Game interaction method and device, electronic equipment and storage medium

By displaying passing controls and generating extended controls in mobile sports simulation games, the passing method and parameters are determined, solving the problem of fixed passing landing points. This enables free selection of passing targets and reasonable system landing point calculation, improving operational accuracy and smoothness.

CN121891780APending Publication Date: 2026-04-21NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2026-01-08
Publication Date
2026-04-21

AI Technical Summary

Technical Problem

In mobile sports simulation games, the freedom of passing control is limited, the passing landing point is fixed, movement control and passing operation conflict with each other, and there is a lack of real-time visual trajectory prediction feedback, resulting in a high rate of misoperation.

Method used

By displaying a passing control on a graphical user interface, generating extended controls in response to operations, determining the passing method and parameters, and calculating the passing landing point range based on the virtual character's position and status information, two-stage touch operation is achieved.

Benefits of technology

Players can freely choose passing targets, and the system calculates reasonable landing points, improving passing control accuracy and operational freedom, reducing the error rate, and enhancing tactical diversity and fluidity.

✦ Generated by Eureka AI based on patent content.

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Abstract

The embodiment of the invention provides a game interaction method and device, electronic equipment and a storage medium. A graphical user interface is provided through a terminal device, at least part or all of a virtual scene is displayed on the graphical user interface, the virtual scene comprises at least one controlled virtual character, the controlled virtual character is controlled through the terminal device, and the method comprises the steps that at least one ball passing control is displayed on the graphical user interface; in response to a first operation on the ball passing control, determining a ball passing mode of the controlled virtual character; when the first operation meets a preset condition, generating an extension control on the graphical user interface; in response to a second operation on the extension control, determining a ball passing parameter of the controlled virtual character; determining a ball passing drop point range area in the virtual scene based on the position information, the state attribute information and the ball passing parameters of the controlled virtual character in the virtual scene; and in response to an ending instruction of the second operation, controlling the controlled virtual character to execute a ball passing instruction to the ball passing drop point range area in a ball passing manner. Two-section type touch operation is achieved through the extension control, ball passing mode selection and parameter setting are separated, the technical problem that a falling point is fixed in a traditional scheme is solved, a player can freely select any position in a virtual scene to serve as a ball passing target, and the user experience is improved. And meanwhile, the system can calculate a more reasonable ball passing drop point range based on various state attributes of the virtual character.
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Description

Technical Field

[0001] The embodiments of the present invention relate to the field of games, and more specifically, the embodiments of the present invention relate to a game interaction method, apparatus, electronic device, and storage medium. Background Technology

[0002] This section is intended to provide background or context for embodiments of the invention as set forth in the claims. The description herein is not an admission that it is prior art simply because it is included in this section.

[0003] In mobile sports simulation games, passing control of virtual characters is a key factor affecting the gaming experience. Current technologies primarily employ a combination of fixed buttons and joystick input, which suffers from three main drawbacks: first, pass placement is limited to preset player positions, hindering tactical passes into open spaces; second, directional input relies on the joystick, causing conflicts between movement control and passing operations; and third, there is a lack of real-time visual trajectory prediction feedback, meaning players only see the pass result after the action is completed. These shortcomings limit operational freedom, result in a disjointed interactive experience, and increase the error rate on mobile devices. Summary of the Invention

[0004] In this context, embodiments of the present invention aim to provide a game interaction method, apparatus, electronic device, and storage medium to at least partially solve the aforementioned problems existing in the related art.

[0005] In a first aspect of the present invention, a game interaction method is provided, which provides a graphical user interface (GUI) through a terminal device. The GUI displays at least part or all of a virtual scene, the virtual scene including at least one controlled virtual character, the controlled virtual character being controlled through the terminal device. The method includes: displaying at least one passing control on the GUI; determining the passing method of the controlled virtual character in response to a first operation on the passing control; generating an extended control on the GUI when the first operation satisfies a preset condition; determining the passing parameters of the controlled virtual character in response to a second operation on the extended control; determining a passing landing point range area in the virtual scene based on the controlled virtual character's position information, state attribute information, and passing parameters in the virtual scene; and controlling the controlled virtual character to execute a passing command to the passing landing point range area in response to an end command of the second operation.

[0006] In a second aspect of the present invention, a game interaction device is provided, which provides a graphical user interface (GUI) via a terminal device. The GUI displays at least part or all of a virtual scene, including at least one controlled virtual character. The controlled virtual character is controlled via the terminal device. The device includes: a passing control display module for displaying at least one passing control on the GUI; a passing method determination module for determining the passing method of the controlled virtual character in response to a first operation on the passing control; an extended control generation module for generating an extended control on the GUI when the first operation meets preset conditions; a passing parameter determination module for determining the passing parameters of the controlled virtual character in response to a second operation on the extended control; a landing point range determination module for determining a passing landing point range area in the virtual scene based on the controlled virtual character's position information, state attribute information, and passing parameters; and a passing execution module for controlling the controlled virtual character to execute a passing command to the passing landing point range area in response to an end command of the second operation.

[0007] In a third aspect of the present invention, an electronic device is provided, comprising: a memory storing computer-executable instructions executable by a processor; and a processor for executing the computer-executable instructions to perform the steps of the game interaction method described above.

[0008] In a fourth aspect of the present invention, a computer-readable storage medium is provided, which stores a computer program that, when executed by a processor, implements the steps of the game interaction method described above.

[0009] This disclosed embodiment implements two-stage touch operation through extended controls, separating the selection of passing method from parameter setting, solving the technical problem of fixed landing point in traditional solutions, allowing players to freely choose any position in the virtual scene as the passing target, while the system can calculate a more reasonable passing landing point range based on various status attributes of the virtual character. Attached Figure Description

[0010] The above and other objects, features, and advantages of exemplary embodiments of the present invention will become readily apparent from the following detailed description taken in conjunction with the accompanying drawings. Several embodiments of the invention are illustrated in the drawings by way of example and not limitation, wherein: Figure 1 A schematic diagram illustrating the implementation environment of a game interaction method provided in this embodiment of the disclosure; Figure 2 A flowchart illustrating a game interaction method provided in this embodiment of the disclosure; Figure 3 A schematic diagram of a passing control provided in an embodiment of this disclosure; Figure 4 A schematic diagram illustrating the generation of an extended control according to an embodiment of this disclosure; Figure 5 A schematic diagram showing a passing trajectory provided in an embodiment of this disclosure; Figure 6 This is a schematic diagram illustrating an updated pass landing point range area provided in an embodiment of the present disclosure; Figure 7 This is a schematic diagram of the structure of a game interaction device provided in an embodiment of the present disclosure; Figure 8 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure.

[0011] In the accompanying drawings, the same or corresponding reference numerals indicate the same or corresponding parts. Detailed Implementation

[0012] To enable those skilled in the art to better understand the present disclosure, the technical solutions of the present disclosure will be clearly and completely described below with reference to the accompanying drawings of the embodiments. Obviously, the described embodiments are only some embodiments of the present disclosure, and not all embodiments. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without creative effort should fall within the scope of protection of the present disclosure.

[0013] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this disclosure are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this disclosure described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.

[0014] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.

[0015] Figure 1 A system architecture diagram of the operating environment of this exemplary embodiment is shown. This system architecture may include a terminal device 110 and a server 120. The terminal device 110 may be a mobile phone, tablet computer, personal computer, smart wearable device, game console, etc., and has a display function capable of displaying a graphical user interface, which may include the operating system interface or the application interface. An application, such as a game program, is installed on the terminal device 110. The server 120 generally refers to the backend system providing application services in this exemplary embodiment; it may be a single server or a cluster of multiple servers. For example, a game server program is deployed on the server 120 to perform server-side game data processing. The terminal device 110 and the server 120 can be connected via a wired or wireless communication link for data transmission. The method in one exemplary embodiment of this disclosure can be executed by any one or more of the terminal device 110 and the server 120.

[0016] In one implementation, the above method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the system architecture described above. Various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming can be a game mode based on cloud computing. In the cloud gaming operation mode, the game program's execution entity and the game screen presentation entity are separated. The storage and execution of the game's control and interaction methods are completed on the cloud gaming server (such as the aforementioned server 120). The cloud gaming client (such as the aforementioned terminal device 110) is responsible for receiving and sending data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; while the cloud gaming server in the cloud performs information processing. When playing the game, the user operates the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the cloud gaming client via the network, and finally, the cloud gaming client decodes and outputs the game screen.

[0017] In one implementation, the method described above can be implemented by the terminal device 110 alone. For example, without deploying the server 120, the terminal device 110 can run the application in a standalone environment to implement the game function and execute the method described above.

[0018] This embodiment provides a game interaction method, which provides a graphical user interface through a terminal device. The graphical user interface displays at least part or all of a virtual scene, and the virtual scene includes at least one controlled virtual character, which is controlled through the terminal device. Figure 2 This is a flowchart of a game interaction method according to an embodiment of the present disclosure, such as... Figure 2 As shown, the process includes the following steps: Step S110: Display at least one pass control on the graphical user interface.

[0019] Step S120: In response to the first operation on the passing control, determine the passing method of the controlled virtual character.

[0020] Step S130: When the first operation meets the preset conditions, an extended control is generated on the graphical user interface.

[0021] Step S140, in response to the second operation on the extended control, determines the passing parameters of the controlled virtual character.

[0022] Step S150: Based on the position information, status attribute information and passing parameters of the controlled virtual character in the virtual scene, determine the range of the passing landing point in the virtual scene.

[0023] In step S160, in response to the end command of the second operation, the controlled virtual character is controlled to execute a pass command in the manner of passing a pass to the area of ​​the pass landing point.

[0024] The method provided in this embodiment allows players to precisely control the direction and force of the pass through two-stage operation during the game, realizing the separation of movement and passing operations. Players can control character movement while setting passing parameters, avoiding the conflict between movement control and passing operations in traditional solutions. This allows players to freely choose any position in the virtual scene as the passing target, and the system can calculate a more reasonable passing landing point range based on the various status attributes of the virtual character.

[0025] The steps described above are explained in detail below.

[0026] In step S110, at least one pass control is displayed on the graphical user interface.

[0027] Optionally, the graphical user interface is an interactive interface provided by the terminal device to display virtual scenes and operation controls.

[0028] Optionally, a virtual scene is a simulated environment in the game that includes various virtual elements and character interactions.

[0029] Optionally, a controlled virtual character is a game character controlled by the user through a terminal device, capable of performing actions such as moving and passing.

[0030] Optionally, the pass control is an interactive element on the graphical user interface used to trigger a pass operation, and can receive operations such as clicks or swipes.

[0031] In step S120, in response to the first operation on the passing control, the passing method of the controlled virtual character is determined.

[0032] Optionally, the first operation is an action performed by the user on the passing control, which can be a click or a swipe in different directions. This embodiment does not limit the specific form of the first operation.

[0033] Optionally, the passing method is the specific type of pass executed by the controlled virtual character, which may include high passes, low passes, or ground passes.

[0034] In step S130, when the first operation meets the preset conditions, an extended control is generated on the graphical user interface.

[0035] Optionally, the preset condition is a specific condition that triggers the generation of the extended control, depending on the specific method of the first operation. For example, if the first operation is a click operation, the preset condition can be a threshold value of parameters such as click duration and click force. If the first operation is a swipe operation, the preset condition can be a threshold value of parameters such as swipe distance, swipe time, or swipe speed.

[0036] Optionally, the extended control is a second-level interactive control generated after preset conditions are met, used to further adjust the passing parameters.

[0037] In step S140, in response to the second operation on the extended control, the passing parameters of the controlled virtual character are determined.

[0038] Optionally, the second operation is an action performed by the user on the extended control, depending on the specific form of the extended control. For example, if the extended control is a joystick control, the second operation is usually a touch and swipe operation on the extended control; if the extended control is a directional button, the second operation is usually a click operation on the extended control.

[0039] Optionally, passing parameters are specific values ​​that determine the effect of a pass, and may include passing direction, passing power, passing arc, etc.

[0040] In step S150, based on the position information, status attribute information and passing parameters of the controlled virtual character in the virtual scene, the range of the passing landing point is determined in the virtual scene.

[0041] Optionally, location information refers to the coordinates of the controlled virtual character in the virtual scene, which affects the calculation of the starting point of the pass.

[0042] Optionally, status attribute information is data describing the abilities and status of the controlled virtual character, such as technical indicators and physical indicators, which affect the accuracy of passing.

[0043] Optionally, the pass landing point range is a possible landing point distribution area calculated by the system, which varies depending on the character's status attributes.

[0044] In step S160, in response to the end command of the second operation, the controlled virtual character is controlled to execute a pass command in the manner of passing a pass to the area of ​​the pass landing point.

[0045] Optionally, the end command is a signal indicating that the second operation is complete, usually indicating that the user stops operating the extended control.

[0046] Optionally, the passing command is an execution command generated by the system based on the determined passing method and parameters, which controls the character to complete the passing action.

[0047] In a specific application of this embodiment, see Figures 3-5In a soccer game, when a player controls a player, a passing control is displayed on the screen. When the player slides the passing control upwards, the system recognizes it as a high pass. When the sliding distance exceeds a predetermined threshold, an extended control is generated at the end of the slide. The player continues to slide on the extended control, and the system determines the passing direction based on the sliding angle and the passing power based on the sliding distance. Simultaneously, the system displays an elliptical passing target area in the scene based on the current player's position, passing accuracy attributes, and passing parameters. After the player adjusts the passing parameters and releases their finger, the system immediately controls the player to execute a high pass, sending the ball into the target area.

[0048] In an optional implementation, determining the passing method of the controlled virtual character in response to a first operation on the passing control includes: in response to a sliding or clicking operation on the passing control along a preset direction, determining the passing method corresponding to the operation, whereby the passing method includes at least one of high-altitude passing, low-altitude passing, or ground passing. This mapping different passing methods to operations in a preset direction provides intuitive and diverse passing control options, enhancing the flexibility of game operations and tactical diversity.

[0049] For example, see Figure 3 When players control a ball-handling character in the virtual environment, two circular pass controls are displayed in the lower right corner of the interface. A light upward or downward swipe of the pass control is recognized as a high pass; a left or right swipe is recognized as a ground pass; and a short tap triggers the default short pass. Each pass method corresponds to different ball trajectory and speed parameters.

[0050] Optionally, the pass control is the core input component of the interactive interface, usually designed as a circular or square area, located in a convenient touch area of ​​the screen.

[0051] Optionally, the preset direction refers to the swipe trajectory direction predefined by the system to distinguish different passing methods. On the touch interface, the preset direction can be one of the four basic directions in a coordinate system with the passing control as the origin: up, down, left, and right. It can also be a combination or variation of these four basic directions, such as diagonal directions like upper left, upper right, lower left, and lower right. The system can calculate the vector angle formed between the starting and ending points of the user's finger swipe on the screen and map it to the closest preset direction. For example, a swipe angle between -45 degrees and 45 degrees is recognized as a right swipe; between 45 degrees and 135 degrees, it is recognized as an up swipe; between 135 degrees and 225 degrees, it is recognized as a left swipe; and between 225 degrees and 315 degrees, it is recognized as a down swipe. The design of the preset direction can be optimized according to the game interface layout and user operating habits to ensure the accuracy of direction recognition and the smoothness of operation. In some embodiments, the preset direction can also be customizable, allowing users to adjust the mapping relationship between different directions and passing methods according to their personal preferences.

[0052] Optionally, swiping is a form of continuous input, conveying control intent through the movement of the finger across the touchscreen surface. The system samples the coordinate sequence of the touch points and calculates the direction and distance of movement. Clicking, as a discrete input method, triggers a response through a brief touch contact. The system defines a minimum press time and a maximum movement tolerance to distinguish between clicks and swipes.

[0053] Optionally, the passing method refers to the trajectory and height characteristics of the ball when the virtual character performs a passing action in the game. A high-altitude pass typically involves the ball forming a high parabolic trajectory in the air, suitable for long-distance passes or tactical choices involving getting past defenders. A low-altitude pass involves the ball flying at a lower altitude, with a gentler parabolic trajectory, suitable for medium-distance passes and less likely to be intercepted by defenders. A ground pass involves the ball rolling close to the ground, without a distinct parabolic trajectory, suitable for precise passes. The system will apply different physical simulation parameters based on the selected passing method, such as initial velocity, launch angle, air resistance, and rotation effects, to generate a ball trajectory that conforms to real-world physics.

[0054] In an optional implementation, generating an extended control on the graphical user interface when the first operation meets preset conditions includes: generating an extended control on the graphical user interface when the sliding operation meets preset conditions or when a continued sliding operation while maintaining a click state meets preset conditions. In this way, by clearly defining the specific conditions that trigger the generation of the extended control, the system can accurately distinguish whether the user wants to make a simple pass selection or wants to further fine-tune the pass parameters, making the interaction process more natural and smooth, and reducing the probability of accidental touches.

[0055] For example, see Figure 4 When a player swipes the pass control upwards or downwards beyond a distance threshold, the system recognizes this as meeting a preset condition and immediately generates a circular extended control at the end of the swipe. Similarly, if a player briefly taps the pass control and then continues swiping beyond the distance threshold, the extended control is also triggered. The extended control is semi-transparent and is used to receive subsequent input.

[0056] Optionally, a sliding operation meeting preset conditions means that the sliding action performed by the user on the pass control meets specific standards predefined by the system, thereby triggering the generation of extended controls. These preset conditions are usually related to the physical characteristics of the sliding behavior and may include various parameters such as sliding distance, sliding duration, and sliding speed.

[0057] Optionally, the "continue swipe while maintaining click" operation refers to a compound operation where the user first clicks on the pass control and keeps their finger on the screen without lifting it, then swipes on top of that. This operation mode first selects the basic pass type (usually the default ground pass) by clicking, and then expresses the intention to further adjust the pass parameters by continuing to swipe without releasing the finger. The system monitors the state changes in this continuous process: first, it identifies the initial click operation and records the click position coordinates; then it detects whether the finger remains pressed down; finally, it tracks the movement trajectory of the finger and calculates the displacement from the initial click position. When this swipe displacement exceeds a predetermined threshold, the system determines that the user wants more precise pass control, thereby triggering the generation of extended controls.

[0058] Optionally, generating extended controls on the graphical user interface refers to the system dynamically creating and displaying a new interactive element at a specific location on the interface after detecting that a trigger condition has been met. Extended controls are typically rendered with the user's current finger position as the center point, forming a circular or other geometrically shaped interactive area. Visually, this control may appear as a semi-transparent disk or ring structure, with a marker at the center indicating the current position, and scales or auxiliary lines around it to indicate direction and distance.

[0059] In an optional implementation, the preset conditions include at least one of the following: the sliding distance of the sliding operation exceeds a predetermined threshold; the duration of the sliding operation exceeds a predetermined duration; or the sliding speed of the sliding operation is lower than a predetermined speed threshold. In this way, by combining and judging multiple operational parameters, a flexible and precise extended control triggering mechanism is provided, which avoids accidental touches and adapts to the operating habits of different players. For example, when a player controls a ball-handling character in a virtual scene, a circular pass control is displayed in the lower right corner of the interface. The system identifies a distance threshold condition as met when the player slides the control upwards for more than 1.2 centimeters; or a time threshold condition as met when the user's sliding action on the pass control lasts for more than 350 milliseconds; or a speed threshold condition as met when the player's sliding speed on the pass control is less than 30 millimeters per second. When any condition is met, a circular extended control is immediately generated at the operation location to receive subsequent pass parameter adjustments. Different trigger conditions can be used individually or in combination, and the system dynamically adjusts each threshold parameter based on the current game mode and the player's historical operation data.

[0061] Optionally, exceeding a predetermined threshold is a spatial trigger criterion. The system calculates the Euclidean distance between the start and end points of the operation by sampling the touch coordinates. The distance threshold may be dynamically converted into physical dimensions based on the device's screen resolution and DPI to ensure a consistent user experience across different devices.

[0062] Optionally, the duration exceeding the predetermined time is a time-based trigger condition, which the system records the interval from the start of the touch to the current moment. The duration threshold may be dynamically adjusted according to the game scenario, such as extending it to 1 second in tutorial mode to reduce the difficulty of operation.

[0063] Optionally, a sliding speed falling below a predetermined speed threshold is a trigger condition for dynamic behavior characteristics. The system calculates the real-time sliding rate through displacement difference. The speed threshold may be personalized by incorporating historical operation data to suit different players' operating styles. The implementation employs a sliding window algorithm to smooth instantaneous speed fluctuations and avoid misjudgments.

[0064] Optionally, a composite triggering mechanism can be formed by combining multiple conditions. The system can use logical relationships such as AND, OR, and NOT to combine various conditions. The implementation adopts a rule engine architecture, supporting dynamic adjustment of condition priority and weight.

[0065] In an optional implementation, the passing parameters include passing direction and passing force. In response to a second operation on the extended control, determining the passing parameters of the controlled virtual character includes: in response to the second operation on the extended control, determining the sliding angle and sliding distance of the second operation on the extended control; determining the passing direction of the controlled virtual character based on the sliding angle; and determining the passing force of the controlled virtual character based on the sliding distance. Thus, by mapping the sliding angle to the passing direction and the sliding distance to the passing force, an intuitive spatial correspondence is established, enabling players to precisely control the two key parameters of the passing trajectory through natural gesture operations, significantly improving the accuracy and intuitiveness of passing control.

[0066] For example, see Figure 4After the player completes the first action and triggers the generation of the extended control, they continue to slide their finger on the surface of the extended control. The system calculates in real time the angle between the end point of the sliding trajectory and the center point of the control relative to the horizontal direction, mapping the 0-360 degree range to the passing direction; simultaneously, it measures the distance from the starting point of the slide to the current touch point, linearly mapping the 0-2 cm range to the passing force parameter. The angle parameter affects the target direction of the pass, while the distance parameter determines the flight speed and distance of the pass. Through this correspondence between angle and direction, distance and force, the system allows players to intuitively control the passing parameters.

[0067] Optionally, passing parameters refer to the set of key variables that determine the ball's motion characteristics when the virtual character performs a passing action. In this implementation, these parameters mainly include two core parameters: passing direction and passing force. Passing parameters directly determine the ball's trajectory, flight distance, and time to reach the target area. In actual implementation, the system converts the passing parameters into physical quantities such as the initial velocity vector and launch angle that can be processed by the physics engine, thereby generating a ball trajectory that conforms to real physical laws.

[0068] Optionally, the sliding angle refers to the angle between the trajectory formed by the user's finger sliding on the extended control and the reference direction when the user performs a second operation. The sliding angle can be determined flexibly in various ways. For example, the system can calculate the angle between the line connecting the touch start point and the current touch point relative to the horizontal direction; or it can calculate the angle between the line connecting the end point of the sliding trajectory and the center point of the control relative to the horizontal direction, etc. In practical applications, the system will calculate and update the sliding angle in real time so that the user can dynamically adjust the passing direction.

[0069] Optionally, the sliding distance refers to the distance the user's finger slides within the extended control area or the distance from the end of the slide to the center point of the extended control when performing a second operation. The sliding distance is typically measured in pixels or physical units (such as millimeters or centimeters) and is a non-negative value. The system calculates the sliding distance using the Euclidean distance formula. In a pass control system, the sliding distance is used to map the pass power; the longer the distance, the greater the pass power, and the farther the ball travels. To provide a better user experience, the system typically sets minimum and maximum sliding distance thresholds, corresponding to minimum and maximum pass power. For example, the system might map a sliding distance of 5 mm to 50 mm to a pass power range of 10% to 100%. This mapping relationship can be linear or non-linear (such as logarithmic or exponential relationships) to accommodate different operational precision requirements. In an optional implementation, the second operation is a continuous operation with the first operation. By designing the two operations as a continuous process, users can complete the selection of the passing method and adjustment of passing parameters in a single, fluid gesture, avoiding rhythm interruptions caused by operational gaps and improving the naturalness of the interaction and operational efficiency.

[0071] For example, see Figure 4 In football games, when a player slides the pass control upwards to select a high pass, if the sliding distance exceeds a preset threshold, the system will generate an extended control at the end of the slide. At this point, the player does not need to release their finger and can continue to slide on the extended control to adjust the pass direction and power. The entire process, from the initial touch of the pass control to the final slide on the extended control and release of the finger, is a continuous and uninterrupted gesture operation, allowing the player to complete the entire process from selecting the pass type to setting precise parameters in a smooth action.

[0072] Optionally, continuous operation refers to a sequence of user actions that are closely linked in time and space during human-computer interaction, forming a complete and uninterrupted sequence. In a passing interaction system, continuous operation specifically refers to the absence of a significant time gap or interruption between the first operation (selecting the passing method) and the second operation (adjusting passing parameters). From a technical implementation perspective, continuous operation typically consists of a complete sequence of touch events, including touch start, touch move, and touch end. Touch start corresponds to the starting point of the first operation, the touch move process includes the transition between the first and second operations, and touch end marks the completion of the entire continuous operation.

[0073] Optionally, continuous operation involves two technical aspects: touch event handling and state transition management. At the touch event handling level, the system needs to maintain a unique touch identifier for each touch point, ensuring that all touch events from the start to the end of the operation are correctly associated. When the first operation on the pass control is detected to meet preset conditions, the system does not end the current touch session. Instead, while maintaining the same touch identifier, it switches the interaction context from the pass control to the newly generated extended control. At the state transition management level, the system maintains an operation state machine that records the current stage of the interaction (e.g., "initial pass method selection" or "parameter adjustment"). When the first operation meets the trigger condition, the state machine transitions from "initial pass method selection" to "parameter adjustment," while retaining the result of the first operation (the selected pass method).

[0074] In an optional implementation, after determining the range of the pass landing point in the virtual scene, the method further includes: displaying in real time the pass trajectory generated based on the controlled virtual character's position information, passing method, passing parameters, and the range of the pass landing point in the virtual scene. In this way, by dynamically visualizing the expected pass path, players can intuitively predict the pass effect before executing the pass command, adjust passing parameters in time to avoid errors, and significantly improve operational precision and the accuracy of tactical decisions.

[0075] For example, see Figure 5 In football games, when players select the high-altitude pass method through the passing controls and set the passing direction and power on the extended controls, the system generates an arc-shaped curve on the screen. Starting from the current position of the controlled virtual character, the curve passes through the highest point in the air and lands within the range of the passing landing point calculated by the system. The curve is parabolic in shape and has a clear height at the apex, according to the characteristics of high-altitude passes.

[0076] Optionally, the passing trajectory refers to the visual representation of the virtual ball's movement path in three-dimensional space from the starting point of the pass to the expected landing point. The passing trajectory is typically presented as a series of continuous points or a smooth curve. Generating the passing trajectory involves physics simulation and path prediction algorithms. The system first selects an appropriate physical model based on the passing method (high-altitude, low-altitude, or ground-based): high-altitude passes typically use a parabolic model, considering factors such as gravity and air resistance; low-altitude passes may use a gentler arc model, focusing on ball velocity decay; and ground-based passes primarily consider ground friction and potential collisions. After determining the physical model, the system generates a series of discrete time-point coordinates of the ball based on parameters such as the starting position, direction vector, and initial velocity through iterative calculation. For smooth display, these discrete points can be connected into a continuous trajectory using Bézier curves or spline interpolation.

[0077] Optionally, position information refers to the spatial positioning data of a virtual character within the game world's coordinate system, typically represented by three-dimensional coordinates (x, y, z), where x and y coordinates define planar position and z coordinate represents altitude. In a football game scenario, position information includes not only static coordinates but may also include motion vectors (velocity and acceleration) and positional relationships relative to field landmarks (such as goals, center circle, corner flags, etc.). Position information is usually acquired from the game engine's character controller component, which tracks and updates the character's position in the virtual world in real time. In a pass prediction system, position information serves as a starting condition, determining the starting point and initial direction of the pass trajectory. The system determines the precise coordinates and initial vector of the ball release based on the character's current position, combined with their facing direction and action state (such as standing, running, sliding tackle, etc.). Changes in position information trigger real-time recalculation of the pass trajectory; for example, when the character moves, the system continuously updates the starting point coordinates and regenerates the complete trajectory based on the new position.

[0078] In an optional implementation, a movement control is also displayed on the graphical user interface. Prior to the end command of the second operation, the method further includes: responding to a third operation on the movement control to control the movement of the controlled virtual character. Thus, by maintaining the operability of the movement control during the adjustment of passing parameters, players can simultaneously control character movement and passing parameter settings. This not only solves the problem of conflicting movement and passing inputs in traditional solutions but also makes the operation more consistent with the movement behavior of planning passes while moving in real football, significantly improving the smoothness of game operation and strategic flexibility.

[0079] For example, see Figure 5 In football games, once a player has selected a high pass using the passing controls and triggered the extended controls, the system ensures that the movement controls on the left side of the screen (usually presented as a virtual joystick) remain responsive while keeping the extended controls operable. The player can then use their left thumb to operate the movement controls to move the player forward, while simultaneously using their right hand on the extended controls to adjust the passing direction and power. The player might move forward a few steps to find a better passing angle or move sideways to avoid interference from defenders. Once the ideal passing position is found, the player releases their right hand to complete the pass. This two-handed operation allows for more precise positional adjustments before passing.

[0080] Optionally, a movement control refers to an interactive element in a game's graphical user interface specifically used to control the position changes of a virtual character. Movement controls are typically located on the left side of the screen for easy operation with the player's left thumb. In a typical implementation, the movement control is presented as a circular virtual joystick. The implementation of movement controls is usually based on a touch event handling mechanism. The system captures the touch start event and records the initial contact point, then tracks the movement of the touch point, calculates the displacement vector relative to the initial position, and then maps this vector to movement commands in the virtual world.

[0081] Optionally, the third operation refers to the user's interactive behavior on the movement control, used to control the virtual character's position changes in the game scene. A typical form of the third operation is touching and dragging the control point on the movement control, controlling the virtual character's movement direction and speed by changing the direction and distance.

[0082] Optionally, "responding to the end command of the second operation" refers to the time window before the user finishes setting the passing parameters (direction and power) but before ending the second operation (e.g., releasing the finger to end the swipe). In the passing interaction process, this stage simultaneously receives passing parameter adjustments and character movement commands. Within this time window, the system continuously updates and displays the predicted passing trajectory and landing point range, while maintaining monitoring of the movement controls, allowing the user to adjust the character's position through a third operation. This design allows players to find the optimal passing position and angle by moving before finalizing the pass. The system dynamically adjusts the predicted passing trajectory and landing point range based on real-time changes in the character's position, providing immediate visual feedback. The second operation ends only when the user is satisfied with the current passing parameters and character position, at which point the controlled virtual character executes the actual passing action.

[0083] In an optional implementation, the method further includes: responding to movement control of the controlled virtual character via a movement control, updating the position information or status attribute information of the controlled virtual character in the virtual scene; and updating the range of the passing landing point in the virtual scene based on the updated position information, status attribute information, and passing parameters. In this way, by responding to character movement in real time and dynamically adjusting the predicted passing landing point, the system can provide players with continuously updated tactical information feedback, enabling players to observe and grasp the best passing timing and position during movement, significantly improving the flexibility and accuracy of passing decisions.

[0084] For example, see Figure 5 and Figure 6 In football games, when players adjust passing parameters and use movement controls to steer the player's body, the system continuously monitors and updates the character's position coordinates and orientation. As the character's position changes, the system immediately recalculates the pass's landing area: because the controlled virtual player changes from facing the passing direction to backing down, passing accuracy is affected. The system detects this change in status attribute and expands the landing area, indicating a decrease in passing accuracy. By observing these real-time changes, players can find more advantageous passing positions and angles.

[0085] Optionally, updating the controlled virtual character's position information in the virtual scene refers to the system calculating and refreshing the virtual character's spatial positioning data in the three-dimensional coordinate system in real time based on the user's input of movement controls. As the position information changes, the pass landing point will also change accordingly, while the passing parameters remain unchanged, thus affecting the range of the pass landing point.

[0086] Optionally, updating status attribute information refers to the system dynamically adjusting and refreshing the values ​​of various status parameters of a character based on the character's behavior, environmental interactions, and the passage of time. Status attribute information describes the character's inherent characteristics and current conditions. In a football game, updating status attribute information includes several aspects: physical condition updates (e.g., stamina is consumed while running and slowly recovers when stationary); technical action status updates (e.g., actions such as shooting, passing, and tackling); posture updates (e.g., standing, running, jumping, and falling); and updates to the player's relative relationship with the ball (e.g., having the ball, not having the ball, and preparing to receive the ball). These status attribute updates are typically based on event triggers and the passage of time: event-triggered updates, such as changes in body posture due to collisions with opposing virtual characters; and time-passive updates, such as a decrease in stamina due to continuous changes of direction.

[0087] Optionally, updating the pass landing point range means that the system recalculates and refreshes the possible pass landing point distribution range based on the latest character position information, status attribute information, and user-defined pass parameters. This process is dynamic and updates in real time as the input conditions change.

[0088] Optionally, changes in the controlled virtual character's position information and the range of the pass landing point will trigger a real-time recalculation of the pass trajectory. For example, when the character moves, the system will continuously update the starting point coordinates and regenerate the pass trajectory from the starting point to the range of the pass landing point based on the updated range of the pass landing point.

[0089] In an optional implementation, based on the controlled virtual character's position information, status attribute information, and passing parameters in the virtual scene, the range of passing landing points is determined in the virtual scene. This includes: determining a reference landing point in the virtual scene based on the controlled virtual character's position information and passing parameters; determining the size of the landing point distribution range based on the controlled virtual character's status attribute information; and determining the range of passing landing points in the virtual scene based on the reference landing point and the size of the landing point distribution range. In this way, by separating the calculation mechanism of the reference landing point and the dynamic distribution range, a precise match between passing accuracy and player ability is achieved, ensuring both the rationality of the basic landing point and reflecting the impact of player status on passing quality.

[0090] For example, when a player controls a ball-handling character in a virtual scene, after inputting the parameters for the extended controls, the system first calculates the theoretically optimal pass landing point as a reference point based on the character's current position and the input pass direction and force parameters. Then, it comprehensively evaluates multiple current player attributes: passing accuracy determines the base distribution radius, physical fitness affects the radius fluctuation, and competitive state adjusts the landing point distribution radius. The final generated landing point range is a circular area centered on the reference point with the adjusted landing point distribution radius as its radius.

[0091] Optionally, the pass reference landing point refers to the expected landing position of the ball, precisely calculated based on the starting position and passing parameters under ideal conditions (i.e., without considering random factors and error effects). The pass reference landing point is typically represented as a fixed point (x, y) in the field coordinate system, precisely representing the endpoint of the pass trajectory. From a computational perspective, determining the pass reference landing point involves the parabolic motion equations in physics. The system first determines the coordinates of the passing starting point based on the current position of the controlled virtual character, and then establishes an initial velocity vector based on the passing parameters (direction and force). For different passing methods (high-altitude, low-altitude, or ground passing), the system uses different physical models: high-altitude passing uses a standard parabolic model, taking into account gravitational acceleration and air resistance; low-altitude passing uses a modified low-angle parabolic model; and ground passing mainly considers velocity decay caused by friction. In these models, the passing direction determines the direction of the horizontal component, and the passing force is mapped to the initial velocity magnitude. By solving the motion equations, the system finds the coordinates of the ball's final resting or touchdown position, which is the pass reference landing point. In practical implementation, to improve computational efficiency, the system can pre-build a parameterized lookup table and quickly determine the reference landing point through interpolation, avoiding complex physical calculations for each pass. The pass reference landing point, as an ideal target point, is the central benchmark of the landing point distribution range and also a reference standard for evaluating pass accuracy.

[0092] Optionally, the size of the landing point distribution range refers to a quantitative indicator characterizing the possible distribution area of ​​the actual landing point of the pass, usually expressed in the form of radius, area, or variance. The size of the landing point distribution range reflects the degree of uncertainty in the accuracy of the pass; the smaller the range, the more accurate the pass, and the larger the range, the higher the uncertainty of the pass result. In technical implementation, the size of the landing point distribution range is usually described by one or more parameters: for a circular distribution area, the radius value is used; for an elliptical distribution area, the lengths of the major and minor axes are used; for complex shapes, a set of vertex coordinates of a polygon may be used. The calculation of the landing point distribution range size is based on a comprehensive calculation of the character's state attribute information. The system can also consider the adjustment of the distribution range by scene factors (such as field conditions and weather effects). At the probabilistic and statistical level, the size of the landing point distribution range usually corresponds to the dispersion of the probability density function of the ball's landing point position; a smaller distribution range means that the peak of the probability density function is higher and more concentrated. Through the analysis and modeling of historical game data, the system can continuously optimize the calculation model of the landing point distribution range, making the uncertainty of virtual passes closer to the performance in real football matches.

[0093] Optionally, the pass landing point range area refers to a geometric region representing the possible landing point distribution, centered on the pass reference landing point and generated based on the size of the landing point distribution range. Visually, the pass landing point range area can be presented as a semi-transparent, highlighted area on the field, with the color varying according to probability density (darker in the center and lighter at the edges). Geometrically, the pass landing point range area can be circular or elliptical: a circle is suitable for cases with uniform directional distribution; an ellipse is suitable for cases with directional bias, such as when the error along the pass direction is greater than the error in the vertical direction. When generating the pass landing point range area, the system first determines the area shape (e.g., circular, elliptical, or other geometric shapes), then sets the pass reference landing point as the center point of the area, and finally sets the geometric parameters of the area (e.g., radius or axis length) based on the size of the landing point distribution range.

[0094] In an optional implementation, determining the size of the landing point distribution range based on the state attribute information of the controlled virtual character includes: determining the size of the landing point distribution range based on each state attribute information of the controlled virtual character, wherein different state attribute information corresponds to different landing point distribution ranges; and comprehensively calculating the size of the landing point distribution range based on the landing point distribution range sizes corresponding to each state attribute information. In this way, by introducing multiple state attributes as independent variables into the passing accuracy calculation and using a comprehensive calculation method to determine the final landing point distribution range, the system can more accurately simulate the combined impact of complex factors on passing accuracy in real football, providing players with more delicate and reasonable passing feedback and enhancing the game's realism.

[0095] In an optional implementation, the state attribute information of the controlled virtual character includes at least one of the following: the passing accuracy attribute information of the controlled virtual character; the real-time physical fitness information of the controlled virtual character; the real-time competitive status information of the controlled virtual character; the dominant foot information of the controlled virtual character; and the body position information of the controlled virtual character relative to the ball. Thus, by introducing multi-dimensional state attributes as factors influencing passing accuracy, the system can comprehensively and meticulously simulate various factors affecting passing quality in real football, making virtual passing behavior exhibit more realistic uncertainty and technical differences, significantly enhancing the game's realism and strategic depth.

[0096] For example, in a football game, when a player performs a high pass, the system considers multiple status attributes of the player in control of the ball: First, it retrieves the player's passing accuracy attribute value as 85 points (out of 100), corresponding to a base landing point distribution radius of 2 meters; then, considering that the player's current stamina value is only 60%, the system calculates that the landing point distribution radius increases by 1.5 meters corresponding to the stamina status; next, it analyzes the player's body position and finds that the player is passing while in a sideways position, corresponding to an increase of 1 meter in the landing point distribution radius; in addition, the system also detects that the player is passing with their non-dominant foot (left foot), corresponding to an increase of 0.8 meters in the landing point distribution radius; finally, the system uses a weighted calculation formula to combine these independent range values ​​to obtain a final landing point distribution radius of 3.8 meters, and generates an elliptical passing landing point area displayed on the field.

[0097] Optionally, determining the size of the landing point distribution range based on each state attribute information means that the system calculates the degree of influence of each independent state attribute on passing accuracy and quantifies it into a specific landing point distribution range value. This process is usually implemented based on a mapping function, that is, mapping each attribute value to a corresponding distribution range size. From a technical implementation perspective, the system designs a dedicated evaluation algorithm for each state attribute: passing accuracy attribute usually uses linear or piecewise linear mapping to directly convert the attribute value into a basic distribution radius; physical fitness status can use a threshold decay model, where the distribution range increases at an accelerated rate as physical fitness decreases below a certain threshold; competitive status may use a multi-factor weighted model, considering multiple sub-factors such as pressure and confidence; body position information may be calculated based on angles, determining the influence coefficient based on the angle between the player's body orientation and the relative direction of the ball. For the processing of each attribute, the system sets upper and lower limit constraints to avoid a single attribute causing excessive influence.

[0098] Optionally, different status attribute information corresponding to different landing point distribution ranges means that the system has established independent evaluation standards and influence models for various status attributes, so that each attribute has a differentiated impact on passing accuracy according to its nature and importance. From the perspective of attribute differences, various status attributes have significant differences in their influence mechanisms: static attributes (such as the base value of passing accuracy) usually provide a constant base influence; dynamic attributes (such as physical fitness and competitive state) provide fluctuating influences according to changes during the game; situational attributes (such as body position and dominant foot) provide immediate influences according to the conditions at the specific moment of operation. From a numerical design perspective, the differences in the range size corresponding to different attributes are reflected in the different influence weights and calculation formulas. This differentiated design allows the game to more accurately simulate the complex influence mechanism of different factors on passing accuracy in real football.

[0099] Optionally, the comprehensive calculation of the landing point distribution range refers to the system integrating the landing point distribution range values ​​corresponding to each independent state attribute into a final landing point distribution range value through specific calculation rules. The comprehensive calculation can employ a hierarchical processing model: first, a base value is determined, usually by the player's passing accuracy attribute; then, various correction factors are applied, derived from dynamic state attributes; finally, normalization is performed to ensure the final result is within a reasonable range. Comprehensive calculation methods may include: weighted summation, multiplying the influence value of each attribute by its corresponding weight coefficient and then summing them; base value adjustment, using the base value as the center and other attributes as correction items; and multi-level evaluation, first grouping attributes to calculate intermediate values, and then using these intermediate values ​​to derive the final result.

[0100] Optionally, passing accuracy attribute information refers to the basic passing ability numerical parameters preset by the system for each virtual character, used to quantify the character's ability to complete accurate passes under ideal conditions. Passing accuracy attributes are typically represented by a numerical range of 0-100, with higher values ​​indicating stronger basic passing ability. From a data structure perspective, passing accuracy attributes may be subdivided into multiple sub-attributes, such as short passing accuracy, long passing accuracy, and high ball accuracy, to reflect the differentiated passing abilities of different virtual characters. These attribute values ​​are usually set based on the technical characteristics of real players and stored as static attributes in the character data structure.

[0101] Optionally, real-time stamina information refers to the data on the current stamina consumption of a virtual character, dynamically tracked and calculated by the system. This data is used to simulate the impact of stamina on technical performance in real-world sports. Real-time stamina information can be expressed as a percentage (0-100%), reflecting the proportion of the character's currently available stamina relative to full stamina. From a game mechanics perspective, real-time stamina information changes dynamically with the character's activities on the field: high-intensity actions such as running, accelerating, and jumping rapidly consume stamina, while walking or remaining stationary allows for slow recovery. Unlike passing accuracy, real-time stamina information is a frequently updated dynamic attribute. The system needs to calculate stamina consumption and recovery based on the character's activities in each game cycle and apply this calculation in real-time to the passing mechanics, allowing players to experience the dynamic impact of accumulated fatigue on passing quality.

[0102] Optionally, real-time competitive status information refers to a dynamic set of parameters reflecting the current psychological and competitive state of a virtual character, used to simulate the impact of player performance fluctuations on technical execution in real football. Real-time competitive status typically includes multiple dimensions: confidence, pressure, and match engagement, which collectively determine the character's overall competitive state. The system can integrate these dimensions into several typical status types, such as "excellent state," "normal state," and "slump state," each corresponding to different attribute correction coefficients. In the passing system, a good competitive state (such as high confidence, moderate pressure, and high engagement) will narrow the range of ball landing points, while a poor competitive state will widen the range. The method of updating competitive status can be flexibly adjusted according to game mechanics; for example, it can be updated in real-time by referencing the current performance of active players in the real world.

[0103] Optionally, dominant foot information refers to the system-recorded data on the preferred foot (left or right) of a virtual character, used to simulate the difference in technical performance between players using their dominant and non-dominant feet in real football. Dominant foot information is usually a fixed attribute of the character, stored in the data structure as Boolean values ​​(left / right) or enumeration types (left foot / right foot / both feet). From a game mechanics perspective, when a character passes with their dominant foot, the system directly applies their base passing accuracy attribute; while when using their non-dominant foot, the system adjusts the base accuracy based on the weaker foot's ability parameters. In a real-time passing system, the system needs to analyze the character's current posture and the relative position of the ball to determine whether the dominant or non-dominant foot will be used: for example, a right-footed player on the left side of the ball might use their left foot (non-dominant foot) when passing with the inside of their foot. When the system determines that the non-dominant foot will be used, it will correspondingly expand the range of the ball's landing point distribution, simulating a decrease in technical accuracy. The decision to switch between the dominant and non-dominant foot is dynamic and may change as the character moves or turns. The system needs to update this status in real time and feed it back into the prediction of the pass landing point.

[0104] Optionally, body position information refers to the virtual character's position relative to the ball and their body orientation data, used to simulate the impact of different passing postures on passing quality in real football. Body position information includes multiple dimensions: the relative distance between the character and the ball, the angle between the character's orientation and the passing direction, body posture (standing, running, leaning, etc.), and center of gravity. The system needs to calculate the spatial geometric relationship between the character model and the ball model in real time and convert this data into body position evaluation results. In the passing system, an ideal body position (e.g., facing the ball, standing stably, and maintaining an appropriate distance from the ball) provides the smallest possible range of landing points; while a poor body position (e.g., facing away from the ball, unstable center of gravity, and being too far or too close to the ball) significantly increases the range of landing points. The system can define several typical body position types, such as "ideal body position," "good body position," "average body position," "poor body position," and "extremely poor body position," each corresponding to a different degree of accuracy correction. Body position determination is a dynamic process that is updated frequently; character movement and interference from opposing characters can all lead to changes in body position.

[0105] In an optional implementation, in response to the end command of the second operation, the controlled virtual character is controlled to execute a passing command to a passing target area in a passing manner, including: randomly determining the actual landing point within the passing target area; and controlling the controlled virtual character to execute a passing command to the actual landing point. In this way, by randomly determining the actual landing point within the predicted range before executing the passing command, the system simulates the uncertainty of passing in real football, ensuring that the passing result is both within the range of technical ability and maintains a moderate degree of randomness, enhancing the realism of the game, and providing players with a controllable but not entirely predictable passing experience.

[0106] For example, in a football game, after the player completes the passing parameter settings and releases their finger to trigger the end command of the second operation, the system first randomly selects a coordinate point as the actual landing point within the displayed elliptical passing landing point area based on a probability distribution algorithm. This probability distribution is usually a normal distribution, with a higher probability of the central area being selected and a lower probability of the edge area. After determining the actual landing point, the system immediately instructs the player in control of the ball to perform a high pass action (assuming the player previously selected the high pass method). The football flies along the parabolic trajectory calculated by the system, precisely heading towards the determined actual landing point, rather than simply landing at the center or edge of the passing range area. This makes each pass unique but still within the player's technical control.

[0107] Optionally, randomly determining the actual landing point within the pass landing point range means that the system selects a specific coordinate point within the calculated pass landing point range as the actual landing location of the ball using a certain random algorithm. This random determination process is usually based on a probability distribution model, rather than completely uniform randomness. The most common method is a random point selection mechanism based on a normal distribution (Gaussian distribution): with the pass reference landing point as the center, the probability of being selected as the actual landing point decreases as the distance from the center point increases.

[0108] Optionally, controlling the controlled virtual character to execute a pass command to the actual landing point in a pass manner means that the system calculates and drives the virtual character to execute the corresponding animation sequence based on the determined pass method (such as high-altitude pass, low-altitude pass, or ground pass) and the coordinates of the actual landing point, and generates a ball movement trajectory that conforms to the laws of physics.

[0109] This disclosed embodiment provides a more precise and intuitive passing control experience by introducing a two-stage passing control mechanism. The first stage determines the passing method, generating extended controls when preset conditions are met. The second stage determines the passing parameters and, based on the virtual character's position information, status attributes, and passing parameters, determines the passing landing point range. This design solves the precision problem of traditional passing control. By dividing the passing operation into two stages, players can more precisely control the direction and force of the pass. Simultaneously, the system can calculate a more reasonable passing landing point range based on various status attributes of the virtual character. Furthermore, this solution decouples movement and passing operations, allowing players to maintain character movement control while planning passes, which is more consistent with the operational logic of real football, improving game immersion and operational smoothness. By dynamically displaying the passing landing point range, players can intuitively understand the possible outcomes of the pass, making better strategic decisions and enhancing the game's strategic depth and interactive experience.

[0110] Corresponding to the above method embodiments, this invention provides a game interaction device that provides a graphical user interface through a terminal device. The graphical user interface displays at least part or all of a virtual scene, which includes at least one controlled virtual character. The controlled virtual character is controlled through the terminal device. (See also...) Figure 7The device includes: a passing control display module for displaying at least one passing control on a graphical user interface; a passing mode determination module for determining the passing mode of a controlled virtual character in response to a first operation on the passing control; an extended control generation module for generating an extended control on the graphical user interface when the first operation meets preset conditions; a passing parameter determination module for determining the passing parameters of the controlled virtual character in response to a second operation on the extended control; a landing point range determination module for determining a passing landing point range area in the virtual scene based on the position information, status attribute information, and passing parameters of the controlled virtual character in the virtual scene; and a passing execution module for controlling the controlled virtual character to execute a passing command to the passing landing point range area in response to the end command of the second operation.

[0111] In an optional implementation, the passing method determination module is specifically used to: respond to a sliding or clicking operation on the passing control along a preset direction, and determine the passing method corresponding to the operation, wherein the passing method includes at least one of high-altitude passing, low-altitude passing, or ground passing.

[0112] In an optional implementation, the extended control generation module is specifically used to generate an extended control on the graphical user interface when the sliding operation meets the preset conditions or the continued sliding operation while maintaining the click operation meets the preset conditions.

[0113] In an optional implementation, the preset conditions include at least one of the following: the sliding distance of the sliding operation exceeds a predetermined threshold; the duration of the sliding operation exceeds a predetermined duration; the sliding speed of the sliding operation is lower than a predetermined speed threshold.

[0114] In an optional implementation, the passing parameters include passing direction and passing force; the passing parameter determination module specifically includes: an operation parameter acquisition unit, used to respond to a second operation on the extended control and determine the sliding angle and sliding distance of the second operation on the extended control; a passing direction determination unit, used to determine the passing direction of the controlled virtual character based on the sliding angle; and a passing force determination unit, used to determine the passing force of the controlled virtual character based on the sliding distance.

[0115] In an optional implementation, the second operation and the first operation are consecutive operations.

[0116] In an optional implementation, the device further includes a passing trajectory display module, used to display in real time the passing trajectory generated based on the position information of the controlled virtual character in the virtual scene, the passing method, the passing parameters, and the passing trajectory range area after determining the passing landing point range area in the virtual scene.

[0117] In an optional implementation, a movement control is also displayed on the graphical user interface, and the device further includes a character movement control module for responding to a third operation on the movement control to control the movement of the controlled virtual character.

[0118] In an optional implementation, the device further includes: an information update module, used to update the position information or status attribute information of the controlled virtual character in the virtual scene in response to the movement control of the controlled virtual character via the movement control; and a landing point update module, used to update the range of the passing landing point in the virtual scene based on the updated position information, status attribute information, and passing parameters.

[0119] In an optional implementation, the landing point range determination module specifically includes: a reference landing point determination unit, used to determine a reference landing point in the virtual scene based on the position information of the controlled virtual character in the virtual scene and the passing parameters; a distribution range determination unit, used to determine the size of the landing point distribution range based on the state attribute information of the controlled virtual character; and a range area determination unit, used to determine the range area of ​​the passing landing point in the virtual scene based on the reference landing point and the size of the landing point distribution range.

[0120] In an optional implementation, the distribution range determination unit is specifically used to: determine the size of the landing point distribution range based on the state attribute information of the controlled virtual character, wherein different state attribute information corresponds to different sizes of landing point distribution ranges; and comprehensively calculate the size of the landing point distribution range based on the size of the landing point distribution range corresponding to each state attribute information.

[0121] In an optional implementation, the state attribute information of the controlled virtual character includes at least one of the following: the passing accuracy attribute information of the controlled virtual character; the real-time physical fitness information of the controlled virtual character; the real-time competitive status information of the controlled virtual character; the dominant foot information of the controlled virtual character; and the body position information of the controlled virtual character relative to the ball.

[0122] In an optional implementation, the pass execution module is specifically used to: randomly determine the actual landing point within the range of the pass landing point; and control the controlled virtual character to execute a pass command to the actual landing point in a pass-pass manner.

[0123] The game interaction device provided in this disclosure has the same implementation principle and technical effects as the aforementioned method embodiments. For the sake of brevity, any parts not mentioned in the device embodiments can be referred to the corresponding content in the aforementioned method embodiments.

[0124] It should be noted that although several units / modules or sub-units / modules of the device have been mentioned in the detailed description above, this division is merely exemplary and not mandatory. In fact, according to embodiments of the present invention, the features and functions of two or more units / modules described above can be embodied in one unit / module. Conversely, the features and functions of one unit / module described above can be further divided and embodied by multiple units / modules.

[0125] This invention also provides an electronic device, such as... Figure 8 As shown, the electronic device includes a processor and a memory. The memory stores computer-executable instructions that can be executed by the processor. The processor executes the computer-executable instructions to implement any of the game interaction methods of this disclosure. For specific implementation methods and the resulting technical effects, please refer to the method embodiments, which will not be repeated here.

[0126] Figure 8 This is a schematic diagram of the structure of an electronic device. The electronic device 1100 includes a processor 1101 with one or more processing cores, a memory 1102 with one or more computer-readable storage media, and a computer program stored in the memory 1102 and executable on the processor. The processor 1101 and the memory 1102 are electrically connected. Those skilled in the art will understand that the electronic device structure shown in the figure does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0127] The processor 1101 is the control center of the electronic device 1100. It connects various parts of the electronic device 1100 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 1102, and calling data stored in the memory 1102, it executes various functions of the electronic device 1100 and processes data, thereby performing overall monitoring of the electronic device 1100.

[0128] Optionally, the electronic device 1100 further includes: a touch display screen 1103, a radio frequency circuit 1104, an audio circuit 1105, an input unit 1106, and a power supply 1107. The processor 1101 is electrically connected to the touch display screen 1103, the radio frequency circuit 1104, the audio circuit 1105, the input unit 1106, and the power supply 1107. Those skilled in the art will understand that... Figure 8 The electronic device structure shown does not constitute a limitation on the electronic device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0129] This invention also provides a computer-readable storage medium storing a computer program, wherein the computer program is configured to execute any of the game interaction methods of this disclosure embodiments when run by a processor. For specific implementation methods and the resulting technical effects, please refer to the method embodiments, which will not be repeated here.

[0130] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this invention, essentially, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, a terminal device, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0131] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0132] Finally, it should be noted that the above-described embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.

Claims

1. A game interaction method, characterized in that, A graphical user interface is provided through a terminal device, wherein at least part or all of a virtual scene is displayed on the graphical user interface, the virtual scene includes at least one controlled virtual character, and the controlled virtual character is controlled through the terminal device, the method comprising: At least one pass control is displayed on the graphical user interface; In response to the first operation on the passing control, the passing method of the controlled virtual character is determined; When the first operation meets the preset conditions, an extended control is generated on the graphical user interface; In response to a second operation on the extended control, the passing parameters of the controlled virtual character are determined; Based on the location information and status attribute information of the controlled virtual character in the virtual scene and the passing parameters, the range of the passing landing point is determined in the virtual scene; In response to the end command of the second operation, the controlled virtual character is controlled to execute a pass command to the area of ​​the pass landing point in the passing manner.

2. The method according to claim 1, characterized in that, The response to the first operation of the passing control, determining the passing method of the controlled virtual character, includes: In response to a sliding or clicking operation on the passing control along a preset direction, a passing method corresponding to the operation is determined, wherein the passing method includes at least one of high-altitude passing, low-altitude passing, or ground passing.

3. The method according to claim 2, characterized in that, When the first operation meets the preset conditions, generating an extended control on the graphical user interface includes: When the sliding operation meets the preset conditions or the continued sliding operation while maintaining the click operation meets the preset conditions, the extended control is generated on the graphical user interface.

4. The method according to claim 3, characterized in that, The preset conditions include at least one of the following: The sliding distance of the sliding operation exceeds a predetermined threshold; The duration of the sliding operation exceeded the predetermined duration; The sliding speed of the sliding operation is lower than a predetermined speed threshold.

5. The method according to claim 1, characterized in that, The passing parameters include passing direction and passing power; The response to the second operation of the extended control, determining the passing parameters of the controlled virtual character, includes: In response to a second operation on the extended control, determine the sliding angle and sliding distance of the second operation on the extended control; Based on the sliding angle, the passing direction of the controlled virtual character is determined; Based on the sliding distance, the passing force of the controlled virtual character is determined.

6. The method according to claim 5, characterized in that, The second operation is a consecutive operation with the first operation.

7. The method according to claim 1, characterized in that, After determining the range of the pass landing point in the virtual scene, the method further includes: The system displays in real time the passing trajectory generated based on the controlled virtual character's position information in the virtual scene, the passing method, the passing parameters, and the range of the passing landing point.

8. The method according to claim 1, characterized in that, The graphical user interface also displays motion controls, and prior to the end command of the second operation, the method further includes: In response to a third operation on the movement control, the controlled virtual character is moved.

9. The method according to claim 8, characterized in that, The method further includes: In response to the movement control of the controlled virtual character via the movement control, the position information or state attribute information of the controlled virtual character in the virtual scene is updated; Based on the updated location information, status attribute information, and the passing parameters, the range of the passing landing point is updated in the virtual scene.

10. The method according to claim 1, characterized in that, The step of determining the range of the pass landing point in the virtual scene based on the position information and status attribute information of the controlled virtual character in the virtual scene and the passing parameters includes: Based on the position information of the controlled virtual character in the virtual scene and the passing parameters, a passing reference landing point is determined in the virtual scene; The size of the landing point distribution range is determined based on the state attribute information of the controlled virtual character; Based on the reference landing point of the pass and the size of the landing point distribution range, the range area of ​​the passing landing point is determined in the virtual scene.

11. The method according to claim 10, characterized in that, The step of determining the size of the landing point distribution range based on the state attribute information of the controlled virtual character includes: The size of the landing point distribution range is determined based on the state attribute information of the controlled virtual character, wherein different state attribute information corresponds to different sizes of landing point distribution ranges. The size of the landing point distribution range is calculated comprehensively based on the size of the landing point distribution range corresponding to each state attribute information.

12. The method according to claim 11, characterized in that, The state attribute information of the controlled virtual character includes at least one of the following: The passing accuracy attribute information of the controlled virtual character; The real-time physical fitness information of the controlled virtual character; The real-time competitive status information of the controlled virtual character; The habitual foot information of the controlled virtual character; The position information of the controlled virtual character relative to the sphere.

13. The method according to claim 1, characterized in that, The step of responding to the end command of the second operation by controlling the controlled virtual character to execute a passing command to the passing landing point area in the passing manner includes: The actual landing point is randomly determined within the range of the pass landing point; Control the controlled virtual character to execute the pass command to the actual landing point in the passing manner.

14. A game interaction device, characterized in that, A graphical user interface is provided through a terminal device, on which at least part or all of a virtual scene is displayed. The virtual scene includes at least one controlled virtual character, which is controlled by the terminal device. The device includes: A pass control display module is used to display at least one pass control on the graphical user interface; The passing method determination module is used to respond to the first operation on the passing control and determine the passing method of the controlled virtual character; An extended control generation module is used to generate an extended control on the graphical user interface when the first operation meets preset conditions. A passing parameter determination module is used to determine the passing parameters of the controlled virtual character in response to a second operation on the extended control. The landing point range determination module is used to determine the landing point range area of ​​the pass in the virtual scene based on the position information and status attribute information of the controlled virtual character in the virtual scene and the pass parameters; The passing execution module is used to control the controlled virtual character to execute a passing command to the passing landing point range area in the passing manner in response to the end command of the second operation.

15. An electronic device, characterized in that, include: Memory stores computer-executable instructions that can be executed by a processor; A processor for executing the computer-executable instructions to implement the method as claimed in any one of claims 1-13.

16. A computer-readable storage medium, characterized in that, The device contains a computer program that, when executed by a processor, implements the method as described in any one of claims 1-13.