Information processing method and apparatus in game, electronic device, and readable storage medium
By passing the ball directly when the target virtual character scores on the virtual sphere in sports competitive games, the problems of low efficiency and low accuracy are solved, and more efficient hardware device resource utilization and rich gameplay are achieved.
Patent Information
- Application Number
- PCT/CN2024/126478
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-11-01
- Filing Date
- 2024-10-22
- Publication Date
- 2025-05-08
AI Technical Summary
In existing sports competition games, the virtual sphere's transmission operation efficiency is low, the accuracy is low, and the data processing volume of hardware equipment is large, resulting in increased processing burden and power consumption.
When the target virtual character's score interaction on the virtual sphere and the virtual sphere is not out of the control of the target virtual character, the pass operation is directly performed to transmit the virtual sphere to the selected target receiving character.
It improves the efficiency and accuracy of pass operations, reduces the data processing volume and processing burden of hardware equipment, saves power consumption, and reduces performance overhead, while providing new gameplay.
Smart Images

Figure CN2024126478_08052025_PF_FP_ABST
Abstract
Description
Information processing method, device, electronic device and readable storage medium in games
[0001] CROSS-REFERENCE TO RELATED APPLICATIONS
[0002] This disclosure claims priority to Chinese patent application number 202311449196.8, filed on November 1, 2023, entitled “Information processing method, device, electronic device and readable storage medium in games”, the entire contents of which are incorporated herein by reference. Technical Field
[0003] The present disclosure relates to the field of game technology, and in particular to information processing methods, devices, electronic devices, and readable storage media in games. Background Art
[0004] With the continuous development of gaming technology, a large number of games with different themes have emerged to meet the needs of players. Sports games are one of them. In related technologies, a sports game running on a terminal device displays multiple controls on the scene screen, including movement controls and at least one action control control. The movement controls can be used to control the movement of a virtual character in a virtual interactive scene, and the action control controls are used to control the virtual character to perform corresponding competitive actions.
[0005] Taking a virtual ball game as an example of a sports competitive game, in order to ensure the smooth progress of the game, multiple virtual characters in the same camp need to cooperate with each other. At this time, the virtual ball is passed according to the situation on the field in the virtual interactive scene. In related technologies, the operation process for passing the virtual ball is generally as follows: after the target virtual character obtains control of the virtual ball, the player controlling the target virtual character triggers the pass control in the graphical user interface to select a virtual character in the same camp to pass the virtual ball.
[0006] However, in the above process, multiple steps are required to screen virtual characters in the same camp. The target virtual character selection operation takes a long time, the passing efficiency is low and the accuracy is not high. At the same time, the above passing operation is only performed when the target virtual character does not perform related skills. The timing of the pass is difficult to control, and the human-computer interaction efficiency is low.
[0007] Summary of the Invention
[0008] In view of this, the purpose of the present disclosure is to provide an information processing method, device, electronic device and readable storage medium in a game, which can perform a passing operation during the target virtual character's scoring interaction operation on the virtual sphere and the virtual sphere is not out of the control of the target virtual character, and directly transmit the virtual sphere to the selected target receiving character, thereby improving the efficiency and accuracy of the passing operation, reducing the data processing volume of the hardware device (terminal device and / or server), and thus reducing the processing burden of the hardware device (terminal device and / or server), saving the power consumption of the hardware device (terminal device and / or server), and reducing the performance overhead of the hardware device (terminal device and / or server); at the same time, providing a passing gameplay during the scoring interaction operation stage, further improving the richness of the game play and the efficiency of human-computer interaction.
[0009] In a first aspect, embodiments of the present disclosure provide a method for processing information in a game, wherein a virtual interactive scene is provided on a graphical user interface of a terminal device for virtual characters from different camps to interact with each other, wherein the virtual interactive scene comprises a virtual sphere for which the virtual characters from different camps compete. The method comprises:
[0010] In response to a score interaction operation on the virtual sphere by a target virtual character, controlling the virtual sphere to move toward a target position of the virtual interaction scene;
[0011] When the virtual sphere is in the preparation stage of the scoring interaction operation, wherein the preparation stage indicates that the virtual sphere has not escaped the control of the target virtual character; in response to a pass trigger operation of the target virtual character on the virtual sphere, the target virtual character is controlled to transfer the virtual sphere to a target receiving character; wherein the target receiving character is a designated virtual character in the same camp as the target virtual character.
[0012] In a second aspect, embodiments of the present disclosure further provide an information processing device for use in a game, which provides, on a graphical user interface of a terminal device, a virtual interactive scene for enabling virtual characters from different camps to interact, wherein the virtual interactive scene comprises a virtual sphere for which the virtual characters from different camps compete. The information processing device comprises:
[0013] a movement control module configured to execute, in response to a score interaction operation of a target virtual character on the virtual sphere, control the virtual sphere to move toward a target position of the virtual interaction scene;
[0014] The ball transfer module is configured to execute when the virtual ball is in the preparation stage of the scoring interaction operation, wherein the preparation stage indicates that the virtual ball has not been out of the control of the target virtual character; in response to the pass trigger operation of the target virtual character on the virtual ball, control the target virtual character to transfer the virtual ball to the target receiving character; wherein the target receiving character is a designated virtual character in the same camp as the target virtual character.
[0015] In a third aspect, an embodiment of the present disclosure further provides an electronic device comprising: a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to execute the information processing method in the game as described in any one of the first aspects.
[0016] In a fourth aspect, an embodiment of the present disclosure further provides a computer-readable storage medium having a computer program stored thereon, and when the computer program is run by a processor, the information processing method in the game as described in any one of the first aspects is executed.
[0017] The information processing method, device, electronic device and readable storage medium in the game provided by the embodiment of the present disclosure respond to the scoring interaction operation of the target virtual character on the virtual sphere, control the virtual sphere to move to the target position of the virtual interactive scene; when the virtual sphere is in the preparation stage of the scoring interaction operation, respond to the passing trigger operation of the target virtual character on the virtual sphere, control the target virtual character to transfer the virtual sphere to the target receiving character. In this way, during the scoring interaction operation of the target virtual character on the virtual sphere, and the virtual sphere is not out of the control of the target virtual character, the passing operation can be performed, and the virtual sphere is directly transferred to the selected target receiving character, thereby improving the efficiency and accuracy of the passing operation, reducing the data processing amount of the hardware device (terminal device and / or server), thereby reducing the processing burden of the hardware device (terminal device and / or server), saving the power consumption of the hardware device (terminal device and / or server), and reducing the performance overhead of the hardware device (terminal device and / or server); at the same time, providing a passing gameplay during the scoring interaction operation stage, further improving the richness of game play and the efficiency of human-computer interaction.
[0018] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0019] In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the following briefly introduces the drawings required for use in the embodiments. It should be understood that the following drawings only illustrate certain embodiments of the present disclosure and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without creative work.
[0020] FIG1 is a flow chart of an information processing method in a game provided by one embodiment of the present disclosure;
[0021] FIG2 is a schematic diagram of a graphical user interface according to one embodiment of the present disclosure;
[0022] FIG3 is a second schematic diagram of a graphical user interface provided by one embodiment of the present disclosure;
[0023] FIG4 is a third schematic diagram of a graphical user interface provided by one embodiment of the present disclosure;
[0024] FIG5 is a fourth schematic diagram of a graphical user interface provided by one embodiment of the present disclosure;
[0025] FIG6 is a schematic diagram of the structure of an information processing device in a game provided by one embodiment of the present disclosure;
[0026] FIG7 is a schematic structural diagram of an electronic device provided by one embodiment of the present disclosure. DETAILED DESCRIPTION
[0027] In order to make the purpose, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only part of the embodiments of the present disclosure, not all of the embodiments. The components of the embodiments of the present disclosure generally described and shown in the drawings herein can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present disclosure provided in the drawings is not intended to limit the scope of the disclosure for which protection is sought, but merely represents selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, every other embodiment obtained by those skilled in the art without making creative work falls within the scope of protection of the present disclosure.
[0028] First, the nouns involved in this disclosure are introduced:
[0029] (1) Terminal equipment
[0030] The terminal device involved in the embodiments of the present disclosure mainly refers to a terminal for providing a graphical user interface and capable of controlling operations on a virtual character. Among them, the terminal device can be the local terminal device mentioned below, or a client device in a cloud interactive system. The terminal device may include but is not limited to any one of the following devices: a laptop computer, a smart phone, a tablet computer, a desktop computer, a game console, an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer 4) player, a personal digital assistant (PDA), an e-book reader, etc. An application that supports games is installed and running in the terminal device, such as an application that supports three-dimensional games or two-dimensional games. In the embodiments of the present disclosure, the application is introduced as a game application. Optionally, the application can be a stand-alone application, such as a stand-alone 3D game program, or a network-connected application.
[0031] (2) Graphical User Interface
[0032] A graphical user interface (GUI) is an interface display format for communication between humans and computers. It allows users to manipulate icons, logos, or menu options on the screen using input devices such as a mouse or keyboard. It also allows users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch-sensitive terminal to select commands, start programs, or perform other tasks.
[0033] (3) Virtual interaction scene
[0034] A virtual interactive scene is the game scene displayed (or provided) when an application is running on a terminal or server, i.e., the scene used during normal game play. Specifically, a virtual interactive scene refers to the virtual game controls that host virtual characters during game play. Within the game scene, the virtual characters can perform actions such as movement and skill release, controlled by commands issued by the user (i.e., player) to the terminal device. Optionally, the game scene can be a simulation of the real world, a virtual environment that is partially simulated and partially fictional, or a purely fictional virtual environment. The game scene can be any of two-dimensional virtual interactive scenes, 2.5-dimensional virtual interactive scenes, and three-dimensional virtual interactive scenes. The virtual environment can be the sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. The game scene is the scene where the user controls the complete game logic of the virtual character. Optionally, the game scene can also be used for game scenes between at least two virtual characters, with virtual resources available to the at least two virtual characters. Exemplarily, the game scene can include any one or more of the following elements: game background elements, game object elements, game prop elements, and game material elements.
[0035] (4) Target virtual character:
[0036] Refers to a dynamic object that can be controlled in a game scene. Optionally, the dynamic object can be a virtual character, a virtual animal, an animated character, etc. The virtual character is a character controlled by the player through an input device (e.g., a terminal device), or an artificial intelligence (AI) set in a virtual scene battle through training, or a non-player character (NPC) set in a game scene battle. Optionally, the virtual character can include a virtual character that competes in a game scene. Optionally, the number of virtual characters in the game scene battle is preset, or dynamically determined according to the number of clients joining the battle, and the embodiments of the present disclosure are not limited to this. In one possible implementation, the user can control the virtual character to move in the virtual scene, for example, control the virtual character to run, jump, crawl, etc., and can also control the virtual character to fight with other virtual characters using skills, virtual props, etc. provided by the application.
[0037] Next, the technical background of this disclosure is introduced:
[0038] With the continuous development of gaming technology, a large number of games with different themes have emerged to meet the needs of players. Sports games are one of them. In related technologies, a sports game running on a terminal device displays multiple controls on the scene screen, including movement controls and at least one action control control. The movement controls can be used to control the movement of a virtual character in a virtual interactive scene, and the action control controls are used to control the virtual character to perform corresponding competitive actions.
[0039] Taking a virtual ball game as an example of a sports competitive game, in order to ensure the smooth progress of the game, multiple virtual characters in the same camp need to cooperate with each other. At this time, the virtual ball is passed according to the situation on the field in the virtual interactive scene. In related technologies, the operation process for passing the virtual ball is generally as follows: after the target virtual character obtains control of the virtual ball, the player controlling the target virtual character triggers the pass control in the graphical user interface to select a virtual character in the same camp to pass the virtual ball.
[0040] However, in the above process, multiple steps are required to screen virtual characters in the same camp. The target virtual character selection operation takes a long time, the passing efficiency is low and the accuracy is not high. At the same time, the above passing operation is only performed when the target virtual character does not perform related skills. The timing of the pass is difficult to control, and the human-computer interaction efficiency is low.
[0041] Based on this, the embodiments of the present disclosure provide an information processing method in the game to improve the efficiency and accuracy of passing operations, reduce the data processing volume of hardware devices (terminal devices and / or servers), thereby reducing the processing burden of hardware devices (terminal devices and / or servers), saving power consumption of hardware devices (terminal devices and / or servers), reducing the performance overhead of hardware devices (terminal devices and / or servers), and improving the richness of game play and human-computer interaction efficiency.
[0042] In one embodiment of the application, the in-game information processing method can be run on a local terminal device or a server. When the in-game information processing method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0043] In an optional embodiment, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the information processing method in the game are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud game server in the cloud performs information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0044] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0045] In one possible implementation, the disclosed embodiments provide a method for processing information within a game, providing a graphical user interface via a terminal device. The terminal device may be the aforementioned local terminal device (e.g., a local touch terminal) or a client device in the aforementioned cloud interaction system. The following description uses the example of the information processing method within the game running on a local terminal device (hereinafter referred to as the terminal device).
[0046] Please refer to Figure 1, which is a flow chart of an information processing method in a game provided by an embodiment of the present disclosure. As shown in Figure 1, the information processing method in a game provided by an embodiment of the present disclosure includes:
[0047] S101 : In response to a scoring interaction operation on the virtual sphere by a target virtual character, control the virtual sphere to move toward a target position of the virtual interaction scene.
[0048] S102. When the virtual sphere is in a preparation stage for a scoring interaction operation, wherein the preparation stage indicates that the virtual sphere has not escaped the control of the target virtual character; in response to a pass triggering operation of the target virtual character on the virtual sphere, controlling the target virtual character to transfer the virtual sphere to a target receiving character; wherein the target receiving character is a designated virtual character in the same camp as the target virtual character.
[0049] The information processing method in the game provided by the embodiment of the present disclosure can perform a passing operation while the target virtual character is interactively operating the virtual sphere to score, and the virtual sphere is not out of the control of the target virtual character, and directly transmit the virtual sphere to the selected target receiving character, thereby improving the efficiency and accuracy of the passing operation, reducing the data processing volume of the hardware device (terminal device and / or server), thereby reducing the processing burden of the hardware device (terminal device and / or server), saving the power consumption of the hardware device (terminal device and / or server), and reducing the performance overhead of the hardware device (terminal device and / or server); at the same time, a passing gameplay is provided during the scoring interactive operation stage, further improving the richness of the game play and the efficiency of human-computer interaction.
[0050] The following describes the exemplary steps of the embodiment of the present disclosure:
[0051] S101 : In response to a scoring interaction operation on the virtual sphere by a target virtual character, control the virtual sphere to move toward a target position of the virtual interaction scene.
[0052] In the disclosed embodiment, a virtual game includes two camps, which compete for a virtual sphere through confrontation and interaction, and use the virtual sphere to trigger a scoring event, thereby settling the scores of different camps. When specified conditions are met (a certain time is reached, the game end time can be pre-set, and when the time node is reached, the current game is directly settled. When the game end time is reached, the camp with the higher score wins the game, or a camp reaches a certain score first, and the game end score can be pre-set, and when a camp reaches the game end score, the game is determined to be over, and the camp that obtains the game end score wins the game, the confrontation interaction ends, and the scores are settled to determine which camp wins and which camp loses), etc.
[0053] In one possible implementation, after the target virtual character obtains control of the virtual sphere, it can perform a scoring interaction operation on the virtual sphere at an appropriate time (such as when the target virtual character is close to the target position and there is no obstruction from other virtual characters). After the target virtual character performs the scoring interaction operation on the virtual sphere, the virtual sphere is controlled to move toward the target position of the virtual interaction scene. If the virtual sphere enters the area where the target position is located, the target virtual character and the camp where the target virtual character is located can obtain corresponding scores.
[0054] For example, when the virtual sphere is a virtual basketball, the virtual basketball is controlled to enter the virtual basket (target position) through the scoring interactive operation of the virtual basketball; when the virtual sphere is a virtual football, the virtual football is controlled to enter the virtual goal (target position) through the scoring interactive operation of the virtual football, etc.
[0055] In one possible implementation, when the target virtual character performs a scoring interaction operation on the virtual sphere, if the virtual sphere enters the area where the target position is located, when calculating the score, it is also necessary to score based on the position of the virtual character when controlling the virtual sphere to enter the designated area. For example, when the virtual sphere is a virtual basketball, it is necessary to calculate whether the goal is a three-pointer or a two-pointer based on the position of the virtual character.
[0056] For example, taking the virtual sphere as a virtual basketball, a scoring event can be throwing the virtual basketball into a virtual basket, and determining the specific score (2 points, 3 points, etc.) based on the specific position of the virtual character when throwing the virtual basketball; taking the virtual sphere as a virtual basketball, a scoring event can be kicking the virtual football into the virtual goal, with one point scored.
[0057] In one possible implementation, for a target virtual character, a player can control the target virtual character to perform corresponding game skills through multiple skill controls on a graphical user interface; the skill controls correspond one-to-one to the skills possessed by the target virtual character; for different virtual characters, the basic skills may be the same (taking the virtual sphere as a virtual basketball as an example, the basic skills may be shooting, passing, layups, requesting the ball, etc.), but for different virtual characters, there may be differentiated character skills, therefore, when the player selects a different virtual character, the number of skill controls displayed in the graphical user interface and the specific skills corresponding to each skill control may be different.
[0058] In a possible implementation, the player may control the virtual sphere to move toward a target position in the virtual interactive scene by triggering a scoring skill control in a graphical user interface.
[0059] Specifically, the step of “responding to a score interaction operation on the virtual sphere by a target virtual character, controlling the virtual sphere to move toward a target position of the virtual interaction scene” includes:
[0060] a1: In response to a first trigger operation on a score skill control in the skill control, controlling the virtual sphere to move toward a target position of the virtual interactive scene.
[0061] In the embodiment of the present disclosure, the first trigger operation for the scoring skill control may be a touch operation for the scoring skill control or a click operation for the scoring skill control.
[0062] For example, when the terminal device is a mobile terminal, the first trigger operation for the scoring skill control can be a touch operation (long press operation, click operation or sliding operation, etc.) for the scoring skill control; when the terminal device is a PC, the first trigger operation for the scoring skill control can be a click operation (through a mouse click operation, etc.) on the scoring skill control through an external input device.
[0063] For example, taking the virtual sphere as a virtual basketball, the scoring skill control may be a shooting control or a layup control. After receiving the first trigger operation for the shooting control or the layup control, the animation of the target virtual character performing the shooting or layup is displayed in the graphical user interface (for example, if you currently want to control the target virtual character to perform a "three-step layup" operation, after receiving the first trigger operation for the layup control, the "three-step layup" animation of the target virtual character is simultaneously displayed in the graphical user interface).
[0064] In one possible implementation, when the target virtual character performs a scoring interaction operation on the virtual sphere and the virtual sphere is under the control of the target virtual character, if the player currently does not want to perform the scoring interaction operation again (for example, the current shooting position of the virtual sphere is not suitable and cannot accurately enter the target position range), the target virtual character can perform a scoring interaction operation on the virtual sphere and, while the virtual sphere is under the control of the target virtual character, trigger the passing operation again to pass the virtual sphere to the designated target receiving character.
[0065] S102. When the virtual sphere is in a preparation stage for a scoring interaction operation, wherein the preparation stage indicates that the virtual sphere has not escaped the control of the target virtual character; in response to a pass triggering operation of the target virtual character on the virtual sphere, controlling the target virtual character to transfer the virtual sphere to a target receiving character; wherein the target receiving character is a designated virtual character in the same camp as the target virtual character.
[0066] In the embodiment of the present disclosure, when the target virtual character performs a scoring interaction operation on the virtual sphere and the virtual sphere is not out of the control of the target virtual character, the skill of transferring the virtual sphere to the designated target receiving character again can be a skill unique to one or several virtual characters, that is, the above operation can only be performed when the player starts the game and selects a specific virtual character; or all virtual characters in the game can have the above skills, and the player can control any virtual character to perform a scoring interaction operation on the virtual sphere, and when the virtual sphere is not out of the control of the target virtual character, transfer the virtual sphere to the designated target receiving character again.
[0067] In one possible implementation, in the case where all virtual characters can possess the above-mentioned skills, the above-mentioned skills can be used as achievement triggering skills, that is, after the player controls the target virtual character to perform specific skills and obtains enough points, the above-mentioned skills can be unlocked, rather than the player immediately possessing the above-mentioned skills after selecting the target virtual character.
[0068] In one possible implementation, the skill triggering process of passing the virtual sphere to the designated target receiving character again while the target virtual character performs a scoring interaction operation on the virtual sphere and the virtual sphere is still under the control of the target virtual character can also be triggered by the player's touch operation on the skill control in the graphical user interface; after determining that the target virtual character has the above-mentioned skill or after the target virtual character has unlocked the above-mentioned skill, the operation control of the above-mentioned skill can be additionally displayed on the basis of the multiple skill controls displayed on the graphical user interface, and the above-mentioned skill can be triggered through the additionally displayed operation control of the above-mentioned skill. However, due to the limited display range of the graphical user interface, the display method of additionally displaying a skill control may cause obstruction of the graphical user interface, affecting the player's observation of the game scene.
[0069] Based on this, in another possible implementation, the skills of the target skill control among the multiple skill controls can be converted on the basis of the multiple skill controls displayed on the graphical user interface, and then updated to a skill control that can execute the above skills. In this way, while ensuring that the player can issue the above-mentioned passing operation through the skill control, no additional skill controls are added, thereby reducing the obstruction of the game scene in the graphical user interface.
[0070] Specifically, the information processing method further includes:
[0071] b1: When the virtual sphere is in a preparation stage for a scoring interaction operation, converting a target skill control among the multiple skill controls into a return control.
[0072] In an embodiment of the present disclosure, when the virtual sphere is in the preparation stage of a scoring interaction operation and the virtual sphere is not currently out of the control of the target virtual character (the virtual sphere is not thrown by the target virtual character and the virtual sphere does not leave the hand position of the target virtual character), the target skill control among the pre-set multiple controls can be converted into a return control.
[0073] In one possible implementation, converting the target skill control into a return control can involve changing the skill name on the target skill control to the name of the return skill, "Return," so as to prompt the player, through a display on a graphical user interface, that the function of the current control has been modified.
[0074] Specifically, after the target skill control is converted into a return control, the return control can be highlighted (highlighted, enlarged, etc.) to prompt the player that the function of the current control has been modified.
[0075] In one possible implementation, the selection of a target skill control may be to convert any one of a plurality of skill controls into a return control. The target skill control selection process is set by the system before the game starts, or the selection authority is authorized to the player before the game starts. The player can choose which control to set as the target skill control according to his or her own operating habits to convert the return control.
[0076] For example, with respect to the method of setting and selecting the target skill control by the system, the "pass" skill control can be set as the target skill control first, because the function of the "pass" control itself is also to transmit the virtual sphere to other virtual characters, which is similar to the skill nature of the "return" skill, but the operation of the "pass" control is to transmit the virtual sphere to any virtual character in the virtual interactive scene that is in the same camp as the target virtual character, while the "return" control transmits the virtual sphere to the designated virtual character when the target virtual character performs a scoring interaction operation on the virtual sphere. There is a conflict between the two operation methods, so setting the "pass" skill control as the target skill control for conversion operation does not essentially affect other conventional skill operations, and ensures the specific implementation of the player's control over the target virtual character.
[0077] Furthermore, when the target virtual character performs a scoring interaction operation on the virtual sphere and the virtual sphere has not left the control of the target virtual character, if the player currently does not want to perform the scoring interaction operation anymore, the virtual sphere can be transferred to the designated target receiving character. For the target receiving character, it is a pre-selected virtual character, and when the target virtual character performs a scoring interaction operation on the virtual sphere, the receiving mark needs to be continuously displayed to prompt the target receiving character who can currently receive the ball. The process of determining the target receiving character will be explained below.
[0078] In the first aspect, the target ball receiving character is a virtual character that transmits the virtual ball to the target virtual character.
[0079] Specifically, before the step of “responding to the score interaction operation of the target virtual character on the virtual sphere”, the information processing method further includes:
[0080] c1: In response to the target virtual character receiving the virtual ball transmitted by the first virtual character, marking the first virtual character as the target ball-receiving character corresponding to the target virtual character; wherein the first virtual character is any virtual character in the same camp as the target virtual character.
[0081] In an embodiment of the present disclosure, if the target virtual character successfully receives the virtual sphere transmitted to the first virtual character in the same camp, the first virtual character is marked as the target receiving character. When the target virtual character is in the preparation stage of performing a scoring interaction operation, the virtual sphere can be transmitted to the target receiving character.
[0082] It is worth noting that when the target catching character is the virtual character that transmits the virtual sphere to the target virtual character, it must be the virtual character that transmits the virtual sphere controlled by the current target virtual character to the target virtual character, that is, the target catching character is the character that most recently transmitted the virtual sphere to the target virtual character.
[0083] In a possible implementation, the first virtual character can be determined as the target receiving character only when the target virtual character receives the pass from the first virtual character. The following describes the process of the target virtual character receiving the virtual ball transmitted by the first virtual character.
[0084] Specifically, the following steps are performed to determine whether the target virtual character receives the virtual sphere transmitted by the first virtual character:
[0085] d1: determining the target distance between the position of the target virtual character when receiving the ball and the position of the first virtual character when passing the ball;
[0086] d2: Detecting whether the target distance is less than a preset distance threshold. If the target distance is less than the preset distance threshold, determining that the target virtual character receives the virtual sphere transmitted by the first virtual character.
[0087] In the disclosed embodiment, when two virtual characters pass the ball to each other, the criteria for judging whether the virtual characters can catch the virtual sphere may be whether the distance between the two virtual characters is within the passing range, and whether the virtual character receiving the ball will drop the ball after catching it. If the distance between the two virtual characters is within the passing range and the receiving character will not drop the ball after catching the virtual sphere, it is determined that the pass between the two virtual characters can be successful.
[0088] Specifically, when the first virtual character transmits a virtual sphere to the target virtual character, it is necessary to determine whether the target distance between the position of the target virtual character when receiving the ball and the position of the first virtual character when passing the ball is less than a preset distance threshold. If the target distance is less than the preset distance threshold, it is determined that the current target virtual character can receive the virtual sphere transmitted by the first virtual character. At the same time, after determining that the target virtual character is currently ready to receive the virtual sphere (for example, the target virtual character has made a catching action toward the first virtual character), it is determined that the target virtual character can catch the virtual sphere and will not drop the ball. At this time, it can be determined that the target virtual character receives the virtual sphere transmitted by the first virtual character.
[0089] In one possible implementation, after the target virtual character receives the virtual sphere transmitted by the first virtual character, the first virtual character is determined as the target receiving character. The target virtual character can transmit the virtual sphere back to the target receiving character in the preparation stage of executing the scoring interaction operation, and the target receiving character can transmit the virtual sphere to the target virtual character again. Then, the virtual sphere can be used by the target virtual character to transfer infinitely between the target virtual character and the target receiving character through the "return" skill. Other virtual characters in the virtual interaction scene may not be able to obtain control of the virtual sphere for a period of time, and the game experience of players controlling other virtual characters will be reduced. In order to prevent the above situation from occurring, it is necessary to detect whether the first virtual character is determined as the target receiving character. If it is determined that the first virtual character meets the conditions, the first virtual character will be determined as the target receiving character.
[0090] Specifically, the step of “in response to the target virtual character receiving the virtual ball transmitted by the first virtual character, marking the first virtual character as the target ball-receiving character corresponding to the target virtual character” includes:
[0091] e1: In response to the target virtual character receiving the virtual ball transmitted by the first virtual character, detecting whether the first virtual character is the target ball-receiving character determined last time.
[0092] e2: If the first virtual character is not the target receiving character determined last time and receives a pass from the target virtual character, determine the first virtual character as the target receiving character.
[0093] e3: If the first virtual character is the target receiving character determined last time and receives a pass from the target virtual character, detect whether a pass reset condition is triggered after the first virtual character is determined as the target receiving character. If the pass reset condition is triggered, determine the first virtual character as the target receiving character.
[0094] In the embodiment of the present disclosure, after the target virtual character receives the virtual sphere transmitted by the first virtual character, it is necessary to determine whether the first virtual character is the target receiving character determined last time. If it is determined that the first virtual character is not the target receiving character determined last time, then the first virtual character is directly determined as the target receiving character; and if the first virtual character is the target receiving character determined last time, it is necessary to determine whether the pass reset condition has been triggered between the time when the first virtual character was determined as the target receiving character and the current moment. If the pass reset condition has been triggered, the first virtual character will be determined as the target receiving character; and if the pass reset condition has not been triggered, the first virtual character will no longer be determined as the target receiving character at this time, but will wait for the virtual character that executes the preset cooperation event to appear and determine it as the target receiving character (the specific determination method will be explained in detail later and will not be explained in detail here).
[0095] Specifically, the above judgment process needs to ensure that the mark of the target ball-receiving character is not triggered continuously on the same virtual character, and the virtual ball is not repeatedly passed between the same two virtual characters.
[0096] For example, when the first virtual character B transfers the virtual sphere to the target virtual character A, the first virtual character B is determined as the target receiving character. When the target virtual character A is performing a scoring interaction operation on the virtual sphere for the target virtual character, and the virtual sphere is in the preparation stage of the scoring interaction operation, the target virtual character A transfers the virtual sphere to the target receiving character: the first virtual character B. When the first virtual character B transfers the virtual sphere to the target virtual character A again and the pass reset condition is not triggered, the first virtual character B will no longer be determined as the target receiving character for performing the return pass skill.
[0097] Furthermore, if the pass reset condition is triggered, when the first virtual character transmits the virtual ball to the target virtual character, the first virtual character can be determined as the target ball receiving character.
[0098] In a possible implementation manner, the pass reset condition includes at least one of the following:
[0099] The game round is switched, the attack and defense roles of the target virtual character and / or the first virtual character are switched, the scoring interaction operation performed by the target virtual character ends, the target virtual character triggers the target skill, and the target virtual character receives a touchdown pass.
[0100] For example, if a new game round has been started between the time when the first virtual character was determined as the target receiving character and the current moment, the first virtual character can be determined as the target receiving character again at this time; if the target virtual character and the game camp to which the first virtual character belongs have changed from the defensive side to the offensive side between the time when the first virtual character was determined as the target receiving character and the current moment, the first virtual character can be determined as the target receiving character again at this time; if the target virtual character has controlled the virtual sphere to the target position (taking the virtual sphere as a virtual basketball as an example, the target virtual character has controlled the virtual basketball to enter the virtual basket) between the time when the first virtual character was determined as the target receiving character and the current moment The first virtual character can be determined as the target receiving character again; if, between the time when the first virtual character is determined as the target receiving character and the current moment, the target virtual character has transferred the virtual sphere to other virtual characters or the first virtual character (the player controls the target virtual character to use the "normal pass" skill to transfer the virtual sphere at any time), the first virtual character can be determined as the target receiving character again at this time; if, between the time when the first virtual character is determined as the target receiving character and the current moment, the target virtual character or the first virtual character picks up a touchdown pass (taking the virtual sphere as a virtual basketball as an example, the target virtual character picks up a "floor ball"), the first virtual character can be determined as the target receiving character again at this time.
[0101] Furthermore, after the first virtual character that transmits the virtual sphere to the target virtual character is determined as the target receiving character, and the target virtual character has not completed the scoring interaction operation for the virtual sphere or the target virtual character has not triggered the "return" skill, when the virtual sphere is transmitted to the first virtual character (target receiving character), if there is a second virtual character that executes a predetermined cooperation event with the target virtual character, the second virtual character can be determined as the target receiving character.
[0102] In a second aspect, the target ball-catching character is a virtual character that performs a predetermined cooperation event with the target virtual character.
[0103] Specifically, before the step of “responding to the score interaction operation of the target virtual character on the virtual sphere”, the information processing method further includes:
[0104] f1: In response to the ball-holding interaction operation of the target virtual character on the virtual sphere, control the virtual sphere to move following the target virtual character in the virtual interaction scene.
[0105] f2: In response to the target virtual character and the second virtual character performing a predetermined cooperation event, marking the second virtual character as the target receiving character corresponding to the target virtual character, wherein the second virtual character is any virtual character in the same camp as the target virtual character.
[0106] In the embodiment of the present disclosure, the target virtual character's ball-holding interaction operation on the virtual sphere may include ball control and dribbling, and controlling the virtual sphere to follow the target virtual character in the virtual interaction scene.
[0107] Specifically, the target virtual character's ball-holding interaction with the virtual sphere may include the target virtual character manipulating the movement of the virtual sphere (when the target virtual character holds the ball, the virtual sphere moves along with the virtual character holding the ball); while the target virtual character is holding the ball, virtual characters from other camps may interact with the target virtual character in other ways (taking the virtual sphere as a virtual basketball as an example, other interactions may be defensive operations by other virtual characters against the virtual character holding the ball, or blocking operations by other virtual characters against the virtual basketball; taking the virtual sphere as a virtual football as an example, other interactions may be defensive operations by other virtual characters against the virtual character holding the ball, or tackling operations by other virtual characters against the virtual football, etc.); other interactions with the virtual sphere It also includes triggering scoring events (controlling the virtual sphere to enter the target area). For example, taking the virtual sphere as a virtual basketball, the scoring event can be throwing the virtual basketball into the virtual basket, and determining the specific score (2 points, 3 points, etc.) based on the specific position of the virtual character when throwing the virtual basketball, or when the enemy virtual character commits a foul, getting a penalty kick opportunity, and throwing the virtual basketball into the virtual basket at the free throw position; taking the virtual sphere as a virtual football as an example, the scoring event can be shooting the virtual football into the virtual goal, or when the enemy virtual character commits a foul, getting a penalty kick opportunity, and shooting the virtual football into the virtual goal at the free throw position, one goal is scored and one point is scored; it is worth noting that no matter which virtual character holds the ball and scores, the score is counted into the camp where the virtual character is.
[0108] In a possible implementation, if when the target virtual character performs a ball-holding interaction operation on the virtual sphere, the target virtual character and the second virtual character perform a predetermined coordination event (the second virtual character performs operations such as shielding the target virtual character) and succeeds, the second virtual character is determined as the target receiving character.
[0109] Specifically, taking the virtual sphere as a virtual basketball as an example, the predetermined cooperation events between the target virtual character and the second virtual character can be a pick-and-roll event, a breakthrough event, a pass-and-cut event, and a support event; taking the virtual sphere as a virtual football as an example, the predetermined cooperation events between the target virtual character and the second virtual character can be a "two-pass-one" event, a "four-pass-one" event, a "five-pass-one" event, and a "six-pass-one" event.
[0110] For example, taking the virtual sphere as a virtual basketball, the predetermined cooperation event between the second virtual character and the target virtual character is that the second virtual character performs a "pick and roll" operation for the target virtual character. The second virtual character first helps the target virtual character block the defending virtual character (other virtual characters in the enemy camp), and then after the target virtual character controls the virtual sphere to pass, the second virtual character quickly moves away from the blocked defending virtual character (other virtual characters in the enemy camp). At this time, it is determined that the "pick and roll" of the second virtual character for the target virtual character is successful, and the second virtual character can be determined as the target receiving character.
[0111] In one possible implementation, after the target receiving character is determined, in order to prompt the player with information such as the location of the target receiving character, when the first virtual character or the second virtual character is determined as the target receiving character, a first passing identifier needs to be displayed to prompt the player to pass the virtual ball to the target receiving character indicated by the identifier.
[0112] Specifically, the information processing method further includes:
[0113] g1: when the first virtual character is marked as the target receiving character corresponding to the target virtual character, displaying a first passing mark at the positions of the target virtual character and the first virtual character in the graphical user interface; or
[0114] g2: When the second virtual character is marked as the target receiving character corresponding to the target virtual character, a first passing mark is displayed at the positions of the target virtual character and the second virtual character in the graphical user interface.
[0115] In the embodiment of the present disclosure, if the first virtual character that transfers the virtual ball to the target virtual character is determined as the target receiving character, a first passing mark can be displayed at the positions of the target virtual character and the first virtual character at the same time.
[0116] In a possible implementation, the first pass identifier is an identifier indicating that the target virtual character and the first virtual character point to each other, and the direction of the first pass identifier is updated as the positions of the target virtual character and / or the first virtual character change.
[0117] Specifically, when the first virtual character is determined to be the target passing character, mutually pointing marks can be displayed at the positions of the first virtual character and the target virtual character at the same time (the specific position of the pointing mark is determined by the relative position between the target virtual character and the first virtual character), and the pointing direction of the mutually pointing marks can be adjusted as the position of the target virtual or second virtual character changes.
[0118] In another possible implementation, the prompt mark may be displayed only at the first virtual character.
[0119] Specifically, the information processing method further includes:
[0120] h1: when the first virtual character is marked as the target receiving character corresponding to the target virtual character, displaying a second passing mark at the position of the first virtual character in the graphical user interface; or
[0121] h2: When the second virtual character is marked as the target receiving character corresponding to the target virtual character, a second passing mark is displayed at the position of the second virtual character in the graphical user interface.
[0122] The display mode of the second pass mark includes at least one of the following:
[0123] Highlight display mode, text information display mode, preset graphic display mode.
[0124] In one possible implementation, the second pass mark may be displayed only at the first virtual character. The second pass mark may be a special prompt mark matching the "pass back" skill, or a text prompt mark. The preset graphic may be updated according to the character attributes (character level, character points status, etc.) of different virtual characters. Similarly, the mark displayed at the first virtual character may also be updated as the position of the first virtual character in the virtual interactive scene is updated. The first virtual character may also be directly highlighted or the color of the position where the first virtual character is located may be updated.
[0125] Furthermore, if there is a second virtual character that performs a predetermined cooperation event with the target virtual character, after the first virtual character is determined to pass the ball to the target virtual character, the first pass identifier needs to be displayed at the second virtual character. The first pass identifier can also be an identifier that points to each other between the target virtual character and the second virtual character; it can also be an identifier that is displayed only at the position of the second virtual character. The direction of the second pass identifier is updated as the position of the target virtual character and / or the second virtual character changes. The specific change method and other identifier display forms are consistent with the identifier display method for the above-mentioned first virtual character, and will not be repeated here.
[0126] In a possible implementation, if there is simultaneously a first virtual character who passes the ball to the target virtual character and a second virtual character who performs a predetermined cooperation event with the target virtual character, the target receiving character can be selected for prompting based on the positions of the first virtual character and the second virtual character in the virtual interactive scene. For example, the virtual character that is closer to the target virtual character can be selected as the target receiving character, or the virtual character that is closer to the target position (when the virtual sphere is a virtual basketball, the target position is the position of the virtual basket; when the virtual sphere is a virtual football, the target position is the position of the virtual goal) can be selected as the target receiving character.
[0127] Furthermore, with respect to the display of the first passing mark, after the target virtual character transmits the virtual sphere to the target receiving character, or after the virtual sphere escapes the control of the target virtual character, the display of the first passing mark needs to be canceled.
[0128] Specifically, the information processing method further includes:
[0129] i1: in response to the virtual ball being out of the control of the target virtual character, canceling the display of the first pass mark; or
[0130] i2: In response to the target virtual character transmitting the virtual sphere to the target receiving character, canceling the display of the first passing mark.
[0131] In the embodiment of the present disclosure, situations in which the virtual sphere escapes the control of the target virtual character may include the target virtual character transferring the virtual sphere to other virtual characters (the virtual sphere may be transferred to the target receiving character during the target virtual character's scoring interaction operation on the virtual sphere; or the target virtual character may transfer the virtual sphere to other virtual characters through a traditional passing operation while holding the ball), the target virtual character completing the scoring interaction operation (when the virtual sphere is a virtual basketball, the target virtual character throws the virtual basketball into the virtual basket, and the virtual basketball leaves the target virtual character; when the virtual sphere is a virtual football, the target virtual character shoots the virtual football into the virtual goal, and the virtual football leaves the target virtual character), the target virtual character controlling the virtual sphere to follow itself in the virtual interaction scene, the virtual sphere falls, the virtual sphere is snatched from the target virtual character by other characters in the enemy camp, etc.
[0132] In one possible implementation, if the target virtual character is performing a scoring interaction operation on the virtual sphere and the virtual sphere is in the preparation stage for the scoring interaction operation, the player transmits the virtual sphere to the target receiving character according to the prompt of the first pass identifier, and the target receiving character successfully receives the virtual sphere, it is determined that the passing process is completed. At this time, the display of the first pass identifier can be canceled, and when the target receiving character is determined again, the first pass identifier can be displayed again.
[0133] Furthermore, after the target receiving character is determined, the virtual sphere can be transferred to the target virtual character by triggering the updated return control.
[0134] Specifically, the step of “responding to a pass triggering operation of the target virtual character on the virtual sphere, controlling the target virtual character to transfer the virtual sphere to the target receiving character” includes:
[0135] j1: In response to a second trigger operation on the return control, control the target virtual character to transfer the virtual ball to the target receiving character.
[0136] In the embodiment of the present disclosure, similarly, the second trigger operation on the postback control may be a touch operation on the postback control or a click operation on the postback control.
[0137] For example, when the terminal device is a mobile terminal, the second trigger operation for the return control can be a touch operation (long press operation, click operation or sliding operation, etc.) for the return control; when the terminal device is a PC, the second trigger operation for the return control can be a click operation (through a mouse click operation, etc.) on the return control through an external input device.
[0138] In one possible implementation, if the virtual sphere is in the preparation stage of a scoring interaction operation (the preparation stage indicates that the virtual sphere has not left the control of the target virtual character), if a second trigger operation for the return control is received, then the target virtual character will definitely pass the virtual sphere to the determined target receiving character (at this time, the target virtual character can be facing the target receiving character or not), and the pass target of this target virtual character must be the target receiving character. However, whether the target receiving character can catch the virtual sphere still needs to be determined based on the distance relationship between the target receiving character and the target virtual character and whether the target receiving character will drop the ball after catching the virtual sphere.
[0139] Furthermore, the scoring interaction operation of the target virtual character on the virtual sphere can be divided into two stages: the virtual sphere is in the preparation stage of the scoring interaction operation (indicating that the virtual sphere has not escaped the control of the target virtual character), and the virtual sphere is in the execution stage of the scoring interaction operation (indicating that the virtual sphere has escaped the control of the target virtual character). In the preparation stage, the operation of passing the virtual sphere back to the target receiving character can be executed. If the return operation is not performed in the preparation stage of the virtual sphere scoring interaction operation, the execution stage of the virtual sphere will be entered. During this stage, the virtual sphere will escape the control of the target virtual character and move towards the target position.
[0140] Specifically, the step of “responding to a score interaction operation on the virtual sphere by a target virtual character, controlling the virtual sphere to move toward a target position of the virtual interaction scene” includes:
[0141] k1: When the virtual sphere is in the execution phase of the score interaction operation, wherein the execution phase indicates that the virtual sphere has escaped from the control of the target virtual character; a game screen is displayed showing that the virtual sphere has escaped from the target virtual character and is moving toward the target position.
[0142] In the embodiment of the present disclosure, when the virtual sphere is in the execution phase, a game screen in which the virtual sphere separates from the target virtual character and moves toward the target position will be played in the graphical user interface.
[0143] For example, when the virtual sphere is a virtual basketball, when the virtual sphere is in the execution stage of the scoring interactive operation, a game screen of the target virtual character throwing the virtual basketball toward the virtual basket and the virtual basketball moving toward the virtual basket will be played in the graphical user interface; when the virtual sphere is a virtual football, when the virtual sphere is in the execution stage of the scoring interactive operation, a game screen of the target virtual character shooting the virtual football toward the virtual goal and the virtual football moving toward the virtual goal will be played in the graphical user interface.
[0144] In one possible implementation, when the virtual sphere is in the execution stage of a scoring interaction operation, the target virtual character can control the virtual sphere to move toward the target position. Whether the virtual sphere can enter the preset range of the target position and trigger a scoring event needs to be determined based on the distance between the target virtual character and the target position, and the motion trajectory of the virtual sphere controlled by the target virtual character.
[0145] For example, taking the virtual sphere as a virtual basketball, if the system determines that the current virtual sphere can enter the preset range of the target position, then the game screen displayed on the graphical user interface at this time may be a game screen of the target virtual character throwing the virtual basketball toward the virtual basket, the virtual basketball moving toward the virtual basket, and the virtual basketball entering the virtual basket; if the system determines that the current virtual sphere cannot enter the preset range of the target position, then the game screen displayed on the graphical user interface at this time may be a game screen of the target virtual character throwing the virtual basketball toward the virtual basket, the virtual basketball moving toward the virtual basket, and the virtual basketball being bounced out of the virtual basket (one of the failure scenarios may also be a game screen showing the virtual basketball directly flying out of the virtual backboard); taking the virtual sphere as Taking virtual football as an example, if the system determines that the current virtual sphere can enter the preset range of the target position, then the game screen displayed on the graphical user interface can be a game screen in which the target virtual character shoots the virtual football towards the virtual goal, the virtual football moves towards the virtual goal, and the virtual football enters the virtual goal; if the system determines that the current virtual sphere cannot enter the preset range of the target position, then the game screen displayed on the graphical user interface can be a game screen in which the target virtual character shoots the virtual football towards the virtual goal, the virtual football moves towards the virtual goal, and the virtual football passes over the top of the virtual goal or flies to the left or right of the goal (one of the failure scenarios can also be a game screen showing the virtual goalpost being bounced out).
[0146] In a possible implementation, when the target virtual character has control over the virtual sphere and the current target virtual character has not performed a scoring interaction operation on the virtual sphere, the target virtual character can be controlled through the passing control in the skill control to transmit the virtual sphere to any virtual character in the same camp. At this time, the selection of the passing character is associated with the player's operation, and the player can pass.
[0147] Specifically, the graphical user interface displays a movement control; the plurality of skill controls include a pass control. Before the step of “responding to a scoring interaction operation of the target virtual character on the virtual sphere,” the information processing method further includes:
[0148] l1: In response to a third trigger operation on the mobile control, determining a target passing character based on an operation parameter of the third trigger operation and a location of the target virtual character.
[0149] l2: In response to a fourth trigger operation on the pass control, controlling the target virtual character to transfer the virtual sphere to a target passing character.
[0150] In an embodiment of the present disclosure, a third trigger operation on a mobile control in a graphical user interface can be performed to screen out a target passing character from a virtual interactive scene according to the operation direction and operation distance of the third trigger operation. For example, a virtual character in the same camp with the smallest angle between the target coordinates and the input direction can be selected as the target passing character; and after the target passing character is selected, a fourth trigger operation on the passing control can be performed to control the target virtual character to transmit a virtual sphere to the target passing character.
[0151] In one possible implementation, the movement control and the passing control may be the same control, that is, the function of the movement control may be integrated into the passing control. The player determines the target passing character among multiple virtual characters in the same camp by triggering the passing control, and after completing the triggering operation on the passing control, controls the target virtual character to transfer the virtual sphere to the target passing character.
[0152] It is worth noting that after selecting the target passing character, the target virtual character will be controlled to transmit the virtual sphere to the target passing character, but whether the target passing character can receive the virtual sphere still needs to be determined based on the distance between the target virtual character and the target passing character, and whether the target passing character can receive the virtual pass.
[0153] In a possible implementation, after the target passing role is determined, a second passing mark needs to be displayed at the target passing role to indicate the target passing role currently selected by the player.
[0154] Specifically, the information processing method further includes:
[0155] m1: displaying a third pass mark at a preset position of the target pass character; the third pass mark moves with the target pass character in the virtual interactive scene.
[0156] In the embodiment of the present disclosure, the third pass identifier can be a graphic prompt identifier or a text prompt identifier. Similarly, the identifier displayed at the target pass character is also updated as the position of the target pass character in the virtual interactive scene is updated; it can also be directly highlighting the target pass character or updating the color of the target pass character's position.
[0157] Among them, when the selected target passing character is updated, the display of the third pass identifier will also be updated. For example, through the player's first selection operation, the virtual character C of the same camp is selected as the target passing character; at this time, the third pass identifier is displayed at the preset position of the virtual character C. When the player updates the selection of the virtual character through the second selection operation, the virtual character D of the same camp is selected as the target passing character; at this time, the third pass identifier will be updated and displayed at the preset position of the virtual character D.
[0158] In another possible implementation, in order to reduce the steps of searching for a target passing character in a virtual interactive scene through touch operations, the target passing character can be directly determined during the game setting process, and a passing character selection control of the target passing character can be displayed in a graphical user interface. The player can select a specific passing character to perform a passing operation by triggering the passing character selection control.
[0159] Specifically, at least one passing character selection control is displayed in the graphical user interface; before the step of "responding to the scoring interaction operation of the target virtual character on the virtual ball", the information processing method further includes:
[0160] n1: In response to a fifth trigger operation on the passing character selection control, controlling the target virtual character to transfer the virtual sphere to the virtual character corresponding to the passing character selection control.
[0161] In an embodiment of the present disclosure, multiple passing role selection controls can be additionally displayed in the graphical user interface, each passing role selection control corresponding to other virtual characters in the same camp as the target virtual character. After selecting any passing role selection control, the target virtual character will be controlled to transmit the virtual sphere to the virtual character corresponding to the passing role selection control.
[0162] It is worth noting that after selecting the target passing character, the target virtual character will be controlled to transmit the virtual sphere to the selected virtual character, but whether the virtual character can receive the virtual sphere still needs to be determined by the distance between the target virtual character and the virtual character, and whether the virtual character can receive the virtual pass.
[0163] In a possible implementation, identification information such as the character name of the corresponding virtual character can be displayed on the passing character selection control, so that the player can clearly determine the virtual character corresponding to each passing character selection control and make accurate passing selections.
[0164] In one possible implementation, different target virtual characters may also correspond to different special skills, and the triggering conditions of these special skills require the target virtual character to accumulate power to a certain value (for example, the points reach a certain value, etc.) before they can be triggered. At this time, a charging special skill control can be displayed in the graphical user interface to display the charging progress of the target virtual character.
[0165] Specifically, the information processing method further includes:
[0166] o1: When the power value of the target virtual character is greater than a preset threshold, in response to the third trigger operation for the power-charged special skill control, the target virtual character is controlled to perform the special skill unique to the target virtual character based on the current power value of the target virtual character.
[0167] In the embodiment of the present disclosure, as the power value of the target virtual character increases, the filling area ratio of the power-charging special skill control increases.
[0168] In one possible embodiment, the surrounding area of the charging special skill control may be displayed in the form of a progress bar, and the current charging value and the target charging value are displayed at a preset position of the charging special skill control; as the target virtual character accumulates corresponding points or performs corresponding tasks to obtain points, the progress bar of the charging special skill control starts to fill up from a blank state to indicate that the entire charging special skill control is filled up; (for example, if the target charging value is 2000 and the full value of the charging special skill control is 3000, the progress bar of the charging special skill control starts from 0 and gradually increases to 3000.
[0169] Among them, there is a mapping relationship between the increase speed of the progress bar of the charging special skill control and the update speed of the charging value of the target virtual character, and the display is increased according to the relevant mapping relationship. For the above example, when the charging value of the target virtual character becomes 1500, the filling area of the progress bar of the charging special skill control should also be located in the middle position of the progress bar of the charging special skill control.
[0170] In one possible implementation, when it is determined that the charging value of the target virtual character is greater than a preset threshold, a charging success prompt message can be displayed (displayed through text information in the graphical user interface, or the charging special skill control is highlighted, highlighted, enlarged, etc.) to prompt the player that the current charging is completed. At this time, if the player receives the sixth trigger operation for the charging special skill control, the target virtual character is controlled to perform the special skill unique to the target virtual character.
[0171] It is worth noting that the strength of the special skill currently executed by the target virtual character is positively correlated with the target virtual character's power value. The greater the target virtual character's power value, the stronger the strength of the special skill currently executed by the target virtual character.
[0172] Furthermore, when the target virtual character is holding the ball, ball holding information will be displayed at a preset position of the target virtual character, which may be text information or graphic identification information. When the ball holding information of the target virtual character is displayed, the displayed ball holding prompt information will be used to distinguish which camp's virtual character is holding the ball. The ball holding prompt information when the target virtual character currently controlled by the player is in an offensive state is different from the ball holding prompt information when the target virtual character currently controlled by the player is in a defensive state. The display of the ball holding prompt information can remind the player of the conversion of the offensive and defensive states of the camp where the target virtual character currently controlled by the player is located.
[0173] Specifically, the information processing method further includes:
[0174] p1: When the target virtual character is in the ball holding stage, a ball holding mark is displayed at a preset position of the target virtual character; the ball holding mark moves with the target virtual character in the virtual interactive scene.
[0175] The display form of the ball holding mark is related to the attack and defense status of the target virtual character.
[0176] In one possible implementation, the preset position of the target virtual character may be directly above the target virtual character, and the ball holding prompt information updates the display position as the target virtual character moves, to ensure that the ball holding prompt information is always displayed relatively to the preset position of the target virtual character.
[0177] In one possible implementation, the ball holding camp can be displayed by displaying ball holding information in different display colors. Specifically, the scores of the enemy and our camps will be displayed in the graphical user interface. When displaying the scores, different colors can be used to distinguish between the enemy and our camp. For example, blue represents our side and red represents the enemy side. If the enemy virtual character is currently holding the ball, then the ball holding information displayed at the preset position of the virtual character can be displayed as a virtual sphere in the enemy color - red, to prompt the player that the camp of the target virtual character currently controlled by the player is in a defensive state; if the our virtual character is currently holding the ball, then the ball holding information displayed at the preset position of the target virtual character can be displayed as a virtual sphere in the our color - blue, to prompt the player that the camp of the target virtual character currently controlled by the player is in an offensive state.
[0178] In another possible implementation, the ball holding status of the target virtual character can also be prompted through text information. In this case, the text prompt can be directly used to show whether the ball is controlled by the enemy or our team; for the above example, if the enemy virtual character is currently holding the ball, then the ball holding information displayed at the preset position of the virtual character can be that the enemy player A is holding the ball.
[0179] In another possible implementation, the execution subject of the embodiment of the present disclosure may also be an interaction between a terminal and a server. Through information exchange between the server and the terminal, the server performs a judgment process, and the terminal performs a display to execute the information processing method in the game of the embodiment of the present disclosure. The specific execution process is as follows:
[0180] On the server side, the server determines that the target virtual character controlled by the current target player is selected as the passing target by analyzing the player operations of each terminal (terminals controlled by all players in the same game). After the target virtual character is selected as the passing target, the server uses the preset passing rules to detect whether the target virtual character can successfully receive the virtual ball. If it is determined that the target virtual character can successfully receive the virtual basketball, the game screen of the target virtual character receiving the pass is directly played on the graphical user interface controlling each terminal.
[0181] Furthermore, on the server side, the first virtual character transmitted to the target virtual character is determined as the target receiving character (it is necessary to determine whether the first virtual character is the virtual character that is continuously passed back), and the target receiving character is marked; at the same time, the operation of the player at the terminal controlling the target virtual character is analyzed. When an instruction for a scoring interaction operation of the target virtual character on the virtual sphere is received, the first pass mark between the target virtual character and the target receiving character is controlled to be displayed on the graphical user interface of each terminal; the server side continuously monitors the player operations at each terminal. If, during this period, a second virtual character controlled by another terminal successfully performs a predetermined coordination event with the target virtual character (for example, a pick-and-roll operation when the virtual sphere is a virtual basketball), the second virtual character is determined as the target receiving character, and the first pass mark on the graphical user interface of each terminal is controlled to be updated; at the same time, the pass control on the target terminal corresponding to the target virtual character is controlled to be converted into a pass back control; when an operation for the pass back control is received on the target terminal, the game screen of the target virtual character passing the virtual sphere to the target receiving character during the scoring interaction operation is controlled to be played on the graphical user interface of each terminal.
[0182] Furthermore, if it is determined on the server side that no trigger operation for the return control is received when the target virtual character performs a scoring interaction operation on the virtual sphere, the graphical user interface of each terminal is controlled to play a game screen in which the virtual sphere separates from the target virtual character and moves toward the target position.
[0183] It is worth noting that after the target receiving character is marked on the server side, the changes in the target virtual character's ball holding status need to be detected in real time. If the server side determines that the virtual sphere has lost the control of the target virtual character, the mark of the target receiving character will need to be deleted.
[0184] The following will illustrate the information processing process in the game in the embodiment of the present disclosure through a specific example, taking the virtual sphere as a virtual basketball as an example:
[0185] Please refer to Figure 2, which is one of the schematic diagrams of the graphical user interface provided by the embodiment of the present disclosure. As shown in Figure 2, the current virtual interactive scene is displayed in the graphical user interface 200, and a score display area 201 is displayed in the graphical user interface. The score display area 201 displays the score ratio of the two camps and the game time of the current round; the target virtual character 202 is currently in the ball holding stage, that is, the target virtual character 202 currently has control over the virtual basketball. At this time, it is necessary to display a ball holding mark 203 at a preset position of the target virtual character 202 to indicate that the target virtual character 202 currently has control over the virtual basketball; the skill controls corresponding to the skills used by the target virtual character 202 are displayed in the graphical user interface 200, namely, a shooting skill control 204. The player can control the target virtual character 202 to perform a shooting operation by touching the shooting skill control 204, and control the virtual basketball to move toward the virtual interactive scene. The player can use the touch operation of the passing skill control 205 to control the target virtual character 202 to pass the virtual basketball to other virtual characters in the same camp selected; the breakthrough skill control 206, the player can control the target virtual character 202 to break through the defense of the virtual character of the enemy camp currently defending by the touch operation of the breakthrough skill control 206; the layup skill control 207; the player can control the target virtual character 202 to perform a layup operation by touching the layup skill control 207, and control the virtual basketball to move to the virtual basket in the virtual interactive scene; the charging special skill control 208, a filling area 2081 and a current charging value and a target charging value are set around the charging special skill control 208, and the player can control the target virtual character 202 to perform the special skills of the target virtual character 202 by touching the charging special skill control 208.
[0186] Further, please refer to Figure 3, which is a second schematic diagram of the graphical user interface provided by an embodiment of the present disclosure. As shown in Figure 3, when the target virtual character 202 performs a scoring interaction operation on the virtual basketball (a shooting action in the figure), when the virtual sphere is in the preparation stage of the scoring interaction operation (the virtual sphere has not left the control of the target virtual character 202), the passing skill control is converted into a return control; at the same time, the target receiving character 209 is determined, and the first passing identifier 210 is directly displayed on the target virtual character 202 and the target receiving character 209. The first passing identifier 210 is an identifier pointing to each other between the target virtual character 202 and the target receiving character 209.
[0187] Further, please refer to Figure 4, which is a third schematic diagram of the graphical user interface provided by an embodiment of the present disclosure. As shown in Figure 4, when the target virtual character 202 has control over the virtual basketball but has not performed a scoring interaction operation on the virtual basketball, the player can select a target passing character 211 from other virtual characters in the same camp through a touch operation on the passing skill control 205, and a third passing identifier 212 is displayed at a preset position of the selected target passing character 211.
[0188] Further, please refer to Figure 5, which is a fourth schematic diagram of the graphical user interface provided by the embodiment of the present disclosure. As shown in Figure 5, when the target virtual character 202 has control over the virtual basketball but does not perform a scoring interaction operation on the virtual basketball, multiple passing character selection controls 213 can also be displayed. The player can control the target virtual character 202 to transfer the virtual basketball to the virtual character corresponding to the passing character selection control 213 by touching any passing character selection control 213.
[0189] The information processing method in the game provided by the embodiment of the present disclosure responds to the scoring interaction operation of the target virtual character on the virtual sphere, controls the virtual sphere to move to the target position of the virtual interaction scene; when the virtual sphere is in the preparation stage of the scoring interaction operation, responds to the passing trigger operation of the target virtual character on the virtual sphere, controls the target virtual character to transmit the virtual sphere to the target receiving character. In this way, during the scoring interaction operation of the target virtual character on the virtual sphere, and the virtual sphere is not out of the control of the target virtual character, the passing operation can be performed, and the virtual sphere is directly transmitted to the selected target receiving character, thereby improving the efficiency and accuracy of the passing operation, reducing the data processing amount of the hardware device (terminal device and / or server), thereby reducing the processing burden of the hardware device (terminal device and / or server), saving the power consumption of the hardware device (terminal device and / or server), and reducing the performance overhead of the hardware device (terminal device and / or server); at the same time, providing a passing gameplay in the scoring interaction operation stage, further improving the richness of the game play and the efficiency of human-computer interaction.
[0190] Based on the same inventive concept, the embodiments of the present disclosure also provide an information processing device in the game corresponding to the information processing method in the game. Since the principle of solving the problem by the device in the embodiments of the present disclosure is similar to the information processing method in the above-mentioned game in the embodiments of the present disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.
[0191] Please refer to FIG6 , which is a schematic diagram of the structure of an information processing device in a game provided by an embodiment of the present disclosure. As shown in FIG6 , the information processing device 600 includes:
[0192] The movement control module 610 is configured to execute a score interaction operation on the virtual sphere by the target virtual character, and control the virtual sphere to move toward a target position of the virtual interaction scene;
[0193] The ball transfer module 620 is configured to execute when the virtual ball is in the preparation stage of the scoring interaction operation, wherein the preparation stage indicates that the virtual ball has not been out of the control of the target virtual character; in response to the pass trigger operation of the target virtual character on the virtual ball, control the target virtual character to transfer the virtual ball to the target receiving character; wherein the target receiving character is a designated virtual character in the same camp as the target virtual character.
[0194] In a possible implementation, the information processing device 600 further includes a control conversion module (not shown in the figure), which is configured to execute:
[0195] When the virtual sphere is in a preparation stage for a scoring interaction operation, a target skill control among the plurality of skill controls is converted into a return control.
[0196] In a possible implementation, the information processing device 600 further includes a first receiving role determination module (not shown in the figure), and the first receiving role determination module is configured to execute:
[0197] In response to the target virtual character receiving the virtual ball transmitted by the first virtual character, the first virtual character is marked as the target ball-receiving character corresponding to the target virtual character; wherein the first virtual character is any virtual character in the same camp as the target virtual character.
[0198] In a possible implementation, the information processing device 600 further includes a second receiving role determination module (not shown in the figure), and the second receiving role determination module is configured to execute:
[0199] In response to a ball-holding interaction operation of the target virtual character on the virtual sphere, controlling the virtual sphere to move following the target virtual character in the virtual interaction scene;
[0200] In response to the target virtual character and the second virtual character performing a predetermined cooperation event, the second virtual character is marked as the target receiving character corresponding to the target virtual character, wherein the second virtual character is any virtual character in the same camp as the target virtual character.
[0201] In a possible implementation, the information processing device 600 further includes an animation playback module (not shown in the figure), which is configured to execute:
[0202] When the virtual sphere is in the execution phase of the score interaction operation, wherein the execution phase indicates that the virtual sphere has escaped from the control of the target virtual character; a game screen is displayed showing that the virtual sphere has escaped from the target virtual character and is moving toward the target position.
[0203] In a possible implementation, the information processing device 600 further includes a ball transfer determination module (not shown in the figure), which is configured to execute:
[0204] Determining a target distance between the position of the target virtual character when receiving the ball and the position of the first virtual character when passing the ball;
[0205] It is detected whether the target distance is less than a preset distance threshold. If the target distance is less than the preset distance threshold, it is determined that the target virtual character receives the virtual sphere transmitted by the first virtual character.
[0206] In a possible implementation, the information processing device 600 further includes a first pass identification display module (not shown in the figure), and the first pass identification display module is configured to execute:
[0207] When the first virtual character is marked as the target receiving character corresponding to the target virtual character, a first passing mark is displayed at the positions of the target virtual character and the first virtual character in the graphical user interface; or
[0208] When the second virtual character is marked as the target receiving character corresponding to the target virtual character, a first passing mark is displayed at the positions of the target virtual character and the second virtual character in the graphical user interface.
[0209] In a possible implementation, the information processing device 600 further includes a first pass identification display module (not shown in the figure), and the second pass identification display module is configured to execute:
[0210] When the first virtual character is marked as the target receiving character corresponding to the target virtual character, a second passing mark is displayed at the position of the first virtual character in the graphical user interface; or
[0211] When the second virtual character is marked as the target ball-receiving character corresponding to the target virtual character, a second passing mark is displayed at the position of the second virtual character in the graphical user interface.
[0212] In a possible implementation, the information processing device 600 further includes an identification deletion module (not shown in the figure), which is configured to execute:
[0213] In response to the virtual ball escaping from the control of the target virtual character, canceling the display of the first pass mark; or
[0214] In response to the target virtual character transmitting the virtual sphere to the target receiving character, the display of the first passing mark is cancelled.
[0215] In a possible implementation, the information processing device 600 further includes a first ball transfer module (not shown in the figure), which is configured to execute:
[0216] In response to a third trigger operation on the mobile control, determining a target passing character based on an operation parameter of the third trigger operation and a location of the target virtual character;
[0217] In response to a fourth trigger operation on the pass control, the target virtual character is controlled to transfer the virtual ball to a target passing character.
[0218] In a possible implementation, the information processing device 600 further includes a third pass identification display module (not shown in the figure), and the third pass identification display module is configured to execute:
[0219] A third pass mark is displayed at a preset position of the target pass character; and the third pass mark moves with the target pass character in the virtual interactive scene.
[0220] In a possible implementation, the information processing device 600 further includes a second ball transfer module (not shown in the figure), which is configured to execute:
[0221] In response to a fifth trigger operation on the passing character selection control, the target virtual character is controlled to transfer the virtual sphere to the virtual character corresponding to the passing character selection control.
[0222] In one possible implementation, the graphical user interface displays a plurality of skill controls including a charging special skill control; as the charging value of the target virtual character increases, the proportion of the filled area of the charging special skill control increases; the information processing device 600 further includes a skill charging module (not shown in the figure), and the skill charging module is configured to execute:
[0223] When the power value of the target virtual character is greater than a preset threshold, in response to the sixth trigger operation for the power-charged special skill control, the target virtual character is controlled to perform the special skill unique to the target virtual character based on the current power value of the target virtual character.
[0224] In a possible implementation, the information processing device 600 further includes a ball holding identifier display module (not shown in the figure), and the ball holding identifier display module is configured to execute:
[0225] When the target virtual character is in the ball holding stage, a ball holding mark is displayed at a preset position of the target virtual character; the ball holding mark moves with the target virtual character in the virtual interactive scene;
[0226] The display form of the ball holding mark is related to the attack and defense status of the target virtual character.
[0227] In one possible implementation, the graphical user interface displays a plurality of skill controls; the skill controls correspond one-to-one to the skills possessed by the target virtual character; and when the movement control module 610 is configured to execute, in response to the target virtual character's score interaction operation on the virtual sphere, controlling the virtual sphere to move toward a target position in the virtual interaction scene, the movement control module 610 is configured to execute:
[0228] In response to a first trigger operation on a score skill control in the skill control, the virtual sphere is controlled to move toward a target position of the virtual interactive scene.
[0229] In one possible implementation, when the ball transfer module 620 is configured to execute, in response to a pass trigger operation for the target virtual character to the virtual ball, controlling the target virtual character to transfer the virtual ball to the target receiving character, the ball transfer module 620 is configured to execute:
[0230] In response to a second trigger operation on the return control, the target virtual character is controlled to transfer the virtual ball to the target receiving character.
[0231] In a possible implementation, when the movement control module 610 is configured to execute, in response to a score interaction operation on the virtual sphere by a target virtual character, controlling the virtual sphere to move toward a target position in the virtual interaction scene, the movement control module 610 is configured to execute:
[0232] When the virtual sphere is in the execution phase of the score interaction operation, wherein the execution phase indicates that the virtual sphere has escaped from the control of the target virtual character; a game screen is displayed showing that the virtual sphere has escaped from the target virtual character and is moving toward the target position.
[0233] In a possible implementation, the first pass identifier is an identifier pointing to each other between the target virtual character and the first virtual character or the second virtual character, and the direction of the first pass identifier is updated as the position of the target virtual character and / or the first virtual character or the second virtual character changes.
[0234] In a possible implementation manner, the second pass mark is displayed in at least one of the following ways:
[0235] Highlight display mode, text information display mode, preset graphic display mode.
[0236] In a possible implementation, when the first receiving character determination module is configured to mark the first virtual character as the target receiving character corresponding to the target virtual character in response to the target virtual character receiving the virtual ball transmitted by the first virtual character, the first receiving character determination module is configured to execute:
[0237] In response to the target virtual character receiving the virtual ball transmitted by the first virtual character, detecting whether the first virtual character is the target ball-receiving character determined last time;
[0238] If the first virtual character is not the target receiving character determined last time and receives a pass from the target virtual character, determining the first virtual character as the target receiving character;
[0239] If the first virtual character is the target receiving character determined last time and receives a pass from the target virtual character, it is detected whether a pass reset condition is triggered after the first virtual character is determined as the target receiving character. If the pass reset condition is triggered, the first virtual character is determined as the target receiving character.
[0240] In a possible implementation manner, the pass reset condition includes at least one of the following:
[0241] The game round is switched, the attack and defense roles of the target virtual character and / or the first virtual character are switched, the scoring interaction operation performed by the target virtual character ends, the target virtual character triggers the target skill, and the target virtual character receives a touchdown pass.
[0242] The information processing device in the game provided by the embodiment of the present disclosure responds to the scoring interaction operation of the target virtual character on the virtual sphere and controls the virtual sphere to move to the target position of the virtual interaction scene; when the virtual sphere is in the preparation stage of the scoring interaction operation, responds to the passing trigger operation of the target virtual character on the virtual sphere and controls the target virtual character to transfer the virtual sphere to the target receiving character. In this way, during the scoring interaction operation of the target virtual character on the virtual sphere and the virtual sphere is not out of the control of the target virtual character, the passing operation can be performed to directly transfer the virtual sphere to the selected target receiving character, thereby improving the efficiency and accuracy of the passing operation, reducing the data processing amount of the hardware device (terminal device and / or server), thereby reducing the processing burden of the hardware device (terminal device and / or server), saving the power consumption of the hardware device (terminal device and / or server), and reducing the performance overhead of the hardware device (terminal device and / or server); at the same time, providing a passing gameplay in the scoring interaction operation stage, further improving the richness of the game play and the efficiency of human-computer interaction.
[0243] Please refer to FIG7 , which is a schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. As shown in FIG7 , the electronic device 700 includes a processor 710 , a memory 720 , and a bus 730 .
[0244] The memory 720 stores machine-readable instructions executable by the processor 710. When the electronic device 700 is running, the processor 710 communicates with the memory 720 via the bus 730, so that the processor 710 executes the following instructions during operation:
[0245] In response to a score interaction operation on the virtual sphere by a target virtual character, controlling the virtual sphere to move toward a target position of the virtual interaction scene;
[0246] When the virtual sphere is in the preparation stage of the scoring interaction operation, wherein the preparation stage indicates that the virtual sphere has not escaped the control of the target virtual character; in response to a pass trigger operation of the target virtual character on the virtual sphere, the target virtual character is controlled to transfer the virtual sphere to a target receiving character; wherein the target receiving character is a designated virtual character in the same camp as the target virtual character.
[0247] In one possible implementation, the graphical user interface displays a plurality of skill controls; the skill controls correspond one-to-one to the skills possessed by the target virtual character; and in the instructions executed by the processor 710, controlling the virtual sphere to move toward a target position in the virtual interaction scene in response to a score interaction operation performed by the target virtual character on the virtual sphere includes:
[0248] In response to a first trigger operation on a score skill control in the skill control, the virtual sphere is controlled to move toward a target position of the virtual interactive scene.
[0249] In a possible implementation, the instructions executed by the processor 710 further include:
[0250] When the virtual sphere is in a preparation stage for a scoring interaction operation, a target skill control among the plurality of skill controls is converted into a return control.
[0251] In one possible implementation, in the instructions executed by the processor 710, the response to the target virtual character triggering a pass to the virtual sphere, controlling the target virtual character to transfer the virtual sphere to a target receiving character, includes:
[0252] In response to a second trigger operation on the return control, the target virtual character is controlled to transfer the virtual ball to the target receiving character.
[0253] In a possible implementation, the instructions executed by the processor 710 further include:
[0254] In response to the target virtual character receiving the virtual ball transmitted by the first virtual character, the first virtual character is marked as the target ball-receiving character corresponding to the target virtual character; wherein the first virtual character is any virtual character in the same camp as the target virtual character.
[0255] In a possible implementation, the instructions executed by the processor 710 further include:
[0256] In response to a ball-holding interaction operation of the target virtual character on the virtual sphere, controlling the virtual sphere to move following the target virtual character in the virtual interaction scene;
[0257] In response to the target virtual character and the second virtual character performing a predetermined cooperation event, the second virtual character is marked as the target receiving character corresponding to the target virtual character, wherein the second virtual character is any virtual character in the same camp as the target virtual character.
[0258] In one possible implementation, the instructions executed by the processor 710, in response to a score interaction operation of a target virtual character on the virtual sphere, controlling the virtual sphere to move toward a target position of the virtual interaction scene, further include:
[0259] When the virtual sphere is in the execution phase of the score interaction operation, wherein the execution phase indicates that the virtual sphere has escaped from the control of the target virtual character; a game screen is displayed showing that the virtual sphere has escaped from the target virtual character and is moving toward the target position.
[0260] In a possible implementation, the instructions executed by the processor 710 determine whether the target virtual character receives the virtual sphere transmitted by the first virtual character through the following steps:
[0261] Determining a target distance between the position of the target virtual character when receiving the ball and the position of the first virtual character when passing the ball;
[0262] It is detected whether the target distance is less than a preset distance threshold. If the target distance is less than the preset distance threshold, it is determined that the target virtual character receives the virtual sphere transmitted by the first virtual character.
[0263] In a possible implementation, the instructions executed by the processor 710 further include:
[0264] When the first virtual character is marked as the target receiving character corresponding to the target virtual character, a first passing mark is displayed at the positions of the target virtual character and the first virtual character in the graphical user interface; or
[0265] When the second virtual character is marked as the target receiving character corresponding to the target virtual character, a first passing mark is displayed at the positions of the target virtual character and the second virtual character in the graphical user interface.
[0266] In a possible implementation, the first pass identifier is an identifier pointing to each other between the target virtual character and the first virtual character or the second virtual character, and the direction of the first pass identifier is updated as the position of the target virtual character and / or the first virtual character or the second virtual character changes.
[0267] In a possible implementation, the instructions executed by the processor 710 further include:
[0268] When the first virtual character is marked as the target receiving character corresponding to the target virtual character, a second passing mark is displayed at the position of the first virtual character in the graphical user interface; or
[0269] When the second virtual character is marked as the target ball-receiving character corresponding to the target virtual character, a second passing mark is displayed at the position of the second virtual character in the graphical user interface.
[0270] In a possible implementation manner, the second pass mark is displayed in at least one of the following ways:
[0271] Highlight display mode, text information display mode, preset graphic display mode.
[0272] In one possible implementation, the instructions executed by the processor 710, in response to the target virtual character receiving the virtual ball transmitted by the first virtual character, marking the first virtual character as the target receiving character corresponding to the target virtual character, include:
[0273] In response to the target virtual character receiving the virtual ball transmitted by the first virtual character, detecting whether the first virtual character is the target ball-receiving character determined last time;
[0274] If the first virtual character is not the target receiving character determined last time and receives a pass from the target virtual character, determining the first virtual character as the target receiving character;
[0275] If the first virtual character is the target receiving character determined last time and receives a pass from the target virtual character, it is detected whether a pass reset condition is triggered after the first virtual character is determined as the target receiving character. If the pass reset condition is triggered, the first virtual character is determined as the target receiving character.
[0276] In one possible implementation, the pass reset condition includes at least one of the following:
[0277] The game round is switched, the attack and defense roles of the target virtual character and / or the first virtual character are switched, the scoring interaction operation performed by the target virtual character ends, the target virtual character triggers the target skill, and the target virtual character receives a touchdown pass.
[0278] In a possible implementation, the instructions executed by the processor 710 further include:
[0279] In response to the virtual ball escaping from the control of the target virtual character, canceling the display of the first pass mark; or
[0280] In response to the target virtual character transmitting the virtual sphere to the target receiving character, the display of the first passing mark is cancelled.
[0281] In one possible implementation, the graphical user interface displays a movement control; the plurality of skill controls include a pass control; and the instructions executed by the processor 710 further include:
[0282] In response to a third trigger operation on the mobile control, determining a target passing character based on an operation parameter of the third trigger operation and a location of the target virtual character;
[0283] In response to a fourth trigger operation on the pass control, the target virtual character is controlled to transfer the virtual ball to a target passing character.
[0284] In a possible implementation, the instructions executed by the processor 710 further include:
[0285] A third pass mark is displayed at a preset position of the target pass character; and the third pass mark moves with the target pass character in the virtual interactive scene.
[0286] In one possible implementation, the graphical user interface displays at least one pass role selection control; the instructions executed by the processor 710 further include:
[0287] In response to a fifth trigger operation on the passing character selection control, the target virtual character is controlled to transfer the virtual sphere to the virtual character corresponding to the passing character selection control.
[0288] In one possible implementation, the graphical user interface displays a plurality of skill controls including a power-charged special skill control; as the power value of the target virtual character increases, a fill area percentage of the power-charged special skill control increases; and the instructions executed by the processor 710 further include:
[0289] When the power value of the target virtual character is greater than a preset threshold, in response to the sixth trigger operation for the power-charged special skill control, the target virtual character is controlled to perform the special skill unique to the target virtual character based on the current power value of the target virtual character.
[0290] In a possible implementation, the instructions executed by the processor 710 further include:
[0291] When the target virtual character is in the ball holding stage, a ball holding mark is displayed at a preset position of the target virtual character; the ball holding mark moves with the target virtual character in the virtual interactive scene;
[0292] The display form of the ball holding mark is related to the attack and defense status of the target virtual character.
[0293] Through the above method, during the target virtual character's interactive scoring operation on the virtual sphere, and while the virtual sphere is not out of the control of the target virtual character, a passing operation can be performed, and the virtual sphere can be directly transmitted to the selected target receiving character, thereby improving the efficiency and accuracy of the passing operation, reducing the data processing volume of the hardware device (terminal device and / or server), and thereby reducing the processing burden of the hardware device (terminal device and / or server), saving the power consumption of the hardware device (terminal device and / or server), and reducing the performance overhead of the hardware device (terminal device and / or server); at the same time, a passing gameplay is provided during the interactive scoring operation stage, further improving the richness of the game play and the efficiency of human-computer interaction; at the same time, different ball holding icons, passing icons, etc. will also be displayed in the graphical user interface, further improving the richness and clarity of the game screen display.
[0294] The present disclosure also provides a computer-readable storage medium having a computer program stored thereon, such that when the computer program is executed by a processor, the following instructions are executed:
[0295] In response to a score interaction operation on the virtual sphere by a target virtual character, controlling the virtual sphere to move toward a target position of the virtual interaction scene;
[0296] When the virtual sphere is in the preparation stage of the scoring interaction operation, wherein the preparation stage indicates that the virtual sphere has not escaped the control of the target virtual character; in response to a pass trigger operation of the target virtual character on the virtual sphere, the target virtual character is controlled to transfer the virtual sphere to a target receiving character; wherein the target receiving character is a designated virtual character in the same camp as the target virtual character.
[0297] In one possible implementation, the graphical user interface displays a plurality of skill controls; the skill controls correspond one-to-one to the skills possessed by the target virtual character; and in the instructions executed by a computer-readable storage medium, controlling the virtual sphere to move toward a target position in the virtual interaction scene in response to a score interaction operation performed by the target virtual character on the virtual sphere includes:
[0298] In response to a first trigger operation on a score skill control in the skill control, the virtual sphere is controlled to move toward a target position of the virtual interactive scene.
[0299] In one possible implementation, the instructions executed by the computer-readable storage medium further include:
[0300] When the virtual sphere is in a preparation stage for a scoring interaction operation, a target skill control among the plurality of skill controls is converted into a return control.
[0301] In one possible implementation, in the instructions executed by a computer-readable storage medium, the step of controlling the target virtual character to transfer the virtual sphere to a target receiving character in response to a triggering operation of the target virtual character passing the virtual sphere includes:
[0302] In response to a second trigger operation on the return control, the target virtual character is controlled to transfer the virtual ball to the target receiving character.
[0303] In one possible implementation, the instructions executed by the computer-readable storage medium further include:
[0304] In response to the target virtual character receiving the virtual ball transmitted by the first virtual character, the first virtual character is marked as the target ball-receiving character corresponding to the target virtual character; wherein the first virtual character is any virtual character in the same camp as the target virtual character.
[0305] In one possible implementation, the instructions executed by the computer-readable storage medium further include:
[0306] In response to a ball-holding interaction operation of the target virtual character on the virtual sphere, controlling the virtual sphere to move following the target virtual character in the virtual interaction scene;
[0307] In response to the target virtual character and the second virtual character performing a predetermined cooperation event, the second virtual character is marked as the target receiving character corresponding to the target virtual character, wherein the second virtual character is any virtual character in the same camp as the target virtual character.
[0308] In one possible implementation, the instructions executed by a computer-readable storage medium, wherein the control of moving the virtual sphere toward a target position of the virtual interaction scene in response to a score interaction operation of a target virtual character on the virtual sphere, further includes:
[0309] When the virtual sphere is in the execution phase of the score interaction operation, wherein the execution phase indicates that the virtual sphere has escaped from the control of the target virtual character; a game screen is displayed showing that the virtual sphere has escaped from the target virtual character and is moving toward the target position.
[0310] In one possible implementation, the instructions executed by a computer-readable storage medium determine whether the target virtual character receives the virtual sphere transmitted by the first virtual character through the following steps:
[0311] Determining a target distance between the position of the target virtual character when receiving the ball and the position of the first virtual character when passing the ball;
[0312] It is detected whether the target distance is less than a preset distance threshold. If the target distance is less than the preset distance threshold, it is determined that the target virtual character receives the virtual sphere transmitted by the first virtual character.
[0313] In one possible implementation, the instructions executed by the computer-readable storage medium further include:
[0314] When the first virtual character is marked as the target receiving character corresponding to the target virtual character, a first passing mark is displayed at the positions of the target virtual character and the first virtual character in the graphical user interface; or
[0315] When the second virtual character is marked as the target receiving character corresponding to the target virtual character, a first passing mark is displayed at the positions of the target virtual character and the second virtual character in the graphical user interface.
[0316] In a possible implementation, the first pass identifier is an identifier pointing to each other between the target virtual character and the first virtual character or the second virtual character, and the direction of the first pass identifier is updated as the position of the target virtual character and / or the first virtual character or the second virtual character changes.
[0317] In one possible implementation, the instructions executed by the computer-readable storage medium further include:
[0318] When the first virtual character is marked as the target receiving character corresponding to the target virtual character, a second passing mark is displayed at the position of the first virtual character in the graphical user interface; or
[0319] When the second virtual character is marked as the target ball-receiving character corresponding to the target virtual character, a second passing mark is displayed at the position of the second virtual character in the graphical user interface.
[0320] In a possible implementation manner, the second pass mark is displayed in at least one of the following ways:
[0321] Highlight display mode, text information display mode, preset graphic display mode.
[0322] In one possible implementation, the instructions executed by a computer-readable storage medium, wherein, in response to the target virtual character receiving the virtual ball transmitted by the first virtual character, marking the first virtual character as the target receiving character corresponding to the target virtual character, includes:
[0323] In response to the target virtual character receiving the virtual ball transmitted by the first virtual character, detecting whether the first virtual character is the target ball-receiving character determined last time;
[0324] If the first virtual character is not the target receiving character determined last time and receives a pass from the target virtual character, determining the first virtual character as the target receiving character;
[0325] If the first virtual character is the target receiving character determined last time and receives a pass from the target virtual character, it is detected whether a pass reset condition is triggered after the first virtual character is determined as the target receiving character. If the pass reset condition is triggered, the first virtual character is determined as the target receiving character.
[0326] In one possible implementation, the pass reset condition includes at least one of the following:
[0327] The game round is switched, the attack and defense roles of the target virtual character and / or the first virtual character are switched, the scoring interaction operation performed by the target virtual character ends, the target virtual character triggers the target skill, and the target virtual character receives a touchdown pass.
[0328] In one possible implementation, the instructions executed by the computer-readable storage medium further include:
[0329] In response to the virtual ball escaping from the control of the target virtual character, canceling the display of the first pass mark; or
[0330] In response to the target virtual character transmitting the virtual sphere to the target receiving character, the display of the first passing mark is cancelled.
[0331] In one possible implementation, the graphical user interface displays a movement control; the plurality of skill controls include a pass control; and the instructions executed by the computer-readable storage medium further include:
[0332] In response to a third trigger operation on the mobile control, determining a target passing character based on an operation parameter of the third trigger operation and a location of the target virtual character;
[0333] In response to a fourth trigger operation on the pass control, the target virtual character is controlled to transfer the virtual ball to a target passing character.
[0334] In one possible implementation, the instructions executed by the computer-readable storage medium further include:
[0335] A third pass mark is displayed at a preset position of the target pass character; and the third pass mark moves with the target pass character in the virtual interactive scene.
[0336] In one possible implementation, at least one pass role selection control is displayed in the graphical user interface; and the instructions executed by the computer-readable storage medium further include:
[0337] In response to a fifth trigger operation on the passing character selection control, the target virtual character is controlled to transfer the virtual sphere to the virtual character corresponding to the passing character selection control.
[0338] In one possible implementation, the graphical user interface displays a plurality of skill controls including a power-charged special skill control; as the power value of the target virtual character increases, the proportion of the filled area of the power-charged special skill control increases; and the instructions executed by the computer-readable storage medium further include:
[0339] When the power value of the target virtual character is greater than a preset threshold, in response to the sixth trigger operation for the power-charged special skill control, the target virtual character is controlled to perform the special skill unique to the target virtual character based on the current power value of the target virtual character.
[0340] In one possible implementation, the instructions executed by the computer-readable storage medium further include:
[0341] When the target virtual character is in the ball holding stage, a ball holding mark is displayed at a preset position of the target virtual character; the ball holding mark moves with the target virtual character in the virtual interactive scene;
[0342] The display form of the ball holding mark is related to the attack and defense status of the target virtual character.
[0343] Through the above method, during the target virtual character's interactive scoring operation on the virtual sphere, and while the virtual sphere is not out of the control of the target virtual character, a passing operation can be performed, and the virtual sphere can be directly transmitted to the selected target receiving character, thereby improving the efficiency and accuracy of the passing operation, reducing the data processing volume of the hardware device (terminal device and / or server), and thereby reducing the processing burden of the hardware device (terminal device and / or server), saving the power consumption of the hardware device (terminal device and / or server), and reducing the performance overhead of the hardware device (terminal device and / or server); at the same time, a passing gameplay is provided during the interactive scoring operation stage, further improving the richness of the game play and the efficiency of human-computer interaction; at the same time, different ball holding icons, passing icons, etc. will also be displayed in the graphical user interface, further improving the richness and clarity of the game screen display.
[0344] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.
[0345] In the several embodiments provided in the present disclosure, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is merely a logical function division. There may be other division methods in actual implementation. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed may be through some communication interface, indirect coupling or communication connection of devices or units, which may be electrical, mechanical or other forms.
[0346] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.
[0347] In addition, each functional unit in each embodiment of the present disclosure may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
[0348] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the relevant technology or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0349] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above-mentioned embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-mentioned embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure should be based on the scope of protection of the claims.
Claims
1. A method for processing information in a game, providing a virtual interactive scene for virtual characters of different camps to interact on a graphical user interface of a terminal device, wherein the virtual interactive scene includes a virtual sphere for virtual characters of different camps to compete for; The information processing method comprises: In response to a score interaction operation of a target virtual character on the virtual sphere, controlling the virtual sphere to move toward a target position of the virtual interaction scene; When the virtual sphere is in the preparation stage of the scoring interaction operation, wherein the preparation stage represents that the virtual sphere has not been out of the control of the target virtual character; in response to the pass trigger operation of the target virtual character to the virtual sphere, the target virtual character is controlled to transfer the virtual sphere to the target receiving character; wherein the target receiving character is a designated virtual character in the same camp as the target virtual character.
2. The information processing method according to claim 1, wherein: The graphical user interface displays a plurality of skill controls; the skill controls correspond one to one with the skills possessed by the target virtual character; The step of controlling the virtual sphere to move toward a target position of the virtual interaction scene in response to a score interaction operation of the target virtual character on the virtual sphere includes: In response to a first trigger operation on a score skill control in the skill control, the virtual sphere is controlled to move toward a target position of the virtual interactive scene.
3. The information processing method according to claim 2, wherein: The information processing method further includes: When the virtual sphere is in a preparation stage for a scoring interaction operation, a target skill control among the plurality of skill controls is converted into a return control.
4. The information processing method according to claim 3, wherein: The response is directed to a pass triggering operation of the target virtual character on the virtual sphere, and controls the target virtual character to transfer the virtual sphere to the target receiving character, including: In response to a second trigger operation on the return control, the target virtual character is controlled to transfer the virtual ball to the target ball-receiving character.
5. The information processing method according to claim 1, wherein: Before responding to the score interaction operation of the target virtual character on the virtual sphere, the information processing method further includes: In response to the target virtual character receiving the virtual ball transmitted by the first virtual character, the first virtual character is marked as the target ball receiving character corresponding to the target virtual character; wherein the first virtual character is any virtual character in the same camp as the target virtual character.
6. The information processing method according to claim 1, wherein: Before responding to the score interaction operation of the target virtual character on the virtual sphere, the information processing method further includes: In response to the ball-holding interaction operation of the target virtual character on the virtual sphere, controlling the virtual sphere to move following the target virtual character in the virtual interaction scene; In response to the target virtual character and the second virtual character performing a predetermined cooperation event, the second virtual character is marked as the target ball receiving character corresponding to the target virtual character, wherein the second virtual character is any virtual character in the same camp as the target virtual character.
7. The information processing method according to claim 1, wherein: The step of controlling the virtual sphere to move toward a target position of the virtual interaction scene in response to a score interaction operation of the target virtual character on the virtual sphere further includes: When the virtual sphere is in the execution stage of the score interaction operation, wherein the execution stage indicates that the virtual sphere has escaped from the control of the target virtual character; a game screen is displayed showing that the virtual sphere escapes from the target virtual character and moves toward the target position.
8. The information processing method according to claim 5, wherein: The target virtual character is determined to receive the virtual sphere transmitted by the first virtual character by the following steps: Determine the position of the target virtual character when receiving the ball and the position of the first virtual character when passing the ball The target distance between It is detected whether the target distance is less than a preset distance threshold. If the target distance is less than the preset distance threshold, it is determined that the target virtual character receives the virtual sphere transmitted by the first virtual character.
9. The information processing method according to claim 5 or claim 6, wherein: The information processing method further includes: When the first virtual character is marked as the target ball receiving character corresponding to the target virtual character, a first pass mark is displayed at the positions of the target virtual character and the first virtual character in the graphical user interface; or When the second virtual character is marked as the target ball-receiving character corresponding to the target virtual character, a first pass mark is displayed at the positions of the target virtual character and the second virtual character in the graphical user interface.
10. The information processing method according to claim 9, wherein: The first pass identifier is an identifier that points to each other between the target virtual character and the first virtual character or the second virtual character, and the direction of the first pass identifier is updated as the position of the target virtual character and / or the first virtual character or the second virtual character changes.
11. The information processing method according to claim 5 or claim 6, wherein: The information processing method further includes: When the first virtual character is marked as the target ball receiving character corresponding to the target virtual character, a second pass mark is displayed at the position of the first virtual character in the graphical user interface; or When the second virtual character is marked as the target ball-receiving character corresponding to the target virtual character, a second pass mark is displayed at the position of the second virtual character in the graphical user interface.
12. The information processing method according to claim 11, wherein: The display mode of the second pass mark includes at least one of the following: Highlight display mode, text information display mode, preset graphic display mode.
13. The information processing method according to claim 4, wherein: In response to the target virtual character receiving the virtual ball transmitted by the first virtual character, marking the first virtual character as the target ball receiving character corresponding to the target virtual character, comprises: In response to the target virtual character receiving the virtual ball transmitted by the first virtual character, detecting whether the first virtual character is the target ball receiving character determined last time; If the first virtual character is not the target receiving character determined last time and receives a ball from the target virtual character, determining the first virtual character as the target receiving character; If the first virtual character is the target receiving character determined last time and receives a pass from the target virtual character, it is detected whether a pass reset condition is triggered after the first virtual character is determined as the target receiving character. If the pass reset condition is triggered, the first virtual character is determined as the target receiving character.
14. The information processing method according to claim 13, wherein: The pass reset condition includes at least one of the following: The game round is switched, the attack and defense roles of the target virtual character and / or the first virtual character are switched, the scoring interaction operation of the target virtual character ends, the target virtual character triggers a target skill, and the target virtual character receives a touchdown pass.
15. The information processing method according to claim 9, wherein: The information processing method further includes: In response to the virtual ball escaping from the control of the target virtual character, canceling the display of the first pass mark; or, In response to the target virtual character transmitting the virtual sphere to the target ball-receiving character, the display of the first pass mark is cancelled.
16. The information processing method according to claim 1, wherein: The graphical user interface displays a movement control; the plurality of skill controls include a pass control, and before responding to the score interaction operation of the target virtual character on the virtual ball, the information processing method further includes: In response to a third trigger operation for the mobile control, determining a target passing character based on an operation parameter of the third trigger operation and a location of the target virtual character; In response to a fourth trigger operation on the pass control, the target virtual character is controlled to transfer the virtual sphere to a target pass character.
17. The information processing method according to claim 16, wherein: The information processing method further includes: A third pass mark is displayed at a preset position of the target pass character; the third pass mark moves with the target pass character in the virtual interactive scene.
18. The information processing method according to claim 1, wherein: At least one pass role selection control is displayed in the graphical user interface; Before responding to the score interaction operation of the target virtual character on the virtual sphere, the information processing method further includes: In response to a fifth trigger operation on the passing character selection control, the target virtual character is controlled to transfer the virtual sphere to the virtual character corresponding to the passing character selection control.
19. The information processing method according to claim 1, wherein: The graphical user interface displays a plurality of skill controls including a charging special skill control; As the power value of the target virtual character increases, the filling area of the power-storage special skill control increases; The information processing method further includes: When the power value of the target virtual character is greater than a preset threshold, in response to the sixth trigger operation for the power-charged special skill control, the target virtual character is controlled to perform the special skill unique to the target virtual character based on the current power value of the target virtual character.
20. The information processing method according to claim 1, wherein: The information processing method further includes: When the target virtual character is in the ball holding stage, a ball holding mark is displayed at a preset position of the target virtual character; the ball holding mark moves with the target virtual character in the virtual interaction scene; The display form of the ball holding mark is related to the attack and defense state of the target virtual character.
21. An information processing device in a game, providing a virtual interactive scene for virtual characters of different camps to interact on a graphical user interface of a terminal device, wherein the virtual interactive scene includes a virtual sphere for virtual characters of different camps to compete for; The information processing device comprises: A movement control module is configured to execute a response to a score interaction operation of a target virtual character on the virtual sphere, and control the virtual sphere to move to a target position of the virtual interaction scene; The ball transfer module is configured to execute when the virtual ball is in the preparation stage of the scoring interaction operation, wherein the preparation stage indicates that the virtual ball has not been out of the control of the target virtual character; in response to the pass trigger operation of the target virtual character on the virtual ball, control the target virtual character to transfer the virtual ball to a target receiving character; wherein the target receiving character is a designated virtual character in the same camp as the target virtual character.
22. An electronic device, comprising: A processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the machine-readable instructions to execute the information processing method in the game as described in any one of claims 1 to 20.
23. A computer-readable storage medium having a computer program stored thereon, wherein the computer program, when executed by a processor, executes the steps of the information processing method in a game as claimed in any one of claims 1 to 20.
Citation Information
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