football mobile game), a virtual reality application program, a three-dimensional map program, a third-person shooting game (TPS), a first-person shooting game (FPS), and a multiplayer online battle arena game (MOBA). Alternatively, the application program can be a single-player application program, such as a single-player three-dimensional game program, or a network online application program.

[0055] Figure 1 A structural block diagram of an electronic device provided by an example embodiment of the present application is shown. The electronic device 100 includes an operating system 120 and an application program 122.

[0056] The operating system 120 is basic software that provides safe access to computer hardware for the application program 122.

[0057] The application 122 is an application that supports a virtual environment. Optionally, the application 122 is an application that supports a three-dimensional virtual environment. The application 122 can be any one of a virtual ball game, a virtual reality application, a three-dimensional map program, a TPS game, an FPS game, a MOBA game, and a multiplayer gun battle survival game. The application 122 can be a single-player application, such as a single-player three-dimensional game program, or a networked application.

[0058] Figure 2 A structural block diagram of a computer system according to an example embodiment of the present application is shown. The computer system 200 includes a first terminal 220, a server 240, and a second terminal 260.

[0059] The first terminal 220 is installed and runs an application that supports a virtual environment. The application can be any one of a virtual ball game, a virtual reality application, a three-dimensional map program, a TPS game, an FPS game, a MOBA game, and a multiplayer gun battle survival game. The first terminal 220 is a terminal used by a first user, and the first user uses the first terminal 220 to control a virtual player of a first team in a virtual environment (such as a ball game scene) to perform activities, which include but are not limited to at least one of adjusting a body posture, walking, running, jumping, picking up, and throwing. Illustratively, the virtual player of the first team is a first virtual character, such as a simulated character role (such as a ball star) or an animation character role.

[0060] The first terminal 220 is connected to the server 240 through a wireless network or a wired network.

[0061] The server 240 includes at least one of a server, multiple servers, a cloud computing platform, and a virtualization center. The server 240 is used to provide background services for the application that supports the virtual environment. Optionally, the server 240 undertakes the main computing work, and the first terminal 220 and the second terminal 260 undertake the secondary computing work; or the server 240 undertakes the secondary computing work, and the first terminal 220 and the second terminal 260 undertake the main computing work; or the server 240, the first terminal 220, and the second terminal 260 adopt a distributed computing architecture for collaborative computing.

[0062] The second terminal 260 installs and runs an application program supporting a virtual environment. The application program can be any one of a virtual ball game, a virtual reality application program, a three-dimensional map program, a TPS game, an FPS game, a MOBA game, and a multiplayer gun battle type survival game. The second terminal 260 is a terminal used by a second user, and the second user uses the second terminal 260 to control virtual players of a second team located in the virtual environment to perform activities, which include but are not limited to at least one of adjusting a body posture, walking, running, jumping, picking up, and throwing. Illustratively, the virtual players of the second team are second virtual characters, such as simulated character roles (e.g., a star player) or animation character roles.

[0063] Optionally, the virtual players of the first team and the virtual players of the second team are in the same virtual environment.

[0064] Optionally, the application programs installed on the first terminal 220 and the second terminal 260 are the same, or the application programs installed on the two terminals are the same type of application programs of different control system platforms. The first terminal 220 can be referred to as one of a plurality of terminals, and the second terminal 260 can be referred to as one of a plurality of terminals. The first terminal 220 and the second terminal 260 can be the same or different in terminal type, and the terminal type includes at least one of a game console, a desktop computer, a smart phone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, and a laptop computer.

[0065] Those skilled in the art can know that the number of the above-mentioned terminals can be more or less. For example, the above-mentioned terminals can be only one, or the above-mentioned terminals can be dozens or hundreds, or more. The number of terminals and the type of terminals are not limited in the embodiments of the present application.

[0066] It is worth noting that the above-mentioned server 240 can be implemented as a physical server or as a cloud server in the cloud. In some embodiments, the method provided by the embodiments of the present application can be applied to a cloud game scenario, so that the calculation of the data logic in the game process is completed by the cloud server, and the terminal is responsible for the display of the game interface.

[0067] In combination with the above-mentioned name introduction and application scenario, the virtual ball game method provided by the present application is described. For example, the method is applied to a terminal (such as the above-mentioned first terminal), as shown in Figure 3 The method includes the following steps 310 to 350.

[0068] Step 310: Display at least two virtual players belonging to a first team in a virtual ball game.

[0069] The at least two virtual players include a terminal-controlled virtual player. Optionally, at least one of the at least two virtual players of the first team is terminal-controlled.

[0070] Optionally, the virtual ball game includes, but is not limited to, at least one of a virtual basketball game, a virtual football game, a virtual rugby game, a virtual badminton game, etc. Embodiments of the present application are mainly described by taking a virtual basketball game as an example.

[0071] Step 320: receiving a first skill operation.

[0072] The first skill operation is used to trigger a first skill stage of a first skill.

[0073] The first skill is associated with the terminal-controlled virtual player. For example, the first skill is a skill dedicated to the terminal-controlled virtual player, or the first skill is a skill configured by the first user for the terminal-controlled virtual player before the game starts.

[0074] Optionally, the first skill meets a first preset skill requirement. For example, the first skill is a continuous action, and the first skill meets the first preset skill requirement.

[0075] In some embodiments, a first skill control is displayed, and a first control state of the first skill control corresponds to the first skill stage of the first skill. Optionally, the first trigger operation is received as the first skill operation, and the first trigger operation is used to trigger the first skill control in the first control state.

[0076] The first skill control includes at least one of the following control elements:

[0077] (1) a state identifier, the state identifier is used to represent a current control state of the first skill control.

[0078] (2) a display special effect, the display special effect is used to display the first skill control.

[0079] (3) a progress bar element, the progress bar element is used to indicate a trigger time period of the first skill control.

[0080] (4) a player element, the player element is associated with the terminal-controlled virtual player.

[0081] Optionally, in response to the first skill control of the first control state not being triggered within a first trigger time period corresponding to the first skill stage, the first skill control is controlled to switch to a cooling state. Illustratively, the case of the first skill control being controlled to switch to the cooling state includes at least one of the following cases: (1) in response to the first skill control of the first control state not being triggered within the first trigger time period corresponding to the first skill stage, the first skill control of the first control state is displayed, and a skill cooling time period corresponding to the first skill is reset, that is, the skill cooling time period is restarted; (2) in response to the first skill control of the first control state not being triggered within the first trigger time period corresponding to the first skill stage, the first skill control of the first control state is displayed, and the skill cooling time period corresponding to the first skill is reset.

[0082] At step 330, in response to the first skill operation, a first virtual player of the at least two virtual players is displayed to perform a first skill action corresponding to the first skill stage.

[0083] The first skill action includes at least one of a first attack action and a first defense action.

[0084] At step 340, a second skill operation is received.

[0085] The second skill operation is used to trigger a second skill stage of the first skill.

[0086] In some embodiments, the first skill control of a second control state is displayed, and the second control state corresponds to the second skill stage of the first skill. Optionally, the second trigger operation is received as the second skill operation, and the second trigger operation is used to trigger the first skill control of the second control state. By displaying the first skill control state corresponding to the skill stage (the first control state corresponds to the first stage, and the second control state corresponds to the second stage), the player can intuitively perceive the current skill stage, clearly understand the trigger condition of the skill operation, improve the accuracy and convenience of the operation. At the same time, the corresponding trigger operation is received based on the control state, so that the segmented trigger logic is clearer, the player's control of the skill process is strengthened, the operation confusion is avoided, the human-computer interaction efficiency is further optimized, and the resource waste caused by unclear operation is reduced.

[0087] Optionally, in response to the first skill control of the second control state not being triggered within a second trigger time period corresponding to the second skill stage, the first skill control is controlled to switch to a cooling state.

[0088] By setting the trigger time period of the first and second skill stages, if the player does not trigger the skill control within the corresponding period, the skill control is switched to the cooling state, which can prompt the player to make timely decisions in the game, enhance the urgency and strategy of the operation. At the same time, the skill is avoided from being in a triggerable state for a long time to occupy system resources or interfere with the player's judgment, the game rhythm is effectively optimized, and the invalid waiting caused by delay triggering is reduced.

[0089] In some embodiments, during the execution of the first skill stage, a defensive action of the virtual player of the second team is identified in real time; based on the defensive action, a plurality of skill action options of the second skill stage are generated; a selection operation on a target skill action option in the plurality of skill action options is received; in response to the second skill operation, the second virtual player is displayed to perform the target skill action as the second skill action. Illustratively, assuming that the player controls the ball guard of the home team, after the player triggers the first skill operation, the player calls the home power forward to perform a pick and roll: the home power forward runs out from the inside line and moves to the side of the defensive player opposite the home ball guard. In the process of the home power forward moving to the side of the defensive player opposite the home ball guard, the defensive action of the enemy is identified, such as through algorithmic analysis of the position, movement direction and intention of the enemy player, it is determined that the defensive strategy adopted by the enemy team. According to the identified defensive strategy, a plurality of skill action options are generated: such as when the original defensive player opposite the home ball guard tries to squeeze past from the side of the home power forward's cover and continue to follow the home ball guard, a shooting option and a dribbling option are generated. The shooting option corresponds to a shooting action, and after the shooting option is selected, if the second skill operation is triggered, the home ball guard is controlled to shoot. The dribbling option corresponds to a dribbling action, and after the dribbling option is selected, if the second skill operation is triggered, the home ball guard is controlled to continue to dribble and seek a breakthrough.

[0090] Step 350, in response to the second skill operation, the second virtual player in the at least two virtual players is displayed to perform the second skill action corresponding to the second skill stage.

[0091] Wherein the first virtual player and the second virtual player are the same or different.

[0092] Optionally, the accuracy of the trigger timing corresponding to the second skill operation is associated with the execution effect of the second skill action.

[0093] It needs to be explained that the order of the first skill operation and the second skill operation is executed: the terminal can first receive the first skill operation and then receive the second skill operation, that is, first trigger the first skill stage of the first skill, and then trigger the second skill stage of the first skill. The terminal can also first receive the second skill operation and then receive the first skill operation, that is, first trigger the second skill stage of the first skill, and then trigger the first skill stage of the first skill. Alternatively, if the terminal first receives the first skill operation and then receives the second skill operation, the first skill control in the first control state is switched to the first skill control in the second control state in response to the first skill operation. Alternatively, if the terminal first receives the second skill operation and then receives the first skill operation, the first skill control in the second control state is switched to the first skill control in the first control state in response to the second skill operation. This application mainly takes the first receiving second skill operation and then receiving first skill operation as an example for illustration.

[0094] In some embodiments, in a multi-player cooperative game, the first skill stage is triggered by the current terminal, and the second skill stage is triggered by other terminals.

[0095] In some embodiments, the fourth skill operation is received, and the fourth skill operation is used to trigger a supplementary skill associated with the first skill; in response to the fourth skill operation, the first virtual player or the second virtual player performs a supplementary action corresponding to the supplementary skill, and the supplementary action is used to change the attribute of the first skill action or the second skill action; wherein the changed attribute of the supplementary skill includes at least one of the following: the execution speed of the skill action, the flight trajectory curvature of the virtual ball element, etc. Illustratively, if the first virtual object performs a breakthrough action, and if the supplementary action is performed by the first virtual object, the speed of the first virtual object's breakthrough or pass can be increased, making it more difficult for the opponent to intercept. If the second virtual object performs a run action to prepare to receive the first virtual object's pass for a layup, and if the supplementary action is performed by the second virtual object, the flight trajectory curvature of the ball can be changed (to make the layup angle more tricky).

[0096] In summary, the virtual ball game method provided in the application provides a segmented triggering virtual player skill scheme, for example, the first skill is divided into a first skill stage and a second skill stage, when the player triggers the first skill operation, the first virtual object performs the first skill action corresponding to the first skill stage, and when the player triggers the second skill operation, the second virtual object performs the second skill action corresponding to the second skill stage. On the one hand, the first skill action and the second skill action together realize the complete first skill effect, and the diversity of skill triggering in the virtual ball game is improved. On the other hand, the player can trigger different skill operations to accurately control the virtual player to perform skill actions of different skill stages, improve the control ability of the player on the skill triggering process, and the segmented triggering skill scheme also provides a selection space for the player, for example, after the player triggers the first skill operation, the player can select to trigger or not to trigger the second skill operation according to the game situation, which improves the human-computer interaction efficiency, avoids the waste of resources caused by forced complete execution of the first skill, and reduces the resource consumption in unnecessary skill processes.

[0097] It should be noted that the embodiments of the application are only described by taking the two-segment triggering virtual player skill scheme as an example. In the application, at least one skill operation for triggering other skill stages of the first skill can be received in at least one of the following situations: before receiving the first skill operation, between receiving the first skill operation and the second skill operation, and after receiving the second skill operation. For example, the fifth skill operation is received before the first skill operation is received, and in response to the fifth skill operation, the fifth virtual player of the at least two virtual players performs the skill action corresponding to the third skill stage of the first skill is displayed. The fifth virtual player is the same as or different from the first virtual player, and the fifth virtual player is the same as or different from the second virtual player. For example, the sixth skill operation is received before the first skill operation is received, and in response to the sixth skill operation, the sixth virtual player of the at least two virtual players performs the skill action corresponding to the fourth skill stage of the first skill is displayed. The sixth virtual player is the same as or different from the first virtual player, and the sixth virtual player is the same as or different from the second virtual player. For example, the seventh skill operation is received after the first skill operation is received and before the second skill operation is received, and in response to the seventh skill operation, the seventh virtual player of the at least two virtual players performs the skill action corresponding to the fifth skill stage of the first skill is displayed. The seventh virtual player is the same as or different from the first virtual player, and the seventh virtual player is the same as or different from the second virtual player. The application does not limit this.

[0098] In some embodiments, the first skill control is a control displayed when the terminal-controlled virtual player meets the first game requirement; or the first skill control in the first control state can be triggered only when the terminal-controlled virtual player meets the first game requirement. For example, Figure 4 As shown in the above​Figure 3 The illustrated embodiments can also be implemented as steps 410 to 450.

[0099] At step 410, at least two virtual players belonging to a first team in a virtual ball game are displayed.

[0100] The at least two virtual players include a terminal-controlled virtual player.

[0101] At step 421, a first skill control in a first control state is displayed if the terminal-controlled virtual player meets a first game requirement.

[0102] The first control state corresponds to a first skill stage of a first skill. The first skill is associated with the terminal-controlled virtual player.

[0103] In some embodiments, a skill introduction area is displayed for displaying introduction content of the first skill. Alternatively, the skill introduction area can be a separate page for introducing the first skill. Alternatively, the skill introduction area is displayed on a player introduction page for displaying player information of the terminal-controlled virtual player. For example, please refer to Figure 5 which shows an interface diagram of a skill introduction area, as Figure 5 As shown in the player introduction page 500 of player X, after clicking the exclusive control 501, a list of exclusive skills of player X is displayed, and after clicking the exclusive skill option 502 in the list of exclusive skills (i.e., the first skill), a skill introduction area 510 of the exclusive skill is displayed on the player introduction page 500, and the introduction information of the exclusive skill of player X is displayed in the skill introduction area 510, such as the trigger condition of the exclusive skill (i.e., the first game requirement, such as Figure 5 “Player X is located 2 meters away from the three-point line in the designated mode” as shown in ), the content of the exclusive skill, and the operation mode, etc., which are not limited herein.

[0104] The first game requirement includes at least one of the following:

[0105] (1) The player position of the terminal-controlled virtual player in the ball game scene meets a first preset position requirement. The ball game scene refers to the game scene of the virtual ball game.

[0106] (2) The ball holding state of the terminal-controlled virtual player meets a first ball holding state requirement.

[0107] The ball holding state includes the ball holding state of the terminal-controlled virtual player to the virtual ball element.

[0108] (3) the number of times the terminal-controlled virtual player triggers the first skill in the virtual ball game meets a first preset number requirement. Illustratively, in a case where the number of times the terminal-controlled virtual player triggers the first skill in the virtual ball game is less than the first preset number, it is determined that the first preset number requirement is met.

[0109] (4) the skill cooldown time length corresponding to the first skill meets a first preset time length requirement. Illustratively, in a case where the skill cooldown time length corresponding to the first skill meets the first preset time length, it is determined that the first preset time length requirement is met.

[0110] Optionally, different first skills correspond to different game requirements.

[0111] In some embodiments, a skill cooldown element is displayed, the skill cooldown element being used to indicate the skill cooldown time length of the first skill. Illustratively, in a case where the skill cooldown element indicates that the skill cooldown time length of the first skill meets the first preset time length requirement, the first skill control in the first control state is displayed.

[0112] For reference Figure 6 , which shows a schematic diagram of an interface of a virtual ball game, as Figure 6 shown, in the game interface 600 of the virtual ball game, when the player 601 (the current terminal-controlled virtual player) meets the trigger condition of the exclusive ultimate skill corresponding thereto, the game interface 600 displays the exclusive ultimate skill control 602. The exclusive ultimate skill control 602 displayed in the current game interface 600 is also the first skill control in the first control state.

[0113] Optionally, the trigger condition of the exclusive ultimate skill at least includes that the skill cooldown time length of the exclusive ultimate skill meets a first preset time length requirement, as Figure 6 shown, the game interface 600 displays a skill cooldown element 603, and the skill cooldown element 603 displays the countdown of the skill cooldown time length of the exclusive ultimate skill, as Figure 6 shown, when the countdown is 6 seconds, the exclusive ultimate skill control 602 is not displayed. When the countdown ends, the outer ring of the skill cooldown element 603 displays a prompt effect 604, the prompt effect 604 being used to prompt that the current exclusive ultimate skill can be triggered, and the game interface 600 displays the exclusive ultimate skill control 602.

[0114] Optionally, when the exclusive skill control 602 is triggered to be displayed, the outer ring of the exclusive skill control 602 displays an enhanced effect 605 (i.e., the display special effect described above), and the enhanced effect 605 is used to enhance the visual effect of the exclusive skill control 602, so as to make the player pay attention to the exclusive skill control 602. Optionally, the outer ring of the exclusive skill control 602 can also display a progress bar 606 (i.e., the progress bar element described above), and the progress bar 606 represents the countdown of the trigger time of the current exclusive skill control 602. If the player does not click the exclusive skill control 602 when the countdown of the trigger time ends, the exclusive skill control 602 is switched to the cooling state.

[0115] Step 422, receiving a first trigger operation.

[0116] The first trigger operation is used to trigger the first skill control in the first control state.

[0117] Step 430, in response to the first trigger operation, displaying the first virtual player in the at least two virtual players performing the first skill action corresponding to the first skill stage, and displaying the first skill control in the first control state being switched to the first skill control in the second control state.

[0118] The second control state corresponds to the second skill stage of the first skill.

[0119] Please refer to Figure 7 , which shows a schematic diagram of control state switching, as Figure 7 indicated, taking the exclusive skill control implemented as the “arch top deal” control as an example for description. The “arch top deal” control corresponds to the first control state and the second control state. When the text identifier 701 of “arch top deal” is displayed in the “arch top deal” control, it indicates that the current “arch top deal” control is in the first control state. At this time, if the “arch top deal” control is clicked, the text identifier 701 of “arch top deal” will be switched to the text identifier 702 of “kick the ground and pass the ball”, indicating that the current “arch top deal” control is in the second control state.

[0120] Step 440, receiving a second trigger operation.

[0121] The second trigger operation is used to trigger the first skill control in the second control state.

[0122] Step 450, in response to the second trigger operation, displaying the second virtual player in the at least two virtual players performing the second skill action corresponding to the second skill stage.

[0123] In some embodiments, real-time match data of the first team and the second team is detected after the first skill operation trigger and before the second skill operation trigger; and a skill effect parameter of the second skill stage is dynamically adjusted based on the real-time match data, wherein the skill effect parameter includes, but is not limited to, at least one of the following: (1) execution speed of the second skill action; (2) success rate of the second skill action; (3) connection duration of the first skill stage and the second skill stage; and (4) execution range of the second skill action. Optionally, the real-time match data includes real-time positions of virtual ball elements in the ball match scene, and player distribution of the first team and the second team. Illustratively, in the case that a virtual player of the second team forms a defensive formation, the connection duration of the first skill stage and the second skill stage is shortened, and the execution speed of the second skill action is increased.

[0124] In some embodiments, after the first skill action is executed, at least two skill execution paths are generated, each path corresponding to a different second skill stage action; based on the current match state and the player attributes, the optimal skill execution path is selected through a pre-trained neural network model; and in response to the second skill operation, the second virtual player performs the second skill action corresponding to the optimal skill execution path.

[0125] In the above embodiments, the skill control of the first control state is displayed only when the terminal-controlled virtual player meets a specific match requirement (such as position, ball holding state, trigger times, cooling duration, etc.), ensuring that the trigger of the first skill stage has a reasonable premise, avoiding the skill from being triggered in an inappropriate match scenario, and improving the strategy and rationality of skill use. Combined with the segmented trigger logic, the trigger of each skill stage is based on meeting the actual needs of the match, reducing resource consumption of invalid skill processes, and enhancing the depth and authenticity of the game match.

[0126] In some embodiments, the first virtual player and the second virtual player are different, and the first virtual player is a terminal-controlled virtual player, and the second virtual player is a virtual player who performs the second skill action in cooperation with the first virtual player after the first virtual player performs the first skill action. Figure 8 The above embodiments shown in Figure 3 The above embodiments shown in

[0127] Step 810: Display at least two virtual players belonging to a first team in a virtual ball match.

[0128] The at least two virtual players include a first virtual player and a second virtual player. The first virtual player and the second virtual player are different, and the first virtual player is a terminal-controlled virtual player.

[0129] Step 820: Receive a first skill operation.

[0130] The first skill operation is used to trigger a first skill stage of the first skill. The first skill is associated with a terminal-controlled virtual player.

[0131] At step 830, in response to the first skill operation, a first skill action corresponding to the first skill stage is performed by the first virtual player.

[0132] The first skill action includes at least one of a first attack action and a first defense action.

[0133] At step 840, a second skill operation is received.

[0134] The second skill operation is used to trigger a second skill stage of the first skill.

[0135] At step 850, in response to the second skill operation, a second skill action corresponding to the second skill stage is performed by a second virtual player in cooperation with the first skill action.

[0136] The second virtual player is a virtual player that performs the second skill action in cooperation with the first skill action after the first virtual player performs the first skill action. Optionally, the second virtual player is an Artificial Intelligence (AI) player. Illustratively, in a case where the first virtual player is a virtual player directly controlled by a player through a terminal device, the second virtual player is a virtual player controlled by an AI, i.e., autonomously decides and acts according to an algorithm and an AI model within the game.

[0137] The second skill action includes at least one of a second attack action and a second defense action.

[0138] In some embodiments, different game stages correspond to different first skills, and the game stages include an attack stage and a defense stage. The first skill can be implemented as at least one of the following cases:

[0139] Case 1: The first skill includes the skill corresponding to the attack phase.

[0140] The second virtual player is a virtual player that performs the second attack action after the first virtual player performs the first attack action. The second attack action is used to cooperate with the first attack action to launch the virtual ball element to a scoring area in the ball game scene.

[0141] Case 2: The first skill includes the skill corresponding to the defense phase.

[0142] The second virtual player is a virtual player that performs the second defense action after the first virtual player performs the first defense action. The second defense action is used to cooperate with the first defense action to take control of the virtual ball element from a virtual player in the second team.

[0143] The specific cooperation of the second virtual player in attack or defense (such as cooperation in scoring or cooperation in defense) is clear, so that the tactical target of the segmented skill is clearer. In attack, the diversity of the scoring path is increased through the action cooperation of the first player and the second player; in defense, the richness of the defense means is strengthened through the cooperation to seize the ball. The player can select whether to trigger the second stage according to the attack and defense situation, improve the pertinence of the game strategy, avoid the waste of resources caused by invalid cooperation, and enhance the relevance of skill effect and game target.

[0144] In the above embodiment, by distinguishing the first virtual player (terminal control) and the second virtual player (cooperation execution), and performing the actions (attack or defense) of the first and second skill stages by the two respectively, the skill effect is realized through team cooperation, which enriches the skill form and diversity. After triggering the first stage by controlling the terminal player, the player can decide whether to trigger the second stage according to the game situation, which not only maintains the control of the core operation, but also expands the tactical possibility through the cooperation of teammates, avoids the unreasonable situation caused by forced complete execution of the skill, and improves the interaction flexibility.

[0145] The following describes Figure 8 The embodiment is described in the following specific examples, Figure 8 The embodiment can also be implemented as at least one of the following examples, where example (one) is an example in which the first team is in an attack stage, and example (two) is an example in which the first team is in a defense stage. It should be noted that the examples described below are only illustrative descriptions, and the present application embodiment does not limit here.

[0146] Example (one): After the first virtual player passes the ball, the second virtual player receives the ball and shoots.

[0147] Step 1, display at least two virtual players belonging to the first team in the virtual ball game.

[0148] The at least two virtual players include a first virtual player and a second virtual player. The first virtual player and the second virtual player are different; the first virtual player is a terminal-controlled virtual player, and the first virtual player holds a virtual ball element.

[0149] Step 2, receive a first skill operation.

[0150] The first skill operation is used to trigger the first skill stage of the first skill. The first skill is associated with the terminal-controlled virtual player.

[0151] In some embodiments, a first skill control is displayed in a first control state, and the first control state corresponds to the first skill stage of the first skill. Optionally, the first trigger operation is received as the first skill operation, and the first trigger operation is used to trigger the first skill control in the first control state.

[0152] Step 3, in response to the first skill operation, controlling the first virtual player to perform a first pass action.

[0153] The first pass action is used to pass the virtual ball element to the second virtual player.

[0154] Step 4, receiving a second skill operation.

[0155] The second skill operation is used to trigger a second skill stage of the first skill.

[0156] Step 5, in response to the second skill operation, displaying the second virtual player performing a first catch action.

[0157] The first catch action is used to receive the virtual ball element passed by the first virtual player.

[0158] In some embodiments, displaying a first skill control in a second control state, the second control state corresponding to the second skill stage of the first skill. Optionally, receiving a second trigger operation as the second skill operation, the second trigger operation being used to trigger the first skill control in the second control state.

[0159] Step 6, in the case that the second virtual player successfully receives the virtual ball element, displaying the second virtual player performing a first throw action.

[0160] The first throw action is used to shoot the virtual ball element to a scoring area in the ball game scene.

[0161] In some embodiments, in the case that the second virtual player successfully receives the virtual ball element, switching the virtual player controlled by the virtual control to the second virtual player; in response to receiving a second throw operation, controlling the second virtual player to perform the first throw action.

[0162] Please refer to Figure 9 , which shows a schematic diagram of a virtual game method, as Figure 9 shown, in a ball game scene 900, solid circles represent virtual players of a first team (our team), and dashed circles represent virtual players of a second team (enemy team). As Figure 9 shown, the terminal currently controls a virtual player 5 of our team, in the case that the virtual player 5 of our team meets the game requirements corresponding to a breakthrough pass, displaying a skill control corresponding to the breakthrough pass, the player first clicks the skill control corresponding to the breakthrough pass, controlling the virtual player 5 of our team to break through the defensive line of the virtual player 5 of the enemy team, and pass the ball to a virtual player 3 of our team. The player secondly clicks the skill control corresponding to the breakthrough pass, displaying the virtual player 3 of our team catching the ball and shooting.

[0163] Optionally, the corresponding match requirement of the breakthrough pass can be implemented as the virtual player 5 of the first team is being defended by the virtual player 5 of the second team, while there is a teammate in an open or advantageous position, i.e., the virtual player 3 of the first team.

[0164] In some embodiments, after the first click on the skill control corresponding to the breakthrough pass, the player can be allowed to select the teammate to pass to by sliding the directional lever (e.g., left slide to pass to the virtual player 3 of the first team, right slide to pass to the virtual player 4 of the first team), increasing tactical flexibility.

[0165] In the above example, the attack skill is broken down into consecutive and interactive links through the segmented process of “first virtual player pass → second virtual player catch → throw and score”, and the player can control the timing of passing and catching / throwing respectively, improving the accuracy of operation and the sense of immersion. Compared with the one-time automatic completion of the skill, this segmented design allows the player to adjust the pass and throw rhythm according to the defense situation, reduce the attack failure caused by improper timing, improve the scoring efficiency, and at the same time avoid unnecessary resource consumption in the automatic process.

[0166] Example (II): After the first virtual player intercepts, the second virtual player covers.

[0167] Step 1, display at least two virtual players belonging to the first team in the virtual ball game.

[0168] The at least two virtual players include a first virtual player and a second virtual player. The first virtual player and the second virtual player are different; the first virtual player is a terminal-controlled virtual player.

[0169] The first virtual player is a terminal-controlled virtual player.

[0170] Step 2, receive a first skill operation.

[0171] The first skill operation is used to trigger a first skill phase of a first skill. The first skill is associated with the terminal-controlled virtual player.

[0172] Step 3, in response to the first skill operation, control the first virtual player to perform a first intercept action.

[0173] The first intercept action is used to take control of a virtual ball element from an opponent virtual player.

[0174] Step 4, receive a second skill operation.

[0175] The second skill operation is used to trigger a second skill phase of the first skill.

[0176] Step 5, in the case of successful interception by the first virtual player, in response to the second skill operation, display the second virtual player performing a first defensive action.

[0177] The first defensive action includes the second virtual player moving to the defensive position of the first virtual player to defend the attacking player.

[0178] Please refer to Figure 10 which shows a schematic diagram of a virtual match method, as Figure 10 shown in the ball game match scene 1000, the solid circle represents the virtual player of the first team (our team), and the dashed circle represents the virtual player of the second team (the enemy team). As Figure 10 shown, the terminal currently controls the virtual player 5 of our team, and in the case that the virtual player 5 of our team meets the match requirements corresponding to the interception and defensive action, the skill control corresponding to the interception and defensive action is displayed. The player clicks the skill control corresponding to the interception and defensive action for the first time, and controls the virtual player 5 of our team to take the ball from the virtual player 5 of the enemy team. After the virtual player 5 of our team successfully intercepts, the virtual player 5 of our team holds the ball, and the player clicks the skill control corresponding to the interception and defensive action for the second time, and displays the virtual player 3 of our team moving to the defensive position of the virtual player 5 of the enemy team to defend the virtual player 5 of the enemy team, so that the virtual player 5 of our team can make an attacking shot.

[0179] Optionally, the match requirements corresponding to the interception and defensive action can be implemented as: there is an interception opportunity for the virtual player 5 of our team (i.e. the enemy ball player, the virtual player 5 of the enemy team), and there is a team mate (such as the virtual player 3 of our team) that can timely perform defensive rotation, and the virtual player 5 of our team leaves a defensive vacancy after interception.

[0180] In some embodiments, the above-mentioned interception and defensive action can also be implemented as: the first click of the skill control corresponding to the interception and defensive action controls the virtual player to jump and block; the second click of the skill control corresponding to the interception and defensive action controls the nearest team mate to rotate to the position where the blocked player can possibly grab the rebound. Herein, no limitation is made.

[0181] In the above-mentioned example, in the defensive scene, through the segmented operation of "first virtual player intercepts → second virtual player defends", a complete defensive loop is formed. After the player controls the interception opportunity, the player can decide whether to trigger the defensive action according to the interception result, ensuring the continuity and pertinence of the defensive action. The defensive action can timely fill the defensive vacancy, avoid the counterattack due to the defensive loophole after the single interception action, improve the success rate of defense, reduce the waste of resources of invalid defense, and enhance the level of defensive strategy.

[0182] In some embodiments, the first virtual player and the second virtual player are different, and the second virtual player is a terminal-controlled virtual player, and the first virtual player is a virtual player called to perform the first skill action before the second virtual player performs the first skill action. As shown in Figure 11 The embodiments shown above can also be implemented as steps 1110 to 1150. Figure 3 The embodiments shown above can also be implemented as steps 1110 to 1150.

[0183] Step 1110, display at least two virtual players belonging to a first team in a virtual ball game.

[0184] The at least two virtual players include a first virtual player and a second virtual player. The first virtual player and the second virtual player are different, and the second virtual player is a terminal-controlled virtual player.

[0185] Step 1120, receive a first skill operation.

[0186] The first skill operation is used to trigger a first skill phase of the first skill. The first skill is associated with the terminal-controlled virtual player.

[0187] Step 1130, in response to the first skill operation, call the first virtual player to perform a first skill action corresponding to the first skill phase.

[0188] Optionally, the first virtual player is an artificial intelligence (AI) player. Illustratively, in the case where the second virtual player is a virtual player directly controlled by a player through a terminal device, the first virtual player is a virtual player controlled by artificial intelligence, i.e., autonomously decides and acts according to an algorithm and artificial intelligence model within the game.

[0189] The first skill action includes at least one of a fourth attack action and a fourth defense action.

[0190] Step 1140, receive a second skill operation.

[0191] The second skill operation is used to trigger a second skill phase of the first skill.

[0192] Step 1150, in response to the second skill operation, control the second virtual player to perform a second skill action corresponding to the second skill phase.

[0193] The second skill action includes at least one of a third attack action and a third defense action.

[0194] In this context, the first virtual player is the virtual player summoned to perform the first skill action before the second virtual player performs it. In some embodiments, different game phases correspond to different first skills, including offensive and defensive phases. The first skill can then be implemented as at least one of the following:

[0195] Case 1: The first skill includes the skill corresponding to the attack phase.

[0196] The first virtual player is the virtual player who is summoned to perform the fourth attack action before the second virtual player performs the third attack action; the fourth attack action is used in conjunction with the third attack action to launch the virtual ball element into the scoring area in the ball game scene.

[0197] Case 2: The first skill includes the skill corresponding to the defense phase.

[0198] The first virtual player is a virtual player who is summoned to perform the fourth defensive action before the second virtual player performs the third defensive action; the fourth defensive action is used in conjunction with the third defensive action to seize control of the virtual ball element from the virtual players of the second faction.

[0199] The system clearly defines the supporting role of the first virtual player (summoned) in offense or defense (such as assisting in scoring or assisting in winning the ball), making the division of labor among skills clearer. In offense, supporting actions can create favorable conditions for the final player's finishing moves (such as creating space for the defense); in defense, supporting actions can enhance the final player's defensive effectiveness (such as double-teaming). Segmented triggering allows for more precise coordination between supporting and finishing actions. Players can adjust their strategies based on the supporting effects, increasing the tactical value of skills and reducing resource consumption caused by ineffective support.

[0200] In the above embodiment, the second virtual player (terminal control) is the core, and the first virtual player is a summoned auxiliary character. Both perform skill-stage actions, emphasizing the player's control over the finishing move (second skill action). The auxiliary character's first skill action creates the conditions for the player-controlled finishing move, making the skill flow both team-based and player-driven, enriching the skill triggering logic. Segmented triggering allows players to decide whether to execute the finishing move based on the auxiliary effect, avoiding unnecessary skill releases and increasing the flexibility of tactical choices.

[0201] The following is about Figure 11 Specific examples corresponding to the embodiments are described below. Figure 11 The embodiments can also be implemented as at least one of the following examples, wherein example (iii) is an example of the first camp being in the offensive phase, and example (iv) is an example of the first camp being in the defensive phase. It should be noted that the examples described below are merely illustrative and are not intended to limit the embodiments of this application.

[0202] Example (Three): After the first virtual player runs to the position, the second virtual player passes the ball to the first virtual player, the first virtual player receives the ball and pitches.

[0203] Step 1: Display at least two virtual players belonging to the first team in the virtual ball game.

[0204] The at least two virtual players include a first virtual player and a second virtual player. The first virtual player and the second virtual player are different; the second virtual player is a terminal-controlled virtual player, and the second virtual player holds a virtual ball element.

[0205] Step 2: Receive a first skill operation.

[0206] The first skill operation is used to trigger a first skill phase of the first skill. The first skill is associated with the terminal-controlled virtual player.

[0207] Step 3: In response to the first skill operation, call the first virtual player to perform a first running action.

[0208] The first running action includes the first virtual player moving to a first position in the ball game scene, and the first position meets a preset pitching requirement.

[0209] Step 4: Receive a second skill operation.

[0210] The second skill operation is used to trigger a second skill phase of the first skill.

[0211] In some embodiments, in the case where the first virtual player reaches the first position, the first virtual player is displayed returning to a second position in response to the second skill operation not being triggered, and the second position is used to indicate the standing position of the first virtual player in the ball game scene. If the first virtual player reaches the target position without triggering the second skill operation, the standing position is automatically returned to avoid the imbalance of the position on the court caused by the player staying in the invalid position for a long time, and to optimize the rationality of the team formation. This design prompts the player to make a timely decision, reduces the waste of resources (such as position occupation) caused by hesitation, and at the same time ensures that the player can quickly return to the normal game state when the skill is not triggered, maintaining the smoothness of the game.

[0212] Step 5: In response to the second skill operation, control the second virtual player to perform a second passing action.

[0213] The second passing action is used to pass the virtual ball element to the second virtual player.

[0214] In some embodiments, before controlling the second virtual player to perform the second passing action, it further includes: selecting the second passing action from a passing action library based on first screening information.

[0215] The first screening information includes at least one of the following:

[0216] (1) pass blocking information, the pass blocking information being used to indicate a presence of a virtual player of a second team within a preset range of a pass route, the pass route being used to indicate a connection line between a first player position corresponding to the first virtual player and a second player position corresponding to the second virtual player.

[0217] (2) pass action type, the pass action type being used to indicate an action type of the second pass action.

[0218] (3) pass distance, the pass distance being used to indicate a distance between the first virtual player and the second virtual player.

[0219] (4) dribbler information, the dribbler information being used to indicate a dribbler of the second virtual player.

[0220] (5) pass angle, the pass angle being used to indicate an included angle between an orientation of the second virtual player and the pass route.

[0221] Based on the pass blocking, type, distance and other information, the second pass action is filtered, so that the pass action is more in line with the actual game scene (such as avoiding the defending player and adapting to the distance), and the pass success rate and rationality are improved. Although the player does not directly select the action, the system optimizes the skill effect through information filtering, reduces the mistakes caused by unreasonable pass, reduces the resource consumption of invalid pass, and at the same time enhances the authenticity of skill performance.

[0222] In some embodiments, the pass action includes a ground pass action, and the ground pass action includes a first segment of a ball line and a second segment of a ball line. After controlling the second virtual player to perform the second pass action, the method further includes the following steps: displaying that the virtual ball element moves from a pass position to a ground hitting position according to the first segment of the ball line; and displaying that the virtual ball element moves from the ground hitting position to a receiving position according to the second segment of the ball line. The pass position is used to indicate a position at which the virtual ball element is passed out by the second virtual player in the ball game scene. The ground hitting position is used to indicate a position at which the virtual ball element falls to the ground in the ball game scene. The receiving position is used to indicate a position at which the virtual ball element is received by the first virtual player in the ball game scene.

[0223] Please refer to Figure 12 which shows a schematic diagram of a ground pass, as Figure 12 shown, in the ground pass scene shown in the interface 1200, the trajectory 1201 is the first segment of the ball line, and the trajectory 1202 is the second segment of the ball line.

[0224] By displaying two segments of the ball line of the ground kick pass (the first segment to the landing point and the second segment to the receiving point), the visual presentation of the pass trajectory is refined, making it clearer for the player to judge the pass route and improving the intuitiveness of operation feedback. The segmented ball line design enhances the authenticity and diversity of the pass action, avoiding the monotony of a single trajectory, while helping the player to predict the receiving timing, improving the coordination accuracy, and reducing errors caused by unclear trajectories.

[0225] In some embodiments, the method of calculating the real-time position of the virtual ball element in real time further comprises the following steps:

[0226] Step 1 : obtaining the pass position corresponding to the ground kick pass action, the receiving position corresponding to the second receiving action, the first pass time length required by the first segment of the ball line, and the second pass time length required by the second segment of the ball line.

[0227] Wherein, the ground kick position is the projection position on the ground of the midpoint of the line segment between the pass position and the receiving position. The first pass time length and the second pass time length add up to the total pass time length.

[0228] Step 2 : calculating the first initial velocity based on the first pass time length and the distance between the pass position and the ground kick position; calculating the second initial velocity based on the second pass time length and the distance between the ground kick position and the receiving position.

[0229] Step 3 : in the process of moving the virtual ball element according to the first segment of the ball line, calculating the real-time position of the virtual ball element based on the first initial velocity, gravity and the current pass time length.

[0230] The current pass time length is used to indicate the time length consumed by the virtual ball element from the pass position to the current time.

[0231] Step 4 : in the process of moving the virtual ball element according to the second segment of the ball line, calculating the real-time position of the virtual ball element based on the second initial velocity, gravity and the difference between the current pass time length and the first pass time length.

[0232] In the above scheme, the virtual ball position is updated in real time based on physical calculation (initial velocity, gravity, time length), so that the trajectory of the ground kick pass is more consistent with the real physical law, improving the authenticity and immersion of the game. Accurate trajectory calculation ensures that the pass and receiving timing match, reduces the coordination errors caused by unreasonable trajectory, and optimizes the resource allocation of the system to the virtual ball movement, balancing the performance effect and calculation efficiency.

[0233] Step 6: display the first virtual player performing the second receiving action.

[0234] The second receiving action is used to receive the virtual ball element passed by the second virtual player.

[0235] (1) Automatic pitching.

[0236] In a case where the first virtual player successfully receives the virtual ball element, display the first virtual player performing a second pitching action.

[0237] The second pitching action is used to launch the virtual ball element to a scoring area in the ball game scene.

[0238] (2) Terminal control pitching.

[0239] In a case where the first virtual player successfully receives the virtual ball element, switch the terminal control virtual player to the first virtual player; and in response to receiving the first pitching operation, control the first virtual player to perform the second pitching action. Switching the terminal control object after the first virtual player receives the ball and allowing the player to trigger the pitching operation enables the player to participate in the skill flow (from passing the ball to positioning and then pitching) throughout, improving operation continuity and immersion. Compared with automatic pitching, the player can decide the pitching timing according to the defense after receiving the ball, improve the accuracy of scoring decisions, avoid timing errors caused by automatic operations, and switching control ensures the player's control of key actions, reducing the waste of resources caused by invalid pitching.

[0240] In some embodiments, in response to the first virtual player successfully receiving the virtual ball element, the first virtual player is displayed as maintaining movement in a preset direction. The first virtual player maintains movement in a preset direction after receiving the ball, making the skill flow smoother and avoiding interruptions in the attack caused by stopping after receiving the ball. The movement state can create a dynamic advantage (such as escaping defense) for subsequent pitching or passing, the player does not need to perform additional operations to maintain the offensive, improving operation convenience, while reducing resource idling caused by stopping, and optimizing the attack rhythm.

[0241] Optionally, within a first preset time period after the first virtual player successfully receives the virtual ball element, in a case where no control operation for the first virtual player is received, the first virtual player is displayed as maintaining movement in a preset direction.

[0242] In some embodiments, before displaying the first virtual player performing the second receiving action, the method further includes: selecting the second receiving action from a receiving action library based on second filtering information.

[0243] The second filtering information includes at least one of:

[0244] (1) Running receiving information, the running receiving information being used to indicate a movement condition of the first virtual player before performing the second receiving action.

[0245] (2) Passing action type, the passing action type being used to indicate an action type of the second passing action.

[0246] (3) Distance to ball, the distance to ball is used to indicate the distance between the first virtual player and the virtual ball element. Optionally, the ball position corresponding to the virtual ball element and the second player position corresponding to the second virtual player can be the same or different.

[0247] (4) Ball holder information, the ball holder information is used to indicate the ball holder when the first virtual player receives the virtual ball element.

[0248] (5) Angle to ball, the angle to ball is used to indicate the included angle between the orientation of the first virtual player and the passing route.

[0249] Based on the running state, the passing type, the distance to the ball and other information, the second receiving action is filtered to make the receiving action accurately match the passing scene (such as receiving the ball in running, receiving the ball at a close distance), and the success rate of receiving the ball is improved. This design reduces the receiving failure caused by action mismatch, ensures smooth cooperation process, optimizes skill execution efficiency, enhances the detail and realism of action performance, and reduces the waste of resources on invalid actions.

[0250] Please refer to Figure 13 , which shows a schematic diagram of a virtual match method, as Figure 13 shown, in the ball game scene 1300, the solid circles represent the virtual players of the first team (our team), and the dashed circles represent the virtual players of the second team (the enemy team). As Figure 13 shown, the terminal currently controls the virtual player 5 of our team, and the virtual player 5 of our team meets the match requirements corresponding to the ground pass. The skill control corresponding to the ground pass is displayed, the player clicks the skill control corresponding to the ground pass for the first time, and the virtual player 3 of our team is displayed to run to a specified position under the basket; the player clicks the skill control corresponding to the ground pass for the second time, and controls the virtual player 5 of our team to pass the ball to the virtual player 3 of our team through the ground pass. After the virtual player 3 of our team receives the ball, the terminal currently controlled by the virtual player 3 of our team is switched to the virtual player 3 of our team, and the player clicks the shooting control to control the virtual player 3 of our team to perform the shooting action.

[0251] Optionally, the match requirement corresponding to the ground pass can be realized as the virtual player 5 of our team is currently in a preset area outside the three-point line, and the virtual player 5 of our team is in the dribbling.

[0252] In the above example, the team cooperation skill is disassembled into interactive links through the segmented process of "first virtual player running position → second virtual player passing ball → first virtual player receiving ball". The running position stage creates a reasonable position for passing the ball, and the passing ball stage is controlled by the player to adjust the timing, making the offensive cooperation more strategic. Players can adjust the running position target and passing timing according to the defensive layout to avoid unreasonable positions caused by automatic running or passing, improve the cooperation success rate, and at the same time, segmented operation reduces unnecessary route planning resource consumption.

[0253] Example (Four): When the second virtual player's counter-attacking player breaks through the second virtual player's defensive line, the first virtual player runs and blocks, and the second virtual player defends back.

[0254] Step 1, display at least two virtual players belonging to the first camp in the virtual ball game.

[0255] The at least two virtual players include a first virtual player and a second virtual player. The first virtual player and the second virtual player are different; the second virtual player is a terminal-controlled virtual player.

[0256] The counter-attacking player of the second virtual player is a virtual player holding a virtual ball element in the second camp.

[0257] Step 2, receive a first skill operation in the case where the counter-attacking player breaks through the defensive line of the second virtual player.

[0258] The first skill operation is used to trigger the first skill stage of the first skill. The first skill is associated with the terminal-controlled virtual player.

[0259] Step 3, in response to the first skill operation, summon the first virtual player to perform a second running action.

[0260] The second running action includes the first virtual player moving to a third position in the ball game scene, and the third position meets the attack route requirements of the counter-attacking player.

[0261] Step 4, receive a second skill operation.

[0262] The second skill operation is used to trigger the second skill stage of the first skill.

[0263] Step 5, in response to the second skill operation, control the second virtual player to perform a first defensive action.

[0264] Wherein, the first defensive action includes at least one of the following:

[0265] (1) The first defensive action includes the second virtual player moving to a first defensive position to defend the counter-attacking player of the first virtual player.

[0266] (2) the first back-off action includes the second virtual player moving to a second defensive position to form a double-team with the first virtual player to sandwich the attacking player.

[0267] Please refer to Figure 14 which shows a schematic diagram of a virtual match method, as Figure 14 shown, in the ball match scene 1400, the solid circles represent the virtual players of the first team (our team), and the dashed circles represent the virtual players of the second team (the enemy team). As Figure 14 shown, the terminal currently controls the virtual player 5 of our team, and displays the skill control corresponding to the blocking back-off in the case that the virtual player 5 of our team meets the match requirements of the blocking back-off. The player clicks the skill control corresponding to the blocking back-off for the first time, and displays the virtual player 3 of our team running to the defensive position corresponding to the virtual player 5 of the enemy team, and being in the preset area of the attacking route of the virtual player 5 of the enemy team, so as to block the attacking route of the virtual player 5 of the enemy team. The player clicks the skill control corresponding to the blocking back-off for the second time, and selects the back-off according to the behavior of the virtual player of the enemy team:

[0268] If the virtual player 5 of the enemy team chooses to attack and shoot, the virtual player 5 of our team runs to the defensive position corresponding to the virtual player 5 of the enemy team, and forms a double-team with the virtual player 3 of our team to sandwich the virtual player 5 of the enemy team.

[0269] If the virtual player 5 of the enemy team chooses to pass the ball to the virtual player 3 of the enemy team, the virtual player 5 of our team runs to the defensive position corresponding to the virtual player 3 of the enemy team, and is in the preset area of the passing route of the virtual player 5 of the enemy team, so as to defend the virtual player 3 of the enemy team and intercept the ball passed by the virtual player 5 of the enemy team.

[0270] Optionally, the match requirement corresponding to the blocking back-off can be implemented as: the attacking player breaks through the defensive line of the second virtual player and breaks through the defensive line of the virtual player 5 of our team.

[0271] In some embodiments, in addition to the scheme of triggering the virtual player skill in segments, the application also provides a scheme of triggering the virtual player skill in one key. As Figure 15 shown, the above Figure 3 embodiments also include steps 360 and 370. It needs to be pointed out that Figure 15 the embodiments can be implemented before Figure 3 the embodiments, or after Figure 15 the embodiments, and can also be implemented independently of Figure 15 each of the embodiments, which is not limited in the application.

[0272] Step 360, receiving a third skill operation.

[0273] The third skill operation is used to trigger the third skill, and the third skill is associated with the terminal-controlled virtual player. For example, the third skill is a skill that is exclusive to the terminal-controlled virtual player; or the third skill is a skill that is configured by the first user for the terminal-controlled virtual player before the match starts.

[0274] Optionally, the third skill meets the second preset skill requirement. For example, the third skill is a high-difficulty finishing move, and the third skill meets the second preset skill requirement. Illustratively, the third skill that meets the second preset skill requirement can be implemented as a jump-step layup, a layup after an aerial confrontation, or the like.

[0275] In some embodiments, the second skill control is displayed; and the third trigger operation is received as the third skill operation, and the third trigger operation is used to trigger the second skill control.

[0276] Optionally, the second skill control is displayed in a case where the terminal-controlled virtual player meets the second match requirement. The second match requirement includes at least one of the following:

[0277] (1) The player position of the terminal-controlled virtual player in the ball game scene meets the second preset position requirement. The ball game scene refers to the match scene of the virtual ball game.

[0278] (2) The ball holding state of the terminal-controlled virtual player meets the second ball holding state requirement.

[0279] The ball holding state includes the ball holding state of the terminal-controlled virtual player to the virtual ball element.

[0280] (3) The number of times that the terminal-controlled virtual player triggers the first skill in the virtual ball game meets the second preset number requirement. Illustratively, in a case where the number of times that the terminal-controlled virtual player triggers the third skill in the virtual ball game is less than the second preset number, it is determined that the second preset number requirement is met.

[0281] (4) The skill cooling time length corresponding to the third skill reaches the second preset time length requirement. Illustratively, in a case where the skill cooling time length corresponding to the third skill reaches the second preset time length, it is determined that the second preset time length requirement is met.

[0282] Optionally, different third skills correspond to different second match requirements.

[0283] By displaying the second skill control when the second match requirement is met, it is ensured that the third skill is available in a reasonable scenario, and the pertinence and rationality of skill triggering are improved. The player can clearly judge the availability of the third skill through the control state, reduce misoperation, and enhance the explicitness of interaction. The skill is avoided from being triggered in an inappropriate scenario, the invalid resource consumption is reduced, and the overall interaction efficiency of the skill system is optimized.

[0284] At step 370, in response to the third skill operation, display the at least two virtual players performing skill actions corresponding to the third skill.

[0285] In some embodiments, the third skill corresponds to a first skill stage and a second skill stage. Optionally, in response to the third skill operation, display a third virtual player of the at least two virtual players performing a third skill action corresponding to the first skill stage of the third skill, and display a fourth virtual player of the at least two virtual players performing a fourth skill action corresponding to the second skill stage of the third skill. The third virtual player and the fourth virtual player are the same or different.

[0286] The two stages of the third skill are performed by different or the same players, increasing the complexity and strategic depth of the skill. The combination of multiple stages and multiple roles makes the skill effect more flexible (such as continuous action of the same player or cooperation of different players), and the player can experience a richer skill flow. The segmented execution ensures that the skill effect is realized step by step, avoids the jarring feeling of one-time release, improves the sense of level of skill performance, and reduces the resource utilization limitations caused by a single flow.

[0287] In some embodiments, during the triggering process of the third skill operation, real-time generation of motion trajectory prediction information of the virtual ball element; the motion trajectory prediction information is displayed in the ball game scene in a visual prompt manner. Illustratively, assuming that the player controls the home ball guard, the third skill can be implemented as a layup cooperation, and after the player triggers the third skill operation, the following stages are executed in turn:

[0288] First skill stage: The home ball guard throws a layup pass.

[0289] Second skill stage: The home small forward jumps to complete a layup or a dunk.

[0290] In the third skill operation triggering process, based on the current positions, heights, jumping ability values of the home team's point guard and small forward, and the defensive positions of the enemy team, at least two different ball passing trajectories to the basket are predicted under different ball passing forces and angles (determined by the triggering data of the third skill operation, such as the ball passing force determined according to the force and time length of the user clicking the second skill control, and the ball passing angle selected by the user on the second skill control), and the receiving points of the home team's small forward under these trajectories are determined as the motion trajectory prediction information. The motion trajectory prediction information is displayed on the terminal interface in a visual prompt manner, such as a semi-transparent and luminous parabola extending from the hand of the home team's point guard to the basket area before the ball in the hand of the home team's point guard is about to be thrown. This parabola is the motion trajectory prediction information of the virtual ball element, and the parabola dynamically changes according to the ball passing force and angle. Then the player can make a decision and response according to the predicted parabola: for example, if the player sees that the predicted parabola shows that the home team's small forward is slightly slow in positioning, and if the ball is immediately passed, the ball will arrive before the home team's small forward has taken off. Therefore, the player continues to press the second skill control and waits for the home team's small forward to run a certain distance, so as to ensure that the home team's small forward can take off at the right time to complete the empty-handed dunk or layup. For another example, if the player sees that the end of the predicted parabola is in front of a defensive player of the enemy team, and forcibly passes the empty-handed dunk, it will be intercepted, then the player can immediately cancel the third skill operation.

[0291] In the above embodiment, the display of the third skill is triggered by a single third skill operation, which improves the triggering efficiency of the third skill.

[0292] The following describes Figure 15 The embodiments are described below with specific examples, Figure 15 The embodiments can be implemented as the following example (five). It should be noted that the following examples are only illustrative descriptions, and the embodiments of the present application are not limited herein.

[0293] Example (five): The third virtual player first makes a shooting fake action, and then cancels the shooting action and breaks through the defensive player.

[0294] The third virtual player and the fourth virtual player are the same. The third virtual player holds the virtual ball element, and the third virtual player is a virtual player controlled by the terminal.

[0295] Step 1, receiving a third skill operation.

[0296] The third skill operation is used to trigger the third skill.

[0297] Step 2, in response to the third skill operation, controlling the third virtual player to perform a third shooting action.

[0298] The third pitching action is used for launching the virtual ball element to a scoring area in the ball game scene.

[0299] Step 3: After the third virtual player's counterpart defensive player makes a defensive response, control the third virtual player to cancel the third pitching action, and control the third virtual player to perform a second breakthrough action.

[0300] The second breakthrough action is used to break through the defensive line of the third virtual player's counterpart defensive player, and the counterpart defensive player is a virtual player of the second team.

[0301] In some embodiments, the virtual ball game provided by the present application can be applied to a basketball action game, which can be implemented as a basketball mobile game. The virtual ball game provided by the present application applied to the basketball action game will be described below.

[0302] The virtual ball game provided by the present application can also be referred to as a "big move" mechanism in the basketball action game. The "big move" refers to a high-difficulty finishing action or a continuous action in the basketball action game. The present application provides a "big move" mechanism, which triggers a high-difficulty finishing action or a continuous action by providing an independent big move control, reduces the threshold for performing a high-difficulty finishing action or a continuous action, and improves the efficiency of human-computer interaction.

[0303] Optionally, the "big move" includes but is not limited to at least one of one-key breakthrough, fake pitching real breakthrough, and ground bounce pass. For illustration, please refer to Figure 16 which shows a schematic diagram of a big move control, as shown in Figure 16 In the basketball game interface 1600, the big move control corresponding to the fake pitching real breakthrough is the "fake pitching" control 1601, the big move control corresponding to the ground bounce pass is the "arc top deal" control 1602, and the big move control corresponding to the one-key breakthrough is the "breakthrough master" control 1602. Optionally, after clicking the big move control, the relevant virtual player in the basketball game interface 1600 will perform the corresponding skill action, and at the same time, the banner / sound effect / camera angle will be performed to create a stronger sense of immersion and ritual.

[0304] The following will mainly take the "big move" as an example of ground bounce pass. The ground bounce pass is a technique in basketball that uses the collision between the ball and the ground to change the flight trajectory, so that the ball reaches the receiver with a lower and flatter route, which is often used to avoid defensive interception or improve the accuracy of the pass.

[0305] (I) Interface performance of ground bounce pass

[0306] For illustration, please refer to Figure 17 which shows a schematic diagram of the interface of the ground bounce pass, as shown in Figure 17As shown, in the basketball game interface 1700, when the associated player (the player currently controlled by the terminal, i.e., the star a as described below) 1701 holds the ball in the designated area outside the three-point line, the basketball game interface 1700 displays the "arc top deal" control 1702 in the first control state. When the player clicks the "arc top deal" control 1702 in the first control state, the designated player 1704 is triggered to run to the designated position under the basket, and the "arc top deal" control 1702 in the first control state is switched to the "arc top deal" control 1703 in the second control state. If the player clicks the "arc top deal" control 1703 in the second control state at this time, the associated player 1701 will pass the ball to the designated player 1704 by means of a ground pass.

[0307] Optionally, after the ball reaches the designated player 1704, there is a period of time for maintaining the direction input to maintain the movement of the designated player 1704, so as to prevent the designated player 1704 from stopping after receiving the ball due to no direction input. Optionally, when the ball reaches the designated player 1704, the player controlled by the terminal is switched to the designated player 1704, and if the player clicks the shooting control 1705 at this time, the designated player 1704 will perform a shooting action to create a score.

[0308] Among them, the basketball game interface 1700 also displays the skill cooling element 1706 corresponding to the "arc top deal" control. The skill cooling element 1706 is used to display the countdown of the cooling time corresponding to the "arc top deal" control in the first control state. When the countdown is not over, the "arc top deal" control in the first control state is in the cooling state, that is, it cannot be triggered. After the countdown is over, the "arc top deal" control in the first control state is in the ready state, that is, it can be triggered.

[0309] (II) Ground pass mechanism

[0310] Table 1

[0311]

[0312] As shown in Table 1, the "Arc Top Deal" is the name of the ground pass mechanism provided by the present application, which will be displayed in the corresponding big move control (i.e., the "Arc Top Deal" control). The star a is a virtual player associated with the ground pass mechanism, and the ground pass mechanism can be implemented as a special skill of the star a. The triggering effect of the ground pass mechanism is to call a teammate to cut and pass the ball. Illustratively, in the present application, when the star a holds the ball (or the star a holds the ball and dribbles) in a specified area outside the three-point line, the basketball game interface displays the "Arc Top Deal" control. The first click of the "Arc Top Deal" control triggers the designated player to run to a specified position (i.e., the first position) under the basket. The second click of the "Arc Top Deal" control passes the ball from the star a to the designated player by ground pass, i.e., the star a performs a ground pass action, and the designated player performs a receiving action. The ground pass mechanism corresponds to a cooling time (i.e., the skill cooling time) K seconds, where K is a positive integer, and K can be configured according to actual needs, which is not limited here. Optionally, the number of times the ground pass mechanism is triggered in a single virtual basketball game can be limited, such as 1 time, 2 times, etc., which is not limited here.

[0313] Optionally, the ground pass mechanism specifically includes the following contents:

[0314] (1) Designate player selection.

[0315] When the player triggers the "Arc Top Deal" control, the AI player of the home team closest to the star a is selected as the designated player; or the AI player of the home team closest to the virtual basket is selected as the designated player.

[0316] (2) Designate player behavior.

[0317] After the player clicks the "Arc Top Deal" control for the first time, the designated player moves to the cut-in target point (i.e., the specified position under the basket) in the direction of the virtual basket at a preset sprint speed (Sprint, i.e., sprinting) to create opportunities for receiving and shooting, or creating space for the teammate. The preset sprint speed can be configured and adjusted according to the needs and actual operation of the ground pass mechanism. Optionally, when the designated player moves to the cut-in target point, if the player does not click the "Arc Top Deal" control for the second time, the designated player returns to a preset positioning point (i.e., the second position), which is the positioning of the designated player in the virtual basketball game calculated according to the AI player strategy in the present virtual basketball game. If the player does not click the "Arc Top Deal" control for the second time, the designated player can be controlled to return to the defensive position corresponding to the opponent. Optionally, if the player clicks the "Arc Top Deal" control for the second time before the designated player moves to the cut-in target point, the star a performs a ground pass action, and the designated player performs a corresponding receiving action, thereby completing the ground pass.

[0318] (3) Designate player display.

[0319] At least one of a summoning icon and a guide line is displayed around the summoned player. The summoning icon may be a small basketball icon displayed under the player's feet, etc., and is not limited thereto. The guide line is used to indicate the player's movement path.

[0320] (4) Control design.

[0321] The initial state of the "Arc Top Dealing" control is the first control state (e.g., Figure 7 As shown in 701), after the first click on the ultimate move control, the "Arc Top Dealing" control switches from the first control state to the second control state (as shown in Figure 701). Figure 7 (As shown in 702). The "Arc Top Dealer" control has a corresponding trigger time period. For example, the "Arc Top Dealer" control in the second control state has a corresponding second trigger time period. The second trigger time period refers to the time period between the start display time of the "Arc Top Dealer" control in the second control state and the second preset time. The duration of the second trigger time period is the second preset duration. Optionally, if the player does not click the "Arc Top Dealer" control in the second control state within the second preset duration after the "Arc Top Dealer" control in the second control state starts displaying, the "Arc Top Dealer" control switches to a cooldown state. Optionally, at this time, the cooldown period of the bounce pass mechanism is automatically entered, and the countdown of the cooldown duration begins. Optionally, if the player does not click the "Arc Top Dealer" control in the second control state in the end, the triggering of the "Arc Top Dealer" control event is not counted in the number of times the bounce pass mechanism is triggered. Optionally, when the specified player moves to the inside cut target point, if the player does not click the "Arc Top Dealer" control a second time, the "Arc Top Dealer" control switches to a cooldown state. Optionally, when a player long-presses the "Arc Top Dealing" control (either in the first or second control state) and cancels triggering the "Arc Top Dealing" control, the "Arc Top Dealing" control switches to a cooldown state. Optionally, the appearance of the "Arc Top Dealing" control includes the following three types: 1) the appearance of the control in the first control state; 2) the appearance of the control in the second control state; 3) the appearance of the control in the cooldown state. These three control appearances are different.

[0322] (5) Ground ball action and catch action selection.

[0323] In some embodiments, bounce pass actions are selected from a preset passing action library. The following dimensions are considered when determining the bounce pass action:

[0324] Whether ground block. This dimension is used to distinguish whether there is a player of the enemy team on the pass route to block. The pass route refers to the line connecting the position of the pass player (such as star a) to the predicted position of the receiving player (such as the designated player), and the judgment condition of the block is whether there is a player of the enemy team in the preset range of the pass route. If there is a block, the ground pass action is determined in the block pass action in the pass action library, and if there is no block, the ground pass action is determined in the pass action in the pass action library which is not a block pass action.

[0325] Ground pass action type. That is, the ground pass action is determined in the pass action whose pass action type is ground pass.

[0326] Hand type. The hand type includes at least one of left hand and right hand. If the current pass player's hand is left hand, the ground pass action is determined in the pass action whose hand type is left hand. If the current pass player's hand is right hand, the ground pass action is determined in the pass action whose hand type is right hand.

[0327] Pass distance. The pass distance refers to the distance between the position of the pass player and the predicted position of the receiving player. Then the ground pass action is determined in the pass action whose pass distance range includes the pass distance. The pass distance range is defined by the maximum pass distance and the minimum pass distance.

[0328] Pass angle. The pass angle is used to indicate the included angle between the orientation of the pass player and the pass route. Then the ground pass action is determined in the pass action whose pass angle range includes the pass angle. The pass angle range is defined by the maximum pass angle and the minimum pass angle.

[0329] Wherein, the maximum pass distance, the minimum pass distance, the maximum pass angle and the minimum pass angle are pre-configured parameters, which can be configured according to actual needs, and are not limited here.

[0330] Optionally, each pass action in the pass action library corresponds to a priority, and if at least two pass actions are determined from the pass action library according to the above dimensions, the pass action with the highest priority among the at least two pass actions is determined as the final ground pass action.

[0331] Optionally, if the target pass action obtained by screening through the dimension other than the "ground pass action type" does not contain the ground pass action, the target pass action is selected as the final selected pass action.

[0332] In some embodiments, the receiving action is obtained by screening in the preset receiving action library, and the following dimensions determine the receiving action when the receiving action is determined:

[0333] Whether to run to catch the ball. This dimension is used to distinguish whether the moving speed of the catching player before performing the catching action is greater than a preset speed. If the moving speed is greater than the preset speed, the catching action is determined in the running catching action in the catching action library, and if the moving speed is less than or equal to the preset speed, the catching action is determined in the catching action that does not belong to the running catching action in the catching action library. Alternatively, the preset speed can be set to 0 or a small positive value, and the specific configuration can be adjusted according to actual needs, which is not limited here.

[0334] Ground hitting pass action type. That is, the catching action is determined in the catching action corresponding to the ground hitting pass in the pass action type.

[0335] Hand type. The hand type includes at least one of left hand, right hand, and both hands. If the catching player's holding hand (the holding hand when catching) is left hand, the catching action is determined in the catching action with left hand as the holding hand type. If the catching player's holding hand is right hand, the catching action is determined in the catching action with right hand as the holding hand type. If the catching player's holding hand is both hands, the catching action is determined in the catching action with both hands as the holding hand type.

[0336] Distance from the ball. The distance from the ball refers to the distance between the predicted position of the catching player and the virtual ball element, wherein the position of the virtual ball element can be the same as or different from the position of the passing player. Then the catching action is determined in the catching action whose catching distance range includes the distance from the ball. Wherein the catching distance range is defined by the maximum catching distance and the minimum catching distance.

[0337] Catching angle. The catching angle is used to indicate the included angle between the orientation of the catching player and the passing route. Then the catching action is determined in the catching action whose catching angle range includes the catching angle. Wherein the catching angle range is defined by the maximum catching angle and the minimum catching angle.

[0338] Wherein, the maximum catching distance, the minimum catching distance, the maximum catching angle and the minimum catching angle are pre-configured parameters, which can be configured according to actual needs, and are not limited here.

[0339] Alternatively, each catching action in the catching action library corresponds to a priority, and if at least two catching actions are determined from the catching action library according to the above dimensions, the catching action with the highest priority among the at least two catching actions is determined as the final applied catching action.

[0340] Alternatively, if the target catching action obtained by screening through the dimensions other than the "ground hitting pass action type" does not contain the catching action corresponding to the ground hitting pass action, the target catching action is selected as the final selected catching action.

[0341] Please refer to Figure 18Fig. 1800 shows a schematic diagram of a pass player and a receiver. In a ground pass, the pass player and the receiver are in the position relationship as shown in interface 1800. The pass player 1801 is currently dribbling with the right hand, the receiver 1802 is 45° in front of the pass player (indicating a pass angle of 45°) and there is no player from the opponent team blocking the pass route; the receiver 1802 is stationary, and the pass player 1801 is 90° to the left of the receiver 1802 (indicating a receiving angle of 270°). The pass action that is not a blocking pass action, the pass action type is a ground pass, the dribbling hand is the right hand, and the pass angle range contains 45° is selected as the final selected ground pass action. The receiver action that is not a running receiver action, the pass action type is a ground pass, and the receiving angle range contains 270° is selected as the final selected receiver action.

[0342] (6) Pass line.

[0343] After the ground pass action and the receiver action are selected, the ball position where the ball is released (i.e., the pass position) and the ball position where the ball is received (i.e., the receiving position) can be determined by the action data, as well as the total pass time, and a simulated ball line can be generated according to these data.

[0344] The simulated ball line is divided into two segments: a pre-ground ball line (i.e., a first segment ball line) and a post-ground ball line (i.e., a second segment ball line). The pre-ground ball line is a line connecting the pass position and the ground position, and the post-ground ball line is a line connecting the ground position and the receiving position. The ground position is the projection of the midpoint of the line connecting the pass position and the receiving position on the ground. Optionally, the ball speed and the pre-ground time proportion are pre-set, and the pre-ground time proportion is the proportion of the first pass time consumed by the pre-ground ball line in the total pass time. After the total pass time and the pre-ground time proportion are determined, the first pass time consumed by the pre-ground ball line and the second pass time consumed by the post-ground ball line can be calculated.

[0345] In actual calculation of the ball position, it is determined whether to use the pre-ground ball line or the post-ground ball line according to the current pass time, and the specific time length of the corresponding interpolation calculation. The specific process includes:

[0346] (1) First, it is determined whether the current pass time is less than or equal to the first pass time. If yes, the pre-ground ball line is used, and the corresponding interpolation time is the current pass time. If not, the post-ground ball line is used, and the corresponding interpolation time is the current pass time minus the first pass time.

[0347] (2) Each segment of the ball line has two stages: initialization and calculation stages.

[0348] Initialization phase of the pre-ground ball line: input the pass position, the ground position and the first pass time; calculate the first displacement between the pass position and the ground position; divide the X, Y, Z directions of the first displacement by the first pass time to calculate the first initial speed of the ball, wherein the initial speed of the Y direction also needs to subtract "1 / 2 x gravity x first pass time" because the gravity will be considered when calculating the real-time position of the ball later.

[0349] Calculation phase of the pre-ground ball line: input the current pass time of the ball, the real-time position of the ball = the initial position of the ball (i.e. the pass position) + the first initial speed x the current pass time + 1 / 2 x gravity x the square of the current flight time.

[0350] Initialization phase of the post-ground ball line: input the ground position, the receiving position and the second pass time; calculate the second displacement between the ground position and the receiving position; divide the X, Y, Z directions of the second displacement by the second pass time to calculate the second initial speed of the ball, wherein the initial speed of the Y direction also needs to subtract "1 / 2 x gravity x second pass time" because the gravity will be considered when calculating the real-time position of the ball later.

[0351] Calculation phase of the post-ground ball line: input the current pass time of the ball, the real-time position of the ball = the initial position of the ball (i.e. the ground position) + the second initial speed x (the current pass time - the first pass time) + 1 / 2 x gravity x (the current pass time - the first pass time) 2 .

[0352] (7) Ground ball logic.

[0353] Please refer to Figure 19 , Figure 19 A logical diagram of a ground pass is shown. As Figure 19 shown, the flow includes the following steps:

[0354] Step 1. Start.

[0355] Step 2. Game progress.

[0356] That is, when a virtual basketball game is played, the following steps are performed.

[0357] Step 3. Determine whether a pass is needed.

[0358] If a pass is needed, step 4 is performed, and if a pass is not needed, step 2 is returned to.

[0359] Step 4. Determine whether the current ball holder is a specific player.

[0360] If the current ball holder is a specific player, step 5 is performed, and if the current ball holder is not a specific player, step 6 is performed.

[0361] Step 5. Determine whether the current ball holder meets the ground trigger condition.

[0362] If the current ball holder meets the ground trigger condition, execute step 7, if the current ball holder does not meet the ground trigger condition, execute step 6.

[0363] Step 6. Use the existing pass module.

[0364] Step 7. Use the ground pass module.

[0365] Step 8. Ground pass action selection and receiving action selection.

[0366] Step 9. Generate a ball line and complete the pass.

[0367] Step 10. End.

[0368] In summary, the ground pass mechanism provided in the present application enriches the pass identification in the game, clearly defines the trigger scenario of the ground pass, and makes the ground pass mechanism stable in the game, reducing the learning cost of the players.

[0369] (Three) Technical implementation of big move mechanism

[0370] The big move mechanism is developed and implemented through the tools of skill trigger and action state table.

[0371] (1) System architecture

[0372] Server: used for implementing big move condition review, conflict resolution, execution authorization and rollback; event reporting and KPI aggregation.

[0373] Client - game core logic: used for near real-time candidate determination, prediction and pre-display, input collection, local animation and physical driving (with prediction rollback).

[0374] Client - interface: used for rendering and interacting with the user interface in the game. Such as various interface elements: buttons, HUD (Heads-Up Display), banners, bubbles, foot icons, guide lines, etc. The state management of skill control, such as switching from ready state to cooling state, etc.

[0375] Table-driven (Shared Config): using data table to manage configurable content for shared use by client and server, such as action / skill configuration (such as skill damage, range, special effect parameters), interface element configuration, priority rule configuration, data index configuration, etc.

[0376] (2) State machine: used for the life cycle flow of big move mechanism

[0377] The state machine includes the following state changes.

[0378] DISABLED→PREDISPLAY→READY→LOCKING→EXECUTING→COOLDOWN→READY / DISABLED→ROLLBACK→READY.

[0379] Wherein, DISABLED is the initial unavailable state. PREDISPLAY is the state of early warning, which meets the partial condition and triggers in advance, that is, it meets the partial condition and first lights the prompt (lets the player know that it is "soon available"). READY is the fully available state, which meets all conditions and triggers. LOCKING is the confirmation state of two-stage triggering, which triggers in the calling stage of two-stage triggering, such as triggering when calling AI players in the ground pass mechanism. EXECUTING is the state of executing the big move, which triggers when the big move is chained. COOLDOWN is the cooling state, which triggers in the cooling stage, such as entering the countdown of skill cooling duration after the big move ends. ROLLBACK is the rollback state, which triggers in the conflict / illegal / path blocking.

[0380] (3) Configuration and data structure

[0381] The configuration table is shown in Table 2 below.

[0382] Table 2

[0383]

[0384] (4) Trigger judgment process

[0385] Step 1. Candidate sampling (client): sample once every 50 ms: zone hit, state hit (state_required), cooling and round upper limit check.

[0386] Step 2. Pre-display: if predisplay_cond is met, enter PREDISPLAY, display ≤300ms soft prompt; continue to check during the period.

[0387] Step 3. Ready: all established → send BM_READY (player, bigmove_id, t) to the server; the server reviews and passes → returns ACK_READY, the client turns to READY state and lights the button.

[0388] Step 4. Input:

[0389] One-key trigger: user clicks → BM_EXEC_REQ;

[0390] Two-stage trigger: first click → BM_LOCK_REQ (target), second click → BM_EXEC_REQ;

[0391] Long press cancel trigger → BM_CANCEL.

[0392] Step 5. Authorization: Server checks conflict, priority and timing (expiration ≤ lock_window_ms) → ACK_EXEC and issues execution script (branch ID, keyframe time, ball right switching time, etc.).

[0393] Step 6. Execution: Client drives animation / physics according to the script; keyframe hit triggers ball right switching / passing; cancellation condition occurs → enters ROLLBACK.

[0394] Step 7. Cooling and settlement: enters COOLDOWN after the end; server records usage / success and returns BM_RESULT to both parties; aggregates attribution after the game.

[0395] (5) Two-stage trigger interaction process (such as the aforementioned ground pass mechanism)

[0396] Locking phase: first click → server selects the nearest reachable teammate T* and issues ai_route (speed, inflection point, point tolerance ε) and lock_id;

[0397] Execution phase: second click and t_now-t_lock≤lock_window_ms → enters execution; if the route is completely blocked or ε is out of limit → server issues ROLLBACK and safe degradation (directly to the nearest safe point).

[0398] (6) Conflict and priority (runtime)

[0399] Specific scenarios and processing are shown in Table 3 as follows:

[0400] Table 3

[0401]

[0402]

[0403] In summary, the big move mechanism provided in the present application achieves the following beneficial effects:

[0404] (1) Reduces the operation threshold of players and reduces the operation burden;

[0405] (2) Strong feedback, compared with passive buff and numerical stacking, active release of big move gives strong input feedback to players;

[0406] (3) Gives more exclusive content and differentiated mechanism to star players, further highlighting the characteristics and differentiation of star players.

[0407] (4) Strong operability, simple operation, one point / two segments / long press cancel three paradigm, reduce the mis-touch and learning cost.

[0408] Figure 20 is a structural block diagram of a virtual ball game device provided by an exemplary embodiment of the present application. The virtual ball game device includes:

[0409] The display module 2010 is configured to display at least two virtual players belonging to a first team in a virtual ball game, the at least two virtual players including a terminal-controlled virtual player.

[0410] The receiving module 2020 is configured to receive a first skill operation, the first skill operation being used to trigger a first skill phase of a first skill, the first skill being associated with the terminal-controlled virtual player.

[0411] The display module 2010 is configured to display a first skill action corresponding to the first skill phase performed by a first virtual player of the at least two virtual players in response to the first skill operation.

[0412] The receiving module 2020 is configured to receive a second skill operation, the second skill operation being used to trigger a second skill phase of the first skill.

[0413] The display module 2010 is configured to display a second skill action corresponding to the second skill phase performed by a second virtual player of the at least two virtual players in response to the second skill operation.

[0414] In some embodiments, the display module 2010 is configured to display a first skill control in a first control state, the first control state corresponding to the first skill phase of the first skill; the receiving module 2020 is configured to receive a first trigger operation as the first skill operation, the first trigger operation being used to trigger the first skill control in the first control state; the display module 2010 is configured to display the first skill control in a second control state, the second control state corresponding to the second skill phase of the first skill; and the receiving module 2020 is configured to receive a second trigger operation as the second skill operation, the second trigger operation being used to trigger the first skill control in the second control state.

[0415] In some embodiments, the display module 2010 is configured to display the first skill control in the first control state when the terminal-controlled virtual player meets a first game requirement, the first game requirement including at least one of the following:

[0416] A player position of the terminal-controlled virtual player in a ball game scene meets a first preset position requirement, the ball game scene being a game scene of the virtual ball game.

[0417] the first ball-holding state requirement met by the ball-holding state of the terminal-controlled virtual player; the ball-holding state comprises a ball-holding state of the terminal-controlled virtual player on the virtual ball element;

[0418] the number of times of triggering the first skill by the terminal-controlled virtual player in the virtual ball game meets a first preset number requirement;

[0419] the skill cooling time length corresponding to the first skill meets a first preset time length requirement.

[0420] In some embodiments, the display module 2010 is configured to control the first skill control to switch to a cooling state in response to the first skill control in the first control state not being triggered within a first trigger time period corresponding to the first skill stage; and the display module 2010 is configured to control the first skill control to switch to a cooling state in response to the first skill control in the second control state not being triggered within a second trigger time period corresponding to the second skill stage.

[0421] In some embodiments, the first virtual player and the second virtual player are different; the first virtual player is a terminal-controlled virtual player; the display module 2010 is configured to control the first virtual player to perform a first skill action corresponding to the first skill stage in response to the first skill operation; the first skill action comprises at least one of a first attack action and a first defense action; and the second virtual player is a virtual player that performs a second skill action in cooperation with the first virtual player after performing the first skill action.

[0422] In some embodiments, the second virtual player comprises at least one of:

[0423] the first skill comprises a skill corresponding to an attack stage, the second virtual player is a virtual player that performs a second attack action after the first virtual player performs the first attack action; and the second attack action is used to cooperate with the first attack action to launch a virtual ball element to a scoring area in the ball game scene.

[0424] the first skill comprises a skill corresponding to a defense stage, the second virtual player is a virtual player that performs a second defense action after the first virtual player performs the first defense action; and the second defense action is used to cooperate with the first defense action to take control of a virtual ball element from a virtual player in a second team.

[0425] In some embodiments, the first virtual player holds a virtual ball element; the display module 2010 is configured to, in response to the first skill operation, control the first virtual player to perform a first pass action for passing the virtual ball element to the second virtual player; in response to the second skill operation, display the second virtual player performing a first receiving action for receiving the virtual ball element passed by the first virtual player; and in a case where the second virtual player successfully receives the virtual ball element, display the second virtual player performing a first throwing action for throwing the virtual ball element to a scoring area in the ball game scene.

[0426] In some embodiments, the first virtual player is a virtual player of a second team holding a virtual ball element; the display module 2010 is configured to, in response to the first skill operation, control the first virtual player to perform a first tackling action for taking control of the virtual ball element from the virtual player of the second team; and in a case where the first virtual player successfully tackles, in response to the second skill operation, display the second virtual player performing a first defensive action, the first defensive action including the second virtual player moving to a defensive position of the first virtual player to defend the virtual player of the second team.

[0427] In some embodiments, the first virtual player and the second virtual player are different; the second virtual player is a terminal-controlled virtual player; the display module 2010 is configured to, in response to the second skill operation, control the second virtual player to perform a second skill action corresponding to the second skill stage; the second skill action includes at least one of a third attacking action and a third defensive action; and the first virtual player is a virtual player called to perform the first skill action before the second virtual player performs the first skill action.

[0428] In some embodiments, the first virtual player includes at least one of:

[0429] The first skill includes a skill corresponding to an attacking stage, and the first virtual player is a virtual player called to perform a fourth attacking action before the second virtual player performs the third attacking action; the fourth attacking action is used in cooperation with the third attacking action to throw a virtual ball element to a scoring area in the ball game scene.

[0430] The first skill includes a skill corresponding to a defense stage, and the first virtual player is a virtual player called to perform a fourth defense action before the third defense action is performed by the second virtual player; and the fourth defense action is used in cooperation with the third defense action to take control of the virtual ball element from the virtual player in the second team.

[0431] In some embodiments, the second virtual player holds the virtual ball element; the display module 2010 is configured to, in response to the first skill operation, display the first virtual player performing a first running action, the first running action including the first virtual player moving to a first position in the ball game scene, the first position meeting a preset pitching requirement; in response to the second skill operation, control the second virtual player to perform a second passing action, the second passing action being used to pass the virtual ball element to the second virtual player; and display the first virtual player performing a second receiving action, the second receiving action being used to receive the virtual ball element passed by the second virtual player.

[0432] In some embodiments, the display module 2010 is configured to, in a case where the first virtual player successfully receives the virtual ball element, switch the virtual player controlled by the terminal to the first virtual player; in response to receiving a first pitching operation, control the first virtual player to perform a second pitching action, the second pitching action being used to launch the virtual ball element to a scoring area in the ball game scene.

[0433] In some embodiments, the display module 2010 is configured to, in response to the first virtual player successfully receiving the virtual ball element, display the first virtual player maintaining movement in a preset direction.

[0434] In some embodiments, the display module 2010 is configured to, in a case where the first virtual player arrives at the first position, in response to the second skill operation not being triggered, display the first virtual player returning to a second position, the second position being used to indicate a standing position of the first virtual player in the ball game scene.

[0435] In some embodiments, the display module 2010 is configured to select the second passing action from a passing action library based on first screening information; the first screening information includes at least one of the following:

[0436] passing blocking information, the passing blocking information being used to indicate a presence of a virtual player in the second team within a preset range of a passing route, the passing route being used to indicate a connection line between a first player position corresponding to the first virtual player and a second player position corresponding to the second virtual player;

[0437] a pass action type, the pass action type being used to indicate an action type of the second pass action;

[0438] a pass distance, the pass distance being used to indicate a distance between the first virtual player and the second virtual player;

[0439] a dribbler information, the dribbler information being used to indicate a dribbler of the second virtual player;

[0440] a pass angle, the pass angle being used to indicate an included angle between an orientation of the second virtual player and the pass route.

[0441] In some embodiments, the display module 2010 is configured to screen the second receiving action from a receiving action library based on second screening information, the second screening information including at least one of:

[0442] running receiving information, the running receiving information being used to indicate a moving condition of the first virtual player before the first virtual player performs the second receiving action;

[0443] a pass action type;

[0444] a ball distance, the ball distance being used to indicate a distance between the first virtual player and the virtual ball element;

[0445] a ball holder information, the ball holder information being used to indicate a ball holder when the first virtual player receives the virtual ball element;

[0446] a ball angle, the ball angle being used to indicate an included angle between an orientation of the first virtual player and the pass route.

[0447] In some embodiments, the pass action includes a ground pass action, the ground pass action including a first segment of a ball line and a second segment of the ball line; the display module 2010 is configured to display that the virtual ball element moves from a pass position to a ground position according to the first segment of the ball line, the pass position being used to indicate a position at which the second virtual player passes the virtual ball element in the ball game scene, and the ground position being used to indicate a position at which the virtual ball element falls to the ground in the ball game scene; and display that the virtual ball element moves from the ground position to a receiving position according to the second segment of the ball line, the receiving position being used to indicate a position at which the first virtual player receives the virtual ball element in the ball game scene.

[0448] In some embodiments, the display module 2010 is configured to acquire the pass position corresponding to the ground-kicking pass action, the receiving position corresponding to the second receiving action, a first pass time length required for consuming the first segment of the ball line, and a second pass time length required for consuming the second segment of the ball line; the ground position is a projection position on the ground of a midpoint of a line segment connecting the pass position and the receiving position; a first initial speed is calculated based on the first pass time length and a distance between the pass position and the ground position; a second initial speed is calculated based on the second pass time length and a distance between the ground position and the receiving position; in a process in which the virtual ball element moves along the first segment of the ball line, a real-time position of the virtual ball element is calculated based on the first initial speed, gravity, and a current pass time length; the current pass time length is used to indicate a time length consumed by the virtual ball element from the pass position to a current time; in a process in which the virtual ball element moves along the second segment of the ball line, a real-time position of the virtual ball element is calculated based on the second initial speed, gravity, and a difference between the current pass time length and the first pass time length.

[0449] In some embodiments, the receiving module 2020 is configured to receive a third skill operation, the third skill operation being used to trigger a third skill, the third skill being associated with a virtual player controlled by the terminal; and the display module 2010 is configured to display skill actions corresponding to the third skill performed by the at least two virtual players in response to the third skill operation.

[0450] In some embodiments, the third skill corresponds to a first skill stage and a second skill stage; and the display module 2010 is configured to display a third virtual player in the at least two virtual players performing a third skill action corresponding to the first skill stage of the third skill, and display a fourth virtual player in the at least two virtual players performing a fourth skill action corresponding to the second skill stage of the third skill in response to the third skill operation; the third virtual player and the fourth virtual player are the same or different.

[0451] In some embodiments, the display module 2010 is configured to display a second skill control in a case where the virtual player controlled by the terminal meets a second match requirement; and the receiving module 2020 is configured to receive a third trigger operation as the third skill operation, the third trigger operation being used to trigger the second skill control.

[0452] In summary, the virtual ball game device provided in the application provides a segmented triggering virtual player skill scheme, for example, the first skill is divided into a first skill stage and a second skill stage, when the player triggers the first skill operation, the first virtual object performs the first skill action corresponding to the first skill stage, and when the player triggers the second skill operation, the second virtual object performs the second skill action corresponding to the second skill stage. On the one hand, the first skill action and the second skill action jointly realize the complete first skill effect, and the diversity of skill triggering in the virtual ball game is improved. On the other hand, the player can trigger different skill operations to accurately control the virtual player to perform skill actions of different skill stages, the control ability of the player on the skill triggering process is improved, and the segmented triggering skill scheme also provides a selection space for the player, for example, after the player triggers the first skill operation, the player can select to trigger or not to trigger the second skill operation according to the game situation, the resource waste caused by forced complete execution of the first skill is avoided, and the resource consumption on unnecessary skill processes is reduced.

[0453] It should be noted that the specific limitations in the embodiments of the one or more virtual ball game devices provided above can refer to the specific limitations in the embodiments of the virtual ball game method described above, which will not be described here. The modules of the device can be realized by software, hardware and their combinations, and the modules can be embedded in the processor of the computer device or independent of the processor, or stored in the memory of the computer device in the form of software, so as to call and execute the operations of the modules by the processor.

[0454] The application also provides a computer device, which comprises a processor and a memory, and the memory stores a computer program; the processor is used to execute the computer program in the memory to realize the virtual ball game method provided by the embodiments of the method.

[0455] Figure 21 FIG. 1 is a structural block diagram of a computer device provided in an example embodiment of the application.

[0456] The computer device 2100 can be a portable mobile terminal, such as a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 player (Moving Picture Experts Group Audio Layer IV). The computer device 2100 can also be referred to as a user device, a portable terminal, and other names.

[0457] Generally, the computer device 2100 includes a processor 2101 and a memory 2102.

[0458] The processor 2101 can include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2101 can be implemented in at least one of a hardware form of a DSP (Digital Signal Processing), an FPGA (Field Programmable Gate Array), a PLA (Programmable Logic Array). The processor 2101 can also include a main processor and a coprocessor, the main processor being a processor for processing data in an awake state, also referred to as a CPU (Central Processing Unit), and the coprocessor being a low-power processor for processing data in a standby state. In some embodiments, the processor 2101 can be integrated with a GPU (Graphics Processing Unit) for rendering and drawing content required to be displayed by a display screen. In some embodiments, the processor 2101 can further include an AI (Artificial Intelligence) processor for processing machine learning related computing operations.

[0459] The memory 2102 can include one or more computer-readable storage media that can be tangible and non-transitory. The memory 2102 can also include high-speed random access memory and non-volatile memory such as one or more magnetic disk storage devices, flash memory devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 2102 is configured to store at least one instruction for being executed by the processor 2101 to implement the virtual ball game method provided in the method embodiments of the present application.

[0460] In some embodiments, the computer device 2100 can also optionally include a peripheral device interface 2103 and at least one peripheral device. Specifically, the peripheral device includes at least one of a radio frequency circuit 2104, a touch display screen 2105, a camera assembly 2106, an audio circuit 2107, and a power supply 2108.

[0461] The peripheral interface 2103 can be used to connect at least one I / O (Input / Output) related peripheral device to the processor 2101 and the memory 2102. In some embodiments, the processor 2101, the memory 2102 and the peripheral interface 2103 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 2101, the memory 2102 and the peripheral interface 2103 can be implemented on a separate chip or circuit board, and the present embodiments are not limited in this regard.

[0462] The radio frequency circuit 2104 is used to receive and send RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 2104 communicates with a communication network and other communication devices through electromagnetic signals. The radio frequency circuit 2104 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. Optionally, the radio frequency circuit 2104 includes an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, etc. The radio frequency circuit 2104 can communicate with other terminals through at least one wireless communication protocol. The wireless communication protocol includes but is not limited to: the World Wide Web, a metropolitan area network, an intranet, various generations of mobile communication networks (2G, 3G, 4G and 5G), a wireless local area network and / or a WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 2104 can also include NFC (Near Field Communication) related circuitry, and the present embodiments are not limited in this regard.

[0463] The touch display screen 2105 is configured to display a UI (User Interface). The UI can include graphics, text, icons, video, and any combination thereof. The touch display screen 2105 is further configured to capture touch signals on or above the surface of the touch display screen 2105. The touch signals can be input to the processor 2101 as control signals for processing. The touch display screen 2105 is configured to provide virtual buttons and / or virtual keyboard, also known as soft buttons and / or soft keyboard. In some embodiments, the touch display screen 2105 can be one, configured on the front panel of the computer device 2100; in other embodiments, the touch display screen 2105 can be at least two, respectively configured on different surfaces of the computer device 2100 or in a folding design; in some embodiments, the touch display screen 2105 can be a flexible display screen, configured on a curved surface or a folding surface of the computer device 2100. Even, the touch display screen 2105 can also be configured in an irregular shape, i.e., a special-shaped screen. The touch display screen 2105 can be made of materials such as LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode), etc.

[0464] The camera assembly 2106 is configured to capture images or videos. Optionally, the camera assembly 2106 includes a front camera and a rear camera. Generally, the front camera is configured to implement video calls or selfies, and the rear camera is configured to implement photo or video shooting. In some embodiments, the rear camera is at least two, respectively any one of a main camera, a depth-of-field camera, and a wide-angle camera, to implement the background blurring function by fusing the main camera and the depth-of-field camera, and to implement the panorama shooting and VR (Virtual Reality) shooting functions by fusing the main camera and the wide-angle camera. In some embodiments, the camera assembly 2106 can further include a flash. The flash can be a single-color-temperature flash or a dual-color-temperature flash. The dual-color-temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation under different color temperatures.

[0465] Audio circuitry 2107 provides an audio interface between the user and computer device 2100. Audio circuitry 2107 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, converting the sound waves into electrical signals that are input to processor 2101 for processing, or input to radio frequency circuitry 2104 for voice communication. For stereo sound acquisition or noise reduction purposes, multiple microphones may be used, each located at a different location on computer device 2100. The microphone may also be an array microphone or an omnidirectional microphone. The speaker is used to convert electrical signals from processor 2101 or radio frequency circuitry 2104 into sound waves. The speaker may be a conventional diaphragm speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can convert electrical signals not only into audible sound waves but also into inaudible sound waves for purposes such as distance measurement. In some embodiments, audio circuitry 2107 may also include a headphone jack.

[0466] Power supply 2108 is used to supply power to the various components in computer device 2100. Power supply 2108 can be AC ​​power, DC power, a disposable battery, or a rechargeable battery. When power supply 2108 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired line, and a wireless rechargeable battery is a battery that is charged via a wireless coil. The rechargeable battery can also be used to support fast charging technology.

[0467] In some embodiments, the computer device 2100 further includes one or more sensors 2109. The one or more sensors 2109 include, but are not limited to: an accelerometer 2110, a gyroscope 2111, a pressure sensor 2112, an optical sensor 2113, and a proximity sensor 2114.

[0468] Those skilled in the art will understand that Figure 21 The structure shown does not constitute a limitation on the computer device and may include more or fewer components than shown, or combine certain components, or use different component arrangements.

[0469] In an exemplary embodiment, this application also provides a chip, which includes programmable logic circuits and / or program instructions, and when the chip is run on a computer device, it is used to implement the virtual ball game method provided in the above method embodiments.

[0470] This application also provides a computer-readable storage medium storing a computer program, which is loaded and executed by a processor to implement the virtual ball game method provided in the above method embodiments.

[0471] The embodiment of the application further provides a computer program product or computer program, the computer program product or computer program comprising computer instructions stored in a computer readable storage medium. The processor of the computer device reads the computer instructions from the computer readable storage medium, and the processor executes the computer instructions, so that the processor of the computer device loads and executes to implement the virtual ball game method provided by the above method embodiment.

[0472] It should be noted that the related data collection and processing in the application should be strictly in accordance with the requirements of relevant national laws and regulations, and the informed consent or separate consent of the personal information subject should be obtained, and the subsequent data use and processing behavior should be carried out within the scope of authorization of laws and regulations and the personal information subject.

[0473] The serial numbers of the above embodiments of the application are only for description, and do not represent the advantages and disadvantages of the embodiments.

[0474] Those skilled in the art can understand that all or part of the steps of the above-mentioned embodiments can be completed by hardware, or by program to instruct related hardware to complete, and the program can be stored in a computer readable storage medium. The computer readable storage medium mentioned above can be a read-only memory, a magnetic disk or an optical disk.

[0475] Those skilled in the art should realize that in the above one or more examples, the functions described in the embodiments of the application can be realized by hardware, software, firmware or any combination thereof. When realized by software, these functions can be stored in a computer readable medium or transmitted as one or more instructions or codes on a computer readable medium. The computer readable medium includes computer storage medium and communication medium, wherein the communication medium includes any medium facilitating the transmission of computer programs from one place to another. The storage medium can be any available medium accessible by a general or special purpose computer.

[0476] The above is only an optional embodiment of the application, and does not limit the application. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the application should be included in the protection scope of the application.

Claims

1. A method of playing a virtual ball game, characterized by, The method comprises: displaying at least two virtual players belonging to a first team in a virtual ball game, the at least two virtual players comprising a terminal-controlled virtual player; receiving a first skill operation for triggering a first skill phase of a first skill associated with the terminal-controlled virtual player; in response to the first skill operation, displaying a first virtual player in the at least two virtual players performing a first skill action corresponding to the first skill phase; receiving a second skill operation for triggering a second skill phase of the first skill; in response to the second skill operation, displaying a second virtual player in the at least two virtual players performing a second skill action corresponding to the second skill phase.

2. The method of claim 1, wherein, The method further comprises: displaying a first skill control in a first control state corresponding to the first skill phase of the first skill; The receiving of the first skill operation comprises: receiving a first trigger operation as the first skill operation, the first trigger operation being used to trigger the first skill control in the first control state; The method further comprises: displaying the first skill control in a second control state corresponding to the second skill phase of the first skill; The receiving of the second skill operation comprises: receiving a second trigger operation as the second skill operation, the second trigger operation being used to trigger the first skill control in the second control state.

3. The method of claim 2, wherein, The displaying of the first skill control in the first control state comprises: displaying the first skill control in the first control state when the terminal-controlled virtual player meets a first game requirement; the first game requirement comprises at least one of: a player position of the terminal-controlled virtual player in a ball game scene meets a first preset position requirement, the ball game scene being a game scene of the virtual ball game; a ball holding state of the terminal-controlled virtual player meets a first ball holding state requirement; the ball holding state comprises a ball holding state of the terminal-controlled virtual player to a virtual ball element; a number of times that the terminal-controlled virtual player triggers the first skill in the virtual ball game meets a first preset number requirement; a skill cooling time length corresponding to the first skill meets a first preset time length requirement.

4. The method of claim 2, wherein, The method comprises at least one of: in response to the first skill control in the first control state not being triggered within a first trigger time period corresponding to the first skill phase, controlling the first skill control to switch to a cooling state; in response to the first skill control in the second control state not being triggered within a second trigger time period corresponding to the second skill phase, controlling the first skill control to switch to a cooling state.

5. The method according to any one of claims 1 to 4, characterized in that, The first virtual player and the second virtual player are different; the first virtual player is a terminal-controlled virtual player; The displaying of the first virtual player in the at least two virtual players performing the first skill action corresponding to the first skill phase in response to the first skill operation comprises: In response to the first skill operation, control the first virtual player to perform a first skill action corresponding to the first skill stage; the first skill action includes at least one of a first attack action and a first defense action; wherein the second virtual player is a virtual player who cooperates with the first virtual player to perform the second skill action after the first virtual player performs the first skill action.

6. The method of claim 5, wherein, The second virtual player includes at least one of: The first skill includes a skill corresponding to an attack stage, and the second virtual player is a virtual player who performs a second attack action after the first virtual player performs the first attack action; the second attack action is used to cooperate with the first attack action to launch a virtual ball element to a scoring area in the ball game scene; The first skill includes a skill corresponding to a defense stage, and the second virtual player is a virtual player who performs a second defense action after the first virtual player performs the first defense action; the second defense action is used to cooperate with the first defense action to take control of the virtual ball element from a virtual player in the second team.

7. The method of claim 5, wherein, The first virtual player holds a virtual ball element; The response to the first skill operation, control the first virtual player to perform a first skill action corresponding to the first skill stage, includes: In response to the first skill operation, control the first virtual player to perform a first pass action, which is used to pass the virtual ball element to the second virtual player; The response to the second skill operation, display the second virtual player in the at least two virtual players performing a second skill action corresponding to the second skill stage, includes: In response to the second skill operation, display the second virtual player performing a first receiving action, which is used to receive the virtual ball element passed by the first virtual player; In the case that the second virtual player successfully receives the virtual ball element, display the second virtual player performing a first throwing action, which is used to launch the virtual ball element to a scoring area in the ball game scene.

8. The method of claim 5, wherein, The first virtual player is a virtual player in the second team who holds a virtual ball element; The response to the first skill operation, control the first virtual player to perform a first skill action corresponding to the first skill stage, includes: In response to the first skill operation, control the first virtual player to perform a first pass action, which is used to pass the virtual ball element to the second virtual player; The response to the second skill operation, display the second virtual player in the at least two virtual players performing a second skill action corresponding to the second skill stage, includes: In the case that the first virtual player successfully intercepts, in response to the second skill operation, display the second virtual player performing a first defense action, which includes the second virtual player moving to a defensive position of the first virtual player to defend the virtual player in the second team.

9. The method according to any one of claims 1 to 4, characterized in that, The first virtual player and the second virtual player are different; the second virtual player is a terminal-controlled virtual player; The second virtual player performs a second skill action corresponding to the second skill stage in response to the second skill operation, including: In response to the second skill operation, the second virtual player performs a second skill action corresponding to the second skill stage; the second skill action includes at least one of a third attack action and a third defense action; The first virtual player is a virtual player called to perform the first skill action before the second virtual player performs the first skill action.

10. The method of claim 9, wherein, The first virtual player includes at least one of: The first skill includes a skill corresponding to an attack stage, and the first virtual player is a virtual player called to perform a fourth attack action before the second virtual player performs the third attack action; the fourth attack action is used in cooperation with the third attack action to launch a virtual ball element to a scoring area in the ball game scene; The first skill includes a skill corresponding to a defense stage, and the first virtual player is a virtual player called to perform a fourth defense action before the second virtual player performs the third defense action; the fourth defense action is used in cooperation with the third defense action to take control of the virtual ball element from the virtual player in the second camp.

11. The method of claim 9, wherein, The second virtual player holds a virtual ball element; The first virtual player performs a first skill action corresponding to the first skill stage in response to the first skill operation, including: In response to the first skill operation, the first virtual player performs a first run action, which includes moving the first virtual player to a first position in the ball game scene, and the first position meets a preset pitching requirement; The second virtual player performs a second skill action corresponding to the second skill stage in response to the second skill operation, including: In response to the second skill operation, the second virtual player performs a second pass action, which is used to pass the virtual ball element to the second virtual player; The method further includes: Display the first virtual player performing a second receiving action, which is used to receive the virtual ball element passed by the second virtual player.

12. The method of claim 11, wherein, After displaying the first virtual player performing a second receiving action, the method further includes: If the first virtual player successfully receives the virtual ball element, switch the terminal-controlled virtual player to the first virtual player; In response to receiving a first pitching operation, control the first virtual player to perform a second pitching action, which is used to launch the virtual ball element to a scoring area in the ball game scene.

13. The method of claim 12, wherein, The method further includes: In response to the first virtual player successfully receiving the virtual ball element, display the first virtual player maintaining movement in a preset direction.

14. The method of claim 11, wherein, The method further includes: In a case where the first virtual player reaches the first position, in response to the second skill operation not being triggered, display the first virtual player returning to a second position, the second position being used to indicate a standing position of the first virtual player in the ball game scene.

15. The method of claim 11, wherein, Before the controlling the second virtual player to perform the second pass action, the method further comprises: screening the second pass action from a pass action library based on first screening information; the first screening information comprises at least one of the following: pass blocking information, the pass blocking information being used to indicate an existence condition of a virtual player of a second team within a preset range of a pass route, the pass route being used to indicate a connection line between a first player position corresponding to the first virtual player and a second player position corresponding to the second virtual player; a pass action type, the pass action type being used to indicate an action type of the second pass action; a pass distance, the pass distance being used to indicate a distance between the first virtual player and the second virtual player; a dribble hand information, the dribble hand information being used to indicate a dribble hand of the second virtual player; a pass angle, the pass angle being used to indicate an included angle between an orientation of the second virtual player and the pass route.

16. The method of claim 11, wherein, Before the displaying the first virtual player performing the second receiving action, the method further comprises: screening the second receiving action from a receiving action library based on second screening information; the second screening information comprises at least one of the following: running receiving information, the running receiving information being used to indicate a moving condition of the first virtual player before the first virtual player performs the second receiving action; a pass action type; a ball distance, the ball distance being used to indicate a distance between the first virtual player and the virtual ball element; a ball hand information, the ball hand information being used to indicate a ball hand of the first virtual player when the first virtual player receives the virtual ball element; a ball angle, the ball angle being used to indicate an included angle between an orientation of the first virtual player and a pass route.

17. The method of claim 11, wherein, The pass action comprises a ground pass action, the ground pass action comprising a first segment ball line and a second segment ball line. After the controlling the second virtual player to perform the second pass action, the method further comprises: displaying the virtual ball element moving from a pass position to a ground position according to the first segment ball line, the pass position being used to indicate a position at which the second virtual player passes out the virtual ball element in the ball game scene, the ground position being used to indicate a position at which the virtual ball element falls to the ground in the ball game scene; displaying the virtual ball element moving from the ground position to a receiving position according to the second segment ball line, the receiving position being used to indicate a position at which the first virtual player receives the virtual ball element in the ball game scene.

18. The method of claim 17, wherein, The method further comprises: obtaining the pass position corresponding to the ground pass action, the receiving position corresponding to the second receiving action, a first pass time length required to be consumed by the first segment ball line, and a second pass time length required to be consumed by the second segment ball line, wherein the ground position is a projection position of a midpoint between the pass position and the receiving position on the ground. calculate a first initial speed based on the first pass time and a distance between the pass position and the ground hitting position; calculate a second initial speed based on the second pass time and a distance between the ground hitting position and the catch position; during movement of the virtual ball element according to the first segment of the ball line, calculate a real-time position of the virtual ball element based on the first initial speed, gravity, and a current pass time, the current pass time being used to indicate a time consumed by the virtual ball element from the start of movement at the pass position to a current time point; during movement of the virtual ball element according to the second segment of the ball line, calculate a real-time position of the virtual ball element based on the second initial speed, gravity, and a difference between the current pass time and the first pass time.

19. The method of any one of claims 1 to 4, wherein, The method further includes: receiving a third skill operation, the third skill operation being used to trigger a third skill, the third skill being associated with the terminal-controlled virtual player; in response to the third skill operation, displaying skill actions corresponding to the third skill performed by the at least two virtual players.

20. The method of claim 19, wherein, The third skill corresponds to a first skill stage and a second skill stage. The response to the third skill operation, displaying the skill actions corresponding to the third skill performed by the at least two virtual players, includes: in response to the third skill operation, displaying a third virtual player in the at least two virtual players performing a third skill action corresponding to the first skill stage of the third skill, and displaying a fourth virtual player in the at least two virtual players performing a fourth skill action corresponding to the second skill stage of the third skill; wherein the third virtual player and the fourth virtual player are the same or different.

21. The method of claim 19, wherein, The method further includes: in a case where the terminal-controlled virtual player meets a second game requirement, displaying a second skill control; The receiving of the third skill operation includes: receiving a third trigger operation as the third skill operation, the third trigger operation being used to trigger the second skill control.

22. A virtual ball game device, characterized by comprising: The apparatus includes: a display module configured to display at least two virtual players belonging to a first team in a virtual ball game, the at least two virtual players including a terminal-controlled virtual player; a receiving module configured to receive a first skill operation, the first skill operation being used to trigger a first skill stage of a first skill, the first skill being associated with the terminal-controlled virtual player; the display module is configured to, in response to the first skill operation, display a first virtual player in the at least two virtual players performing a first skill action corresponding to the first skill stage; the receiving module is configured to receive a second skill operation, the second skill operation being used to trigger a second skill stage of the first skill; the display module is configured to, in response to the second skill operation, display a second virtual player in the at least two virtual players performing a second skill action corresponding to the second skill stage.

23. A computer device, comprising: The computer device comprises a processor and a memory, and the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the virtual ball game method according to any one of claims 1 to 21.

24. A computer-readable storage medium, characterized in that, The computer readable storage medium stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the virtual ball game method according to any one of claims 1 to 21.

25. A computer program product, characterised in that, The computer program is executed by the processor to implement the virtual ball game method according to any one of claims 1 to 21.