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

CN122828376APending Publication Date: 2026-09-29TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202510372998.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-03-25
Publication Date
2026-09-29

AI Technical Summary

Technical Problem

[0004]然而,采用此种方式确定得分的过程对于新手或更广泛的玩家而言较为复杂,操作难度门槛较高,而且单局虚拟球类对局的对局时长较长,整体体验较差,不利于面向广泛玩家,容易导致人机交互效率

Benefits of technology

[0019]本申请实施例提供的技术方案带来的有益效果至少包括:

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses a virtual ball game method, device, equipment, medium and product. The method comprises the following steps: displaying a mode selection interface of a virtual ball game, a first score strategy corresponding to a first mode is different from a second score strategy corresponding to a second mode; receiving a mode selection operation for the first mode; displaying a first number of first virtual players in a first camp, and displaying a first number of second virtual players in a second camp; in the case that a first virtual player in the first camp holds a virtual ball element, in response to receiving a ball element launching operation, displaying a first score result of the first camp based on the first score strategy. The above method can improve the selection diversity of the virtual ball game, different modes correspond to different score strategies, and can also widely attract players with different skill levels and improve the balance of the game. The application can be applied to various virtual ball game scenes such as electronic games and entertainment scenes.
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Description

Technical Field

[0001] This application relates to the field of human-computer interaction, and in particular to a method, apparatus, device, medium, and product for virtual ball games. Background Technology

[0002] In current game applications, players can control virtual objects to form virtual factions and engage in virtual ball games in a virtual faction manner.

[0003] In related technologies, the scoring rules for virtual ball games are usually formulated with reference to the scoring rules for real ball games.

[0004] However, the process of determining scores in this way is relatively complex for novice or broader players, with a high barrier to entry. Moreover, the game time for a single virtual ball game is relatively long, resulting in a poor overall experience. This is not conducive to a wide range of players and can easily lead to inefficiencies in human-computer interaction. Summary of the Invention

[0005] This application provides a virtual ball game method, apparatus, device, medium, and product, which can improve the diversity of virtual ball game options through multiple modes. Different modes correspond to different scoring strategies, which can also widely attract players of different skill levels, improve game balance, flexibility, and scalability, and enhance human-computer interaction efficiency. The technical solution is as follows.

[0006] On the one hand, a method for playing virtual ball games is provided, the method comprising:

[0007] The virtual ball game mode selection interface is displayed. The mode selection interface includes a first mode and a second mode. In the first mode, the team participating in the virtual ball game includes a first number of virtual players. In the second mode, the team participating in the virtual ball game includes a second number of virtual players. The first scoring strategy corresponding to the first mode and the second scoring strategy corresponding to the second mode are different.

[0008] Receive a mode selection operation for the first mode;

[0009] Displays the first number of first virtual players in the first camp, and displays the first number of second virtual players in the second camp, wherein the first camp is controlled by the first account logged in on the current terminal;

[0010] When the first virtual player in the first team holds a virtual ball element, in response to receiving a ball element launch operation, the first score result of the first team is displayed based on the first scoring strategy, wherein the ball element launch operation is used to control the first virtual player to launch the virtual ball element toward the scoring area.

[0011] On the other hand, a virtual ball game device is provided, the device comprising:

[0012] The virtual ball game mode selection interface is displayed. The mode selection interface includes a first mode and a second mode. In the first mode, the team participating in the virtual ball game includes a first number of virtual players. In the second mode, the team participating in the virtual ball game includes a second number of virtual players. The first scoring strategy corresponding to the first mode and the second scoring strategy corresponding to the second mode are different.

[0013] Receive a mode selection operation for the first mode;

[0014] Displays the first number of first virtual players in the first camp, and displays the first number of second virtual players in the second camp, wherein the first camp is controlled by the first account logged in on the current terminal;

[0015] When the first virtual player in the first team holds a virtual ball element, in response to receiving a ball element launch operation, the first score result of the first team is displayed based on the first scoring strategy, wherein the ball element launch operation is used to control the first virtual player to launch the virtual ball element toward the scoring area.

[0016] On the other hand, a computer device is provided, the computer device including a processor and a memory, the memory storing at least one instruction, at least one program, code set or instruction set, the at least one instruction, the at least one program, the code set or instruction set being loaded and executed by the processor to implement the virtual ball game method as described in any of the embodiments of this application above.

[0017] On the other hand, a computer-readable storage medium is provided, wherein at least one instruction, at least one program, code set, or instruction set is stored therein, wherein the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by a processor to implement the virtual ball game method as described in any of the embodiments of this application above.

[0018] On the other hand, a computer program product or computer program is provided, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform any of the virtual ball game methods described in the above embodiments.

[0019] The beneficial effects of the technical solutions provided in this application include at least the following:

[0020] The mode selection interface provides a mode selection process. Different modes include different numbers of virtual players in each team, and each mode corresponds to a different scoring strategy. If a mode selection operation for the first mode is received, a virtual ball game is launched using the first number of virtual players and the first number of virtual players in the second mode. Upon receiving an element launch operation targeting the virtual ball, the first score result is displayed based on the first scoring strategy corresponding to the first mode. Providing multiple modes increases the diversity of virtual ball game choices, thus better meeting the needs of different players. Players can choose modes with fewer virtual players to avoid longer game durations and improve game efficiency, or choose modes with more virtual players to ensure the realism and strategic richness of the virtual ball game. In addition, different scoring strategies for different modes allow players to experience different styles and fun, avoiding the problem of monotony in games, and can also attract players of different skill levels, improving game balance and flexibility. Therefore, the multi-mode gameplay selection process can optimize computing resources, improve game quality, game flexibility and scalability, enhance social functions and human-computer interaction efficiency, and increase player stickiness. Attached Figure Description

[0021] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0022] Figure 1 This is a structural block diagram of an electronic device provided in an exemplary embodiment of this application;

[0023] Figure 2 This is a structural block diagram of a computer system provided in an exemplary embodiment of this application;

[0024] Figure 3 This is a flowchart of a virtual ball game method provided in an exemplary embodiment of this application;

[0025] Figure 4 This is a flowchart of a virtual ball game method provided in another exemplary embodiment of this application;

[0026] Figure 5 This is a schematic diagram of a mode selection interface provided in an exemplary embodiment of this application;

[0027] Figure 6 This is a schematic diagram of an interface for displaying information about the first faction, provided in an exemplary embodiment of this application.

[0028] Figure 7 This is a schematic diagram of a basketball game interface provided in another exemplary embodiment of this application;

[0029] Figure 8 This is a schematic diagram of a virtual ball game defense provided in an exemplary embodiment of this application;

[0030] Figure 9 This is a schematic diagram of an interface without return field constraints provided in an exemplary embodiment of this application;

[0031] Figure 10 This is a schematic diagram of an interface without over half-field constraints provided in an exemplary embodiment of this application;

[0032] Figure 11 This is a flowchart of a virtual ball game method provided in yet another exemplary embodiment of this application;

[0033] Figure 12 This is a flowchart of a virtual ball game method provided in another exemplary embodiment of this application;

[0034] Figure 13 This is a structural block diagram of a virtual ball game device provided in an exemplary embodiment of this application;

[0035] Figure 14 This is a structural block diagram of an electronic device provided in an exemplary embodiment of this application. Detailed Implementation

[0036] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.

[0037] First, a brief introduction to the terms used in the embodiments of this application will be given.

[0038] Virtual ball games: Virtual ball games simulate the competition format of traditional ball sports through computer technology and network platforms. Players participate by controlling virtual players to complete matches similar to those in real ball games. In terminal gaming scenarios, players typically control at least one virtual player using mobile devices such as smartphones, tablets, desktop computers, or game controllers. In extended reality scenarios such as Virtual Reality (VR) and Augmented Reality (AR), players use at least one device, such as VR glasses, headsets, or motion capture equipment, to assist in controlling at least one virtual player. Virtual ball games include at least one of several ball games, such as virtual basketball, virtual soccer, virtual baseball, virtual volleyball, and virtual rugby. Virtual ball games can be played online to support multi-player competition or cooperation, enhancing interactivity and competitiveness; virtual ball games can also be played in a human-computer interaction format. Virtual ball games provide players with a convenient and safe form of entertainment. At the same time, they can also be used for applications such as match analysis and skills training through data analysis and artificial intelligence technologies, thus expanding the functions and application scenarios of traditional ball sports.

[0039] Virtual match area: A virtual match area refers to the digital space where matches take place in virtual ball games. Virtual match areas are typically designed to simulate real-world ball sports fields; alternatively, they can be entirely new virtual court designs. Virtual match areas usually include not only the physical layout and appearance of a court but also its related elements. For example, in a virtual basketball game, the virtual basketball area includes virtual hoop elements, virtual area line elements (such as virtual boundary lines, virtual center line, virtual three-point line, virtual free throw line, virtual restricted area line, etc.), virtual screen area, and virtual shooting area; or, in a virtual soccer game, the virtual soccer area includes a virtual goal area, virtual area line elements (such as virtual sidelines, virtual goal line, virtual center line, etc.), and virtual center circle elements.

[0040] In related technologies, the scoring rules for virtual ball games are usually based on the scoring rules of real ball games. However, the process of determining scores in this way is relatively complex for novice or broader players, with a high barrier to entry. Moreover, the duration of a single virtual ball game is relatively long, resulting in a poor overall experience. This makes it unsuitable for a wide range of players and can easily lead to inefficiencies in human-computer interaction.

[0041] This application presents a virtual ball game method that enhances the diversity of virtual ball game options through multiple modes. Different modes correspond to different scoring strategies, attracting players of varying skill levels and improving game balance, flexibility, and scalability, thereby increasing human-computer interaction efficiency. The virtual ball game method proposed in this application can be applied to various virtual ball game scenarios, including video games and entertainment, sports training and simulation, education and learning, advertising, virtual reality, augmented reality, assistive technology, and sports analysis, without limitation.

[0042] It should be noted that this application may display prompt interfaces, pop-ups, or output voice prompts before and during the collection of user data. These prompt interfaces, pop-ups, or voice prompts are used to inform the user that their data is being collected. This ensures that the application only begins the steps for collecting user data after receiving confirmation from the user regarding the prompt interface or pop-up; otherwise (i.e., without user confirmation), the steps for collecting user data end, meaning no user data is collected. In other words, all user data collected in this application is collected with the user's consent and authorization, and the collection, use, and processing of related user data must comply with the relevant laws, regulations, and standards of the relevant regions.

[0043] The terminal in this application can be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III) player, an MP4 (Moving Picture Experts Group Audio Layer IV) player, etc. The terminal has an application that supports virtual environments installed and running, such as an application that supports 3D virtual environments. This application can be any of the following: a virtual reality application, a 3D mapping application, a third-person shooter (TPS) game, a first-person shooter (FPS) game, or a multiplayer online battle arena (MOBA) game. Optionally, the application can be a standalone application, such as a standalone 3D game application, or an online multiplayer application.

[0044] Figure 1 A structural block diagram of an electronic device provided in an exemplary embodiment of this application is shown. The electronic device 100 includes an operating system 120 and an application program 122.

[0045] Operating system 120 is the foundational software that provides application 122 with secure access to computer hardware.

[0046] Application 122 is an application that supports virtual environments. Optionally, application 122 is an application that supports three-dimensional virtual environments. Application 122 can be any of the following: virtual reality application, 3D map application, TPS game, FPS game, MOBA game, or multiplayer shooting survival game. Application 122 can be a standalone application, such as a standalone 3D game application, or an online multiplayer application.

[0047] Figure 2 A structural block diagram of a computer system provided in an exemplary embodiment of this application is shown. The computer system 200 includes: a first device 220, a server 240, and a second device 260.

[0048] The first device 220 has an application installed and running that supports a virtual environment. This application can be any of the following: a virtual reality application, a 3D mapping application, a TPS game, an FPS game, a MOBA game, or a multiplayer shooting survival game. The first device 220 is the device used by the first user, who uses the first device 220 to control a first virtual player located in the virtual environment to perform activities, including but not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up items, shooting, attacking, and throwing at least one of these. Illustratively, the first virtual player is the first virtual character, such as a realistic or anime character.

[0049] The first device 220 is connected to the server 240 via a wireless network or a wired network.

[0050] Server 240 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 240 is used to provide background services for applications supporting a three-dimensional virtual environment. Optionally, server 240 undertakes the main computing work, and the first device 220 and the second device 260 undertake secondary computing work; or, server 240 undertakes secondary computing work, and the first device 220 and the second device 260 undertake the main computing work; or, server 240, the first device 220, and the second device 260 collaborate on computing using a distributed computing architecture.

[0051] The second device 260 has an application installed and running that supports a virtual environment. This application can be any of the following: a virtual reality application, a 3D mapping application, an FPS game, a MOBA game, or a multiplayer shooting survival game. The second device 260 is a device used by a second user, who uses the second device 260 to control a second virtual object located in the virtual environment to perform activities, including but not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up items, shooting, attacking, and throwing at least one of these. Illustratively, the second virtual object is a second virtual character, such as a realistic or anime character.

[0052] Optionally, the first virtual character and the second virtual character are in the same virtual environment. Optionally, the first virtual character and the second virtual character can belong to the same team, the same organization, have a friend relationship, or have temporary communication permissions. Optionally, the first virtual character and the second virtual character can also belong to different teams, different organizations, or two hostile groups.

[0053] Optionally, the applications installed on the first device 220 and the second device 260 are the same, or the applications installed on the two devices are the same type of application from different control system platforms. The first device 220 can refer to one of multiple devices, and the second device 260 can refer to one of multiple devices; this embodiment only uses the first device 220 and the second device 260 as examples. The device types of the first device 220 and the second device 260 may be the same or different, and these device types include at least one of the following: game console, desktop computer, smartphone, tablet computer, e-book reader, MP3 player, MP4 player, and laptop computer. The following embodiment uses a desktop computer as an example.

[0054] Those skilled in the art will understand that the number of the aforementioned devices can be more or less. For example, there may be only one device, or there may be dozens or hundreds of devices, or even more. This application does not limit the number or type of devices.

[0055] It is worth noting that the aforementioned server 240 can be implemented as a physical server or as a cloud server in the cloud.

[0056] In some embodiments, the method provided in this application can be applied to cloud gaming scenarios, thereby enabling the cloud server to perform data logic calculations during the game process, while the terminal is responsible for displaying the game interface.

[0057] Based on the above-mentioned terminology and application scenarios, the virtual ball game method provided in this application will be explained, taking the application of this method to a terminal as an example. Figure 3As shown, the method includes the following steps 310 to 340.

[0058] Step 310: Display the mode selection interface for virtual ball games.

[0059] In illustrative terms, virtual ball games simulate the competition format of traditional ball sports. Virtual ball games can be played via mobile devices, VR glasses, head-mounted displays, motion capture equipment, or other similar devices. Optionally, virtual ball games include at least one of several ball games such as virtual basketball, virtual soccer, virtual baseball, virtual volleyball, and virtual rugby.

[0060] This illustrative mode selection interface provides various game modes for participating in virtual ball games. A game mode refers to the way players compete in a virtual ball game; game modes typically include the number of virtual players, the game format, scoring rules, etc., aiming to provide players with different game experiences. Below are some common game modes:

[0061] In some embodiments, the mode selection interface displays multiple game modes, including at least two of various game modes such as single-player game mode, multiplayer game mode, ranked mode, etc.

[0062] In single-player mode, players control a primary virtual player against virtual opponents controlled by artificial intelligence (AI). These virtual opponents typically mimic human opponents, and depending on the game's difficulty and rules, players must defeat their virtual opponents to win. For example, in a virtual basketball game, players can choose to control a primary virtual player against AI-controlled virtual opponents.

[0063] Among them, ranked matches are a game mode designed for highly competitive players. Players' rankings are usually determined by wins and losses. Players accumulate points or rankings in the game and compete against higher-level players by continuously improving their level.

[0064] In the multiplayer mode, players can control a main virtual player to engage in virtual ball games with other virtual players controlled by real players.

[0065] Optionally, multiplayer modes include local multiplayer and online multiplayer. Local multiplayer involves all players playing virtual ball games on the same device, such as in a small gathering; online multiplayer involves players controlling a master virtual player via the internet to play virtual ball games against matched real-person opponents, such as 1-on-1, 2-on-2, or larger-scale virtual ball games.

[0066] Optionally, in the multiplayer mode, there are multiple multiplayer modes based on the number of virtual players in each team, such as 3v3 (3V3) mode, 5v5 (5V5) mode, etc., where V means Versus.

[0067] To illustrate, from the perspective of the player controlling the current terminal, in multiplayer mode, a virtual faction consists of at least two virtual players; a player can control a virtual faction alone or jointly control a virtual faction with other players.

[0068] For example: Player 1 controls virtual faction A alone, which includes three virtual players: virtual player A1, virtual player A2, and virtual player A3; or Player 1 and Player 2 jointly control virtual faction A, based on a pre-agreed agreement, with Player 1 controlling virtual players A1 and A2, and Player 2 controlling virtual player A3; or Player 1 and Player 2 jointly control virtual faction A, based on real-time game analysis (such as analyzing the matching degree between players' historical game attributes and virtual player object attributes), with Player 1 controlling virtual player A1 (e.g., if virtual player A1's object attribute indicates proficiency in three-point shooting, Player 1's historical game attribute indicates proficiency in controlling virtual players to shoot three-pointers, and Player 2's historical game attribute indicates proficiency in controlling virtual players to shoot free throws, then Player 1 controls virtual player A1), and Player 2 controls virtual players A2 and A3, etc., in virtual faction A. No further limitations are specified here.

[0069] To illustrate, taking the perspective of the player controlling the current terminal as an example, the player can choose to play virtual ball games against virtual teams controlled by other players, or the player can choose to play virtual ball games against virtual teams controlled by artificial intelligence. There are no restrictions here.

[0070] The mode selection interface includes a first mode and a second mode. In the first mode, the teams participating in the virtual ball game include a first number of virtual players, and in the second mode, the teams participating in the virtual ball game include a second number of virtual players.

[0071] Indicatively, the first mode and the second mode are different game modes, usually referring to different game difficulties; the number of virtual players in the team participating in the virtual ball game is different in different game modes, that is: the number of players in the first mode and the number of players in the second mode are also different.

[0072] Optionally, taking the first mode as a simpler game mode relative to the second mode as an example, the first quantity corresponding to the first mode is usually less than the second quantity corresponding to the second mode.

[0073] For illustrative purposes, the first and second modes are multiplayer game modes with different numbers of players. For example: the first mode is the easy mode, with 3 players, i.e., the first number is 3; the second mode is the normal mode, with 5 players, i.e., the second number is 5; or, the first mode is the normal mode, with 5 players, i.e., the first number is 3; the second mode is the hard mode, with 8 players, i.e., the second number is 8, and so on.

[0074] For illustrative purposes, the first mode is a single-player game mode, and the second mode is a multiplayer game mode with more players. For example, the first mode is a single-player mode with 1 player, meaning the first quantity is 1; the second mode is a normal mode with 5 players, meaning the second quantity is 5, and so on.

[0075] The first scoring strategy for the first mode is different from the second scoring strategy for the second mode.

[0076] In illustrative terms, in addition to the different number of players, different game modes also employ different scoring strategies. The scoring strategy is the scoring rule used when calculating the team's score. That is, during virtual ball games, the scoring strategy of the selected game mode is used to evaluate whether the virtual players in the team can obtain points for their actions on the virtual ball elements.

[0077] Optionally, scoring strategies are usually closely related to operational difficulty. If the scoring conditions indicated by the scoring strategy are more stringent, the operational difficulty is higher. For example, scoring strategy A indicates that points can only be obtained if condition 1 is met and condition 2 is not met, while scoring strategy B indicates that points can be obtained if condition 1 is met. In this case, it means that the scoring conditions of scoring strategy A are more stringent, and the operational difficulty of meeting scoring strategy A is higher. Conversely, the scoring conditions of scoring strategy B are more lenient, and the operational difficulty of meeting scoring strategy B is relatively lower.

[0078] Optionally, taking the first mode as a simpler game mode relative to the second mode as an example, the first scoring strategy corresponding to the first mode is simpler than the second scoring strategy corresponding to the second mode. That is, if a player chooses to participate in virtual ball games in the first mode, he will efficiently complete the virtual ball games based on the first scoring strategy, and will also obtain game points with relatively easy conditions based on the first scoring strategy.

[0079] Step 320: Receive the mode selection operation for the first mode.

[0080] In illustrative terms, the mode selection operation is used to select the game mode during a virtual ball game.

[0081] Optionally, in the mode selection interface, the first mode is displayed as a first mode control and the second mode is displayed as a second mode control; the control selection operation for the first mode control is used as the mode selection operation, and the control selection operation includes at least one of a variety of operation forms such as click operation, long press operation, and swipe operation.

[0082] Step 330: Display the first number of first virtual players in the first camp, and display the first number of second virtual players in the second camp.

[0083] Indicatively, based on the mode selection operation for the first mode, the virtual ball game process is implemented in the first mode; since the faction in the first mode includes the first number of virtual players, and the virtual ball game is a game process that occurs between at least two factions, based on the selection of the first mode, the first number of first virtual players in the first faction and the second number of second virtual players in the second faction are displayed.

[0084] In this system, the first virtual player is a virtual player belonging to the first team, and the second virtual player is a virtual player belonging to the second team. The type of virtual player is related to the virtual ball game. For example, in a virtual basketball game, the first virtual player is a virtual basketball player belonging to the first team, and the second virtual player is a virtual basketball player belonging to the second team; or, in a virtual soccer game, the first virtual player is a virtual soccer player belonging to the first team, and the second virtual player is a virtual soccer player belonging to the second team, and so on. Here, there are no restrictions on the type of virtual ball game or the corresponding type of virtual player.

[0085] Optionally, taking the first mode as an example of a virtual ball game with 3 virtual players in each faction, then in the first mode, each faction participating in the virtual ball game has 3 virtual players, such as displaying 3 first virtual players in the first faction and displaying 3 second virtual players in the second faction.

[0086] The first camp is controlled by the first account currently logged in on the terminal.

[0087] To illustrate, taking the first account logged in on the current terminal as an example, the first faction is the virtual faction controlled by the first account. The first account is usually implemented as the account that the player logs in, such as: the first account is the game account that the player operating the current terminal logs in to in a virtual ball game; or, the first account is the program account that the player operating the current terminal logs in to in an application that has embedded virtual ball game functions, or can be accessed through the application to enter a virtual ball game mini-program, etc.

[0088] For example, if the first account is the account logged in to a virtual ball game, and a mode selection operation for the first mode is received when the first account is logged in, the first number of virtual players in the first camp controlled by the first account will be displayed.

[0089] Optionally, the first account controls all the first virtual players (i.e., the first number of first virtual players) in the first camp. For example, when the first account controls the first camp, the first account can choose to control all the first virtual players at the same time, or choose to control some of the first virtual players. The other first virtual players are controlled by the artificial intelligence that assists the first account by default, and the first account can choose to switch the first virtual players it controls, etc.

[0090] Optionally, the first account and at least one teammate account jointly control all the first virtual players (i.e., the first number of first virtual players) in the first camp. For example, the first account controls some of the first virtual players in the first camp, and at least one teammate account controls other first virtual players in the first camp. Here, the control method based on the first account controlling the first camp is not limited.

[0091] In some embodiments, the second faction is controlled by a second account, which can be an account controlled by other players or an intelligent account controlled by artificial intelligence.

[0092] Optionally, if the second account is controlled by another player, the second account controls all the second virtual players in the second camp (i.e., the first number of second virtual players); or, the second account chooses to control some of the second virtual players, while the other second virtual players are controlled by the AI ​​that assists the second account by default; or, the second account and at least one teammate account (i.e., the opposing account of the first account) cooperate to control all the second virtual players in the second camp, etc.

[0093] Optionally, if the second account is implemented as an AI-controlled intelligent account, the virtual ball game between the first account and the second account is a human-machine game; the second account is usually used to control all the second virtual players in the second team, etc., without limitation here.

[0094] Step 340: If the first virtual player in the first team holds the virtual ball element, in response to receiving the ball element launch operation, display the first score result of the first team based on the first scoring strategy.

[0095] Optionally, taking the example of the first account controlling all the first virtual players in the first camp, if the first account controls a single first virtual player and the other first virtual players are controlled by the artificial intelligence that assists the first account, the first account can be the default to control the first virtual player holding the virtual ball element when any of the first virtual players in the first number of first virtual players holds the virtual ball element, so as to satisfy the player's sense of participation in the game by operating the first account.

[0096] Virtual ball elements are ball elements used for passing in virtual ball games, such as virtual basketball, virtual soccer, virtual volleyball, and virtual rugby.

[0097] Among them, the first virtual player holding the virtual ball element is any one of the first virtual players in the first number; if the first account controls the first virtual player holding the virtual ball element, then based on the player's operation on the current terminal, the player can control the first virtual player holding the virtual ball element to move, jump and change posture, and can also control the first virtual player to launch virtual ball elements, etc.

[0098] For example, if the virtual ball element is a virtual basketball, and the first account controls the first virtual player holding the virtual basketball, then the player can control the first virtual player to throw the virtual basketball to the virtual hoop, or control the first virtual player to pass the virtual basketball to other first virtual players, etc. Similarly, if the virtual ball element is a virtual soccer ball, then the player can control the first virtual player to kick the virtual soccer ball to the virtual goal area (i.e., shoot), or control the first virtual player to kick the virtual soccer ball to other first virtual players, etc.

[0099] The ball element launch operation is used to control the first virtual player to launch a virtual ball element towards the scoring area.

[0100] For illustrative purposes, if a player performs a ball launch operation on the current terminal, it means that the player controls the first virtual player holding the virtual ball to launch the virtual ball into the scoring area; there is also a corresponding relationship between the scoring area and the virtual ball game.

[0101] For example, in a virtual ball game, such as a virtual basketball game, the scoring area is the virtual basket. When each side has its own virtual basket, the scoring area can be set to the opposing side's virtual basket. For example, the scoring area for the first side is the virtual basket guarded by the second side, and vice versa. Alternatively, when at least two sides (usually the first and second sides) share a virtual basket, the scoring area is the virtual basket.

[0102] Alternatively, the virtual ball game can be a virtual soccer game, with the scoring area being the virtual goal area; when each side has its own virtual goal area, the scoring area can be set to the opposing side's virtual goal area, such as the scoring area for the first side being the virtual goal area guarded by the second side, and vice versa; or, when at least two sides (usually the first and second sides) share a virtual goal area, the scoring area is the virtual goal area, etc.

[0103] In some embodiments, if a ball element launch operation is received that sends a virtual ball element to the scoring area, since the current game mode of the virtual ball game is the first mode, the first scoring strategy corresponding to the first mode is adopted, and the positional relationship between the virtual ball element and the scoring area under the ball element launch operation is analyzed to obtain the first score result corresponding to the first team.

[0104] Optionally, the first scoring strategy is preset configuration information for the first mode stored on the server, and the first scoring strategy typically includes at least one scoring condition.

[0105] If the terminal receives a mode selection operation for the first mode, it generates first mode selection information and sends it to the server. The server then invokes the first scoring strategy based on this information. Afterward, upon receiving a ball element launch operation, the terminal generates element launch information and sends it to the server. The server analyzes the element launch information using the first scoring strategy, determining whether it meets at least one scoring condition to decide whether the first team can obtain points under the ball element launch operation. For example, if at least one scoring condition is met, the corresponding points are awarded and the terminal is notified. The terminal then displays the first scoring result based on the points awarded to the first team.

[0106] Optionally, the first scoring strategy is configuration information pre-configured on the server and sent to the terminal. The first scoring strategy typically includes at least one scoring condition.

[0107] If the terminal receives a mode selection operation for the first mode, the terminal calls the first scoring strategy to await the subsequent judgment process; then, after the terminal receives the ball element launch operation, it generates element launch information and analyzes whether the element launch information meets at least one scoring condition through the called first scoring strategy, thereby determining whether the first camp can obtain a score under the ball element launch operation, and displays the corresponding first score result.

[0108] In some embodiments, the first scoring strategy may also be custom configuration information determined by the terminal based on the custom configuration of the user object, which will be described in detail later. Here, the implementation form and comparison and judgment process of the first scoring strategy are not limited.

[0109] Optionally, the first score result includes at least one of several results such as a positive score result, a negative score result, a score retention result, a holding transfer result, and a ball element penalty result; the first score result is the evaluation result after the launch of the virtual ball element based on the first score strategy corresponding to the first mode.

[0110] Positive score results indicate whether the current ball element launch process can increase the score of the first team; negative score results indicate whether the current ball element launch process needs to reduce the score of the first team; score maintenance results indicate whether the current ball element launch process cannot change the score of the first team; ownership transfer results indicate whether the current ball element launch process needs to maintain the first team's holding of virtual ball elements; ball element penalty results indicate whether the current ball element launch process will penalize the first team, etc. The form of the first score result is not limited here.

[0111] Typically, the first mode is a relatively simple mode, and the first scoring strategy also adopts a relatively simple scoring evaluation process. Therefore, the first scoring strategy focuses more on the element position information of the virtual ball elements and the positional relationship between the virtual ball elements and the scoring area, in order to simplify the scoring evaluation process and avoid problems such as difficulty in scoring or complex and difficult-to-understand scoring methods. By distinguishing between the first and second scoring strategies, the diversity of different modes can be improved, making it easier for players to choose a game mode that is more suitable for them to participate in virtual ball games, so as to achieve a more personalized virtual ball game process.

[0112] It is worth noting that the above are merely illustrative examples, and the embodiments of this application are not limited thereto.

[0113] In conclusion, offering multiple modes enhances the diversity of virtual ball game options, better meeting the needs of different players. Players can choose modes with fewer virtual players to avoid longer match times and improve efficiency, or modes with more virtual players to ensure realism and strategic richness. Furthermore, different modes with varying scoring strategies allow players to experience different styles and enjoyment, preventing monotony and attracting players of varying skill levels, thus improving game balance and flexibility. Therefore, the multi-mode gameplay selection process optimizes computational resources, improves game quality, flexibility, and scalability, enhances social features and human-computer interaction efficiency, and increases player engagement.

[0114] In an optional embodiment, the second mode is a normal mode or a complex mode, and the first mode is a simple mode compared to the second mode; the first quantity corresponding to the first mode is less than the second quantity corresponding to the second mode; the first scoring strategy is also simpler than the second scoring strategy.

[0115] Optionally, the first scoring strategy focuses on analyzing the positional relationship between the virtual ball elements and the scoring area; the relatively complex second scoring strategy not only needs to analyze the positional relationship between the virtual ball elements and the scoring area, but also the positional information of the virtual ball elements relative to the virtual game area corresponding to the virtual ball game. (Illustrative example, such as...) Figure 4 As shown above, Figure 3 The illustrated embodiment can also be implemented using the following steps.

[0116] Step 410: Display the mode selection interface for virtual ball games.

[0117] The mode selection interface includes a first mode and a second mode. In the first mode, the teams participating in the virtual ball game include a first number of virtual players, and in the second mode, the teams participating in the virtual ball game include a second number of virtual players.

[0118] For illustrative purposes, Mode 1 and Mode 2 are different game modes. The number of virtual players included in each team participating in the virtual ball game differs between the two modes; that is, the number of virtual players in Mode 1 and Mode 2 are not the same. Taking Mode 1 as a simplified mode relative to Mode 2, the number of virtual players in Mode 1 is less than that in Mode 2 to simplify the complexity of the virtual ball game.

[0119] Optionally, if the first number in the first mode is 3, it means that each team participating in the virtual ball game in the first mode includes 3 virtual players. The first team participating in the ball game includes 3 virtual players, and the second team participating in the ball game also includes 3 virtual players. In this case, the virtual ball game in the first mode can be simply referred to as the 3V3 mode.

[0120] Similarly, if the second number in the second mode is 5, it means that each team participating in the virtual ball game in the second mode includes 5 virtual players. The first team participating in the ball game includes 5 virtual players, and the second team participating in the ball game also includes 5 virtual players. In this case, the virtual ball game in the second mode can be simply referred to as the 5V5 mode.

[0121] Optionally, taking the mode selection interface as an example of the interface displayed in a ball game, the main interface of the ball game displays a normal mode and an entertainment mode. The normal mode is a 5V5 mode, such as the second mode; the entertainment mode provides an easy mode or other game modes. The easy mode includes 3V3 mode, 2V2 mode, etc., and other game modes include Dream Moment mode (such as the normal mode which requires obtaining a preset score within a time limit), etc., which are not limited here.

[0122] Taking the display of Normal Mode (Second Mode) and Entertainment Mode on the mode selection interface as an example, if a selection operation for Entertainment Mode is received, the following will be displayed: Figure 5 The interface shown is a schematic diagram of the mode selection interface in entertainment mode, including modes such as Triple Threat Mode 510 (e.g., the 3V3 mode in the first mode), Dream Moment Mode, and 2V2 Mode. In Triple Threat Mode 510, players can choose between matchmaking mode 521 or AI matchmaking mode 522 to participate in virtual ball games. Matchmaking mode 521 is used to match with other accounts to participate in virtual ball games, such as a second account controlled by another player. AI matchmaking mode 522 is used to participate in virtual ball games with an AI (artificial intelligence), such as an AI controlling a second account. A virtual ball game can be entered based on the triggering action of the "Start Matchmaking" control.

[0123] Optionally, players can, for example Figure 5 In the mode selection interface shown, you can select the virtual players to participate in the virtual ball game. For example, you can select three virtual players from the preset player pool as the virtual players who need to play; or, after selecting more than three virtual players, select three virtual players as the virtual players who need to play, and use the remaining virtual players as substitutes, etc. There are no restrictions here.

[0124] The first scoring strategy for the first mode is different from the second scoring strategy for the second mode.

[0125] To illustrate, the scoring strategies used in different game modes are also different. The scoring strategy is the scoring rule used when calculating the team's score. That is, in the process of virtual ball games, the scoring strategy of the selected game mode is used to evaluate whether the virtual players in the team can get points for their operations on the virtual ball elements.

[0126] If the first mode is a simplified version of the second mode, the first scoring strategy is usually also simpler than the second scoring strategy. For example, the judgment process used by the second scoring strategy is more complicated, but the judgment process used by the first scoring strategy is simpler; and / or, the conditions for obtaining points under the second scoring strategy are more stringent, but the conditions for obtaining points under the first scoring strategy are more lenient. Thus, by choosing different game modes, players can choose virtual ball games that are more suitable for participating in in order to obtain points efficiently, overcoming the problem of high game threshold.

[0127] Step 421: Receive the mode selection operation for the first mode.

[0128] In illustrative terms, the mode selection operation includes at least one of several operation methods such as clicking, long-pressing, and swiping; for example, clicking on the first mode to select the mode for the first mode, the mode selection operation is used to start a virtual ball game in the selected game mode.

[0129] In some embodiments, first mode information corresponding to the first mode is displayed, and the first mode information is used to introduce the first mode.

[0130] Optionally, the first mode information is used to describe the first mode in text form; or, the first mode information is used to describe the first mode in multimedia form (such as video, audio, GIF, image, etc.).

[0131] Indicatively, the first mode information includes at least one of the following: first scoring strategy, first quantity, player function, first court information, first number of scoring zones, and first player substitute information.

[0132] The first scoring strategy indicates the scoring method in the first mode (e.g., scoring by shooting, scoring by ball, etc.) and the rules to be followed (e.g., operation A is allowed, but operation B is not allowed, etc.); the first quantity is the number of virtual players in the team participating in the virtual ball game in the first mode; player function is the function performed by the virtual players participating in the virtual ball game in the first mode (e.g., guard, center, forward, etc. in virtual basketball; guard, center forward, forward, etc. in virtual soccer); the first field information is the area size information of the virtual game area in the virtual ball game participating in the first mode; the first scoring area quantity is the number of scoring areas set in the first mode; the first player substitute information is the information of the substitute players set in the first mode, etc.

[0133] Displaying information about the first mode can help players quickly understand how to play in the first mode, avoid making the wrong choice of game mode, improve the effect of ball games, and avoid the problem of making mistakes in the game.

[0134] Optionally, in response to receiving a mode selection operation, the first mode information corresponding to the first mode is displayed; or, the first mode information is displayed while the first mode is displayed, etc., without limitation here.

[0135] Similarly, the second mode information corresponding to the second mode can also be displayed. The second mode information is used to introduce the second mode; the content of the second mode information refers to the first mode information. Optionally, the second mode information can be displayed after receiving a mode selection operation for the second mode, or the second mode information can be displayed at the same time as the second mode is displayed, etc., which is not limited here.

[0136] In some embodiments, in response to receiving a mode selection operation for a first mode, the first faction information corresponding to the first faction in the first mode is displayed.

[0137] The first faction information is used to introduce the current situation of the first faction, such as introducing the player object attributes corresponding to at least one first virtual player in the first faction. The player object attributes include at least one of multiple attributes such as player object name, player object function, and player object rating. In addition, the first faction information may also include at least one of the following: faction match attributes, faction defense attributes, and faction region.

[0138] The player object name is used to introduce the name of the virtual player; the player object function is used to introduce the function of the virtual player in the team, such as forward, defender, etc.; the player object rating is the evaluation score of the virtual player in the team, such as the higher the rating, the greater the contribution to the team in the game, etc., without any restrictions here.

[0139] The faction match attribute is used to characterize the expected score of the current virtual player faction when launching virtual ball elements; the faction defense attribute is used to characterize the reliability of the current virtual player faction in defending against virtual players from other factions stealing virtual ball elements; the faction region is used to simulate information such as the team and region of the real team.

[0140] In some embodiments, in response to receiving a player switching operation, updated first-faction information is displayed. The updated first-faction information includes: the player object attributes of the switched virtual player, and at least one of the following: the corresponding faction match attributes, faction defense attributes, faction region, etc.

[0141] In illustrative terms, the player switching operation is used to switch virtual players in a team to other virtual players. For example, the virtual players in the first team by default include virtual player 1, virtual player 2, and virtual player 3. Players can select virtual player 4 from a number of preset virtual players to replace virtual player 2, thus realizing the player switching operation.

[0142] like Figure 6 The image shown is a schematic diagram of the interface displaying the information of the first faction. Taking a virtual basketball game as an example, it indicates that the current starting virtual players include virtual player 611, virtual player 612, and virtual player 613. Virtual player 611 is a guard, virtual player 612 is a center, and virtual player 613 is a forward. The team attributes below include faction game attributes and faction defense attributes. The faction game attributes indicate the prediction of shooting; the faction defense attributes indicate the prediction of defense. In addition, it also includes other information such as the region to which the faction belongs (e.g., belonging to region A), which is not limited here.

[0143] Additionally, the lineup of the current first team can be adjusted using the lineup replacement control, such as changing virtual players or their positions (e.g., replacing a defender with a forward). There are no restrictions on this.

[0144] In some embodiments, although the first mode and the second mode are different game modes, the virtual game area used in the first mode and the second mode is the same. That is, the first field information corresponding to the first mode and the second field information corresponding to the second mode are the same. For example, the virtual game area used in the first mode is a standard field size of 28 meters * 15 meters, and the virtual game area used in the second mode is also a standard field size of 28 meters * 15 meters.

[0145] Furthermore, the virtual game areas used in the first mode and the second mode can be different. For example, the virtual game area used in the first mode is a 14m*7.5m court size, while the virtual game area used in the second mode is a standard 28m*15m court size, etc. There are no restrictions here.

[0146] In some embodiments, the number of scoring regions in the first mode and the number of scoring regions in the second mode may be the same or different.

[0147] To illustrate, let's take a virtual basketball game as an example. In both modes, there are two scoring areas. This means that in both modes, there are two virtual basketball hoops within the virtual game area. For example, the first team protects one virtual hoop, and the second team protects the other. Alternatively, if there is one scoring area in mode one and two in mode two, it means that in mode one, there is one virtual basketball hoop, and the first and second teams win points by throwing virtual basketballs into the virtual hoop. In mode two, there are two virtual basketball hoops, and the first team protects one virtual hoop, and the second team protects the other, etc. There are no restrictions here.

[0148] In some embodiments, the difference between the first mode and the second mode can be customized by the player. For example, if the second mode is given as the normal mode, the player can achieve the purpose of customizing the difference by adjusting the first mode information corresponding to the first mode. The first mode information includes at least one of the above-mentioned first scoring strategy, first quantity, player function, first field information, first number of scoring areas, and first player substitute information.

[0149] Optionally, in response to receiving a mode selection operation, a mode information configuration interface is displayed.

[0150] The mode information configuration interface includes at least one of the following: scoring strategy configuration box, player number configuration box, player function configuration box, field information configuration box, scoring zone number configuration box, and substitute player configuration box.

[0151] Optionally, in response to a configuration operation on the mode information configuration interface, the first mode information corresponding to the first mode is determined.

[0152] In illustrative terms, a first scoring strategy is determined based on a first configuration operation on the scoring strategy configuration box. The first configuration operation includes at least one of several operation forms such as text filling operation and strategy selection operation.

[0153] For example: The scoring strategy configuration box provides multiple scoring strategies, and at least one of them can be selected as the first scoring strategy. For example: Multiple scoring strategies together constitute the second scoring strategy provided in the normal second mode, and some of these strategies can be selected to form the first scoring strategy in the first mode; or, a text fill operation can be performed on the scoring strategy configuration box to input text content as the player's custom first scoring strategy, such as: "Deduct one point if the player remains stationary for 5 seconds," etc., without limitation.

[0154] This is illustrative of how the first quantity in the first mode is determined based on a second configuration operation on the player quantity configuration box. The second configuration operation includes at least one of several operation forms, such as number filling or player quantity selection. For example, selecting from default numbers like 2, 3, and 4 to determine the first quantity; or filling in numbers to determine the first quantity, etc. If the first mode is simpler than the second mode, the available selectable or fillable values ​​are usually no greater than the second quantity corresponding to the second mode.

[0155] This is illustrative of how the player functions corresponding to the first virtual player are determined based on a third configuration operation on the player function configuration box. This third configuration operation can be at least one of several types, such as function selection or function disabling. For example, selecting the appropriate player function from pre-given player functions for each first virtual player. If the first mode is simpler than the second mode, the number of available player functions (e.g., no more than 5) is typically no greater than the number of player functions corresponding to the second mode (e.g., 5 by default).

[0156] This is illustrative of how the first field information in the first mode is determined based on the fourth configuration operation of the field information configuration box. The fourth configuration operation may be at least one of several operation forms, such as a field selection operation or a number filling operation. For example, selecting a virtual game area of ​​a field size from several pre-given field sizes as the first field information. If the first mode is simpler than the second mode, the available field size for selection or filling is usually no larger than the maximum field size used in the second mode.

[0157] This illustration demonstrates how the first score region quantity in the first mode is determined based on the fifth configuration operation of the score region quantity configuration box. This fifth configuration operation can be at least one of several operation forms, such as a region quantity selection operation or a number filling operation. For example, selecting one score region quantity from several pre-given score region quantities as the first score region quantity (e.g., 1 or 2). If the first mode is simpler than the second mode, the number of score regions available for selection or filling is typically no greater than the maximum number of score regions used in the second mode.

[0158] This is illustrative of how the fifth configuration operation on the substitute player configuration box determines the first substitute player information in the first mode. The sixth configuration operation includes at least one of several operation forms, such as substitute player selection and player function selection. For example, in addition to selecting the first virtual player to play from a pre-given pool of virtual players, one can also select a virtual player as a substitute player, or not select one. If a substitute player is selected, the substitute player can also select their player function (such as a substitute defender or a substitute forward). Of course, the process of selecting a player function for a substitute player can also be performed when a virtual player needs to be replaced during a virtual ball game, which is not limited here.

[0159] It is worth noting that the above are merely illustrative examples, and the embodiments of this application are not limited thereto.

[0160] Step 431: Display the first number of first virtual players in the first camp, and display the first number of second virtual players in the second camp.

[0161] The first camp is controlled by the first account currently logged in on the terminal.

[0162] Indicatively, based on the mode selection operation of the first mode, the first account's first camp is determined to field the first number of first virtual players, and correspondingly, the second camp, which is hostile to the first camp, also fields the first number of second virtual players.

[0163] Optionally, taking the example of the first account controlling the first number of first virtual players in the first camp, and controlling one of the first virtual players while AI assists in controlling the other first virtual players, the first virtual player controlled by the first account is displayed in the first style, and the other first virtual players controlled by AI in the first camp are displayed in the second style. The first style and the second style are different; the first virtual player controlled by the first account may change as the virtual ball game continues.

[0164] like Figure 7 As shown, taking a virtual basketball game as an example, Figure 7 This is a schematic diagram of the basketball game interface. The first team includes 3 first virtual players, and the second team includes 3 second virtual players. The first virtual players are represented in white, and the second virtual players are represented in black.

[0165] In addition, if the first virtual player currently controlled by the first account is the first virtual player 711, a control bar will be displayed around the first virtual player 711 as the first style to indicate to the player that the first virtual player 711 is currently controlled; other first virtual players will display a second style without a control bar around them, etc., without any restrictions here.

[0166] In some embodiments, when the first virtual player holds the virtual ball element, if a control bar is used to represent the first style, the duration for which the virtual ball element is effectively held by the first virtual player can be indicated by changes in the control bar.

[0167] Indicatively, the control bar is represented as a countdown progress bar, indicating the duration for which the first virtual player effectively holds the virtual ball element. As the control bar gradually fills, it indicates that the duration for which the first virtual player effectively holds the virtual ball element is shortening, thus prompting the player to quickly control the first virtual player to launch the virtual ball element to avoid invalid gameplay issues.

[0168] It is worth noting that the above are merely illustrative examples and are not intended to be limiting.

[0169] Step 441: If the first virtual player in the first team holds the virtual ball element, in response to receiving the ball element launch operation, display the first score result of the first team based on the positional relationship between the virtual ball element and the scoring area.

[0170] In illustrative terms, the first mode is a simplified version of the second mode. The first scoring strategy used in the first mode is also simpler than the second scoring strategy used in the second mode. For example, the second scoring strategy requires comprehensive analysis of more factors to determine whether a score can be obtained, while the first scoring strategy can determine whether a score can be obtained by analyzing fewer factors.

[0171] The first scoring strategy involves analyzing the positional relationship between virtual ball elements and scoring areas.

[0172] Indicatively, whether the first team can obtain points is at least related to the scoring area. When analyzing the scoring situation using the first scoring strategy, the positional relationship between the virtual ball element and the scoring area can be analyzed separately to determine whether the first team can obtain points, thereby displaying the corresponding first score result.

[0173] Optionally, the second mode not only analyzes the positional relationship between the virtual ball element and the scoring area, but also incorporates numerous restrictions to form a second scoring strategy. These restrictions might include: the first virtual player cannot pass the virtual ball element from the virtual frontcourt area to the virtual backcourt area; or the first virtual player must move the virtual ball element to a designated position in the virtual game area within a certain timeframe. These numerous restrictions make scoring more difficult. In contrast to the more complex second mode, the first mode can eliminate at least one or even all of the aforementioned restrictions, making the first scoring strategy simpler. It can even be determined by analyzing the positional relationship between the virtual ball element and the scoring area alone. Furthermore, some simpler special rules can be set as the first scoring strategy, which will be discussed later.

[0174] In some embodiments, taking a virtual ball game as an example, if the virtual basketball game in the second mode is a game set up to resemble a real basketball game, then the second scoring strategy adopted in the second mode can be the rules of a real basketball game, such as at least one of the following rules: the 24-second shot clock rule (referred to as the 24-second rule), the 8-second half-court rule, the 5-second back-to-the-basket violation rule, the 3-second rule, and the shooting rules.

[0175] The 24-second rule means that each offensive team must complete a shot within 24 seconds; otherwise, the offensive team loses possession and the ball returns to the defensive team. For example, during the 24-second countdown, if a team shoots but misses but gets the rebound, the team regains 24 seconds of offensive time; if the rebound is won by the opposing team, possession returns to the defensive team.

[0176] The 8-second half-court rule means that the offensive team must bring the ball from the backcourt to the frontcourt (cross the half-court line) within 8 seconds. If they fail to do so, the offensive team loses possession and the ball is given to the defensive team.

[0177] The five-second back-to-the-back violation rule states that if an offensive player holds the ball with their back to the defender and fails to make a valid offensive move (such as passing, shooting, or driving) within five seconds, the offensive player will be ruled in violation, lose possession of the ball, and possession will be given to the defense.

[0178] The three-second rule includes the offensive three-second rule and the defensive three-second rule. The offensive three-second rule states that an offensive player cannot remain in the opponent's three-second zone for more than three seconds, otherwise it will be called an offensive three-second violation and the team will lose possession of the ball. The defensive three-second rule states that a defensive player cannot remain in the opponent's three-second zone for more than three seconds, otherwise it will be called a defensive three-second violation and the offensive team will be awarded a free throw.

[0179] Shooting rules include two-point shot rules, three-point shot rules, and free throw rules. The score of a shot depends on the player's position. A shot outside the three-point line is a three-point shot (worth 3 points), and a shot inside the three-point line is a two-point shot (worth 2 points). A free throw is a chance to shoot due to a foul, and each successful free throw is worth 1 point.

[0180] The above are merely illustrative examples of some competition rules and are not intended to be limiting. Optionally, the second scoring strategy corresponding to the second mode includes all the competition rules from the real competitions mentioned above, while the first scoring strategy includes some of the competition rules mentioned above or does not use the above competition rules. Additionally, some suggested virtual competition rules may be set, which are not limited here.

[0181] Optionally, taking a virtual basketball game scenario where the first scoring strategy includes a preset duration rule similar to the 24-second rule in real game rules as an example, the preset duration rule in a virtual ball game scenario is explained as follows.

[0182] For example: preset duration rules (such as 24-second rules).

[0183] In an optional embodiment, in response to receiving a ball element launch operation within a first preset time period after the first moment, based on the positional relationship between the virtual ball element and the scoring area, a second game result is displayed as the first score result based on the first game result corresponding to the first moment.

[0184] The first moment is the moment when the first virtual player obtains the virtual ball element.

[0185] For illustrative purposes, the first preset duration is a pre-set duration, such as 24 seconds, 30 seconds, etc.; starting from the time the first virtual player obtains the virtual ball element, the duration of holding the virtual ball element is accumulated, and the duration of holding the element is compared with the first preset duration. If a ball element launch operation is received within the first preset duration after the first moment, the positional relationship between the virtual ball element and the scoring area can be analyzed to display the first score result.

[0186] In other words, if the element holding time between the first moment and the moment when the ball element launch operation is received is not greater than the first preset time, the positional relationship between the virtual ball element and the scoring area can be analyzed to display the first score result.

[0187] Indicatively, the first moment corresponds to the first game result, such as the score at the first moment; if a ball element launch operation is received within the first preset time after the first moment, the positional relationship between the virtual ball element and the scoring area can be analyzed, thereby displaying the second game result as the first score result based on the first game result, such as adjusting the first game result to obtain the second game result, etc.

[0188] The result of the second game is no less than the result of the first game. For example, if a ball element launch operation is received within the first preset time period, it means that the current virtual player's operation meets the conditions stipulated by the first scoring strategy, and therefore, at least no points will be deducted from the result of the first game.

[0189] In an optional embodiment, in response to no ball element launch operation being received within a first preset time period after the first moment, a third game result is displayed.

[0190] Optionally, the third match result is used to prompt the first account to transfer ownership of the virtual ball element to the second account, which then controls the second faction.

[0191] For illustrative purposes, if no ball element launch operation is received within the first preset time after the first moment, it means that the first virtual player has held the virtual ball element for longer than the first preset time (holding time is too long). At this time, the third game result is displayed to indicate that the first account needs to transfer the ownership of the virtual ball element to the second account that controls the second camp. This could be if the second account is controlled by another player or by artificial intelligence. For example, the third game result could be "the ownership of the basketball has been transferred to the opposing camp".

[0192] Optionally, the result of the third game can also be less than the result of the first game. For example, if no ball element launch operation is received within the first preset time period after the first moment, the result of the third game can be obtained by deducting points from the result of the second game. For instance, if the result of the second game is 15, the result of the third game is 14, meaning one point is deducted.

[0193] In an optional embodiment, in response to receiving a ball element launch operation, if the virtual ball element is launched into the scoring area, the positive score result is displayed as the first score result of the first team.

[0194] To illustrate, when analyzing the positional relationship between the virtual ball element and the scoring area, if the virtual ball element is launched into the scoring area, that is, the virtual ball element is in the scoring area, then the positive scoring result is displayed as the first scoring result. The positive scoring result is used to represent that the first team has scored.

[0195] Optionally, taking the positive score result as an example of displaying the positive score result based on the second game result corresponding to the first moment, the score of this game is added to the second game result to obtain the positive score result. For example, if the second game result is 15 and the score of this virtual ball element is 2 points, then the positive score result is 17.

[0196] In some embodiments, in response to receiving a ball element launch operation, when a virtual ball element is launched into a scoring area, if the launch position of the ball element is within a first area, a first positive score result is displayed as the first score result; if the launch position of the ball element is within a second area, a second positive score result is displayed as the first score result.

[0197] The launch position of the ball element is the location where the virtual ball element is launched. For example, if the first region is the region outside the three-point line, and the ball is within the first region, the first positive score after the current score is 3 points will be displayed as the first score result. For example, 18 points after adding 3 points to 15 will be the first positive score result. Alternatively, if the second region is the region inside the three-point line, and the ball is within the second region, the second positive score after the current score is 2 points will be displayed as the first score result. For example, 17 points after adding 2 points to 15 will be the second positive score result, and so on. There are no restrictions here.

[0198] Step 422: Receive the mode selection operation for the second mode.

[0199] In illustrative terms, the mode selection operation includes at least one of several operation methods such as clicking, long-pressing, and swiping; for example, clicking on the second mode to select the second mode is used to start a virtual ball game in the selected game mode.

[0200] Step 432: Display the second number of first virtual players in the first camp, and display the second number of second virtual players in the second camp.

[0201] Indicatively, the second mode is a game mode in which the teams in a virtual ball game include a second number of virtual players; therefore, based on the mode selection operation of the second mode, it is determined that the first team to which the first account belongs will field a second number of first virtual players, and correspondingly, the second team, which is hostile to the first team, will also field a second number of second virtual players.

[0202] Step 442: If the first virtual player in the first team holds the virtual ball element, in response to receiving the ball element launch operation, display the second score result of the first team based on the second scoring strategy.

[0203] For illustrative purposes, since the first mode corresponds to the first scoring strategy and the second mode corresponds to the second scoring strategy, if the second mode is selected, the launch of virtual ball elements will be analyzed using the second scoring strategy during the virtual ball game to display the second scoring result under the second mode.

[0204] The second scoring strategy combines analysis of the positional relationship between the virtual ball element and the scoring area, as well as the positional information of the virtual ball element relative to the virtual game area.

[0205] As an illustration, the second scoring strategy is more complex than the first scoring strategy. Under the second scoring strategy, it is necessary not only to analyze the positional relationship between the virtual ball element and the scoring area, but also to analyze the positional information of the virtual ball element relative to the virtual game area.

[0206] Optionally, taking a virtual basketball game scenario where the second scoring strategy includes at least two of the rules in the real game, for example, the second scoring strategy in a virtual ball game scenario includes a preset duration rule (such as the 24-second rule), an 8-second cross-court rule, and a 5-second back-to-the-basket violation rule, as an example, the following explanation is given.

[0207] (1) Preset duration rules (e.g., 24-second rule).

[0208] In an optional embodiment, in response to receiving a ball element launch operation within a second preset time period after the second moment, based on the positional relationship between the virtual ball element and the scoring area, the fifth game result is displayed as the second score result based on the fourth game result corresponding to the second moment.

[0209] The second moment is when the first virtual player acquires the virtual ball element.

[0210] For illustrative purposes only, the second preset duration is a pre-set duration, such as 24 seconds, 30 seconds, etc. The first preset duration and the second preset duration can be the same or different, and there is no limitation here.

[0211] The virtual ball element is accumulated from the time the virtual player obtains the virtual ball element, and the element holding time is compared with a second preset time. If a ball element launch operation is received within the second preset time after the second moment, the positional relationship between the virtual ball element and the scoring area can be analyzed to display the first score result.

[0212] (2) Return to the field rules.

[0213] In an optional embodiment, the virtual game area includes a first virtual sub-area and a second virtual sub-area, wherein the first virtual sub-area is the front field area of ​​the first account and the second virtual sub-area is the back field area of ​​the first account.

[0214] In a schematic representation, the virtual game area is the area in a virtual ball game where a valid game process takes place. The virtual game area can be divided into various regions based on virtual area line elements such as virtual line segments and virtual curves. Each region can have its own function. For example, the virtual center line element divides the virtual game area into a first virtual sub-region and a second virtual sub-region. The first virtual sub-region is the front court area of ​​the first account, and the second virtual sub-region is the back court area of ​​the first account. In addition, the first virtual sub-region is also the back court area of ​​the second account, and the second virtual sub-region is also the front court area of ​​the second account. This is not limited here.

[0215] In an optional embodiment, in response to receiving a ball element launch operation within a second preset time period after the second moment, and the first virtual player holding the virtual ball element not transferring the virtual ball element from the first virtual sub-region to the second virtual sub-region, based on the positional relationship between the virtual ball element and the scoring region, the fifth game result is displayed as the second scoring result based on the fourth game result corresponding to the second moment.

[0216] The second moment is when the first virtual player acquires the virtual ball element.

[0217] Schematic, the process of the virtual ball element being transferred from the first virtual sub-region to the second virtual sub-region is a prohibited action, that is, the first virtual player holding the virtual ball element cannot perform this action; if the first virtual player does not perform this action and receives a ball element launch operation within the second preset time period, the second score result can be displayed based on the positional relationship between the virtual ball element and the scoring area.

[0218] In an optional embodiment, in response to receiving a ball element launch operation within a second preset time period after the second moment, and in the presence of another first virtual player touching the virtual ball element in the second virtual sub-region, the sixth game result is displayed as the second score result.

[0219] For illustrative purposes, if the first virtual player performs the prohibited action and the virtual player who touches the virtual ball element is another first virtual player in the first team, then the sixth game result is displayed as the second score result. If the sixth game result prompts the first account to transfer the ownership of the virtual ball to the second account, the second account is used to control the second team.

[0220] In some embodiments, in response to receiving a ball element launch operation within a third preset time period, which controls the first virtual player to move the virtual ball element to the second virtual sub-region, a second score result is displayed based on the first virtual player's passing status of the virtual ball within the virtual game area and the positional relationship between the virtual ball element and the scoring area.

[0221] (3) Cross-half rule.

[0222] In some embodiments, if the first virtual player obtains a virtual ball element in the second virtual sub-region, in response to not receiving a ball element movement operation that controls the first virtual player to move the virtual ball element to the first virtual sub-region within a third preset time period, the seventh game result is displayed as the second score result.

[0223] In the seventh game, the results indicated that the first account transferred ownership of the virtual ball to the second account, which then controlled the second team.

[0224] For illustrative purposes, the third preset duration is an additional time limit used to evaluate the movement of the virtual ball element. If the first virtual player obtains the virtual ball in the backcourt and does not receive a ball element movement operation (such as a dribbling operation) to move the virtual ball element to the frontcourt within the third preset duration (such as 8 seconds), the result of the seventh game is displayed.

[0225] (4) 5-second back turn violation rule

[0226] In some embodiments, the virtual game area includes a first virtual sub-area and a second virtual sub-area, wherein the first virtual sub-area is the front field area of ​​the first account and the second virtual sub-area is the back field area of ​​the first account.

[0227] In an optional embodiment, if the first virtual player holding the virtual ball element is in a preset position in the first virtual sub-region, and the object orientation of the first virtual player and the regional orientation of the scoring area relative to the virtual game area meet the preset direction conditions within a fourth preset time period, the eighth game result is displayed as the second score result of the first team.

[0228] The second scoring strategy includes analyzing the relationship between object orientation and area orientation.

[0229] Indicatively, the preset location is the area near the virtual free-throw line and extending into the three-second zone; the virtual free-throw line is usually defined by a preset length based on the virtual basket; the three-second zone is below the free-throw zone (i.e., near the virtual basket), and is typically composed of the two sidelines and the baseline of the free-throw zone; the free-throw zone is a rectangular area located in the center of the virtual basketball court, usually enclosed by the virtual free-throw line and the two boundary lines. This is where players stand during free throws.

[0230] If the first virtual player is in a preset position and the object orientation and area orientation meet the preset direction conditions (such as being the same or having an angle less than the preset angle), and the fourth preset duration is reached (such as 5 seconds), then the result of the eighth game will be displayed. The result of the eighth game will prompt the first account to transfer the ownership of the virtual ball to the second account, and the second account will be used to control the second team.

[0231] For example: If an offensive virtual player (such as the first virtual player) is positioned below the extension of the free-throw line in their own frontcourt, they may not dribble with their back to or side to the basket for more than 5 seconds. If they do, it will be a 5-second violation, and possession will be transferred to the opposing team.

[0232] Based on the comparison of the options for the first and second modes, taking virtual ball games as an example, if the first mode is a 3V3 mode and the second mode is a 5V5 mode, the second mode includes center, power forward, small forward, shooting guard, and point guard; in the first mode, the power forward and small forward are merged into forward, and the shooting guard and point guard are merged into guard, then the first mode includes center, forward, and guard.

[0233] like Figure 8 As shown, during the game, forwards and defenders will make offensive and defensive runs in a matchup format. The matchup format means that players in the same position will defend each other. For example, the first virtual player 810 of the first team is represented by white, and the second virtual player 820 of the second team is represented by black. The center of the first virtual player 810 will defend the center of the second virtual player 820, the defender of the first virtual player 810 will defend the defender of the second virtual player 820, the forward of the first virtual player 810 will defend the forward of the second virtual player 820, and so on. There are no restrictions here.

[0234] Furthermore, compared to the second scoring strategy, which is constrained by the return-to-court rule, preventing the first virtual player from passing the virtual ball element from the first virtual sub-region to the second virtual sub-region, the first scoring strategy, if not constrained by the return-to-court rule, would present the following... Figure 9As shown, the player with the ball 910 (such as the first virtual player holding the virtual ball element) can move from their own frontcourt to their own backcourt, and this movement does not violate the requirements, that is, it does not affect the scoring.

[0235] Furthermore, compared to the second scoring strategy, which is constrained by the rule of not crossing the half-court line, requiring the first virtual player to move the virtual ball element to the first virtual sub-area within a third preset time period, the first scoring strategy, if not constrained by the half-court line rule, would present the following: Figure 10 As shown, at this time, the player holding the ball 1010 (such as the first virtual player holding the virtual ball element) does not need to move the virtual ball element to their own frontcourt within the third preset time period. If the virtual ball element remains in their own backcourt, and this process does not violate the requirements, it will not affect the scoring.

[0236] It is worth noting that the second scoring strategy corresponding to the second mode above is only an illustrative example and is not limited here.

[0237] In an optional embodiment, in response to receiving a mode switching operation, the number of first and second virtual players corresponding to the selected mode is displayed.

[0238] Optionally, during a virtual ball game, the first mode can be switched to the second mode based on a mode switching operation, or the second mode can be switched back to the first mode, thereby displaying the number of first and second virtual players corresponding to the switched mode.

[0239] Optionally, if the second account playing the virtual match with the first account is an AI-controlled account, the mode can be switched directly based on the player's choice; if the second account playing the virtual match with the first account is controlled by another player, a waiting message is displayed in response to the mode switching operation, indicating that the second account is waiting for confirmation; if the second account agrees to switch modes, a switching prompt message and the number of first and second virtual players corresponding to the switched mode are displayed, thus providing different players with a certain degree of autonomy, which is not limited here.

[0240] It is worth noting that the above are merely illustrative examples and are not intended to be limiting.

[0241] In conclusion, offering multiple modes enhances the diversity of virtual ball game options, better meeting the needs of different players. Players can choose modes with fewer virtual players to avoid longer match times and improve efficiency, or modes with more virtual players to ensure realism and strategic richness. Furthermore, different modes with varying scoring strategies allow players to experience different styles and enjoyment, preventing monotony and attracting players of varying skill levels, thus improving game balance and flexibility. Therefore, the multi-mode gameplay selection process optimizes computational resources, improves game quality, flexibility, and scalability, enhances social features and human-computer interaction efficiency, and increases player engagement.

[0242] This application describes the differences in scoring strategies for virtual ball games played under two different difficulty levels. If the second mode is considered the normal mode, setting a simpler first mode can significantly increase the participation and activity of new players, providing them with a more comprehensive and flexible choice of strategies. The simpler first mode also employs a simpler first scoring strategy, allowing players to obtain points with simpler operations, improving the efficiency of obtaining first scores, encouraging continued participation, enhancing the timeliness of operational feedback, and avoiding the direct application of the second scoring strategy from the complexity and cumbersome evaluation of the first mode. This also reduces data processing volume and improves the smoothness of the experience.

[0243] In an optional embodiment, the second mode is either a normal mode or a complex mode, while the first mode is a simple mode compared to the second mode; the first quantity corresponding to the first mode is less than the second quantity corresponding to the second mode; the first scoring strategy, while simpler than the second scoring strategy, also sets some additional rules to enrich the game process in the first mode. (Illustrative example, as follows) Figure 11 As shown above, Figure 3 The illustrated embodiment step 340 can also be implemented as steps 1111 to 1112; or steps 1121 to 1122.

[0244] Step 1111: In response to receiving the ball element launch operation, display the element contact point between the virtual ball element and the virtual game area corresponding to the virtual ball game.

[0245] The virtual game area is the interface area for playing virtual ball games. The virtual game area is usually related to the type of virtual ball game (virtual football game, virtual basketball game, etc.) and includes at least a scoring area. If a ball element launch operation is received, the virtual ball element may be launched into the scoring area of ​​the virtual game area or into other areas outside the scoring area. The plane corresponding to the virtual ball element and the virtual game area usually has element contact points based on the ball element launch operation.

[0246] The element contact point includes at least one of the initial contact point, the first scoring contact point, and the second scoring contact point.

[0247] Indicatively, the initial contact point is the point where the virtual ball element first contacts the virtual game area after launch. For example: after launching a virtual ball element, the virtual ball element may have one contact point with the virtual game area. If the virtual ball element falls directly into the scoring area and has one element contact point with the scoring area, this element contact point can be considered the initial contact point. Or, if the virtual ball element falls into an area outside the scoring area and has one element contact point, this element contact point can be considered the initial contact point. Alternatively, the virtual ball element may have multiple contact points with the virtual game area. For example, if the virtual ball element falls into the scoring area and has multiple contact points with the scoring area due to bouncing or other reasons, the element contact point that first contacts the scoring area can be considered the initial contact point. Or, if the virtual ball element falls into an area outside the scoring area and has multiple contact points due to bouncing or other reasons, the element contact point that first contacts the scoring area (located outside the scoring area) can be considered the initial contact point. Other element contact points may be outside or inside the scoring area; this is not limited here.

[0248] Indicatively, the first scoring contact point is the point of contact between the virtual ball element after launch and the scoring area.

[0249] Schematic illustration: If there is contact between the launched virtual ball element and the scoring area, this contact point is designated as the first scoring contact point, and is also an optional element contact point. The first scoring contact point can be the contact point between the virtual ball element and the scoring area in the case of a single contact point, the first contact point between the virtual ball element and the scoring area in the case of multiple contact points, or the last contact point between the virtual ball element and the scoring area in the case of multiple contact points, etc., without limitation here.

[0250] Indicatively, the second scoring contact point is the contact point closest to the scoring area when the virtual ball element is not in the scoring area.

[0251] Schematic illustration: If there is no contact between the launched virtual ball element and the scoring area, then this contact point is designated as the second scoring contact point, and is also an optional element contact point. The second scoring contact point can be implemented as the contact point between the virtual ball element and other areas outside the scoring area in the case of a single contact point; it can also be implemented as the first contact point between the virtual ball element and other areas outside the scoring area in the case of multiple contact points; or it can be implemented as the last contact point between the virtual ball element and other areas in the case of multiple contact points, etc., without limitation here.

[0252] In some embodiments, at least one of the initial contact point, the first scoring contact point, and the second scoring contact point is used as an element contact point, or at least two of the initial contact point, the first scoring contact point, and the second scoring contact point are combined to determine element contact points (such as the center contact point between two or three contact points as an element contact point, etc.), which is not limited here.

[0253] Step 1112: Based on the first positional relationship between the element contact point and the first virtual player, and the second positional relationship between the element contact point and the second virtual player, display the first score result of the first team.

[0254] Indicatively, after determining the element contact point, the relative position of the element contact point and the first virtual player is analyzed. Since there is at least one first virtual player in the first camp, such as the first number of first virtual players in the first camp in the first mode; therefore, when analyzing the relative position of the element contact point and the first virtual player, the relative position of the element contact point and at least one first virtual player is analyzed respectively, so as to obtain the relative position of the first position corresponding to at least one first virtual player respectively.

[0255] Similarly, since there is at least one second virtual player in the first camp, or the first number of second virtual players in the second camp in the first mode; therefore, when analyzing the relative position of the element contact point and the second virtual player, we analyze the relative position of the element contact point and the position of at least one second virtual player respectively, so as to obtain the relative position of the second position of at least one first virtual player respectively.

[0256] The first scoring strategy includes a comprehensive analysis of the relative relationships between the first and second positions.

[0257] To illustrate, in the first mode, if the first scoring strategy is used to determine the first score result, the first score result is determined by analyzing the relative relationship between the first position and the relative relationship between the second position; or, the first score result is determined by comprehensively analyzing the relative relationship between the first position and the relative relationship between the second position, as well as the relationship between the virtual ball element and the scoring area.

[0258] In an optional embodiment, if the first distance indicated by the first position relative relationship is not less than the second distance indicated by the second position relative relationship, the positive score result is displayed as the first score result of the first camp.

[0259] The first distance is used to characterize the distance between the first virtual player and the element contact point that are closest to the element contact point, and the second distance is used to characterize the distance between the second virtual player and the element contact point that are closest to the element contact point.

[0260] Indicatively, if the first quantity is greater than 1, there exists a first position relative relationship corresponding to at least two first virtual players respectively; when analyzing the first position relative relationship and the second position relative relationship, the first virtual player closest to the element contact point is determined from at least two first virtual players based on at least two first position relative relationships, and the distance between the first virtual player and the element contact point is determined as the first distance.

[0261] Similarly, if the first quantity is greater than 1, there exists a second position relative relationship with at least two second virtual players respectively; when analyzing the first position relative relationship and the second position relative relationship, the second virtual player closest to the element contact point is determined from at least two second virtual players based on the at least two second position relative relationships, and the distance between the second virtual player and the element contact point is determined as the second distance.

[0262] Next, the distance between the first distance and the second distance is compared. If the first distance is not less than (greater than or equal to) the second distance, points can be added to the first team, and the positive score result is displayed as the first score result.

[0263] Furthermore, the first score result can be determined by comprehensively analyzing the relative relationships between the first and second positions, as well as the relationship between the virtual ball element and the scoring area. For example, if the first distance is not less than the second distance, and the virtual ball element is ultimately within the scoring area based on the current ball element launch operation, then a positive score result is displayed as the first score result.

[0264] In an optional embodiment, if the first distance indicated by the first positional relationship is less than the second distance indicated by the second positional relationship, the score maintenance result is displayed as the first score result of the first camp.

[0265] Indicatively, if the first distance is less than the second distance, no points can be added to the first team, and the score position result is displayed as the first score result; in addition, based on this method, the positive score result of the second team can be displayed as the score result of the second team.

[0266] Furthermore, the first score result can be determined by comprehensively analyzing the relative relationships between the first and second positions, as well as the relationship between the virtual ball element and the scoring area. For example, if the first distance is less than the second distance, but the virtual ball element is ultimately within the scoring area based on the current ball element launch operation, then the first score increase result is displayed as the first score result, such as an increase of 1 point; or, if the first distance is less than the second distance, and the virtual ball element is not ultimately within the scoring area based on the current ball element launch operation, then the score maintenance result is displayed as the first score result, etc., without limitation here.

[0267] Step 1121: In response to receiving the ball element launch operation, display the element launch trajectory of the virtual ball element in the virtual game area.

[0268] Indicatively, the element launch trajectory is used to describe the movement trajectory state of the virtual ball element after the element launch operation. If the virtual game area is implemented as a three-dimensional space area, then the element launch trajectory is a spatial trajectory curve described by the horizontal, vertical and vertical coordinates within the three-dimensional space area.

[0269] Based on the ball element launch operation, the virtual ball element is launched within the virtual game area, and the corresponding element launch trajectory is displayed on the current terminal interface. For example, in a virtual basketball game, the element launch trajectory of the virtual basketball is usually a parabolic trajectory, and in a virtual soccer game, the element launch trajectory of the virtual soccer is usually a parabolic trajectory, a straight trajectory, etc., without any limitation here.

[0270] Step 1122: Based on the offset angle of the element emission trajectory relative to the scoring area, display the first score result of the first team.

[0271] The first scoring strategy includes analyzing the offset angle of the element's emission trajectory relative to the scoring region.

[0272] Indicatively, the launch target of a virtual ball element is usually to move to the scoring area. Therefore, we can analyze the offset angle of the element's launch trajectory relative to the scoring area. The offset angle is the angular difference between the element's launch trajectory and the scoring area. It measures the degree of deviation between the element's launch trajectory and the expected direction of the scoring area. If the scoring area includes at least two area edges, the offset angle represents the offset of the element's launch trajectory relative to the nearest area edge.

[0273] In some embodiments, when the offset angle is in a first interval, the first score result obtained by adding a first score is displayed; or, when the offset angle is in a second interval, the first score result obtained by adding a second score is displayed.

[0274] The first interval is smaller than the second interval, and the first score is higher than the second score. This is illustrative; the smaller the offset angle, the greater the increase in score, meaning there is a negative correlation between the offset angle and the increase in score.

[0275] In an optional embodiment, the first score result of the first team is displayed based on the element rotation state of the virtual ball element in the element launch trajectory.

[0276] The first scoring strategy involves analyzing the elemental rotation state of the virtual ball elements.

[0277] To illustrate, when describing the trajectory of an element's launch, the virtual sphere element may exhibit element rotation. Element rotation refers to the virtual sphere element rotating around its own axis during flight, which differs somewhat from the direction of the virtual sphere element's launch trajectory.

[0278] For example, in a virtual basketball game, the virtual basketball may rotate around its horizontal axis (the axis from left to right). This rotation helps the virtual basketball fly more smoothly and increases the probability of entering the virtual basket. This element's rotational state is called "backspin." Or, in a virtual soccer game, it can cause the virtual soccer ball to have a curved trajectory. This is due to the Magnus Effect caused by rotation.

[0279] Optionally, the element's rotation state is determined based on the element identifiers on the virtual ball element, such as labels, patterns, etc., displayed on the virtual ball element; the element's rotation state is also determined based on the rotation of the element identifiers relative to the virtual game area. If the element's rotation state indicates a faster rotation rate of the virtual ball element (e.g., a larger rate of change of the element identifier), the virtual ball element is generally more stable, and the displayed first score is higher; if the element's rotation state indicates a slower rotation rate of the virtual ball element (e.g., a smaller rate of change of the element identifier), the virtual ball element is generally less stable, and the displayed first score is lower, etc., without limitation here.

[0280] In an optional embodiment, the first score result of the first team is displayed based on the maximum height of the virtual ball element in the element launch trajectory.

[0281] The first scoring strategy involves analyzing the maximum height of the virtual ball elements.

[0282] Schematic illustration: The maximum height of an element is the highest point the virtual ball element reaches after being launched within the virtual game area. Optionally, if the maximum height of an element reaches a preset height threshold, a positive score result is displayed as the first score result. For example, the preset height threshold is a pre-set value; if the maximum height of an element reaches this preset height threshold, it is considered to meet the scoring conditions under the first scoring strategy, thus allowing the first team to gain additional points and display the first score result.

[0283] In an optional embodiment, the first score result of the first team is displayed based on the maximum movement distance of the virtual ball element in the element launch trajectory.

[0284] The first scoring strategy involves analyzing the maximum movement distance of the virtual ball elements.

[0285] For illustrative purposes, the maximum movement distance of an element is the farthest distance the virtual ball element moves after being launched within the virtual game area, such as 12 meters, 15.6 meters, etc.; the maximum movement distance of an element does not exceed the length of the virtual game area. Optionally, if the maximum movement distance of an element reaches a preset distance threshold, a positive score result is displayed as the first score result, such as the preset distance threshold being half the length of the virtual game area; or, the preset distance threshold being other pre-set values, etc. For example: taking a preset distance threshold as an example, if the maximum movement distance of an element reaches this preset distance threshold, it is considered to meet the scoring conditions under the first scoring strategy, thereby allowing the first team to gain additional points and display the first score result.

[0286] It is worth noting that the first scoring strategy includes analyzing the positional relationship between the virtual ball element and the scoring area, comprehensively analyzing the first positional relationship and the second positional relationship, analyzing the offset angle of the element's launch trajectory relative to the scoring area, analyzing the element's rotation state, analyzing the maximum height of the virtual ball element, and analyzing the maximum movement distance of the virtual ball element. The above analysis conditions (or judgment conditions) can be used together as the first scoring strategy, or some of them can be selected as the first scoring strategy, so as to analyze the impact of the element launch operation on the virtual ball element under the first scoring strategy and display the corresponding first scoring results.

[0287] In conclusion, offering multiple modes enhances the diversity of virtual ball game options, better meeting the needs of different players. Players can choose modes with fewer virtual players to avoid longer match times and improve efficiency, or modes with more virtual players to ensure realism and strategic richness. Furthermore, different modes with varying scoring strategies allow players to experience different styles and enjoyment, preventing monotony and attracting players of varying skill levels, thus improving game balance and flexibility. Therefore, the multi-mode gameplay selection process optimizes computational resources, improves game quality, flexibility, and scalability, enhances social features and human-computer interaction efficiency, and increases player engagement.

[0288] In this embodiment, in addition to obtaining the first scoring strategy by reducing judgment criteria under the second scoring strategy in the second mode, some new evaluation criteria can also be set as the first scoring strategy. This enriches the scoring fun under the first scoring strategy without significantly increasing the complexity of operation, improves the game rhythm and promotes the innovation of ball games. The first scoring strategy under the simple interface can also improve the player's immersion. While ensuring the fun of the game, it avoids to some extent the problem of consuming more computing resources required by the complex second scoring strategy, and ensures the smooth operation of the game in the first mode.

[0289] In an optional embodiment, the first account controls a first number of first virtual players in the first camp. If none of the first number of first virtual players hold a virtual ball element, the first account can automatically select the first virtual player to be controlled. (Illustrative example, such as...) Figure 12 As shown above, Figure 3 The illustrated embodiment may also include the following step 1210.

[0290] Step 1210: In the case that the first number of first virtual players do not hold virtual ball elements, display the first account-controlled game virtual player based on at least one of the object positional relationship between the first virtual player and the second virtual player, and the positional relative relationship between the first virtual player and the virtual ball element.

[0291] Among them, the virtual player in the game is the first virtual player automatically determined from the first number of first virtual players.

[0292] For illustrative purposes, if the first number is greater than 1, a player can simultaneously control at least two first virtual players in the first camp based on the first account. However, the game interface usually displays a set of control controls to control a single first virtual player (it is also possible that the game interface displays multiple sets of control controls to control the first virtual players separately). Based on this, if any first virtual player holds a virtual ball element, that first virtual player will be automatically used as the first virtual player controlled by the current first account. If none of the first number of first virtual players holds a virtual ball element (e.g., the virtual ball element is held by a second virtual player, or is not held by any virtual player), then to facilitate player operation, the first virtual player suitable for operation can be automatically selected as the game virtual player.

[0293] Schematic, based on at least one of the object positional relationship between the first virtual player and the second virtual player, and the positional relative relationship between the first virtual player and the virtual ball element, the game virtual player is automatically selected and controlled for the first account.

[0294] The positional relationship of objects refers to the relative relationship between any first virtual player and any second virtual player within the virtual game area. The relative positional relationship between the first virtual player and the virtual ball element may change as the virtual ball element moves (either by being launched or carried by the second virtual player). Virtual players can be selected solely based on the object positional relationship; virtual players can be determined solely based on the relative positional relationship; or virtual players can be determined by combining both object positional relationships and relative positional relationships—this is not limited here.

[0295] In an optional embodiment, the first account controls the first game virtual player based on the object distance relationship between the first virtual player and the second virtual player.

[0296] In this game, the first virtual player is the first virtual player who is closest to the second virtual player.

[0297] To illustrate, taking the determination of the virtual player in the game solely based on the object distance relationship as an example, the first virtual player who is closest to the second virtual player is taken as the virtual player in the game. The first virtual player in the game is an optional implementation of the virtual player in the game.

[0298] In an optional embodiment, based on the relative positional relationship between the first virtual player and the virtual ball element, the first account controls the second virtual player in the game, and the second virtual player in the game is the first virtual player closest to the virtual ball element.

[0299] To illustrate, taking the determination of the virtual player in the game solely based on the relative position as an example, the first virtual player closest to the virtual ball element is taken as the virtual player in the game, and the second virtual player is an optional implementation of the virtual player in the game.

[0300] In an optional embodiment, the object match attributes corresponding to the first number of first virtual players are displayed.

[0301] Among them, the object match attribute is used to characterize the performance of the first virtual player in the virtual ball game. The object match attribute includes at least one of the object score attribute and the object physique attribute.

[0302] For illustrative purposes, the object's score attribute is the score performance of the virtual player in historical virtual ball games. Historical virtual ball games can be games before the current virtual ball game or previous performances within the current virtual ball game; no limitation is made here.

[0303] The physical attributes of an object describe the physical condition of a virtual player, such as at least one of the following: player height, player stamina, player explosiveness, player position in the game (such as center, guard, etc.).

[0304] Indicatively, in addition to displaying the first number of first virtual players, the game attributes of the corresponding objects for each first virtual player will also be displayed; furthermore, the first number of second virtual players can be viewed by the first account (e.g., directly displayed or triggered for viewing), or can be hidden from the first account (e.g., the first account cannot view them, but the second account can view them), etc., without any limitation here.

[0305] In some embodiments, when the account level of the first account is higher than that of the second account, the object match attributes corresponding to the first number of second virtual players are displayed.

[0306] In some embodiments, when the score result of the first team corresponding to the first team (the first score result belongs to a certain case of the first team score result) and the score result of the second team corresponding to the second team meet the result difference condition, the object match attributes corresponding to the first number of second virtual players are displayed. For example, when the score result of the first team is greater than the score result of the second team and the result difference is greater than 3 (result difference condition), the object match attributes corresponding to the first number of second virtual players are displayed.

[0307] In an optional embodiment, if a first number of first virtual players do not hold a virtual ball, the first account controls a third virtual player in the game based on the game attributes of the object corresponding to the first virtual player.

[0308] Among them, the third virtual player is at least one first virtual player with the highest match attribute.

[0309] To illustrate, taking the additional introduction of object match attributes as a factor in determining the virtual player in the match as an example, at least one first virtual player with the highest object match attribute is taken as the virtual player in the match, and the third virtual player in the match is an optional implementation of the virtual player in the match.

[0310] For example, in the early stages of a virtual ball game, the first virtual player with the highest stamina can be used as the third virtual player; or, in the later stages of a virtual ball game, the first virtual player with the highest explosive power can be used as the third virtual player.

[0311] It is worth noting that the above are merely illustrative examples, and the embodiments of this application are not limited thereto.

[0312] In conclusion, offering multiple modes enhances the diversity of virtual ball game options, better meeting the needs of different players. Players can choose modes with fewer virtual players to avoid longer match times and improve efficiency, or modes with more virtual players to ensure realism and strategic richness. Furthermore, different modes with varying scoring strategies allow players to experience different styles and enjoyment, preventing monotony and attracting players of varying skill levels, thus improving game balance and flexibility. Therefore, the multi-mode gameplay selection process optimizes computational resources, improves game quality, flexibility, and scalability, enhances social features and human-computer interaction efficiency, and increases player engagement.

[0313] In this embodiment of the application, considering the issue of game efficiency, the efficiency of the game can be improved by automatically selecting virtual players for the players. This not only ensures the personalized experience of the players, improves their sense of control and decision-making, but also enhances the depth, strategy and replay value of ball games, promotes social interaction and teamwork, increases the immersion of the game, and thus improves the game's retention rate and the long-term engagement of players.

[0314] Figure 13 This is a structural block diagram of a virtual ball game device provided in an exemplary embodiment of this application, as shown below. Figure 13 As shown, the device includes the following parts:

[0315] Display module 1310 is used to display a mode selection interface for virtual ball games. The mode selection interface includes a first mode and a second mode. In the first mode, the teams participating in the virtual ball games include a first number of virtual players. In the second mode, the teams participating in the virtual ball games include a second number of virtual players. The first scoring strategy corresponding to the first mode and the second scoring strategy corresponding to the second mode are different.

[0316] The receiving module 1320 is used to receive a mode selection operation for the first mode;

[0317] The display module 1310 is also used to display the first number of first virtual players in the first camp, and to display the first number of second virtual players in the second camp, wherein the first camp is controlled by the first account logged in by the current terminal;

[0318] The display module 1310 is further configured to, in response to receiving a ball element launch operation, display the first score result of the first team based on the first scoring strategy when the first virtual player in the first team holds a virtual ball element, wherein the ball element launch operation is used to control the first virtual player to launch the virtual ball element toward the scoring area.

[0319] In an optional embodiment, the display module 1310 is further configured to, in response to receiving the ball element launch operation, display the first score result of the first team based on the positional relationship between the virtual ball element and the scoring area, wherein the first scoring strategy includes analyzing the positional relationship between the virtual ball element and the scoring area.

[0320] In an optional embodiment, the display module 1310 is further configured to respond to receiving the ball element launch operation within a first preset time period after the first moment, and based on the positional relationship between the virtual ball element and the scoring area, display a second game result as the first score result based on the first game result corresponding to the first moment, wherein the second game result is not less than the first game result, and the first moment is the moment when the first virtual player obtains the virtual ball element.

[0321] In an optional embodiment, the display module 1310 is further configured to display a third game result in response to no ball element launch operation being received within a first preset time period after the first moment. The third game result is used to prompt the first account to transfer ownership of the virtual ball element to a second account, and the second account is used to control the second faction.

[0322] In an optional embodiment, the display module 1310 is further configured to, in response to receiving the ball element launch operation, display a positive score result as the first score result of the first team when the virtual ball element is launched into the scoring area, the positive score result being used to characterize the score obtained by the first team.

[0323] In an optional embodiment, the display module 1310 is further configured to, in response to receiving the ball element launch operation, display element contact points between the virtual ball element and the virtual game area corresponding to the virtual ball game, the element contact points including at least one of an initial contact point, a first scoring contact point, and a second scoring contact point, the initial contact point being the point where the virtual ball element first contacts the virtual game area after launch, the first scoring contact point being the contact point between the virtual ball element and the scoring area after launch, and the second scoring contact point being the contact point closest to the scoring area when the virtual ball element is not in the scoring area; based on a first positional relative relationship between the element contact points and the first virtual player, and a second positional relative relationship between the element contact points and the second virtual player, display the first scoring result of the first team, the first scoring strategy including a comprehensive analysis of the first positional relative relationship and the second positional relative relationship.

[0324] In an optional embodiment, the display module 1310 is further configured to display a positive score result as the first score result of the first camp when the first distance indicated by the first position relative relationship is not less than the second distance indicated by the second position relative relationship, wherein the first distance is used to characterize the distance between the first virtual player closest to the element contact point and the element contact point, and the second distance is used to characterize the distance between the second virtual player closest to the element contact point and the element contact point.

[0325] In an optional embodiment, the display module 1310 is further configured to display the first account-controlled game virtual player based on at least one of the object positional relationship between the first virtual player and the second virtual player, and the positional relative relationship between the first virtual player and the virtual ball element, when the first number of the first virtual players do not hold the virtual ball element; wherein the game virtual player is the first virtual player automatically determined from the first number of the first virtual players.

[0326] In an optional embodiment, the display module 1310 is further configured to display a first virtual player controlled by a first account in a game, based on the object distance relationship between the first virtual player and the second virtual player, wherein the first virtual player is the first virtual player closest to the second virtual player; or, based on the relative positional relationship between the first virtual player and the virtual ball element, display a second virtual player controlled by the first account in a game, wherein the second virtual player is the first virtual player closest to the virtual ball element.

[0327] In an optional embodiment, the display module 1310 is further configured to display the object match attributes corresponding to the first number of the first virtual players, the object match attributes being used to characterize the performance of the first virtual players in the virtual ball game, the object match attributes including at least one of object score attributes and object physique attributes; when the first number of the first virtual players do not hold the virtual ball, based on the object match attributes corresponding to the first virtual players, the first account controls a third match virtual player, the third match virtual player being at least one first virtual player with the highest object match attribute.

[0328] In an optional embodiment, the display module 1310 is further configured to display game end information when the score relationship between the first game score corresponding to the first account and the second game score corresponding to the second account conforms to a preset scoring rule. The game end information is used to indicate the end of the virtual ball game, and the second account is used to control the second team.

[0329] In an optional embodiment, the display module 1310 is further configured to display the game victory information of the first account as the game end information when the first game score corresponding to the first account reaches a preset score threshold and the second game score corresponding to the second account does not reach the preset score threshold; or, when the first game score corresponding to the first account reaches the preset score threshold, the first game score is higher than the second game score, and the score difference between the first game score and the second game score reaches a preset score difference, the game victory information of the first account is displayed as the game end information.

[0330] In an optional embodiment, the display module 1310 is further configured to receive the mode selection operation for the second mode; display the second number of the first virtual players in the first camp, and display the second number of the second virtual players in the second camp; and, in response to receiving the ball element launch operation, display the second score result of the first camp based on the second scoring strategy when the first virtual player in the first camp holds a virtual ball element; wherein the second scoring strategy is configured to combine analysis of the positional relationship between the virtual ball element and the scoring area, and the positional information of the virtual ball element relative to the virtual game area.

[0331] In an optional embodiment, the display module 1310 is further configured to respond to receiving the ball element launch operation within a second preset time period after the second moment, and the first virtual player holding the virtual ball element not transferring the virtual ball element from the first virtual sub-region to the second virtual sub-region, displaying a fifth game result as the second score result based on the positional relationship between the virtual ball element and the scoring region, on the basis of the fourth game result corresponding to the second moment; wherein the fifth game result is not less than the fourth game result, and the second moment is the moment when the first virtual player obtains the virtual ball element.

[0332] In an optional embodiment, the display module 1310 is further configured to respond to receiving the ball element launch operation within the second preset time after the second moment, and to display the sixth game result as the second score result in response to the presence of another first virtual player touching the virtual ball element in the second virtual sub-area. The sixth game result prompts the first account to transfer ownership of the virtual ball element to the second account, and the second account is used to control the second camp.

[0333] In an optional embodiment, the virtual game area includes a first virtual sub-area and a second virtual sub-area, wherein the first virtual sub-area is the front field area of ​​the first account and the second virtual sub-area is the back field area of ​​the first account;

[0334] The display module 1310 responds to receiving a ball element launch operation within a third preset time period, which controls the first virtual player to move the virtual ball element to the second virtual sub-region. Based on the first virtual player's passing status of the virtual ball within the virtual game area and the positional relationship between the virtual ball element and the scoring area, the display module 1310 displays the second score result.

[0335] In an optional embodiment, the display module 1310 is further configured to, in response to the first virtual player obtaining the virtual ball element in the second virtual sub-region and not receiving a ball element launch operation controlling the first virtual player to move the virtual ball element to the second virtual sub-region within the third preset time period, display a seventh game result as the second score result, wherein the seventh game result prompts the first account to transfer the ownership of the virtual ball to a second account, and the second account is used to control the second team.

[0336] In an optional embodiment, the virtual game area includes a first virtual sub-area and a second virtual sub-area, the first virtual sub-area being the frontcourt area of ​​the first account and the second virtual sub-area being the backcourt area of ​​the first account, the first virtual sub-area including a free throw area;

[0337] The display module 1310 is further configured to, when the first virtual player holding the virtual ball element is in the penalty area, if the object orientation of the first virtual player and the area orientation of the scoring area relative to the virtual game area are the same, display the eighth game result as the second score result of the first team, wherein the second score strategy includes analyzing the relationship between the object orientation and the area orientation.

[0338] In conclusion, offering multiple modes enhances the diversity of virtual ball game options, better meeting the needs of different players. Players can choose modes with fewer virtual players to avoid longer match times and improve efficiency, or modes with more virtual players to ensure realism and strategic richness. Furthermore, different modes with varying scoring strategies allow players to experience different styles and enjoyment, preventing monotony and attracting players of varying skill levels, thus improving game balance and flexibility. Therefore, the multi-mode gameplay selection process optimizes computational resources, improves game quality, flexibility, and scalability, enhances social features and human-computer interaction efficiency, and increases player engagement.

[0339] It should be noted that the virtual ball game device provided in the above embodiments is only an example of the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the virtual ball game device and the virtual ball game method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.

[0340] Figure 14 A structural block diagram of an electronic device 1400 provided in an exemplary embodiment of this application is shown. The electronic device 1400 may be a portable mobile terminal, such as a smartphone, in-vehicle terminal, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), MP4 player (Moving Picture Experts Group Audio Layer IV), laptop computer, or desktop computer. The electronic device 1400 may also be referred to as a user device, portable terminal, laptop terminal, desktop terminal, or other names.

[0341] Typically, electronic device 1400 includes a processor 1401 and a memory 1402.

[0342] Processor 1401 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1401 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1401 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1401 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content required to be displayed on the screen. In some embodiments, processor 1401 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.

[0343] The memory 1402 may include one or more computer-readable storage media, which may be non-transitory. The memory 1402 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1402 are used to store at least one instruction, which is executed by the processor 1401 to implement the virtual ball game method provided in the method embodiments of this application.

[0344] In some embodiments, the electronic device 1400 further includes one or more sensors. These sensors include, but are not limited to, proximity sensors, gyroscope sensors, and pressure sensors.

[0345] A proximity sensor, also known as a distance sensor, is typically located on the front panel of an electronic device 1400. The proximity sensor is used to detect the distance between the user and the front of the electronic device 1400.

[0346] The gyroscope sensor can detect the orientation and rotation angle of the electronic device 1400. The gyroscope sensor can work in conjunction with the accelerometer sensor to collect 3D motion data from the user on the electronic device 1400. Based on the data collected by the gyroscope sensor, the processor 1401 can perform the following functions: motion sensing (e.g., changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.

[0347] A pressure sensor can be installed on the side bezel and / or the lower layer of the display screen of the electronic device 1400. When the pressure sensor is installed on the side bezel of the electronic device 1400, it can detect the user's grip signal on the electronic device 1400, and the processor 1401 can perform left / right hand recognition or quick operation based on the grip signal collected by the pressure sensor. When the pressure sensor is installed on the lower layer of the display screen, the processor 1401 can control the operable controls on the UI interface based on the user's pressure operation on the display screen. Operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.

[0348] In some embodiments, the electronic device 1400 also includes other component parts, as those skilled in the art will understand. Figure 14 The structure shown does not constitute a limitation on the electronic device 1400, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.

[0349] Embodiments of this application also provide a computer device, which can be implemented as a terminal or a server. The computer device includes a processor and a memory, the memory storing at least one instruction, at least one program, a code set, or an instruction set. The processor loads and executes the at least one instruction, at least one program, code set, or instruction set to implement the virtual ball game method provided in the above-described method embodiments.

[0350] Embodiments of this application also provide a computer-readable storage medium storing at least one instruction, at least one program, code set, or instruction set, wherein the at least one instruction, at least one program, code set, or instruction set is loaded and executed by a processor to implement the virtual ball game method provided in the above-described method embodiments.

[0351] Embodiments of this application also provide a computer program product or computer program including computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform any of the virtual ball game methods described in the above embodiments.

[0352] Optionally, the computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), solid-state drives (SSDs), or optical discs, etc. The random access memory may include resistive random access memory (ReRAM) and dynamic random access memory (DRAM). The sequence numbers of the embodiments in this application are merely descriptive and do not represent the superiority or inferiority of the embodiments.

[0353] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware, or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk. The above descriptions are merely optional embodiments of this application and are not intended to limit the application. Any modifications, equivalent substitutions, or improvements made within the spirit and principles of this application should be included within the scope of protection of this application.

Claims

1. A virtual ball game method, characterized in that, The method includes: The virtual ball game mode selection interface is displayed. The mode selection interface includes a first mode and a second mode. In the first mode, the team participating in the virtual ball game includes a first number of virtual players. In the second mode, the team participating in the virtual ball game includes a second number of virtual players. The first scoring strategy corresponding to the first mode and the second scoring strategy corresponding to the second mode are different. Receive a mode selection operation for the first mode; Displays the first number of first virtual players in the first camp, and displays the first number of second virtual players in the second camp, wherein the first camp is controlled by the first account logged in on the current terminal; When the first virtual player in the first team holds a virtual ball element, in response to receiving a ball element launch operation, the first score result of the first team is displayed based on the first scoring strategy, wherein the ball element launch operation is used to control the first virtual player to launch the virtual ball element toward the scoring area.

2. The method according to claim 1, characterized in that, The step of responding to receiving a ball element launch operation and displaying the first score result of the first team based on the first scoring strategy includes: In response to receiving the ball element launch operation, based on the positional relationship between the virtual ball element and the scoring area, the first score result of the first team is displayed, and the first scoring strategy includes analyzing the positional relationship between the virtual ball element and the scoring area.

3. The method according to claim 2, characterized in that, The step of responding to receiving the ball element launch operation and displaying the first score result of the first team based on the positional relationship between the virtual ball element and the scoring area includes: In response to receiving the ball element launch operation within a first preset time period after the first moment, based on the positional relationship between the virtual ball element and the scoring area, a second game result is displayed as the first score result based on the first game result corresponding to the first moment, the second game result being no less than the first game result, and the first moment being the moment when the first virtual player obtains the virtual ball element.

4. The method according to claim 3, characterized in that, The method further includes: If no ball element launch operation is received within the first preset time period after the first moment, a third game result is displayed. The third game result is used to prompt the first account to transfer ownership of the virtual ball element to the second account, and the second account is used to control the second faction.

5. The method according to claim 2, characterized in that, The step of responding to receiving the ball element launch operation and displaying the first score result of the first team based on the positional relationship between the virtual ball element and the scoring area includes: In response to receiving the ball element launch operation, if the virtual ball element is launched into the scoring area, a positive score result is displayed as the first score result of the first team, the positive score result being used to characterize the score obtained by the first team.

6. The method according to any one of claims 1 to 5, characterized in that, The step of responding to receiving a ball element launch operation and displaying the first score result of the first team based on the first scoring strategy includes: In response to receiving the ball element launch operation, the element contact point between the virtual ball element and the virtual game area corresponding to the virtual ball game is displayed. The element contact point includes at least one of an initial contact point, a first scoring contact point, and a second scoring contact point. The initial contact point is the point where the virtual ball element first contacts the virtual game area after launch. The first scoring contact point is the contact point between the virtual ball element and the scoring area after launch. The second scoring contact point is the contact point closest to the scoring area when the virtual ball element is not in the scoring area. Based on the first positional relationship between the element contact point and the first virtual player, and the second positional relationship between the element contact point and the second virtual player, the first score result of the first team is displayed, and the first scoring strategy includes a comprehensive analysis of the first positional relationship and the second positional relationship.

7. The method according to claim 6, characterized in that, The display of the first score result of the first team based on the first positional relative relationship between the element contact point and the first virtual player, and the second positional relative relationship between the element contact point and the second virtual player, includes: If the first distance indicated by the first position relative relationship is not less than the second distance indicated by the second position relative relationship, a positive score result is displayed as the first score result of the first camp. The first distance is used to characterize the distance between the first virtual player closest to the element contact point and the element contact point, and the second distance is used to characterize the distance between the second virtual player closest to the element contact point and the element contact point.

8. The method according to any one of claims 1 to 5, characterized in that, The method further includes: In the event that the first number of first virtual players do not hold the virtual ball element, the first account-controlled game virtual player is displayed based on at least one of the object positional relationship between the first virtual player and the second virtual player, and the positional relative relationship between the first virtual player and the virtual ball element; The virtual player in the game is the first virtual player automatically determined from the first number of first virtual players.

9. The method according to claim 8, characterized in that, The method of displaying the first account-controlled game virtual player based on at least one of the object positional relationship between the first virtual player and the second virtual player, and the positional relative relationship between the first virtual player and the virtual ball element, includes: Based on the object distance relationship between the first virtual player and the second virtual player, the system displays the first virtual player controlled by the first account in the first match, where the first virtual player is the closest virtual player to the second virtual player; or... Based on the relative positional relationship between the first virtual player and the virtual ball element, the first account controls a second virtual player in the game, and the second virtual player in the game is the first virtual player closest to the virtual ball element.

10. The method according to any one of claims 1 to 5, characterized in that, The method further includes: Displays the object match attributes corresponding to the first number of the first virtual players respectively. The object match attributes are used to characterize the match performance of the first virtual player in the virtual ball game. The object match attributes include at least one of object score attributes and object physique attributes. In the event that the first number of first virtual players do not hold the virtual ball, based on the object match attribute corresponding to the first virtual player, the first account controls a third match virtual player, and the third match virtual player is at least one first virtual player with the highest object match attribute.

11. The method according to any one of claims 1 to 5, characterized in that, The method further includes: If the score relationship between the first game score corresponding to the first account and the second game score corresponding to the second account conforms to the preset scoring rules, the game end information is displayed. The game end information is used to indicate the end of the virtual ball game. The second account is used to control the second team.

12. The method according to claim 11, characterized in that, If the score relationship between the first game score corresponding to the first account and the second game score corresponding to the second account conforms to the preset scoring rules, the game end information is displayed, including: If the score of the first game corresponding to the first account reaches a preset score threshold, and the score of the second game corresponding to the second account does not reach the preset score threshold, the game victory information of the first account is displayed as the game end information; or... When the first game score corresponding to the first account reaches the preset score threshold, the first game score is higher than the second game score, and the score difference between the first game score and the second game score reaches the preset score difference, the game victory information of the first account is displayed as the game end information.

13. The method according to any one of claims 1 to 5, characterized in that, The method further includes: Receive the mode selection operation for the second mode; Display the second number of the first virtual players in the first camp, and display the second number of the second virtual players in the second camp; When the first virtual player in the first camp holds a virtual ball element, in response to receiving a launch operation of the ball element, the second score result of the first camp is displayed based on the second scoring strategy; The second scoring strategy is used to combine analysis of the positional relationship between the virtual ball element and the scoring area, as well as the positional information of the virtual ball element relative to the virtual game area.

14. The method according to claim 13, characterized in that, The virtual game area includes a first virtual sub-area and a second virtual sub-area. The first virtual sub-area is the front field area of ​​the first account, and the second virtual sub-area is the back field area of ​​the first account. The response to receiving the ball element launch operation, displaying the second score result of the first team based on the second scoring strategy, includes: In response to receiving the ball element launch operation within a second preset time period after the second moment, and the first virtual player holding the virtual ball element not transferring the virtual ball element from the first virtual sub-region to the second virtual sub-region, based on the positional relationship between the virtual ball element and the scoring region, the fifth game result is displayed as the second scoring result based on the fourth game result corresponding to the second moment; Wherein, the result of the fifth game is not less than the result of the fourth game, and the second moment is the moment when the first virtual player obtains the virtual ball element.

15. The method according to claim 14, characterized in that, The method further includes: In response to receiving the ball element launch operation within the second preset time period after the second moment, and if another first virtual player in the second virtual sub-area comes into contact with the virtual ball element, the sixth game result is displayed as the second score result. The sixth game result prompts the first account to transfer the ownership of the virtual ball element to the second account, and the second account is used to control the second camp.

16. The method according to claim 13, characterized in that, The virtual game area includes a first virtual sub-area and a second virtual sub-area. The first virtual sub-area is the front field area of ​​the first account, and the second virtual sub-area is the back field area of ​​the first account. The response to receiving the ball element launch operation, displaying the second score result of the first team based on the second scoring strategy, includes: In response to receiving a ball element launch operation within a third preset time period, which controls the first virtual player to move the virtual ball element to the second virtual sub-region, the second score result is displayed based on the first virtual player's passing status of the virtual ball within the virtual game area and the positional relationship between the virtual ball element and the scoring area.

17. The method according to claim 16, characterized in that, The method further includes: If the first virtual player acquires the virtual ball element in the second virtual sub-region, in response to the absence of a ball element launch operation controlling the first virtual player to move the virtual ball element to the second virtual sub-region within the third preset time period, the seventh game result is displayed as the second score result. The seventh game result prompts the first account to transfer ownership of the virtual ball to the second account, and the second account is used to control the second team.

18. The method according to claim 13, characterized in that, The virtual game area includes a first virtual sub-area and a second virtual sub-area. The first virtual sub-area is the frontcourt area of ​​the first account, and the second virtual sub-area is the backcourt area of ​​the first account. The first virtual sub-area includes the free throw area. The response to receiving the ball element launch operation, displaying the second score result of the first team based on the second scoring strategy, includes: When the first virtual player holding the virtual ball element is in the penalty area, if the object orientation of the first virtual player and the area orientation of the scoring area relative to the virtual game area are the same, the eighth game result is displayed as the second score result of the first team. The second score strategy includes analyzing the relationship between the object orientation and the area orientation.

19. A virtual ball game device, characterized in that, The device includes: The display module is used to display the mode selection interface for virtual ball games. The mode selection interface includes a first mode and a second mode. In the first mode, the teams participating in the virtual ball games include a first number of virtual players. In the second mode, the teams participating in the virtual ball games include a second number of virtual players. The first scoring strategy corresponding to the first mode and the second scoring strategy corresponding to the second mode are different. A receiving module is used to receive a mode selection operation for the first mode; The display module is also used to display the first number of first virtual players in the first camp, and to display the first number of second virtual players in the second camp, wherein the first camp is controlled by the first account logged in by the current terminal; The display module is further configured to, in response to receiving a ball element launch operation, display the first score result of the first team based on the first scoring strategy when the first virtual player in the first team holds a virtual ball element, wherein the ball element launch operation is used to control the first virtual player to launch the virtual ball element toward the scoring area.

20. A computer device, characterized in that, The computer device includes a processor and a memory, the memory storing at least one program, which is loaded and executed by the processor to implement the virtual ball game method as described in any one of claims 1 to 18.

21. A computer-readable storage medium, characterized in that, The storage medium stores at least one program, which is loaded and executed by a processor to implement the virtual ball game method as described in any one of claims 1 to 18.

22. A computer program product, characterized in that, Includes computer instructions that, when executed by a processor, implement the virtual ball game method as described in any one of claims 1 to 18.