Game information processing method and apparatus, and electronic device and readable-storage medium

By introducing virtual sphere interaction scenarios in sports competitive games, responding to player operations to accumulate target state parameters, and granting target skills when the threshold is reached, the problem of low resource accumulation efficiency and richness in existing games is solved, and more efficient resource accumulation and richer gaming experience is achieved.

WO2025119028A1PCT designated stage expired Publication Date: 2025-06-12NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
PCT/CN2024/134315
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-12-05
Filing Date
2024-11-25
Publication Date
2025-06-12

AI Technical Summary

Technical Problem

In existing sports competitive games, the efficiency and richness of virtual character resources are low, making it difficult for players to obtain opportunities to improve character attributes through game time or props.

Method used

By introducing virtual sphere interaction scenarios in the game, responding to the player's control of the interaction between the target virtual character and the virtual sphere, meeting the preset accumulation interaction conditions, determining the target state parameters, and granting target skills when the threshold is reached, improving resource accumulation efficiency and richness.

Benefits of technology

It improves the efficiency and richness of the accumulation of target state parameters, reduces the data processing volume of hardware equipment, reduces the processing burden and power consumption, and improves the richness of the game and the human-computer interaction efficiency.

✦ Generated by Eureka AI based on patent content.

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    Figure CN2024134315_12062025_PF_FP_ABST
Patent Text Reader

Abstract

The game information processing method comprises the following steps: during a match, in response to an interaction operation for controlling a target virtual character (205) to aim at a virtual ball meeting a preset accumulation interaction condition, determining a target state parameter of the target virtual character (205) for the match; in response to the target state parameter reaching a preset state parameter threshold, controlling the target virtual character (205) to obtain a target skill for the target virtual character (205), wherein the target skill is used for providing a gain effect for the character attribute of the target virtual character (205). Further provided are a game information processing apparatus, and an electronic device and a readable-storage medium. The efficiency of target-state-parameter accumulation and the richness of parameter accumulation can be improved, and the amount of data processed by a hardware device can be reduced, thereby reducing a processing load for the hardware device, reducing the power consumption of hardware device, and reducing the performance overheads of the hardware device.
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Description

Information processing method, device, electronic device and readable storage medium in games

[0001] CROSS-REFERENCE TO RELATED APPLICATIONS

[0002] This application claims priority to Chinese patent application number 202311660983.7 filed on December 5, 2023, entitled “Information processing method, device, electronic device and readable storage medium in games”, the entire contents of which are incorporated by reference into this disclosure. 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] For virtual characters in different virtual interactive scenarios, in order to improve character attribute parameters or obtain relevant target skills to provide a gain effect for the character attributes of the virtual character, in related technologies, the virtual character's resources can be accumulated through the obtained target props or according to the increase in game time, and when the resource accumulation reaches a preset resource threshold, the target skill is added to the virtual character to provide a gain effect for the character attributes of the target virtual character.

[0006] Regarding the above-mentioned related technologies, since the game time of virtual games is generally short, the time accumulation solution may not bring too many accumulated resources for the virtual character. As for the solution of obtaining target props, since the timing of prop distribution or the difficulty of obtaining props are not fixed, in a game, the player may not be able to obtain the target props, and thus cannot accumulate resources for the virtual character, resulting in relatively low efficiency and richness of resource accumulation. Summary of the Invention

[0007] In view of this, the information processing method, device, electronic device and readable storage medium in the game provided by the present disclosure can control the interactive operation of the target virtual character with respect to the virtual sphere to meet the preset accumulated interaction conditions, determine the target state parameters of the target virtual character for the game match, and control the target virtual character to obtain the target skill after the target state parameters reach the preset state parameter threshold. This provides a new target state parameter accumulation and target skill acquisition method, improves the efficiency of target state parameter accumulation and the richness of parameter accumulation, reduces the data processing amount of the hardware device, thereby reducing the processing burden of the hardware device, saving the power consumption of the hardware device, and reducing the performance overhead of the hardware device.

[0008] In a first aspect, embodiments of the present disclosure provide an information processing method for providing, on a graphical user interface of a terminal device, a virtual interaction scene for enabling virtual characters from different camps to interact with each other. In the virtual interaction scene, the virtual characters from different camps compete for a virtual sphere and manipulate the virtual sphere to trigger a projection event to advance a game. The information processing method includes:

[0009] In response to the interactive operation of controlling the target virtual character with respect to the virtual sphere satisfying a preset accumulated interaction condition, determining a target state parameter of the target virtual character with respect to the game match;

[0010] In response to the target state parameter reaching a preset state parameter threshold, the target virtual character is controlled to acquire a target skill; the target skill is used to provide a gain effect for the character attribute of the target virtual character.

[0011] In a second aspect, embodiments of the present disclosure further provide an information processing device for use in a game, which provides a virtual interactive scene on a graphical user interface of a terminal device for virtual characters from different camps to interact with each other. In the virtual interactive scene, the virtual characters from different camps compete for a virtual sphere and manipulate the virtual sphere to trigger a projection event to advance the game. The information processing device includes:

[0012] a state parameter determination module configured to determine a target state parameter of the target virtual character for the game match in response to an interactive operation of controlling the target virtual character with respect to the virtual sphere satisfying a preset accumulated interaction condition;

[0013] The target skill acquisition module is configured to control the target virtual character to acquire a target skill in response to the target state parameter reaching a preset state parameter threshold; the target skill is used to provide a gain effect for the character attribute of the target virtual character.

[0014] 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.

[0015] 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.

[0016] The information processing method, device, electronic device and readable storage medium in the game provided by the embodiments of the present disclosure, in the process of the game, in response to the interactive operation of the target virtual character with respect to the virtual sphere being controlled to meet the preset accumulated interaction conditions, the target state parameters of the target virtual character with respect to the game are determined; in response to the target state parameters reaching the preset state parameter threshold, the target virtual character is controlled to obtain the target skill that provides a gain effect for the character attributes of the target virtual character. In this way, the target state parameters of the target virtual character with respect to the game can be determined when the interactive operation of the target virtual character with respect to the virtual sphere is controlled to meet the preset accumulated interaction conditions, and after the target state parameters reach the preset state parameter threshold, the target virtual character is controlled to obtain the target skill, providing a new target state parameter accumulation and target skill acquisition method, improving the efficiency of target state parameter accumulation and the richness of parameter accumulation, reducing the data processing amount of the hardware device, thereby reducing the processing burden of the hardware device, saving the power consumption of the hardware device, and reducing the performance overhead of the hardware device.

[0017] 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

[0018] 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.

[0019] FIG1 is a flowchart of an information processing method in a game according to an exemplary embodiment of the present disclosure;

[0020] FIG2 is a schematic diagram of a graphical user interface according to an embodiment of the present disclosure;

[0021] FIG3 is a second schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;

[0022] FIG4 is a third schematic diagram of a graphical user interface provided in an embodiment of the present disclosure;

[0023] FIG5 is a fourth schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;

[0024] FIG6 is a fifth schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;

[0025] FIG7 is a sixth schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;

[0026] FIG8 is a schematic diagram of the structure of an information processing device in a game according to an exemplary embodiment of the present disclosure;

[0027] FIG9 is a schematic structural diagram of an electronic device according to an exemplary embodiment of the present disclosure. DETAILED DESCRIPTION

[0028] 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.

[0029] First, the nouns involved in this disclosure are introduced:

[0030] (1) Terminal equipment

[0031] 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.

[0032] (2) Graphical User Interface

[0033] A graphical user interface is a display interface for communication between humans and computers. It allows users to manipulate virtual characters, icons, logos, or menu options on the screen using input devices such as a mouse or keyboard. It also allows users to manipulate virtual characters, icons, or menu options on the screen by performing touch operations on the touch screen of a touch terminal to control virtual characters, select commands, start programs, or perform other tasks.

[0034] (3) Virtual interaction scene

[0035] 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.

[0036] (4) Target virtual character:

[0037] 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.

[0038] Next, the technical background of this disclosure is introduced:

[0039] 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.

[0040] For virtual characters in different virtual interactive scenarios, in order to improve character attribute parameters or obtain relevant target skills to provide a gain effect for the character attributes of the virtual character, in related technologies, the virtual character's resources can be accumulated through the obtained target props or according to the increase in game time, and when the resource accumulation reaches a preset resource threshold, the target skill is added to the virtual character to provide a gain effect for the character attributes of the target virtual character.

[0041] Regarding the above-mentioned related technologies, since the game time of virtual games is generally short, the time accumulation solution may not bring too many accumulated resources for the virtual character. As for the solution of obtaining target props, since the timing of prop distribution or the difficulty of obtaining props are not fixed, in a game, the player may not be able to obtain the target props, and thus cannot accumulate resources for the virtual character, resulting in relatively low efficiency and richness of resource accumulation.

[0042] Based on this, the embodiments of the present disclosure provide an information processing method in the game to improve the efficiency of target state parameter accumulation and the richness of parameter accumulation; reduce the data processing volume of the hardware device, thereby reducing the processing burden of the hardware device, saving the power consumption of the hardware device, reducing the performance overhead of the hardware device, and improving the richness of the game and the efficiency of human-computer interaction.

[0043] 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.

[0044] 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.

[0045] 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.

[0046] 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).

[0047] 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:

[0048] S101: In response to an interactive operation of controlling a target virtual character with respect to the virtual sphere satisfying a preset accumulated interaction condition, determining a target state parameter of the target virtual character with respect to the game match.

[0049] S102: In response to the target state parameter reaching a preset state parameter threshold, controlling the target virtual character to acquire a target skill; the target skill is used to provide a gain effect for the character attribute of the target virtual character.

[0050] The information processing method in the game provided by the embodiment of the present disclosure can control the target virtual character's interactive operation on the virtual sphere to meet the preset accumulated interaction conditions, determine the target state parameters of the target virtual character for the game, and control the target virtual character to obtain the target skills after the target state parameters reach the preset state parameter threshold. It provides a new target state parameter accumulation and target skill acquisition method, improves the efficiency of target state parameter accumulation and the richness of parameter accumulation, reduces the data processing amount of the hardware device, thereby reducing the processing burden of the hardware device, saving the power consumption of the hardware device, and reducing the performance overhead of the hardware device.

[0051] The following describes the exemplary steps of the embodiment of the present disclosure:

[0052] S101: In response to an interactive operation of controlling a target virtual character with respect to the virtual sphere satisfying a preset accumulated interaction condition, determining a target state parameter of the target virtual character with respect to the game match.

[0053] 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, and settle 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.

[0054] In one possible embodiment, the game interaction includes ball-holding interaction and other interactions. The virtual character's ball-holding interaction with the virtual sphere includes ball control and dribbling, controlling the sphere to follow the virtual character in the virtual interactive scene, and other interactions include passing, stealing, blocking (when the virtual sphere is a virtual basketball), tackling (when the virtual sphere is a virtual soccer ball), and controlling the virtual sphere to enter a target area (e.g., when the virtual sphere is a virtual basketball, controlling the virtual basketball to enter a virtual basket; when the virtual sphere is a virtual soccer ball, controlling the virtual soccer ball to enter a virtual goal).

[0055] Specifically, the virtual character's interaction with the virtual sphere holding the ball may include the virtual character manipulating the movement of the virtual sphere (when the virtual character holds the ball, the virtual sphere moves with the virtual character holding the ball); while any virtual character is holding the ball, virtual characters in other camps may interact with the virtual character holding the ball in other ways (taking the virtual sphere as a virtual basketball as an example, other interactions may be the virtual character's defensive operations against the virtual character holding the ball, or the virtual character's blocking operations against the virtual basketball; taking the virtual sphere as a virtual football as an example, other interactions may be the virtual character's defensive operations against the virtual character holding the ball, or the virtual character's tackling operations against the virtual football, etc.); other interactions with the virtual sphere also include triggering For example, a scoring event (controlling the virtual sphere to enter the target area) may be performed by taking the virtual sphere as a virtual basketball. A scoring event may be to throw the virtual basketball into a virtual basket, and determine a specific score (2 points, 3 points, etc.) based on the specific position of the virtual character in throwing the virtual basketball, or to obtain a penalty kick opportunity when the enemy virtual character commits a foul, and to throw the virtual basketball into the virtual basket at the penalty kick position. Taking the virtual sphere as a virtual football as an example, a scoring event may be to shoot the virtual football into the virtual goal, or to obtain a penalty kick opportunity when the enemy virtual character commits a foul, and to shoot the virtual football into the virtual goal at the penalty kick position, with one goal scored and one point awarded. It is worth noting that no matter which virtual character holds the ball and scores, the score is counted in the camp to which the virtual character belongs.

[0056] Specifically, during the process of the virtual character interacting with the ball, the virtual sphere is controlled to move with the virtual character in the virtual scene. For example, the virtual sphere moves with the virtual character in the virtual scene at a preset speed.

[0057] In one possible implementation, scoring events are triggered based on the ball-holding interactions and other interactions of the virtual character controlling the virtual sphere, and after the game settlement conditions are triggered, the score of the camp to which the virtual character belongs is counted. For example, if the virtual character controls the virtual sphere to enter a designated area (e.g., when the virtual sphere is a virtual basketball, the virtual basketball enters the virtual basket; when the virtual sphere is a virtual football, the virtual football enters the virtual goal), the score of this scoring event is accumulated for the camp to which the virtual character controlling the virtual sphere to enter the designated area belongs.

[0058] In one possible implementation, when calculating the score, it is also necessary to integrate points 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.

[0059] 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.

[0060] In one possible implementation, for different virtual characters, in order to improve character attribute parameters or acquire relevant target skills to provide a gain effect for the character attributes of the virtual character, in related technologies, the resources of the virtual character can be accumulated through the acquired target props or according to the increase in game time, and when the resource accumulation reaches a preset resource threshold, the target skill is added to the virtual character to provide a gain effect for the character attributes of the target virtual character.

[0061] Regarding the above-mentioned related technologies, since the game time of virtual games is generally short, the time accumulation solution may not bring too many accumulated resources for the virtual character. As for the solution of obtaining target props, since the timing of prop distribution or the difficulty of obtaining props are not fixed, in a game, the player may not be able to obtain the target props, and thus cannot accumulate resources for the virtual character, resulting in relatively low efficiency and richness of resource accumulation.

[0062] In the disclosed example, another accumulation method is provided, which detects the target virtual character's interactive operations on the virtual sphere. If it is determined that the target virtual character's interactive operations on the virtual sphere meet the preset accumulation interaction conditions, the target state parameters (resource accumulation) of the target virtual character for the game will be determined, providing a new accumulation method for the target virtual character's resource accumulation, so as to improve the efficiency and richness of the virtual character's resource accumulation.

[0063] In one possible implementation, a game match can be divided into a first accumulation stage and a second accumulation stage. The accumulation stage is divided into different accumulation stages, and different target skills are set for different accumulation stages. Different character attribute gains are provided for the target virtual character. Different accumulation stages and different interactive operations can be distinguished, thereby improving the control richness of the player's interactive operations and helping to improve the player's gaming experience.

[0064] Among them, the first accumulation stage is the accumulation stage at the beginning of the game, and the second accumulation stage is the accumulation stage after the end of the first accumulation stage. The judgment method of the interactive operation method of virtual resource accumulation in the first accumulation stage and the second accumulation stage is different, and the accumulation threshold for resource accumulation is different. The target skills when the accumulation reaches the preset resource threshold may also be different. The accumulation process of the first accumulation stage and the second accumulation stage will be explained respectively below.

[0065] In a first aspect, when the game game includes a first accumulation stage, the preset accumulation interaction condition includes a first preset accumulation interaction condition, and the target state parameter includes a first target accumulation resource.

[0066] Specifically, the step of “determining a target state parameter of the target virtual character for the game match in response to the interactive operation of controlling the target virtual character with respect to the virtual sphere satisfying a preset accumulated interaction condition” includes:

[0067] S1011: When the target virtual character is in the first accumulation stage, in response to the target virtual character's interaction operation with the virtual sphere meeting a first preset accumulation interaction condition, determining a first target accumulation resource for the target virtual character in the first accumulation stage.

[0068] In an embodiment of the present disclosure, when the start of a game match is detected, it is determined that the target virtual character is currently in the first accumulation stage. When the target virtual character is in the first accumulation stage, it is necessary to monitor the target virtual character's interactive operations with respect to the virtual sphere. If the target virtual character's interactive operations with respect to the virtual sphere meet the first preset accumulation interaction condition, it is determined that the first target accumulation resources in the first accumulation stage can be accumulated for the target virtual character. Based on whether the target virtual character's interactive behavior meets the first preset accumulation interaction condition, the target virtual character's first target accumulation resources for the first accumulation stage are determined. The corresponding first target accumulation resources are accumulated through the interactive behavior, thereby improving the richness of the target accumulation resources.

[0069] In one possible embodiment, the target virtual character's interactive operations with respect to the virtual sphere include but are not limited to the target virtual character's interactive operations with respect to the virtual sphere alone (the target virtual character performs virtual interactions with the virtual sphere by using specific interactive skills) or the execution of preset coordination events between the target virtual character and a teammate virtual character. By detecting different interactive operations, it is determined whether the target virtual character's interactive operations with respect to the virtual sphere meet the first preset accumulated interaction condition.

[0070] Specifically, the step of “in response to the target virtual character's interactive operation with respect to the virtual sphere satisfying a first preset accumulated interaction condition” includes:

[0071] a1: In response to the target virtual character's interaction operation with the virtual sphere including a first interaction skill, and a first interaction distance of the first interaction skill and a first interaction timing of the first interaction skill satisfying a first interaction condition, determining that the interaction operation satisfies a first preset accumulated interaction condition; and / or,

[0072] a2: In response to the target virtual character's interaction operation with the virtual sphere including a second interaction skill, and the second interaction distance, the second interaction timing, and the skill angle of the second interaction skill satisfying a second interaction condition, determining that the interaction operation satisfies a first preset accumulated interaction condition; and / or,

[0073] a3: in response to the target virtual character's projection interaction operation on the virtual sphere triggering a scoring event, determining that the interaction operation satisfies a first preset accumulation interaction condition; and / or,

[0074] a4: In response to the target virtual character and the teammate virtual character performing a predetermined cooperation event, determining that the interaction operation satisfies a first preset accumulated interaction condition.

[0075] In the embodiment of the present disclosure, the interactive operation performed by the target virtual character on the virtual sphere can be to detect whether the target virtual character performs the first interactive skill or the second interactive skill on the virtual sphere, and it is necessary to determine whether the first interactive skill and the second interactive skill meet the preset interaction requirements based on the preset interaction conditions, and further determine whether the interactive operation meets the first preset accumulated interaction condition.

[0076] In a possible implementation, the first interactive skill and the second interactive skill of the target virtual character may be defensive interactive skills performed when the target virtual character acts as a defensive character and the enemy camp virtual character has a virtual sphere and is conducting a ball-holding attack.

[0077] For example, when the virtual sphere is a virtual basketball, the enemy virtual character moves toward the virtual basket with the ball to perform a shooting operation. At this time, the target virtual character defends the enemy virtual character, which may be a defensive operation performed after the enemy virtual character performs the shooting operation. At this time, the first interactive skill may be a rebounding skill, and the second interactive skill may be a blocking skill; when the virtual sphere is a virtual football, the enemy virtual character moves toward the virtual goal with the ball to perform a shooting operation. At this time, the target virtual character defends the enemy virtual character, which may be a defensive operation performed before the enemy virtual character performs the shooting operation. At this time, the first interactive skill may be a tackling skill, and the second interactive skill may be a pressing skill.

[0078] First: For the case where the target virtual character's interactive operation on the virtual sphere includes the first interactive skill:

[0079] In a possible embodiment, when the target virtual character's interactive operation with respect to the virtual sphere includes a first interactive skill, it is necessary to confirm whether the first interactive distance of the first interactive skill and the first interactive timing of the first interactive skill meet the first interactive condition, wherein the first interactive distance of the first interactive skill represents the interactive distance between the target virtual character and the position of the virtual sphere in the virtual interactive scene when the target virtual character performs the first interactive skill; the first interactive timing of the first interactive skill represents the moment when the target virtual character performs the first interactive skill.

[0080] Furthermore, when it is determined that the first interaction distance when the target virtual character performs the first interaction skill and the first interaction timing of the first interaction skill meet the first interaction condition, it is determined that the target virtual character has successfully accumulated the first target accumulation resource, thereby enriching the accumulation method of the target resource and improving the efficiency of the target resource accumulation. In one possible implementation, taking the example of the need to accumulate five layers of first target accumulation resources, when it is determined that the first interaction distance when the target virtual character performs the first interaction skill and the first interaction timing of the first interaction skill meet the first interaction condition, one layer of first target accumulation resources is accumulated for the target virtual character.

[0081] In a possible implementation manner, a specific method for determining whether the first interaction distance of the first interaction skill and the first interaction timing of the first interaction skill satisfy the first interaction condition will be described below.

[0082] Specifically, the following steps are performed to determine whether the first interaction distance of the first interaction skill satisfies the first interaction condition:

[0083] b1: Determine the first horizontal position coordinate, first vertical position coordinate and first height position coordinate of the target virtual character in the virtual interaction scene, and the second horizontal position coordinate, second vertical position coordinate and second height position coordinate of the virtual sphere in the virtual interaction scene when the target virtual character performs the first interaction skill.

[0084] b2: Determine a first skill interaction range of the target virtual character based on the first horizontal position coordinate, the first vertical position coordinate, the first height position coordinate, the second horizontal position coordinate, the second vertical position coordinate, and the second height position coordinate.

[0085] b3: When the first skill interaction range is smaller than the preset first skill release range, it is determined that the first interaction distance of the first interaction skill meets the first interaction condition; wherein, the first skill release range is determined based on the bounce parameters of the target virtual character and the skill parameters of the first interaction skill.

[0086] In a possible implementation, the player may control the target virtual character to perform the first interactive skill by triggering a skill control on a graphical user interface.

[0087] Among them, in the embodiment of the present disclosure, the trigger operation for the skill control can be a touch operation for the skill control or a click operation for the skill control.

[0088] For example, when the terminal device is a mobile terminal, the trigger operation for the skill control can be a touch operation (long press operation, click operation or sliding operation, etc.) for the skill control; when the terminal device is a PC, the trigger operation for the skill control can be a click operation (click operation, etc.) for the skill control through an external input device.

[0089] For example, taking the virtual sphere as a virtual basketball and the first interactive skill as a rebounding skill, a rebounding skill control is displayed on the graphical user interface. When a click operation on the rebounding skill control is received, it is determined that the target virtual character under the player has issued a rebounding skill instruction, and the target virtual character is controlled to execute the rebounding skill. At the same time, the graphical user interface displays an animation of the target virtual character in the virtual interactive scene. After the enemy virtual character makes a shooting operation and misses, the target virtual character executes the rebounding skill to compete for the rebound.

[0090] In a possible implementation, after it is determined that a trigger operation for a skill control is received, it is determined that the target virtual character has performed the first interactive operation.

[0091] Furthermore, when determining that the target virtual character executes the first interactive skill, the first horizontal position coordinate, the first vertical position coordinate and the first height position coordinate of the target virtual character in the virtual interactive scene are obtained. At the same time, based on the movement trajectory of the virtual sphere, the second horizontal position coordinate, the second vertical position coordinate and the second height position coordinate of the virtual sphere in the virtual interactive scene are determined.

[0092] In one possible implementation, the position coordinates of the target virtual character in the virtual interaction scene and the position coordinates of the virtual sphere in the virtual interaction scene are both three-dimensional coordinates (the virtual interaction scene is a three-dimensional interaction scene), and are the server locations of the target virtual character and the virtual sphere.

[0093] In one possible implementation, a three-dimensional coordinate system may be established with the center point of the virtual interactive scene as the origin, and then the first horizontal position coordinate, first vertical position coordinate, and first height position coordinate of the target virtual character in the virtual interactive scene, as well as the second horizontal position coordinate, second vertical position coordinate, and second height position coordinate of the virtual sphere in the virtual interactive scene may be determined based on the established three-dimensional coordinate system.

[0094] Furthermore, a calculation is performed based on the determined first horizontal position coordinate, first vertical position coordinate, first height position coordinate, second horizontal position coordinate, second vertical position coordinate and second height position coordinate to determine the first skill interaction range of the target virtual character.

[0095] In a possible implementation, the position coordinates of the target virtual character are determined to be (x1, y1, z1), and the coordinates of the virtual sphere are determined to be (x2, y2, z2). Then, the first skill interaction range can be determined according to the following formula: R = ((x1-x2) 2 +(y1-y2) 2 ) 0.5 ;

[0096] Among them, R is the first skill interaction range; x1 is the first horizontal position coordinate; x2 is the second horizontal position coordinate; y1 is the first vertical position coordinate; y2 is the second vertical position coordinate.

[0097] Furthermore, after determining the first skill interaction range of the target virtual character, it is necessary to determine whether the first interaction range is smaller than the preset first skill release range based on the first skill interaction range. If the first skill interaction range is smaller than the preset first skill release range, it is determined that the first interaction distance of the first interaction skill meets the first interaction condition.

[0098] In a possible implementation, the preset first skill release range is the skill effective range for the target virtual character to perform the first skill, and is related to the bounce parameters of the target virtual character and the skill parameters for the target virtual character to perform the first interactive skill.

[0099] Among them, the bounce parameters of the target virtual character and the skill parameters of the target virtual character performing the first interactive skill are related to the character setting of the target virtual character. At the same time, the target virtual character has basic bounce parameters and skill parameters when it is engaged in battle, and the bounce parameters and skill parameters can be improved through the resource accumulation of the target virtual character.

[0100] In a possible implementation, the first preset skill release range may be to set a basic skill release range, and the basic skill release range is weightedly calculated by the bounce parameters and skill parameters of the target virtual character to determine the first preset skill release range.

[0101] In a possible implementation manner, a specific method for determining whether the first interaction timing of the first interaction skill satisfies the first interaction condition will be described below.

[0102] Specifically, the following steps are performed to determine whether the first interaction opportunity of the first interaction skill satisfies the first interaction condition:

[0103] c1: Determine the first skill moment when the target virtual character releases the first skill.

[0104] c2: If the first skill moment is within the first skill release time range, determine that the first interaction timing of the first interactive skill meets the first interaction condition.

[0105] The first skill release time range is determined based on a start time node at which the first skill can be executed and an end time node at which the first skill can be executed.

[0106] In a possible implementation, the start time node of the first skill and the end time node at which the first skill can be executed are determined according to the time when an implementation opportunity corresponding to the first skill occurs.

[0107] For example, taking the virtual sphere as a virtual basketball and the first interactive skill as the rebounding skill, the execution opportunity time corresponding to the first skill is when the rebound appears. That is, when the enemy virtual character in the enemy camp misses the shot, both the enemy and our camps can use the rebounding skill to compete for the basketball that bounces off the backboard or the hoop. Therefore, the start time node for executing the first skill can be the preset time before the rebound appears (such as when the virtual character holding the ball starts to execute the shooting event), and the end time node for executing the first skill can be the preset time after the rebound appears (when the virtual sphere is snatched away by other virtual characters).

[0108] Furthermore, if the implementation opportunity time corresponding to the first skill is T, the start time node for executing the first skill is t1, and the end time node for executing the first skill is t2. If the first skill moment at which the target virtual character releases the first skill is determined to be T1, when the first skill moment satisfies T+t2>T1>T+t1, it is determined that the first skill time is within the first skill release time range, and then it is determined that the first interaction timing of the first interactive skill meets the first interaction condition.

[0109] Second: For the case where the target virtual character's interactive operation on the virtual sphere includes a second interactive skill:

[0110] In a possible embodiment, when the target virtual character's interactive operation with respect to the virtual sphere includes a second interactive skill, it is necessary to confirm whether the second interactive distance of the second interactive skill, the second interactive timing of the second interactive skill, and the skill angle of the second interactive skill meet the second interactive condition, wherein the second interactive distance of the second interactive skill represents the interactive distance between the target virtual character and the position of the virtual sphere in the virtual interactive scene when the target virtual character performs the first interactive skill; the second interactive timing of the second avatar interactive skill represents the moment when the target virtual character performs the second interactive skill; and the skill angle of the second interactive skill represents the angle formed by the first line between the target virtual character and the second virtual character that performs the projection event and the second line between the second virtual character and the target position when the target virtual character performs the second interactive skill.

[0111] Furthermore, when it is determined that the second interaction distance when the target virtual character performs the second interaction skill and the second interaction timing of the second interaction skill meet the second interaction condition, it is determined that the target virtual character has successfully accumulated the first target accumulation resources, enriching the accumulation method of the target resources and improving the efficiency of the target resource accumulation.

[0112] In one possible implementation, taking the example of five layers of first target accumulated resources, when it is determined that the second interaction distance when the target virtual character performs the second interaction skill and the second interaction timing of the second interaction skill meet the second interaction condition, one layer of first target accumulated resources is accumulated for the target virtual character.

[0113] In a possible implementation manner, a specific method for determining whether the second interaction distance of the second interaction skill and the second interaction timing of the second interaction skill satisfy the second interaction condition will be described below.

[0114] Specifically, the following steps are performed to determine whether the second interaction distance of the second interaction skill satisfies the second interaction condition:

[0115] d1: Determine the third horizontal position coordinate, third vertical position coordinate and third height position coordinate of the target virtual character in the virtual interaction scene, and the fourth horizontal position coordinate, fourth vertical position coordinate and fourth height position coordinate of the virtual sphere in the virtual interaction scene when the target virtual character performs the second interaction skill.

[0116] d2: When the second skill interaction range is smaller than the preset second skill release range, it is determined that the second interaction distance of the second interaction skill meets the second interaction condition; wherein, the second skill release range is determined based on the bounce parameters of the target virtual character, the skill parameters of the second skill, and the interaction type of the target virtual character performing the second interaction skill.

[0117] In a possible implementation, similarly, the player can control the target virtual character to perform the second interactive skill by triggering the skill control on the graphical user interface.

[0118] Among them, in the embodiment of the present disclosure, the trigger operation for the skill control can be a touch operation for the skill control or a click operation for the skill control.

[0119] For example, when the terminal device is a mobile terminal, the trigger operation for the skill control can be a touch operation (long press operation, click operation or sliding operation, etc.) for the skill control; when the terminal device is a PC, the trigger operation for the skill control can be a click operation (click operation, etc.) for the skill control through an external input device.

[0120] For example, taking the virtual sphere as a virtual basketball and the second interactive skill as a blocking skill, a blocking skill control is displayed on the graphical user interface. When a click operation on the blocking skill control is received, it is determined that the target virtual character under the player has issued a blocking skill instruction, and the target virtual character is controlled to execute the blocking skill. At the same time, the graphical user interface displays an animation of the target virtual character in the virtual interactive scene. When the enemy virtual character is performing a shooting operation and the virtual basketball is moving towards the virtual basketball, the target virtual character blocks the enemy virtual character's shooting process by executing the blocking skill.

[0121] In a possible implementation, after it is determined that a trigger operation for a skill control is received, it is determined that the target virtual character has performed a second interactive operation.

[0122] Furthermore, after determining that the target virtual character has performed the second interactive operation, the third horizontal position coordinate, third vertical position coordinate and third height position coordinate of the target virtual character in the virtual interactive scene, and the fourth horizontal position coordinate, fourth vertical position coordinate and fourth height position coordinate of the virtual sphere in the virtual interactive scene are determined, and the second skill interaction range is determined based on the three horizontal position coordinates, the third vertical position coordinate, the third height position coordinate, the fourth horizontal position coordinate, the fourth vertical position coordinate and the fourth height position coordinate. When it is determined that the second skill interaction range is smaller than the preset second skill release range, it is determined that the second interaction distance of the second interactive skill meets the second interaction condition.

[0123] Among them, the method for determining the interaction range of the second skill is the same as the method for determining the interaction range of the first skill, and will not be repeated here.

[0124] In one possible implementation, the preset second skill release range is the effective skill range for the target virtual character to perform the second skill, which is related to the bounce parameters of the target virtual character, the skill parameters for the target virtual character to perform the second interactive skill, and the interaction type of the target virtual character to perform the second interactive skill.

[0125] Among them, similarly, the bounce parameters of the target virtual character and the skill parameters of the target virtual character performing the second interactive skill are related to the character setting of the target virtual character. At the same time, the target virtual character has basic bounce parameters and skill parameters when it is engaged in battle, and the bounce parameters and skill parameters can be improved through the resource accumulation of the target virtual character.

[0126] In one possible implementation, the second preset skill release range can be a basic skill release range. Different interaction types correspond to different basic release ranges. The basic skill release range is weightedly calculated by the bounce parameters and skill parameters of the target virtual character to determine the second preset skill release range.

[0127] For example, taking the virtual sphere as a basketball and the second interactive skill as a blocking skill, the blocking range of a dunk (basic skill release range) is smaller, while the blocking range of a shot and a layup (basic skill release range) is larger.

[0128] In a possible implementation manner, a specific method for determining whether the second interaction timing of the second interaction skill satisfies the second interaction condition will be described below.

[0129] Specifically, the following steps are performed to determine whether the second interaction opportunity of the second interaction skill satisfies the second interaction condition:

[0130] e1: Determine the second skill time for the target virtual character to release the second skill.

[0131] e2: If the second skill time is within the second skill release time range, determine that the second interaction timing of the second interactive skill meets the second interaction condition.

[0132] In a possible implementation, the start time node of the second skill and the end time node at which the second skill can be executed are determined according to the time when an implementation opportunity corresponding to the second skill occurs.

[0133] For example, taking the virtual sphere as a virtual basketball and the second interactive skill as the blocking skill, the time when the implementation opportunity of the second skill appears is after the enemy character holding the ball performs a shooting operation. After the enemy character holding the ball performs a shooting operation, before the basketball reaches the highest point or hits the backboard, a blocking operation can be performed, and be careful not to block the basketball during its descent, otherwise it will be judged as an interference ball. Therefore, the starting time node for executing the first skill can be a preset time before the ball reaches the highest point (such as when the virtual character holding the ball starts to execute the shooting event) and the ending time node for executing the first skill can be a preset moment before the backboard starts to fall (when the virtual sphere is snatched away by other virtual characters).

[0134] Among them, the specific judgment method for whether the second skill time is within the second skill release time range is the same as the judgment method for whether the first skill time is within the first skill release time range, and will not be repeated here.

[0135] In a possible implementation, based on the judgment of the interaction distance and the interaction time, the skill angle of the second interaction skill also needs to be judged. The specific method for determining whether the second interaction timing of the second interaction skill meets the second interaction condition will be explained below.

[0136] Specifically, the following steps are performed to determine whether the skill angle of the second interactive skill satisfies the second interactive condition:

[0137] f1: When determining that the target virtual character performs the second interactive skill, determining a first position of the target virtual character in the virtual interactive scene and a second position of a second virtual character currently controlling the virtual sphere to trigger a projection event.

[0138] f2: Determine the skill angle of the target virtual character based on the first position, the second position, and the target position.

[0139] f3: If the skill angle is smaller than the skill release angle of the second interactive skill, determine that the skill angle of the second interactive skill meets the second interactive condition.

[0140] In an embodiment of the present disclosure, when it is determined that the target virtual character performs the second interactive skill, it is necessary to obtain the first position of the target virtual character in the virtual interactive scene, the second position of the second virtual character who currently controls the virtual sphere to trigger the projection event, and the target position toward which the second virtual character controls the virtual sphere to perform the projection event.

[0141] For example, taking the virtual sphere as a virtual basketball as an example, the target position is the position of the virtual basket in the virtual interactive scene; taking the virtual sphere as a virtual football as an example, the target position is the position of the virtual goal in the virtual interactive scene.

[0142] In a possible implementation, the first position of the target virtual character in the virtual interactive scene and the second position of the second virtual character currently controlling the virtual sphere to trigger the projection event are both server positions.

[0143] Furthermore, after determining the first position, the second position and the target position, the vector A between the target virtual character and the second virtual character can be calculated based on the position coordinates of the first position and the second position, and the vector B between the second virtual character and the target position can be calculated based on the second position and the target position. The angle between vector A and vector B is determined as the skill angle a1 of the target virtual character. At the same time, the skill release angle a2 of the second skill is determined. If the skill angle a1 of the target virtual character is smaller than the skill release angle a2 of the second skill, it is determined that the skill angle of the second interactive skill meets the second interactive condition.

[0144] In one possible implementation, the skill release angle a2 of the second skill is determined based on the second interactive skill releasable angle a3 and the angle a4 at which the skill type is interrupted by the second skill, a2 = max [second interactive skill releasable angle a3, angle a4 at which the skill type is interrupted by the second skill], that is, the skill release angle a2 of the second skill is the larger value of the second interactive skill releasable angle a3 and the angle a4 at which the skill type is interrupted by the second skill.

[0145] For example, if the release angle a3 of the second interactive skill is 10° and the angle a4 at which the skill type is interrupted by the second skill is 15°, then the skill release angle a2 of the second skill is 15°.

[0146] Third, regarding the case where a scoring event is triggered by the target virtual character's projection interaction operation on the virtual sphere:

[0147] In the embodiment of the present disclosure, if it is determined that the projection interaction operation of the target virtual character on the virtual sphere triggers a scoring event, it is determined that the interaction operation satisfies the first preset accumulation interaction condition.

[0148] For example, when the virtual sphere is a virtual basketball, the scoring event triggered by the target virtual character's projection interaction operation on the virtual sphere may be that the target virtual character performs a shooting event and throws the virtual basketball into the virtual basket; when the virtual sphere is a virtual football, the scoring event triggered by the target virtual character's projection interaction operation on the virtual sphere may be that the target virtual character performs a shooting event and kicks the virtual football into the virtual goal.

[0149] Furthermore, when it is determined that the target virtual character's projection interaction operation on the virtual sphere triggers a scoring event, it is determined that the target virtual character has successfully accumulated the first target accumulation resource, further enriching the accumulation method of the target resource accumulation and improving the efficiency of the target resource accumulation.

[0150] In a possible implementation, taking the example that five layers of first target accumulation resources are required, when it is determined that the projection interaction operation of the target virtual character on the virtual sphere triggers a scoring event, one layer of first target accumulation resources is accumulated for the target virtual character.

[0151] Fourth, regarding the situation where the target virtual character and the teammate virtual character execute a predetermined coordination event:

[0152] In a possible embodiment, the target virtual character and the teammate virtual character perform a predetermined cooperation event to meet the first preset accumulated interaction condition, which may include the target virtual character helping the teammate virtual character score, that is, the target virtual character completes the assist operation.

[0153] Exemplarily, when the virtual sphere is a virtual basketball, after the target virtual character passes the ball to the teammate virtual character, the teammate virtual character executes a shooting event and throws the virtual basketball into the virtual basket; when the virtual sphere is a virtual football, after the target virtual character passes the ball to the teammate virtual character, the teammate virtual character executes a shooting event and kicks the virtual football into the virtual goal. At this time, it is determined that the target virtual character and the teammate virtual character execute the predetermined cooperation event and succeed, and it is determined that the interactive operation meets the first preset accumulated interaction condition.

[0154] In another possible embodiment, the target virtual character and the teammate virtual character may perform a predetermined coordination event in which the target virtual character shields the teammate virtual character.

[0155] Specifically, taking the virtual sphere as a virtual basketball as an example, the predetermined cooperation events between the target virtual character and the teammate 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 teammate 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.

[0156] For example, taking the virtual sphere as a virtual basketball, the predetermined cooperation event between the target virtual character and the teammate virtual character is that the target virtual character performs a "pick and roll" operation for the teammate virtual character. The target virtual character first helps the teammate virtual character block the defensive virtual character (other virtual characters in the enemy camp), and then after the teammate virtual character controls the virtual sphere to pass, the target virtual character quickly moves away from the blocked defensive virtual character (other virtual characters in the enemy camp). At this time, it is determined that the target virtual character successfully "picks and rolls" for the teammate virtual character, and it is determined that the interactive operation meets the first preset accumulated interaction condition.

[0157] Furthermore, when it is determined that the target virtual character and the teammate virtual character execute a predetermined cooperation event, it is determined that the target virtual character has successfully accumulated the first target accumulation resource, which further enriches the accumulation method of the target resource accumulation and improves the efficiency of the target resource accumulation.

[0158] In a possible implementation, taking the example that the first target accumulated resources need to be accumulated five layers, when it is determined that the target virtual character and the teammate virtual character perform a predetermined cooperation event, one layer of the first target accumulated resources is accumulated for the target virtual character.

[0159] In one possible embodiment, when a game match begins, the target virtual character is controlled to enter the first accumulation stage. In order for the player to intuitively determine in the graphical user interface that the current target virtual character has entered the first accumulation stage, a resource display progress bar can be displayed in the graphical user interface to prompt the accumulation status of the current first target accumulated resources.

[0160] Specifically, the information processing method further includes:

[0161] g1: When the target virtual character is in the first accumulation stage, a first resource display progress bar is displayed at a preset position of the target virtual character; the first resource display progress bar includes a plurality of areas to be filled.

[0162] In a possible implementation, the first resource display progress bar may be an arc-shaped progress bar displayed with the target virtual location as the center, and moves with the target virtual character in the virtual interactive scene to ensure that the display position of the first resource display progress bar relative to the target virtual character remains unchanged.

[0163] In one possible implementation, a plurality of to-be-filled areas are displayed in the first resource display progress bar, and the to-be-filled areas represent the number of target accumulation resources that need to be accumulated in the current first resource accumulation stage. After the first target accumulation resource of the first accumulation stage is determined, the first resource display progress bar needs to be filled to prompt the player of the current situation of the first resource accumulation stage.

[0164] Specifically, after the step of “determining the first target accumulation resources of the target virtual character for the first accumulation stage”, the information processing method further includes:

[0165] h1: Based on the first target accumulated resources, updating the filling effect of the filling area of ​​the first resource display progress bar, and displaying resource update prompt information in the graphical user interface.

[0166] In one possible implementation, after determining that the target virtual character's interactive operation in the first accumulation stage meets the first preset accumulation interaction condition, it is determined that the target virtual character has accumulated the first target accumulation resource, and a portion of the to-be-filled area in the first resource display progress bar is filled. At the same time, resource update prompt information is displayed in the graphical user interface to prompt the player of the current accumulation status of the accumulated resources.

[0167] In one possible implementation, the resource update prompt information may be text information displayed in a graphical user interface, such as "the target virtual character has currently accumulated a layer of the first target accumulated resources"; or an instant special effect prompt may be directly displayed around the target virtual character to indicate that the first target accumulated resources have been accumulated.

[0168] In another possible implementation, the first resource display progress bar may also be displayed at a fixed position on the graphical user interface, for example, the first resource display progress bar may be displayed in the upper left corner of the graphical user interface.

[0169] In one possible implementation, generally speaking, when the target virtual character enters the game, that is, enters the first accumulation stage, and will start accumulating the first target accumulation resources from 0; and for the target virtual character, in addition to improving the character attribute parameters in the game, the character attribute parameters can also be improved through training and participation in activities outside the game. In the virtual game, this process is called "off-game development". If it is determined that the current target virtual character has improved its skills in the "off-game development" process and obtained corresponding accumulation resource gains, the first target accumulation resources can be directly added to the target virtual character after the target virtual character enters the game. That is, the first target accumulation resources of the target virtual character in the game do not start from 0, but can start directly from 1.

[0170] Specifically, before the step of “when the target virtual character is in the first accumulation stage, in response to the target virtual character's interaction operation with the virtual sphere meeting a first preset accumulation interaction condition”, the information processing method further includes:

[0171] i1: In response to the target virtual character achieving a preset achievement outside the game, accumulating the first target accumulation resources for the target virtual character.

[0172] In one possible implementation, if it is determined that the target virtual character has achieved a preset achievement during the "off-site development" process, an additional layer of first target accumulation resources can be added to the target virtual character, and a to-be-filled area in the first resource display progress bar displayed in the graphical user interface can be directly filled.

[0173] For example, if according to the game settings, the first accumulation stage needs to accumulate five layers of the first target accumulation resources, then the first resource display progress bar displayed in the graphical user interface will include five areas to be filled. If the target virtual character has not gone through the "out-of-game development" process when entering the game, then when the target virtual character enters the first accumulation stage, the displayed first resource display progress bar includes five unfilled areas to be filled; if the target virtual character has accumulated the first target accumulation resources without going through the "out-of-game development" process when entering the game, then when the target virtual character enters the first accumulation stage, the displayed first resource display progress bar includes four unfilled areas to be filled and one area to be filled. At this time, only four areas to be filled need to be accumulated to complete the target resource accumulation of the first accumulation stage, further improving the efficiency of game resource accumulation.

[0174] In a possible implementation, in addition to displaying the first target resource accumulation status of the current target virtual character through the first resource progress display bar, a first stage prompt icon may be displayed in the graphical user interface to prompt the resource accumulation status of the current target virtual character.

[0175] Specifically, after the step of “determining the first target accumulation resources of the target virtual character for the first accumulation stage”, the information processing method further includes:

[0176] j1: Display the first stage prompt icon and corresponding resource value information in the graphical user interface.

[0177] In a possible implementation, in order to reduce obstruction of the virtual interactive scene in the graphical user interface, the first-stage prompt icon is not always displayed in the graphical user interface, but is only displayed in the graphical user interface after it is determined that the target virtual character has begun the process of accumulating the first target resources.

[0178] In one possible embodiment, the first-stage prompt icon can be a circular medal-like icon and is displayed in the upper right corner of the graphical user interface. At the same time, the resource value information of the first target accumulated resources of the current target virtual character (for example, the number of accumulated layers of the first target accumulated resources) is displayed at a preset position of the first-stage prompt icon (for example, the lower right corner of the first-stage prompt icon).

[0179] In a possible implementation, when the target virtual character's interactive operation with respect to the virtual sphere meets the first preset accumulation interaction condition and the first target accumulation resource is accumulated in the first accumulation stage, the resource value information on the first stage prompt icon needs to be updated synchronously and in real time.

[0180] Specifically, the information processing method further includes:

[0181] k1: in response to an increase in the first target accumulated resources, updating the resource value information at the preset position of the first stage prompt icon.

[0182] In a possible implementation, when in the first accumulation stage, it is determined that the target virtual character's interactive operation in the first accumulation stage meets the first preset accumulation interaction condition, it is determined that the target virtual character has accumulated the first target accumulation resources, and the resource value information at the first stage prompt icon needs to be updated synchronously.

[0183] For example, when the target virtual character has not gone through the "off-game development" process when entering the game, then when the target virtual character starts to accumulate, the first stage prompt icon is displayed in the graphical user interface. If the target virtual character has only completed the accumulation process of the first target accumulation resources and has not yet accumulated the first target accumulation resources, the resource value information at the first stage prompt icon is displayed as 0. After determining that the target virtual character's interactive operation in the first accumulation stage meets the first preset accumulation interaction condition, it is determined that the target virtual character has accumulated the first target accumulation resources, and it is necessary to synchronously update the resource value information at the first stage prompt icon from 0 to 1.

[0184] In one possible implementation, if, after resource accumulation, it is determined that the target state parameter of the game reaches the preset state parameter threshold, the target virtual character is controlled to acquire the target skill; the target skill is used to provide a gain effect for the character attribute of the target virtual character.

[0185] S102: In response to the target state parameter reaching a preset state parameter threshold, controlling the target virtual character to acquire a target skill; the target skill is used to provide a gain effect for the character attribute of the target virtual character.

[0186] In a possible implementation, for the first accumulation stage, the target state parameter includes a first target state parameter, the preset state parameter threshold includes a first preset state parameter threshold, and the target skill includes a first target skill.

[0187] Specifically, the step of "controlling the target virtual character to acquire a target skill in response to the target state parameter reaching a preset state parameter threshold; the target skill is used to provide a gain effect for the character attribute of the virtual character" includes:

[0188] S1021. In response to the first target accumulated resources reaching a first preset resource threshold, control the target virtual character to obtain the first target skill; the first target skill is used to provide a first gain effect for the character attributes of the virtual character.

[0189] In one possible implementation, the first preset resource threshold may be set according to game setting requirements, may be determined based on the resource accumulation time and resource accumulation amount of the target virtual character in the historical accumulation process, may be the average value of the resource accumulation amount of the same target virtual character in multiple different game matches, or may be the average value of the resource accumulation amount of multiple virtual characters in multiple different game matches.

[0190] For example, for the first resource accumulation stage, since the interactive operations in the first accumulation stage are relatively easy to achieve (only the target virtual character needs to perform the target interactive operation, and there is no requirement for the success rate of the target interactive operation), at this time, the first preset resource threshold of the first resource accumulation stage can be set slightly higher than that of the second accumulation stage. For example, the first preset resource threshold may require the accumulation of five layers of the first target accumulation resources.

[0191] In a possible implementation, if it is determined that the first target accumulated resources have reached the first preset resource threshold, a prompt message may be displayed in the graphical user interface to prompt the player that the current target virtual character has completed the accumulation of the first target resources in the first accumulation stage.

[0192] Specifically, after the step of “in response to the first target accumulated resources reaching a first preset resource threshold”, the information processing method further includes:

[0193] l1: Displaying a prompt message indicating that accumulation in the first accumulation stage has been achieved at a preset position of the target virtual character.

[0194] In the embodiment of the present disclosure, the prompt information of the accumulation completion of the first accumulation stage can be text information, for example, "The target virtual character has currently completed the accumulation of the first accumulation stage" is displayed on the graphical user interface; it can also be an instant special effect displayed at the preset position of the target virtual character.

[0195] Exemplarily, when it is determined that the first target accumulated resources of the target virtual character have reached the first preset resource threshold, instant special effect wings are displayed on the back of the target virtual character. At the same time, the five to-be-filled areas of the first resource progress bar are all displayed as filled. At the same time, the permanent display special effects completed in the first accumulation stage are displayed on the target virtual character.

[0196] In a possible implementation, after determining that the first target accumulated resources of the target virtual character have reached the first preset resource threshold, the display form of the first stage prompt icon needs to be updated to further prompt the player that the current target virtual character has completed the accumulation of the first resource accumulation stage.

[0197] Specifically, the information processing method further includes:

[0198] m1: in response to the first target accumulated resources reaching a first preset resource threshold, updating the display form of the first stage prompt icon.

[0199] The display form of the prompt icon in the first stage includes at least one of the following:

[0200] The display size of the first-stage prompt icon and the display brightness of the first-stage prompt icon.

[0201] In the embodiment of the present disclosure, when it is determined that the target virtual character has entered the first accumulation stage and has begun to accumulate the first target accumulation resources, a first stage prompt icon will be displayed at a fixed position in the graphical user interface, and at this time the first stage prompt icon is displayed in gray. After it is determined that the first target accumulation resources of the target virtual character have reached the first preset resource threshold, the first stage prompt icon will be displayed in a brighter color display. At the same time, taking the first preset resource threshold of five layers as an example, the resource value information at the preset position of the first stage prompt icon is updated to 5.

[0202] In a possible implementation, after displaying the first-stage prompt icon in a brighter color display mode, the display size of the first-stage prompt icon may be updated to a larger display mode to highlight the first-stage prompt icon, further prompting the player that the current target virtual character has completed the accumulation of the first accumulation stage.

[0203] Furthermore, when it is determined that the first target accumulated resources reach the first preset resource threshold, the first target skill acquired by the target virtual character will be controlled, and the first target skill is an enhanced version of the skill. At the same time, the skill control in the graphical user interface will be converted into a target skill control.

[0204] Specifically, the information processing method further includes:

[0205] n1: In response to the first target accumulated resources reaching a first preset resource threshold, converting the skill control into a target skill control corresponding to the target skill.

[0206] The target skill control is used to release a target skill with a skill gain effect.

[0207] In one possible implementation, converting a skill control into a target skill control may involve modifying the skill name on the skill control to the name of the target skill, thereby prompting the player, through a display on a graphical user interface, that the function of the current control has been modified.

[0208] Specifically, after the skill control is converted into a target skill control, the target skill control may be highlighted (highlighted, magnified, etc.) to prompt the player that the function of the current control has been modified.

[0209] 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 target skill 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 skill control to set as the target skill control for conversion according to his or her own operating habits.

[0210] For example, with respect to the method of setting and selecting target skill controls by the system, target controls that can be functionally enhanced can be preferentially converted into target skill controls so as not to affect other conventional skill operations and ensure the specific implementation of the player's control over the target virtual character.

[0211] Specifically, taking the virtual sphere as a virtual basketball as an example, when it is determined that the target virtual character has completed the accumulation of the first accumulation stage, it is determined that the target virtual character has obtained the first target skill, and the gain effect provided by the first target skill for the character attribute of the virtual character includes at least one of the following: improving the success rate of the target virtual character in executing the shooting event in the inside or outside line, and reducing the skill cooling time of the target virtual character; then, the skill control "block" is modified to the target skill control "evolution block", and the skill control "Emperor's footsteps" is modified to the target skill control "Emperor's evolution footsteps".

[0212] It is worth noting that if the target virtual character obtains the first target skill after completing the accumulation of the first accumulation stage, the first target skill will continue to be used in the second accumulation stage until the end of this game, and will be updated to the normal skill after the next game starts.

[0213] Furthermore, when the target virtual character completes the accumulation of the first accumulation stage (a target accumulated resource reaches the first preset resource threshold), if the game match has not ended, the target virtual character is directly controlled to enter the second accumulation stage to accumulate the second target accumulated resources of the second accumulation stage. The accumulation process of the second target accumulated resources of the second accumulation stage will be explained below.

[0214] In a second aspect, when the game game includes a second accumulation stage, the preset accumulation interaction condition includes a second preset accumulation interaction condition, and the target state parameter includes a second target accumulation resource.

[0215] When it is determined that the first accumulated resources reach a first preset resource threshold, the game game is controlled to enter a second accumulation stage from the first accumulation stage.

[0216] Specifically, the information processing method further includes:

[0217] o1: In response to the first target accumulated resources reaching a first preset resource threshold, controlling the game match to enter a second accumulation stage from the first accumulation stage.

[0218] In the embodiment of the present disclosure, when it is determined that the target virtual character enters the second accumulation stage, it is necessary to monitor the target virtual character's interactive operations with respect to the virtual sphere again and perform resource accumulation in the second accumulation stage.

[0219] It is worth noting that the first accumulation stage must enter the second accumulation stage within the same game match. If the current game match ends and the first target accumulated resources reach the first preset resource threshold, the second accumulation stage will no longer be entered. When the next game match starts, accumulation will continue directly from the first accumulation stage.

[0220] Specifically, the step of “determining a target state parameter of the target virtual character for the game match in response to the interactive operation of controlling the target virtual character with respect to the virtual sphere satisfying a preset accumulated interaction condition” includes:

[0221] S1012. When the target virtual character is in the second accumulation stage, in response to the target virtual character's interactive operation with respect to the virtual sphere satisfying a second preset accumulation interaction condition, the second target accumulation resources of the target virtual character for the second accumulation stage are determined; based on the target virtual character's interactive behavior satisfying the second preset accumulation interaction condition, the second target accumulation resources of the target virtual character for the second accumulation stage are determined; the corresponding second target accumulation resources are accumulated through the interactive behavior, thereby improving the richness of the target accumulation resources.

[0222] In a possible embodiment, similarly, the target virtual character's interactive operations with respect to the virtual sphere include but are not limited to the target virtual character's interactive operations with respect to the virtual sphere alone (the target virtual character performs virtual interactions with the virtual sphere by using specific interactive skills) or the execution of preset coordination events between the target virtual character and a teammate virtual character. By detecting different interactive operations, it is determined whether the target virtual character's interactive operations with respect to the virtual sphere meet the first preset accumulated interaction condition.

[0223] Specifically, the step of “in response to the target virtual character's interaction operation with the virtual sphere satisfying a second preset accumulated interaction condition” includes:

[0224] p1: In response to the target virtual character's interaction operation with the virtual sphere including a first interaction skill, a first interaction distance of the first interaction skill and a first interaction timing of the first interaction skill satisfying a first interaction condition, and a first interaction event triggered by the first interaction skill of the target virtual character being successfully executed, determining that the interaction operation satisfies a second preset accumulated interaction condition; and / or,

[0225] p2: In response to the target virtual character's interaction operation with the virtual sphere including a second interaction skill, a second interaction distance of the second interaction skill and a second interaction timing of the second interaction skill satisfying a second interaction condition, and a second interaction event triggered by the second interaction skill of the target virtual character being successfully executed, it is determined that the interaction operation satisfies a second preset accumulated interaction condition; and / or,

[0226] p3: in response to the target virtual character manipulating the virtual sphere to trigger a projection event, controlling the virtual sphere to enter a target position of the virtual interaction scene, and determining that the interaction operation satisfies a second preset accumulated interaction condition; and / or,

[0227] p4: In response to the target virtual character and the teammate virtual character performing a predetermined cooperation event, it is determined that the interaction operation meets a second preset accumulated interaction condition.

[0228] First: For the case where the target virtual character's interactive operation on the virtual sphere includes the first interactive skill:

[0229] In a possible implementation, the method for determining whether the first interaction distance of the first interaction skill and the first interaction timing of the first interaction skill satisfy the first interaction condition in the second accumulation stage is consistent with the determination method in the first accumulation stage, and will not be repeated here.

[0230] Furthermore, for the second accumulation stage, the accumulation requirements for the second target accumulation resources are higher than the accumulation requirements for the first target accumulation resources. Therefore, not only the first interaction distance of the first interaction skill and the first interaction timing of the first interaction skill need to meet the first interaction condition, but also it is necessary to determine that the first interaction skill is executed successfully.

[0231] Specifically, the following steps are performed to determine whether the first interaction event triggered by the first interaction skill of the target virtual character is successfully executed:

[0232] q1: Detect whether there are other virtual characters in the virtual interaction scene that perform the first interaction skill and whose first interaction distance and first interaction timing of the first interaction skill meet the first interaction condition.

[0233] q2: In response to the target virtual character's interactive operation with respect to the virtual sphere including a second interactive skill, the second interactive distance of the second interactive skill, the second interactive timing of the second interactive skill, and the skill angle of the second interactive skill satisfying a second interactive condition, and the second interactive event triggered by the second interactive skill of the target virtual character is successfully executed, it is determined that the interactive operation satisfies a second preset accumulated interaction condition.

[0234] q3: If there is no other virtual character that executes the first interactive skill, and the first interactive distance of the first interactive skill and the first interactive timing of the first interactive skill meet the first interactive condition, it is determined that the first interactive event triggered by the first interactive skill of the target virtual character is executed successfully.

[0235] In an embodiment of the present disclosure, if it is determined that the target virtual character includes a first interaction skill in the interactive operation with respect to the target virtual character, and after further determining that the first interaction distance of the first interaction skill executed by the target virtual character and the first interaction timing of the first interaction skill meet the first interaction condition, it is necessary to detect whether there are other virtual characters in the virtual interaction scene that have executed the first interaction skill. If there are no other virtual characters that have executed the first interaction skill, or if there are other virtual characters that have executed the first interaction skill but the first interaction distance of the first interaction skill and the first interaction timing of the first interaction skill executed by other virtual characters do not meet the first interaction condition, it is directly determined that the first interaction event triggered by the first skill of the target virtual character has been executed successfully.

[0236] Furthermore, if there are other virtual characters in the virtual interaction scene who execute the first interaction skill and whose first interaction distance of the first interaction skill and the first interaction timing of the first interaction skill meet the first interaction condition, it is necessary to compare the confrontation values ​​of the target virtual character and the other virtual characters. If the first confrontation value of the target virtual character is higher than the second confrontation value of the other virtual characters, it is determined that the first interaction event triggered by the first skill of the target virtual character is executed successfully.

[0237] In one possible embodiment, the first confrontation value of the target virtual character and the second confrontation values ​​of other virtual characters can be determined by pre-set confrontation values ​​based on the skills of the target virtual character (for example, the game sets the first confrontation value of the target virtual character for the first interactive skill to be higher than the second confrontation values ​​of other virtual characters), the confrontation value corresponding to the player's off-game development of the target virtual character (whether the target virtual character has been developed to an enhanced version or a mature version), and the confrontation value corresponding to the points of the virtual character in different game matches.

[0238] Among them, the method for determining the pre-set confrontation value of the target virtual character's skill can be determined based on the skill type, skill strength and preset skill ratio. The confrontation values ​​corresponding to different skills and the confrontation values ​​corresponding to the same skill used by the target virtual character may also be different. For example, the confrontation value corresponding to the target skill used by the target virtual character is 50. If the target skill used by the target virtual character is the ordinary version of the target skill, then the pre-set confrontation value of the target virtual character's skill is 50. If the target skill used by the target virtual character is the evolved version of the target skill, then the pre-set confrontation value of the target virtual character's skill can be 60.

[0239] Among them, the method for determining the confrontation value corresponding to the player's off-game development of the target virtual character can be different according to the different stages of the player's off-game development of the target virtual character. For example, the confrontation value corresponding to the player's off-game development of the target virtual character that is an enhanced version is higher than the confrontation value of the target virtual character that is not an enhanced version of the off-game development.

[0240] Among them, the method for determining the confrontation value corresponding to the score of the target virtual character in different game matches can be to pre-divide different score intervals, and different score intervals correspond to different confrontation values. The corresponding confrontation value is determined according to the score interval of the target virtual character in different game matches. For example, the score of the target virtual character in the game match is 1000 points, which is in the interval (500, 1000). At this time, the confrontation value corresponding to the interval (500, 1000) can be calculated.

[0241] In one possible implementation, when calculating the first confrontation value and the second confrontation value, the above-mentioned aspects can be weightedly calculated to determine the final result of the confrontation value, and then the first confrontation value of the target virtual character and the second confrontation value of other virtual characters can be compared.

[0242] Furthermore, when it is determined that the first interaction distance when the target virtual character performs the first interaction skill and the first interaction timing of the first interaction skill meet the first interaction condition, and the first interaction event triggered by the first interaction skill of the target virtual character is successfully executed, it is determined that the target virtual character has successfully accumulated the second target accumulation resource, which further enriches the accumulation method of the target resource accumulation and improves the efficiency of the target resource accumulation.

[0243] In one possible implementation, taking the example of four layers of accumulated resources required for the second goal, when it is determined that the first interaction distance when the target virtual character performs the first interaction skill and the first interaction timing of the first interaction skill meet the first interaction condition, and the first interaction event triggered by the first interaction skill of the target virtual character is successfully executed, one layer of second goal accumulation resources is accumulated for the target virtual character.

[0244] Second: For the case where the target virtual character's interactive operation on the virtual sphere includes a second interactive skill:

[0245] In a possible implementation, the method for determining whether the second interaction distance, the second interaction timing of the second interaction skill, and the skill angle of the second interaction skill meet the second interaction condition in the second accumulation stage is consistent with the determination method in the second accumulation stage and will not be repeated here.

[0246] Furthermore, for the second accumulation stage, similarly, the accumulation requirements for the second target accumulation resources are higher than the accumulation requirements for the first target accumulation resources. Therefore, not only the second interaction distance of the second interaction skill, the second interaction timing of the second interaction skill, and the skill angle of the second interaction skill need to meet the second interaction conditions, but also it is necessary to ensure that the second interaction skill is successfully executed.

[0247] Specifically, the following steps are performed to determine whether the second interaction event triggered by the second interaction skill of the target virtual character is successfully executed:

[0248] r1: Determine a third confrontation value of the target virtual character performing the second interactive skill.

[0249] r2: If the third confrontation value meets the preset confrontation condition, it is determined that the second interaction event triggered by the second interaction skill of the target virtual character is executed successfully.

[0250] In one possible embodiment, the third confrontation value of the target virtual character performing the second interactive skill can be determined by a confrontation value pre-set according to the target virtual character's skill (for example, the game sets the third confrontation value of the target virtual character for the second interactive skill), the confrontation value corresponding to the player's off-game development of the target virtual character (whether the target virtual character has been developed to an enhanced version or a mature version), and the confrontation value corresponding to the virtual character's points in different game matches. When calculating the third confrontation value, the above-mentioned aspects can be weightedly calculated to obtain the final third confrontation value of the target virtual character.

[0251] Among them, the third confrontation value is determined in the same way as the first confrontation value and the second confrontation value, which will not be repeated here.

[0252] In one possible implementation, after calculating the third confrontation value of the target virtual character, the third confrontation value needs to be compared with a preset confrontation condition. The preset confrontation condition can be a confrontation value threshold corresponding to the off-game development status of the target virtual character (whether the target virtual character has been developed to an enhanced version or a mature version), a confrontation value threshold corresponding to the success rate of the target virtual character in executing the second interactive skill in historical game matches, and a confrontation value threshold corresponding to the offensive parameters of the enemy virtual character currently executing the projection event on the virtual sphere. The preset confrontation value threshold is determined by weighting. If the third confrontation value is greater than the preset confrontation value threshold, it is determined that the second interactive event triggered by the second interactive skill of the target virtual character is executed successfully.

[0253] Among them, the method for determining the confrontation value threshold corresponding to the player's off-game development of the target virtual character can be that the confrontation value corresponding to the off-game development is different according to the different stages of the player's off-game development of the target virtual character. For example, the confrontation value corresponding to the player's off-game development of the target virtual character that is an enhanced version is higher than the confrontation value of the target virtual character that is not an enhanced version of the off-game development.

[0254] Among them, the method for determining the confrontation numerical threshold corresponding to the success rate of the target virtual character in executing the second interactive skill in the historical game match can be to pre-divide different success rate intervals, and different success rate intervals correspond to different confrontation numerical thresholds. According to the success rate interval in which the success rate of the target virtual character in executing the second interactive skill in the historical game match is located, the corresponding confrontation numerical threshold is determined. For example, the success rate of the target virtual character in executing the second interactive skill in the historical game match is 80%, which is in the [80%, 85%) interval. At this time, the confrontation numerical threshold corresponding to the [80%, 85%) interval can be calculated.

[0255] Among them, the method for determining the confrontation numerical threshold corresponding to the offensive parameters of the enemy virtual character that is currently performing a projection event on the virtual sphere can be confirmed based on the offensive skill strength of the enemy virtual character and the preset skill ratio. For example, the confrontation numerical threshold corresponding to the offensive skill used by the target virtual character is 80. If the offensive skill used by the enemy virtual character is an ordinary version of the offensive skill, then the confrontation numerical threshold corresponding to the offensive parameter of the enemy virtual character is 80. If the offensive skill used by the enemy virtual character is an evolved version of the offensive skill, then the confrontation numerical threshold corresponding to the offensive parameter of the enemy virtual character can be 85.

[0256] Furthermore, when it is determined that the second interaction distance of the second interaction skill, the second interaction timing of the second interaction skill, and the skill angle of the second interaction skill of the target virtual character meet the second interaction condition, and the second interaction event triggered by the second interaction skill of the target virtual character is successfully executed, it is determined that the target virtual character has successfully accumulated the second target accumulation resources, which further enriches the accumulation method of the target resources and improves the efficiency of the target resource accumulation.

[0257] In one possible implementation, taking the example of four layers of accumulated resources required for the second target, when it is determined that the second interaction distance when the target virtual character performs the second interaction skill and the second interaction timing of the second interaction skill meet the second interaction condition, and the second interaction event triggered by the second interaction skill of the target virtual character is successfully executed, one layer of second target accumulation resources is accumulated for the target virtual character.

[0258] Third, regarding the case where a scoring event is triggered by the target virtual character's projection interaction operation on the virtual sphere:

[0259] In the embodiment of the present disclosure, if it is determined that the projection interaction operation of the target virtual character on the virtual sphere triggers a scoring event, it is determined that the interaction operation satisfies the second preset accumulation interaction condition.

[0260] For example, when the virtual sphere is a virtual basketball, the scoring event triggered by the target virtual character's projection interaction operation on the virtual sphere may be that the target virtual character performs a shooting event and throws the virtual basketball into the virtual basket; when the virtual sphere is a virtual football, the scoring event triggered by the target virtual character's projection interaction operation on the virtual sphere may be that the target virtual character performs a shooting event and kicks the virtual football into the virtual goal.

[0261] Furthermore, when it is determined that the target virtual character's projection interaction operation on the virtual sphere triggers a scoring event, it is determined that the target virtual character has successfully accumulated the second target accumulation resource, further enriching the accumulation method of the target resource accumulation and improving the efficiency of the target resource accumulation.

[0262] In a possible implementation, taking the example of the first target accumulation resource requiring four layers, when it is determined that the target virtual character's projection interaction operation on the virtual sphere triggers a scoring event, one layer of second target accumulation resources is accumulated for the target virtual character.

[0263] Fourth, regarding the situation where the target virtual character and the teammate virtual character execute a predetermined coordination event:

[0264] In a possible embodiment, when the target virtual character and the teammate virtual character perform a predetermined cooperation event to satisfy the second preset accumulated interaction condition, the target virtual character may help the teammate virtual character score, that is, the target virtual character completes an assist operation.

[0265] Exemplarily, when the virtual sphere is a virtual basketball, after the target virtual character passes the ball to the teammate virtual character, the teammate virtual character executes a shooting event and throws the virtual basketball into the virtual basket; when the virtual sphere is a virtual football, after the target virtual character passes the ball to the teammate virtual character, the teammate virtual character executes a shooting event and kicks the virtual football into the virtual goal. At this time, it is determined that the target virtual character and the teammate virtual character execute the predetermined cooperation event and succeed, and it is determined that the interaction operation meets the second preset accumulated interaction condition.

[0266] In another possible embodiment, the target virtual character and the teammate virtual character may perform a predetermined coordination event in which the target virtual character shields the teammate virtual character.

[0267] Specifically, taking the virtual sphere as a virtual basketball as an example, the predetermined cooperation events between the target virtual character and the teammate 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 teammate 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.

[0268] For example, taking the virtual sphere as a virtual basketball, the predetermined cooperation event between the target virtual character and the teammate virtual character is that the target virtual character performs a "pick and roll" operation for the teammate virtual character. The target virtual character first helps the teammate virtual character block the defensive virtual character (other virtual characters in the enemy camp), and then after the teammate virtual character controls the virtual sphere to pass, the target virtual character quickly moves away from the blocked defensive virtual character (other virtual characters in the enemy camp). At this time, it is determined that the target virtual character successfully "picks and rolls" for the teammate virtual character, and it is determined that the interactive operation meets the second preset accumulated interaction condition.

[0269] Furthermore, when it is determined that the target virtual character and the teammate virtual character execute a predetermined cooperation event, it is determined that the target virtual character has successfully accumulated the second target accumulation resource, which further enriches the accumulation method of the target resource accumulation and improves the efficiency of the target resource accumulation.

[0270] In a possible implementation, taking the example that the second target accumulation resource needs to accumulate four layers, when it is determined that the target virtual character and the teammate virtual character perform a predetermined cooperation event, one layer of the second target accumulation resource is accumulated for the target virtual character.

[0271] In one possible implementation, when the target virtual character completes the accumulation of the first target accumulated resources in the first accumulation stage and the game match has not ended, the target virtual character is controlled to enter the second accumulation stage from the first accumulation stage. In order for the player to intuitively determine in the graphical user interface that the current target virtual character has entered the second accumulation stage, a resource display progress bar can be displayed in the graphical user interface to prompt the accumulation status of the current second target accumulated resources.

[0272] Specifically, after the step of “controlling the game match to enter the second accumulation stage from the first accumulation stage”, the information processing method further includes:

[0273] s1: When the target virtual character is in the second accumulation stage, displaying a second resource display progress bar at a preset position of the target virtual character.

[0274] The number of to-be-filled areas included in the second resource display progress bar is not less than or less than the number of to-be-filled areas included in the first resource display progress bar corresponding to the first accumulation stage.

[0275] In a possible implementation, similarly, the second resource display progress bar can be an arc-shaped progress bar displayed with the target virtual location as the center, and moves with the target virtual character in the virtual interactive scene to ensure that the display position of the second resource display progress bar relative to the target virtual character remains unchanged.

[0276] In one possible embodiment, the number of areas to be filled included in the second resource display progress bar may be consistent with the number of areas to be filled included in the first resource display progress bar, or the number of areas to be filled included in the second resource display progress bar may be smaller than the number of areas to be filled included in the first resource display progress bar corresponding to the first accumulation stage.

[0277] Here, since the second accumulation stage requires the success of the target interactive operation, while the first accumulation stage does not require the success of the target interactive operation, then, for the case where the player accumulates the target accumulation resources through interactive operations, the difficulty of accumulating the second target accumulation resources in the second accumulation stage is higher than the difficulty of accumulating the first target accumulation resources in the first accumulation stage. At this time, in order to improve the accumulation efficiency of the second accumulation stage (the player can complete the accumulation of the second accumulation stage in a shorter time or with fewer interactions), it is preferred to set and display the second resource display progress bar in a scheme in which the number of to-be-filled areas included in the second resource display progress bar is smaller than the number of to-be-filled areas included in the first resource display progress bar corresponding to the first accumulation stage.

[0278] In one possible embodiment, a plurality of to-be-filled areas are displayed in the second resource display progress bar, and the to-be-filled areas represent the number of target accumulation resources that need to be accumulated in the current second resource accumulation stage. After the second target accumulation resources of the second accumulation stage are determined, the second resource display progress bar needs to be filled to prompt the player of the current situation of the second resource accumulation stage. Moreover, since the requirements for interactive operations in the second accumulation stage are higher than those in the first accumulation stage, the difficulty of accumulating the second target accumulation resources is higher than that of the first accumulation stage. Therefore, the number of to-be-filled areas included in the second resource display progress bar is less than the number of to-be-filled areas included in the first resource display progress bar corresponding to the first accumulation stage. The number of to-be-filled areas included in the first resource display progress bar is 5, and the number of to-be-filled areas included in the second resource display progress bar is 4.

[0279] Furthermore, after the step of “determining the second target accumulation resources of the target virtual character for the second accumulation stage”, the information processing method further includes:

[0280] t1: Based on the second target accumulated resources, updating the filling effect of the filling area of ​​the second resource display progress bar, and displaying resource update prompt information in the graphical user interface.

[0281] In one possible implementation, when it is determined that the target virtual character's interactive operation in the second accumulation stage meets the second preset accumulation interaction condition, it is determined that the target virtual character has accumulated the second target accumulation resources, and the to-be-filled area in the second resource display progress bar is partially filled. At the same time, resource update prompt information is displayed in the graphical user interface to prompt the player of the current accumulation status of the accumulated resources.

[0282] In one possible implementation, the resource update prompt information may be text information displayed in a graphical user interface, such as "the target virtual character has currently accumulated a layer of second target accumulated resources"; or an instant special effect prompt may be directly displayed around the target virtual character to indicate that the second target accumulated resources have currently been accumulated.

[0283] In another possible implementation, the second resource display progress bar may also be displayed at a fixed position on the graphical user interface, for example, the second resource display progress bar may be displayed in the upper left corner of the graphical user interface.

[0284] In a possible implementation, similarly, in addition to displaying the second target resource accumulation status of the current target virtual character through the second resource progress display bar, a second stage prompt icon may be displayed in the graphical user interface to prompt the resource accumulation status of the current target virtual character.

[0285] Specifically, after the step of “determining the second target accumulation resources of the target virtual character for the second accumulation stage”, the information processing method further includes:

[0286] u1: Display the second stage prompt icon and corresponding resource value information in the graphical user interface.

[0287] In a possible implementation, in order to reduce obstruction of the virtual interaction scene in the graphical user interface, the second stage prompt icon is not always displayed in the graphical user interface, but is only displayed in the graphical user interface after it is determined that the target virtual character has begun the process of accumulating the second target resources.

[0288] In one possible embodiment, the second-stage prompt icon can be a circular medal-type icon and is displayed in the upper right corner of the graphical user interface (at the same position as the first-stage prompt icon and behind the first-stage icon). At the same time, the resource value information of the second target accumulated resources of the current target virtual character (for example, the number of accumulated layers of the second target accumulated resources) is displayed at a preset position of the second-stage prompt icon (for example, the lower right corner of the second-stage prompt icon).

[0289] In a possible implementation, when the target virtual character's interactive operation with respect to the virtual sphere meets the second preset accumulation interaction condition and the second target accumulation resources are accumulated in the second accumulation stage, the resource value information on the second stage prompt icon needs to be updated synchronously and in real time.

[0290] Specifically, the information processing method further includes:

[0291] v1: in response to an increase in the first target accumulated resources, updating the resource value information at the preset position of the first stage prompt icon.

[0292] In a possible implementation, when in the second accumulation stage, it is determined that the target virtual character's interactive operation in the second accumulation stage meets the second preset accumulation interaction condition, it is determined that the target virtual character has accumulated the second target accumulation resources, and the resource value information at the second stage prompt icon needs to be updated synchronously.

[0293] Exemplarily, when the target virtual character completes the accumulation of the first accumulation stage and enters the second accumulation stage, and starts to accumulate the second target accumulation resources, the second stage prompt icon is displayed in the graphical user interface. If the target virtual character has only carried out the accumulation process of the second target accumulation resources and has not yet accumulated the second target accumulation resources, the resource value information at the second stage prompt icon is displayed as 0. When it is determined that the target virtual character's interactive operation in the second accumulation stage meets the second preset accumulation interaction condition, it is determined that the target virtual character has accumulated the second target accumulation resources, and it is necessary to synchronously update the resource value information at the second stage prompt icon from 0 to 1.

[0294] In one possible implementation, if, after resource accumulation, it is determined that the target state parameter of the game reaches the preset state parameter threshold, the target virtual character is controlled to acquire the target skill; the target skill is used to provide a gain effect for the character attribute of the target virtual character.

[0295] Among them, for the second accumulation stage, the target state parameter includes a second target state parameter, the preset state parameter threshold includes a second preset state parameter threshold, and the target skill includes a second target skill.

[0296] Specifically, the step of "controlling the target virtual character to acquire a target skill in response to the target state parameter reaching a preset state parameter threshold; the target skill is used to provide a gain effect for the character attribute of the virtual character" includes:

[0297] S1022. In response to the second target accumulated resources reaching a second preset resource threshold, control the target virtual character to obtain the second target skill; the second target skill is used to provide a second gain effect for the character attributes of the virtual character.

[0298] In one possible implementation, the second preset resource threshold may be set according to game setting requirements, may be determined based on the resource accumulation time and resource accumulation amount of the target virtual character in the historical accumulation process, may be the average value of the resource accumulation amount of the same target virtual character in multiple different game matches, or may be the average value of the resource accumulation amount of multiple virtual characters in multiple different game matches.

[0299] For example, for the second resource accumulation stage, since the interactive operations in the second accumulation stage are more difficult to achieve (the target virtual character target interactive operation is required, and the target interactive operation is successfully executed), at this time, the second preset resource threshold of the second resource accumulation stage can be set slightly lower than that of the first accumulation stage. For example, the second preset resource threshold may require the accumulation of four layers of second target accumulation resources.

[0300] In one possible implementation, if it is determined that the second target accumulated resources have reached the second preset resource threshold, a prompt message may be displayed in the graphical user interface to prompt the player that the current target virtual character has completed the accumulation of the second target resources in the second accumulation stage.

[0301] In one possible implementation, if it is determined that the second target accumulated resources have reached the first preset resource threshold, a prompt message may be displayed in the graphical user interface to prompt the player that the current target virtual character has completed the accumulation of the second target resources in the second accumulation stage.

[0302] Specifically, after the step of “in response to the second target accumulated resources reaching a second preset resource threshold”, the information processing method further includes:

[0303] w1: Displaying the second accumulation stage accumulation completion prompt information at the preset position of the target virtual character.

[0304] In the embodiment of the present disclosure, the prompt information of the accumulation achievement of the second accumulation stage can be text information, for example, "The target virtual character has currently completed the accumulation of the second accumulation stage" is displayed on the graphical user interface; it can also be an instant special effect displayed at the preset position of the target virtual character.

[0305] For example, similarly to the first accumulation stage, when it is determined that the second target accumulated resources of the target virtual character have reached the second preset resource threshold, instant special effect wings are displayed on the back of the target virtual character, and at the same time, the four to-be-filled areas of the second resource progress bar are all displayed as filled.

[0306] In a possible implementation, after determining that the second target accumulated resources of the target virtual character have reached the second preset resource threshold, the display form of the second stage prompt icon needs to be updated to further prompt the player that the current target virtual character has completed the accumulation of the second resource accumulation stage.

[0307] Specifically, the information processing method further includes:

[0308] x1: In response to the second target accumulated resources reaching a second preset resource threshold, updating the display form of the second stage prompt icon.

[0309] The display form of the second-stage prompt icon includes at least one of the following:

[0310] The display size and brightness of the second-stage prompt icon.

[0311] In the embodiment of the present disclosure, when it is determined that the target virtual character has entered the second accumulation stage and has begun to accumulate the second target accumulation resources, a second stage prompt icon will be displayed at a fixed position on the graphical user interface (in the same row as the first stage prompt icon), and at this time the second stage prompt icon is displayed in gray. After it is determined that the second target accumulation resources of the target virtual character have reached the second preset resource threshold, the second stage prompt icon will be displayed in a brighter color display. At the same time, taking the second preset resource threshold of four layers as an example, the resource value information at the preset position of the second stage prompt icon is updated to 4.

[0312] In a possible implementation, after displaying the second-stage prompt icon in a brighter color display mode, the display size of the second-stage prompt icon may be updated to a larger display mode to highlight the second-stage prompt icon, further prompting the player that the current target virtual character has completed the accumulation of the second accumulation stage.

[0313] Furthermore, when the second target accumulated resources accumulated by the target virtual character performing interactive operations on the virtual sphere in the second accumulation stage reach the second preset resource threshold, the target virtual character can also be controlled to achieve the corresponding resource accumulation achievement and update the display mode of the achievement icon.

[0314] Specifically, the information processing method includes:

[0315] y1: In response to the second target accumulated resources reaching a second preset resource threshold, controlling the target virtual character to unlock the resource accumulation achievement and updating the display mode of the achievement icon.

[0316] In one possible implementation, the achievement icon indicates that the current target virtual character has completed the target resource accumulation in the first accumulation stage and the second accumulation stage, achieved the set achievements in the game, and obtained the target skills to improve the character attribute parameters of the target virtual character. The achievement icon table represents the player's game operation level. When the player obtains the corresponding icon, the player's game level can be improved.

[0317] For example, when it is determined that the player has obtained 10 achievement icons in a game match, the number of icons obtained has reached a preset icon number threshold, and the player level can be upgraded to a higher level.

[0318] In one possible embodiment, the achievement icon can be fixedly displayed in the upper right corner of the graphical user interface, and displayed in the same row as the first stage prompt icon and the second stage prompt icon. When it is determined that the target virtual character has entered the second accumulation stage and has begun to accumulate the second target accumulation resources, the achievement icon is displayed in gray. When it is determined that the second target accumulation resources of the target virtual character have reached the second preset resource threshold, the achievement icon will be displayed in a brighter color display.

[0319] Furthermore, when it is determined that the target virtual character has unlocked the resource accumulation achievement, a second target skill can be added to the target virtual character. The gain effect provided by the second target skill for the character attributes of the virtual character includes at least one of the following: improving the success rate of the target virtual character in executing the projection event inside or outside, and reducing the skill cooling time of the target virtual character.

[0320] Furthermore, after the target virtual character obtains the target skill, the target skill can be used before the current game round ends.

[0321] Specifically, after the step of "controlling the target virtual character to acquire the target skill", the information processing method further includes:

[0322] S103: In response to a skill release instruction, control the target virtual character to execute the target skill.

[0323] In a possible implementation, the player may control the skill release instruction by triggering the skill control on the graphical user interface.

[0324] Among them, in the embodiment of the present disclosure, the trigger operation for the skill control can be a touch operation for the skill control or a click operation for the skill control.

[0325] For example, when the terminal device is a mobile terminal, the trigger operation for the skill control can be a touch operation (long press operation, click operation or sliding operation, etc.) for the skill control; when the terminal device is a PC, the trigger operation for the skill control can be a click operation (click operation, etc.) for the skill control through an external input device.

[0326] In one possible implementation, if it is determined that the target virtual character has completed the first accumulation stage and acquired the first target skill, the game match has not ended at this time, and the enhanced first target skill can be used in the second accumulation stage to obtain a skill with a higher success rate in the second accumulation stage; if it is determined that the target virtual character has completed the second accumulation stage and acquired the second target skill, the game match has not ended at this time, and the enhanced first target skill can continue to be used in the game match to obtain a skill with a higher success rate in the second accumulation stage.

[0327] In one possible implementation, different target virtual characters may also correspond to different target charging skills, and the triggering conditions of these target charging skills require the target virtual character to charge to a certain value (for example, the points reach a certain value, etc.) before they can be triggered. At this time, a charging skill control can be displayed in the graphical user interface to display the charging progress of the target virtual character.

[0328] Specifically, the information processing method further includes:

[0329] S104. When the power value of the target virtual character is greater than a preset threshold, in response to a triggering operation on the power skill control, the target virtual character is controlled to execute the target power skill of the target virtual character based on the current power value of the target virtual character.

[0330] In one possible embodiment, the surrounding area of ​​the charging 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 skill control; as the target virtual character accumulates corresponding points (for example, the player successfully executes a projection event) or performs a corresponding task (executes a pre-set target task) to obtain points, the charging value begins to increase, and the progress bar of the charging skill control begins to fill from a blank state to indicate that the entire charging skill control is filled; (for example, the target charging value is 1200, and the full value of the charging skill control is 2400; the progress bar of the charging skill control starts from 0 and gradually increases to 2400.

[0331] Among them, there is a mapping relationship between the increase speed of the progress bar of the charging 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 1200, the filling area of ​​the progress bar of the charging skill control should also be located in the middle position of the progress bar of the charging skill control.

[0332] 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 skill control is highlighted, highlighted, enlarged, etc.) to prompt the player that the current charging is completed and continue to accumulate the charging value. At this time, if a trigger operation for the charging skill control by the player is received, the target virtual character is controlled to execute the charging target skill unique to the target virtual character.

[0333] It is worth noting that the strength of the target charging skill currently executed by the target virtual character is positively correlated with the charging value of the target virtual character. The greater the charging value of the target virtual character, the stronger the strength of the target charging skill currently executed by the target virtual character.

[0334] Furthermore, the first target accumulation resources accumulated by the target virtual character in the first accumulation stage and the second target accumulation resources accumulated by the target virtual character in the second accumulation stage can only be used in one game match. When a game match is over, the accumulation in the first accumulation stage and the accumulation in the second accumulation stage need to be cleared, and the target virtual character must be controlled again from the next game match to enter the first accumulation stage to accumulate the first target accumulation resources.

[0335] Specifically, the information processing method further includes:

[0336] S105 . In response to triggering of a game end condition, end the game match, and clear the first target accumulated resources and the second target accumulated resources accumulated by the target virtual character.

[0337] The game ending conditions include:

[0338] The settlement score of any camp in the game in at least one completed game round reaches the preset score threshold, and / or the total game time of the game exceeds the preset time threshold.

[0339] In the embodiment of the present disclosure, on the one hand, the setting of the game end condition can be to pre-set a preset score threshold. If the settlement score of one camp reaches the preset score threshold, the game is determined to be over. At the same time, if the preset score threshold is reached in advance, it is regarded as the winning camp of this round.

[0340] On the other hand, if the strength of the two camps is not much different, and neither camp reaches the preset score threshold within the preset time, the total game time of the game can be counted. If it is determined that the total game time is greater than the preset time threshold, the game can be determined to be over. At the same time, the camp with the higher settlement score when the total game time is reached will be determined as the winning camp of this round.

[0341] For example, in a game, the two participating teams are Faction W and Faction X, with a preset score threshold of 21 points and a preset duration threshold of 20 minutes. During the game, a virtual character in Faction W competes with a virtual character in Faction X for a virtual sphere, and both virtual characters in the different camps trigger a scoring event (controlling the virtual sphere to enter a target area). One scenario for ending the game is: as the game progresses, the total score of Faction W reaches 21 points. In this case, the game is determined to be over, and Faction W is the winner. Another scenario for ending the game is: the virtual characters in Faction W and Faction X are of equal strength, and the scores of both camps have not reached 21 points. In this case, if it is determined that the current game time has reached 20 minutes, the game is also determined to be over. At the 20-minute mark, Faction W's score is 18 points, and Faction B's score is 10 points. In this case, Faction W is the winner.

[0342] 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.

[0343] Specifically, the information processing method further includes:

[0344] S106: When the target virtual character is in the ball holding stage, displaying a ball holding mark at a preset position of the target virtual character; the ball holding mark moves with the target virtual character in the virtual interactive scene.

[0345] The display form of the ball holding mark is related to the attack and defense status of the target virtual character.

[0346] 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.

[0347] 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.

[0348] 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.

[0349] 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:

[0350] On the server side, the server analyzes the player operations of each terminal (terminals controlled by all players in the same game). If it is determined that the target virtual character has entered the first accumulation stage when the game starts, the server will directly display the first resource display progress bar at the preset position of the target virtual character on the graphical user interface of each controlled terminal; and display the first stage prompt icon at the target terminal corresponding to the target virtual character (the current first stage prompt icon is grayed out).

[0351] Furthermore, the server monitors the operations of the target terminal and other terminals that control the target virtual character in real time. If the target virtual character's interactive operation with respect to the virtual sphere meets the first preset accumulation interaction condition, the server determines the first target accumulation resource of the target virtual character for the first accumulation stage, synchronously updates the first resource display progress bar displayed at the preset position of the target virtual character on the graphical user interface of each terminal and displays the resource update prompt information, and updates the first stage prompt icon displayed at the target terminal corresponding to the target virtual character.

[0352] Furthermore, if the server determines that the first target accumulated resources reach the first preset resource threshold, it will synchronously display the first accumulation stage accumulation achievement prompt information at the preset position of the target virtual character on the graphical user interface of each terminal, and update the display form of the first stage prompt icon displayed at the target terminal corresponding to the target virtual character, and convert the skill control at the target terminal into a target skill control.

[0353] Furthermore, when the target virtual character completes the accumulation of the first target accumulated resources in the first accumulation stage, it is determined whether the current game game is over. If the current game game is not over, it is determined that the target virtual character has entered the second accumulation stage, and the second resource display progress bar is directly displayed at the preset position of the target virtual character on the graphical user interface of each controlled terminal; and the second stage prompt icon is displayed at the target terminal corresponding to the target virtual character (the current first stage prompt icon is grayed out).

[0354] Furthermore, the server monitors the operations of the target terminal and other terminals that control the target virtual character in real time. If the target virtual character's interactive operation with respect to the virtual sphere meets the second preset accumulation interaction condition, the server determines the second target accumulation resources of the target virtual character for the second accumulation stage, synchronously updates the second resource display progress bar displayed at the preset position of the target virtual character on the graphical user interface of each terminal and displays the resource update prompt information, and updates the second stage prompt icon displayed at the target terminal corresponding to the target virtual character.

[0355] Furthermore, if the server determines that the second target accumulated resources reach the second preset resource threshold, it will synchronously display the second accumulation stage accumulation achievement prompt information at the preset position of the target virtual character on the graphical user interface of each terminal, and update the display form of the second stage prompt icon displayed at the target terminal corresponding to the target virtual character. At the same time, it will display the achievement icon at the preset position of the graphical user interface of the target terminal.

[0356] Furthermore, if the server detects that the game is over, the first target accumulated resources and the second target accumulated resources accumulated by the target virtual character are directly deleted.

[0357] The following will illustrate the information processing process in the game of the present disclosure through a specific example, taking the virtual sphere as a virtual basketball as an example:

[0358] 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, in the graphical user interface 200, the current virtual interaction scene is displayed, 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; at the same time, a plurality of skill controls 202 are displayed in the graphical user interface, and the player can issue action instructions by operating the skill control 202 (the skill control 202 includes a charging skill control 2021, and the charging skill control 2021 is surrounded by a filling area 20211 and the current charging value and the target charging value. The player can control the target virtual character 205 to perform the target charging skill by touching the charging skill control 2021). The current enemy virtual character 203 is in In the ball holding state, a ball holding mark 204 is displayed at the preset position of the enemy virtual character 203; at the start of the game, it is confirmed that the target virtual character 205 enters the first accumulation stage. At this time, a first resource display progress bar 206 is displayed at the preset position of the target virtual character 205, and five first areas to be filled 2061 are displayed in the first resource display progress bar 206 (at this time, the target virtual character 205 has not obtained the first target accumulation resources through "out-of-game development", so the five first areas to be filled 2061 are all in a blank state at this time), and it is determined that at the start of the game, the target virtual character 205 starts the accumulation process of the first target accumulation resources, and the first stage prompt icon 207 is displayed in the upper right corner of the graphical user interface 200 (at this time, the first stage prompt icon 207 is grayed out) and the corresponding resource value information is "0".

[0359] 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, the target virtual character 205 performs a blocking action. At this time, it is determined that the interactive operation of the target virtual character 205 meets the first preset accumulation interaction condition. The target virtual character 205 has accumulated a layer of first target accumulation resources, and a first to-be-filled area 2061 of the first resource display progress bar 206 is filled. At the same time, the resource accumulation special effect 208 is displayed on the target virtual character 205. At the same time, the resource value information corresponding to the first stage prompt icon 207 is updated from "0" to "1".

[0360] Further, please refer to FIG. 4 , which is a third schematic diagram of a graphical user interface provided by an embodiment of the present disclosure. As shown in FIG. 4 , after the target virtual character 205 accumulates resources, the first target accumulated resources reach the first preset resource threshold. At this point, the five first to-be-filled areas 2061 of the first resource display progress bar 206 are all filled. A special effect 209 indicating the achievement of the first accumulation stage is displayed at a preset position on the target virtual character 205, the first stage prompt icon 207 changes from a grayed-out state to a line state, and a skill special effect 210 is displayed on the hand of the target virtual character 205. Simultaneously, the target skill control in the skill control 202 is converted to an evolutionary skill control 222.

[0361] Further, please refer to Figure 5, which is a fourth schematic diagram of the graphical user interface provided by an embodiment of the present disclosure. As shown in Figure 5, in response to the first target accumulated resources reaching the first preset resource threshold, the game game is controlled to enter the second accumulation stage from the first accumulation stage; the second resource display progress bar 211 is displayed at the preset position of the target virtual character 205, and four second areas to be filled 20111 are displayed in the second resource display progress bar 211 (at this time, the four second areas to be filled 20111 are all in a blank state), and it is determined that in the second accumulation stage, the target virtual character 205 starts the accumulation process of the second target accumulated resources, and the second stage prompt icon 212 is displayed in the upper right corner of the graphical user interface 200 (at this time, the second stage prompt icon 212 is grayed out) and the corresponding resource value information is "0".

[0362] Further, please refer to Figure 6, which is the fifth schematic diagram of the graphical user interface provided by the embodiment of the present disclosure. As shown in Figure 6, the target virtual character 205 successfully performs the rebounding action, and the target virtual character 205 becomes the ball holder of the virtual sphere. At this time, it is determined that the interactive operation of the target virtual character 205 meets the second preset accumulation interaction condition. The target virtual character 205 has accumulated a layer of second target accumulation resources, and a second to-be-filled area 20111 of the second resource display progress bar 211 is filled. At the same time, the resource accumulation special effect 208 is displayed on the target virtual character 205, and the resource value information corresponding to the second stage prompt icon 212 is updated from "0" to "1".

[0363] Further, please refer to Figure 7, which is the sixth schematic diagram of the graphical user interface provided by the embodiment of the present disclosure. As shown in Figure 7, after the accumulation of the target virtual character 205, the second target accumulated resources reach the second preset resource threshold. At this time, the four second to-be-filled areas 20111 of the second resource display progress bar 211 are all filled; the achievement special effect 209 accumulated in the second accumulation stage is displayed at the preset position of the target virtual character 205, the second stage prompt icon 212 is changed from a gray state to a line state, and it is determined that the target virtual character has successfully unlocked the target, and the achievement icon 213 is displayed at the graphical user interface 200.

[0364] The information processing method in the game provided by the embodiment of the present disclosure, in the process of the game, in response to the interactive operation of the target virtual character with respect to the virtual sphere being controlled to meet the preset accumulated interaction conditions, the target state parameters of the target virtual character with respect to the game are determined; in response to the target state parameters reaching the preset state parameter threshold, the target virtual character is controlled to obtain the target skill that provides a gain effect for the character attribute of the target virtual character. In this way, the target state parameters of the target virtual character with respect to the game can be determined when the interactive operation of the target virtual character with respect to the virtual sphere is controlled to meet the preset accumulated interaction conditions, and after the target state parameters reach the preset state parameter threshold, the target virtual character is controlled to obtain the target skill, providing a new target state parameter accumulation and target skill acquisition method, improving the efficiency of target state parameter accumulation and the richness of parameter accumulation, reducing the data processing amount of the hardware device, thereby reducing the processing burden of the hardware device, saving the power consumption of the hardware device, and reducing the performance overhead of the hardware device.

[0365] 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.

[0366] Please refer to Figure 8, 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 Figure 8, the information processing device 800 includes:

[0367] The state parameter determination module 810 is configured to determine a target state parameter of the target virtual character for the game match in response to the interactive operation of controlling the target virtual character with respect to the virtual sphere meeting a preset accumulated interaction condition;

[0368] The target skill acquisition module 820 is configured to execute, in response to the target state parameter reaching a preset state parameter threshold, controlling the target virtual character to acquire a target skill; the target skill is used to provide a gain effect for the character attribute of the target virtual character.

[0369] In a possible implementation, the game game includes a first accumulation phase, the preset accumulation interaction condition includes a first preset accumulation interaction condition, and the target state parameter includes a first target accumulation resource;

[0370] When the state parameter determination module 810 determines the target state parameter of the target virtual character for the game match in response to the interactive operation of controlling the target virtual character with respect to the virtual sphere satisfying a preset accumulated interaction condition, the state parameter determination module 810 may be configured to execute:

[0371] When the target virtual character is in the first accumulation stage, in response to the target virtual character's interaction operation with the virtual sphere meeting a first preset accumulation interaction condition, a first target accumulation resource for the target virtual character in the first accumulation stage is determined.

[0372] In a possible implementation, the target state parameter includes a first target state parameter, the preset state parameter threshold includes a first preset state parameter threshold, and the target skill includes a first target skill;

[0373] The target skill acquisition module 820 controls the target virtual character to acquire a target skill in response to the target state parameter reaching a preset state parameter threshold; when the target skill is used to provide a gain effect for the character attribute of the virtual character, the target skill acquisition module 820 may be configured to execute:

[0374] In response to the first target accumulated resources reaching a first preset resource threshold, the target virtual character is controlled to acquire the first target skill; the first target skill is used to provide a first gain effect for the character attribute of the virtual character.

[0375] In a possible implementation, the game further includes a second accumulation phase, the preset accumulation interaction condition includes a second preset accumulation interaction condition, and the target state parameter includes a second target accumulation resource;

[0376] The information processing device 800 further includes a phase switching module (not shown in the figure), which can be configured to execute:

[0377] In response to the first target accumulated resource reaching a first preset resource threshold, the game match is controlled to enter a second accumulation stage from the first accumulation stage.

[0378] When the state parameter determination module 810 determines the target state parameter of the target virtual character for the game match in response to the interactive operation of controlling the target virtual character with respect to the virtual sphere satisfying a preset accumulated interaction condition, the state parameter determination module 810 may be configured to execute:

[0379] When the target virtual character is in the second accumulation stage, in response to the target virtual character's interaction operation with the virtual sphere meeting a second preset accumulation interaction condition, a second target accumulation resource for the target virtual character in the second accumulation stage is determined.

[0380] In a possible implementation, the target state parameter includes a second target state parameter, the preset state parameter threshold includes a second preset state parameter threshold, and the target skill includes a second target skill;

[0381] The target skill acquisition module 820 controls the target virtual character to acquire a target skill in response to the target state parameter reaching a preset state parameter threshold; when the target skill is used to provide a gain effect for the character attribute of the virtual character, the target skill acquisition module 820 may be configured to execute:

[0382] In response to the second target accumulated resources reaching a second preset resource threshold, the target virtual character is controlled to obtain the second target skill; the second target skill is used to provide a second gain effect for the character attributes of the virtual character.

[0383] In a possible implementation, when the state parameter determination module 810 performs an operation in response to the target virtual character's interaction operation with the virtual sphere meeting a first preset accumulated interaction condition, the state parameter determination module 810 may be configured to execute:

[0384] In response to the target virtual character's interaction operation with the virtual sphere including a first interaction skill, and a first interaction distance of the first interaction skill and a first interaction timing of the first interaction skill satisfying a first interaction condition, determining that the interaction operation satisfies a first preset accumulated interaction condition; and / or,

[0385] In response to the target virtual character's interaction operation with the virtual sphere including a second interaction skill, and a second interaction distance of the second interaction skill, a second interaction timing of the second interaction skill, and a skill angle of the second interaction skill satisfying a second interaction condition, determining that the interaction operation satisfies a first preset accumulated interaction condition; and / or,

[0386] In response to a scoring event being triggered by a projection interaction operation of the target virtual character on the virtual sphere, determining that the interaction operation satisfies a first preset accumulation interaction condition; and / or,

[0387] In response to the target virtual character and the teammate virtual character performing a predetermined cooperation event, it is determined that the interaction operation meets a first preset accumulated interaction condition.

[0388] In a possible implementation, the state parameter determination module 810 may be configured to determine whether the first interaction distance of the first interaction skill satisfies the first interaction condition through the following steps:

[0389] determining, when the target virtual character performs the first interactive skill, a first horizontal position coordinate, a first vertical position coordinate, and a first height position coordinate of the target virtual character in the virtual interactive scene, and a second horizontal position coordinate, a second vertical position coordinate, and a second height position coordinate of the virtual sphere in the virtual interactive scene;

[0390] Determining a first skill interaction range of the target virtual character based on the first horizontal position coordinate, the first vertical position coordinate, the first height position coordinate, the second horizontal position coordinate, the second vertical position coordinate, and the second height position coordinate;

[0391] When the first skill interaction range is smaller than the preset first skill release range, it is determined that the first interaction distance of the first interaction skill meets the first interaction condition; wherein, the first skill release range is determined based on the bounce parameters of the target virtual character and the skill parameters of the first interaction skill.

[0392] In a possible implementation, the state parameter determination module 810 may be configured to determine whether the first interaction opportunity of the first interactive skill satisfies the first interaction condition through the following steps:

[0393] Determining a first skill moment for the target virtual character to release a first skill;

[0394] If the first skill moment is within the first skill release time range, determining that the first interaction timing of the first interactive skill meets the first interaction condition;

[0395] The first skill release time range is determined based on a start time node at which the first skill can be executed and an end time node at which the first skill can be executed.

[0396] In a possible implementation, the state parameter determination module 810 may be configured to determine whether the second interaction distance of the second interaction skill satisfies the second interaction condition through the following steps:

[0397] determining, when the target virtual character performs the second interactive skill, a third horizontal position coordinate, a third vertical position coordinate, and a third height position coordinate of the target virtual character in the virtual interactive scene, and a fourth horizontal position coordinate, a fourth vertical position coordinate, and a fourth height position coordinate of the virtual sphere in the virtual interactive scene;

[0398] Determining a second skill interaction range of the target virtual character based on the third horizontal position coordinate, the third vertical position coordinate, the third height position coordinate, the fourth horizontal position coordinate, the fourth vertical position coordinate, and the fourth height position coordinate;

[0399] When the second skill interaction range is smaller than the preset second skill release range, it is determined that the second interaction distance of the second interaction skill meets the second interaction condition; wherein, the second skill release range is determined based on the bounce parameters of the target virtual character, the skill parameters of the second skill, and the interaction type of the target virtual character performing the second interaction skill.

[0400] In a possible implementation, the state parameter determination module 810 may be configured to determine whether the second interaction opportunity of the second interactive skill satisfies the second interaction condition through the following steps:

[0401] Determining a second skill time for the target virtual character to release the second skill;

[0402] If the second skill time is within the second skill release time range, determining that the second interaction timing of the second interactive skill meets the second interaction condition;

[0403] The second skill release time range is determined based on the start time node at which the second skill can be executed and the end time node at which the second skill can be executed.

[0404] In a possible implementation, the state parameter determination module 810 may be configured to determine whether the skill angle of the second interactive skill satisfies the second interaction condition through the following steps:

[0405] When determining that the target virtual character performs the second interactive skill, determining a first position of the target virtual character in the virtual interactive scene and a second position of a second virtual character currently controlling the virtual sphere to trigger a projection event;

[0406] Determining a skill angle of the target virtual character based on the first position, the second position, and the target position;

[0407] If the skill angle is smaller than the skill release angle of the second interactive skill, it is determined that the skill angle of the second interactive skill meets the second interaction condition.

[0408] In a possible implementation, when the state parameter determination module 810 performs an operation in response to the target virtual character's interaction operation with the virtual sphere meeting a second preset accumulated interaction condition, the state parameter determination module 810 may be configured to execute:

[0409] In response to the target virtual character's interaction operation with the virtual sphere including a first interaction skill, a first interaction distance of the first interaction skill and a first interaction timing of the first interaction skill satisfying a first interaction condition, and a first interaction event triggered by the first interaction skill of the target virtual character being successfully executed, determining that the interaction operation satisfies a second preset accumulated interaction condition; and / or,

[0410] In response to the target virtual character's interaction operation with the virtual sphere including a second interaction skill, a second interaction distance of the second interaction skill, a second interaction timing of the second interaction skill, and a skill angle of the second interaction skill satisfying a second interaction condition, and a second interaction event triggered by the second interaction skill of the target virtual character being successfully executed, it is determined that the interaction operation satisfies a second preset accumulated interaction condition; and / or,

[0411] In response to a scoring event being triggered by a projection interaction operation of the target virtual character on the virtual sphere, determining that the interaction operation satisfies a first preset accumulation interaction condition; and / or,

[0412] In response to the target virtual character and the teammate virtual character performing a predetermined cooperation event, it is determined that the interaction operation meets a second preset accumulated interaction condition.

[0413] In a possible implementation, the state parameter determination module 810 may be configured to determine whether the first interaction event triggered by the first interaction skill of the target virtual character is successfully executed through the following steps:

[0414] Detecting whether there is another virtual character in the virtual interaction scene that performs a first interaction skill and whose first interaction distance and first interaction timing of the first interaction skill meet a first interaction condition;

[0415] If there is another virtual character that executes the first interactive skill and whose first interaction distance and first interaction timing of the first interactive skill meet the first interaction condition, determine the first confrontation value of the target virtual character and the second confrontation value of the other virtual character; if the first confrontation value is higher than the second confrontation value, determine that the first interaction event triggered by the first interactive skill of the target virtual character is successfully executed;

[0416] If there is no other virtual character that executes the first interaction skill and whose first interaction distance and first interaction timing of the first interaction skill meet the first interaction condition, it is determined that the first interaction event triggered by the first interaction skill of the target virtual character is executed successfully.

[0417] In a possible implementation, the state parameter determination module 810 may be configured to determine whether the second interaction event triggered by the second interaction skill of the target virtual character is successfully executed through the following steps:

[0418] Determining a third confrontation value of the target virtual character performing the second interactive skill;

[0419] If the third confrontation value meets the preset confrontation condition, it is determined that the second interaction event triggered by the second interaction skill of the target virtual character is executed successfully.

[0420] In a possible implementation, the information processing device 800 further includes a progress bar display module (not shown in the figure), which may be configured to execute:

[0421] When the target virtual character is in the first accumulation stage, a first resource display progress bar is displayed at a preset position of the target virtual character; the first resource display progress bar includes a plurality of areas to be filled; and / or,

[0422] When the target virtual character is in the second accumulation stage, a second resource display progress bar is displayed at a preset position of the target virtual character.

[0423] In a possible implementation, the information processing device 800 further includes a progress bar updating module (not shown in the figure), which may be configured to execute:

[0424] Based on the first target accumulated resources, updating the filling effect of the filling area of ​​the first resource display progress bar, and displaying resource update prompt information in the graphical user interface; and / or,

[0425] Based on the second target accumulated resources, a filling effect of a filling area of ​​the second resource display progress bar is updated, and resource update prompt information is displayed in the graphical user interface.

[0426] In a possible implementation, the information processing device 800 further includes a stage icon display module (not shown in the figure), which is configured to:

[0427] Determining that the target virtual character accumulates first target accumulated resources for the first accumulation stage, and displaying a first stage prompt icon and corresponding resource value information in the graphical user interface; and / or,

[0428] Determine that the target virtual character accumulates second target accumulation resources for the second accumulation stage, and display a second stage prompt icon and corresponding resource value information in the graphical user interface.

[0429] In a possible implementation, the information processing device 800 further includes a stage icon updating module (not shown in the figure), which may be configured to execute:

[0430] In response to an increase in the first target accumulated resources, updating the resource value information at the preset position of the first stage prompt icon; and / or,

[0431] In response to an increase in the second target accumulated resources, the resource value information at the preset position of the second stage prompt icon is updated.

[0432] In a possible implementation, the information processing device 800 further includes an icon display form updating module (not shown in the figure), and the icon display form updating module may be configured to execute:

[0433] In response to the first target accumulated resources reaching the first preset resource threshold, updating the display form of the first stage prompt icon; and / or,

[0434] In response to the second target accumulated resources reaching the second preset resource threshold, updating the display form of the second stage prompt icon;

[0435] The display forms of the first-stage prompt icon and the second-stage prompt icon include at least one of the following:

[0436] The display size of the first-stage prompt icon and the display brightness of the first-stage prompt icon.

[0437] In a possible implementation, the graphical user interface displays a skill control. The information processing device 800 further includes an achievement prompt information display module (not shown in the figure). The achievement prompt information display module may be configured to execute:

[0438] Displaying a prompt message indicating that the accumulation in the first accumulation stage has been completed at a preset position of the target virtual character; and / or,

[0439] In response to the first target accumulated resource reaching a first preset resource threshold, converting the skill control into a target skill control corresponding to the target skill; wherein the target skill control is used to release the target skill with a skill gain effect; and / or,

[0440] In response to the second target accumulated resource reaching a second preset resource threshold, a second accumulation stage accumulation achievement prompt message is displayed at a preset position of the target virtual character.

[0441] In a possible implementation, the information processing device 800 further includes an achievement unlocking module (not shown in the figure), which may be configured to execute:

[0442] In response to the second target accumulated resources reaching a second preset resource threshold, the target virtual character is controlled to unlock the resource accumulation achievement, and the display mode of the achievement icon is updated.

[0443] In a possible implementation, the information processing device 800 further includes a character extra-game addition module (not shown in the figure), and the character extra-game addition module may be configured to execute:

[0444] In response to the target virtual character achieving a preset achievement outside a game, the first target accumulation resources and / or the second target accumulation resources are accumulated for the target virtual character.

[0445] In a possible implementation, the target skills include a first target skill and a second target skill; and the gain effect provided by the target skills for the character attributes of the virtual character includes at least one of the following:

[0446] Improve the success rate of the target virtual character executing the projection event inside or outside the line, and reduce the skill cooling time of the target virtual character.

[0447] In a possible implementation, the information processing device 800 further includes a skill release module (not shown in the figure), which may be configured to execute:

[0448] In response to a skill release instruction, the target virtual character is controlled to execute the target skill.

[0449] In a possible implementation, the information processing device 800 further includes a game ending module (not shown in the figure), which may be configured to execute:

[0450] In response to triggering of a game end condition, ending the game match and clearing the first target accumulated resources and the second target accumulated resources accumulated by the target virtual character;

[0451] The game ending conditions include:

[0452] The settlement score of any camp in the game in at least one completed game round reaches the preset score threshold, and / or the total game time of the game exceeds the preset time threshold.

[0453] In one possible implementation, the graphical user interface further displays a skill charging control; as the charging value of the target virtual character increases, the filled area of ​​the skill charging control increases; the information processing device 800 further includes a skill charging module (not shown in the figure), and the skill charging module can be configured to execute:

[0454] When the power value of the target virtual character is greater than a preset threshold, in response to the triggering operation of the power skill control, the target virtual character is controlled to execute the target power skill of the target virtual character based on the current power value of the target virtual character.

[0455] In the information processing device in the game provided by the embodiment of the present disclosure, the state parameter determination module is used to determine the target state parameters of the target virtual character for the game match in response to the interactive operation of the target virtual character with respect to the virtual sphere satisfying the preset accumulated interaction conditions during the game match; the target skill acquisition module is used to control the target virtual character to obtain the target skill that provides a gain effect for the character attribute of the target virtual character in response to the target state parameter reaching the preset state parameter threshold. In this way, the target state parameters of the target virtual character for the game match can be determined when the interactive operation of the target virtual character with respect to the virtual sphere satisfies the preset accumulated interaction conditions, and after the target state parameter reaches the preset state parameter threshold, the target virtual character is controlled to obtain the target skill, providing a new target state parameter accumulation and target skill acquisition method, improving the efficiency of target state parameter accumulation and the richness of parameter accumulation, reducing the data processing amount of the hardware device, thereby reducing the processing burden of the hardware device, saving the power consumption of the hardware device, and reducing the performance overhead of the hardware device.

[0456] Please refer to Figure 9 , which is a schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. As shown in Figure 9 , the electronic device 900 includes a processor 910 , a memory 920 , and a bus 930 .

[0457] The memory 920 stores machine-readable instructions executable by the processor 910. When the electronic device 900 is running, the processor 910 communicates with the memory 920 via the bus 930, so that the processor 910 executes the following instructions during operation:

[0458] In response to the interactive operation of controlling the target virtual character with respect to the virtual sphere satisfying a preset accumulated interaction condition, determining a target state parameter of the target virtual character with respect to the game match;

[0459] In response to the target state parameter reaching a preset state parameter threshold, the target virtual character is controlled to acquire a target skill; the target skill is used to provide a gain effect for the character attribute of the target virtual character.

[0460] In one possible implementation, the game game includes a first accumulation phase, the preset accumulation interaction condition includes a first preset accumulation interaction condition, and the target state parameter includes a first target accumulation resource; in the instructions executed by the processor 910, in response to controlling the target virtual character's interactive operation with respect to the virtual sphere satisfying the preset accumulation interaction condition, determining the target state parameter of the target virtual character for the game game includes:

[0461] When the target virtual character is in the first accumulation stage, in response to the target virtual character's interaction operation with the virtual sphere meeting a first preset accumulation interaction condition, a first target accumulation resource for the target virtual character in the first accumulation stage is determined.

[0462] In one possible implementation, the target state parameter includes a first target state parameter, the preset state parameter threshold includes a first preset state parameter threshold, and the target skill includes a first target skill; in the instructions executed by the processor 910, in response to the target state parameter reaching the preset state parameter threshold, controlling the target virtual character to acquire a target skill; the target skill is used to provide a gain effect for the character attribute of the virtual character, including:

[0463] In response to the first target accumulated resources reaching a first preset resource threshold, the target virtual character is controlled to acquire the first target skill; the first target skill is used to provide a first gain effect for the character attribute of the virtual character.

[0464] In one possible implementation, the game further includes a second accumulation phase, the preset accumulation interaction condition includes a second preset accumulation interaction condition, and the target state parameter includes a second target accumulation resource; and the instructions executed by the processor 910 further include:

[0465] In response to the first target accumulated resource reaching a first preset resource threshold, controlling the game match to enter a second accumulation phase from the first accumulation phase;

[0466] In response to controlling the interactive operation of the target virtual character with respect to the virtual sphere to satisfy a preset accumulated interaction condition, determining a target state parameter of the target virtual character with respect to the game match includes:

[0467] When the target virtual character is in the second accumulation stage, in response to the target virtual character's interaction operation with the virtual sphere meeting a second preset accumulation interaction condition, a second target accumulation resource for the target virtual character in the second accumulation stage is determined.

[0468] In one possible implementation, the target state parameter includes a second target state parameter, the preset state parameter threshold includes a second preset state parameter threshold, and the target skill includes a second target skill; in the instructions executed by the processor 910, in response to the target state parameter reaching the preset state parameter threshold, controlling the target virtual character to acquire a target skill; the target skill is used to provide a gain effect for the character attribute of the virtual character, including:

[0469] In response to the second target accumulated resources reaching a second preset resource threshold, the target virtual character is controlled to obtain the second target skill; the second target skill is used to provide a second gain effect for the character attributes of the virtual character.

[0470] In one possible implementation, in the instructions executed by the processor 910, the response to the target virtual character's interactive operation with respect to the virtual sphere satisfying a first preset accumulated interaction condition includes:

[0471] In response to the target virtual character's interaction operation with the virtual sphere including a first interaction skill, and a first interaction distance of the first interaction skill and a first interaction timing of the first interaction skill satisfying a first interaction condition, determining that the interaction operation satisfies a first preset accumulated interaction condition; and / or,

[0472] In response to the target virtual character's interaction operation with the virtual sphere including a second interaction skill, and a second interaction distance of the second interaction skill, a second interaction timing of the second interaction skill, and a skill angle of the second interaction skill satisfying a second interaction condition, determining that the interaction operation satisfies a first preset accumulated interaction condition; and / or,

[0473] In response to a scoring event being triggered by a projection interaction operation of the target virtual character on the virtual sphere, determining that the interaction operation satisfies a first preset accumulation interaction condition; and / or,

[0474] In response to the target virtual character and the teammate virtual character performing a predetermined cooperation event, it is determined that the interaction operation meets a first preset accumulated interaction condition.

[0475] In one possible implementation, the instructions executed by the processor 910 determine whether the first interaction distance of the first interaction skill satisfies the first interaction condition through the following steps:

[0476] determining, when the target virtual character performs the first interactive skill, a first horizontal position coordinate, a first vertical position coordinate, and a first height position coordinate of the target virtual character in the virtual interactive scene, and a second horizontal position coordinate, a second vertical position coordinate, and a second height position coordinate of the virtual sphere in the virtual interactive scene;

[0477] Determining a first skill interaction range of the target virtual character based on the first horizontal position coordinate, the first vertical position coordinate, the first height position coordinate, the second horizontal position coordinate, the second vertical position coordinate, and the second height position coordinate;

[0478] When the first skill interaction range is smaller than the preset first skill release range, it is determined that the first interaction distance of the first interaction skill meets the first interaction condition; wherein, the first skill release range is determined based on the bounce parameters of the target virtual character and the skill parameters of the first interaction skill.

[0479] In one possible implementation, the instructions executed by the processor 910 determine whether the first interaction timing of the first interaction skill satisfies the first interaction condition through the following steps:

[0480] Determining a first skill moment for the target virtual character to release a first skill;

[0481] If the first skill moment is within the first skill release time range, determining that the first interaction timing of the first interactive skill meets the first interaction condition;

[0482] The first skill release time range is determined based on a start time node at which the first skill can be executed and an end time node at which the first skill can be executed.

[0483] In one possible implementation, the instructions executed by the processor 910 determine whether the second interaction distance of the second interaction skill satisfies the second interaction condition through the following steps:

[0484] determining, when the target virtual character performs the second interactive skill, a third horizontal position coordinate, a third vertical position coordinate, and a third height position coordinate of the target virtual character in the virtual interactive scene, and a fourth horizontal position coordinate, a fourth vertical position coordinate, and a fourth height position coordinate of the virtual sphere in the virtual interactive scene;

[0485] Determining a second skill interaction range of the target virtual character based on the third horizontal position coordinate, the third vertical position coordinate, the third height position coordinate, the fourth horizontal position coordinate, the fourth vertical position coordinate, and the fourth height position coordinate;

[0486] When the second skill interaction range is smaller than the preset second skill release range, it is determined that the second interaction distance of the second interaction skill meets the second interaction condition; wherein, the second skill release range is determined based on the bounce parameters of the target virtual character, the skill parameters of the second skill, and the interaction type of the target virtual character performing the second interaction skill.

[0487] In one possible implementation, the instructions executed by the processor 910 determine whether the second interaction timing of the second interaction skill satisfies the second interaction condition through the following steps:

[0488] Determining a second skill time for the target virtual character to release the second skill;

[0489] If the second skill time is within the second skill release time range, determining that the second interaction timing of the second interactive skill meets the second interaction condition;

[0490] The second skill release time range is determined based on the start time node at which the second skill can be executed and the end time node at which the second skill can be executed.

[0491] In one possible implementation, the instructions executed by the processor 910 determine whether the skill angle of the second interactive skill satisfies the second interaction condition through the following steps:

[0492] When determining that the target virtual character performs the second interactive skill, determining a first position of the target virtual character in the virtual interactive scene and a second position of a second virtual character currently controlling the virtual sphere to trigger a projection event;

[0493] Determining a skill angle of the target virtual character based on the first position, the second position, and the target position;

[0494] If the skill angle is smaller than the skill release angle of the second interactive skill, it is determined that the skill angle of the second interactive skill meets the second interaction condition.

[0495] In one possible implementation, the instructions executed by the processor 910 include, in response to the target virtual character's interaction operation with the virtual sphere satisfying a second preset accumulated interaction condition:

[0496] In response to the target virtual character's interaction operation with the virtual sphere including a first interaction skill, a first interaction distance of the first interaction skill and a first interaction timing of the first interaction skill satisfying a first interaction condition, and a first interaction event triggered by the first interaction skill of the target virtual character being successfully executed, determining that the interaction operation satisfies a second preset accumulated interaction condition; and / or,

[0497] In response to the target virtual character's interaction operation with the virtual sphere including a second interaction skill, a second interaction distance of the second interaction skill, a second interaction timing of the second interaction skill, and a skill angle of the second interaction skill satisfying a second interaction condition, and a second interaction event triggered by the second interaction skill of the target virtual character being successfully executed, it is determined that the interaction operation satisfies a second preset accumulated interaction condition; and / or,

[0498] In response to a scoring event being triggered by a projection interaction operation of the target virtual character on the virtual sphere, determining that the interaction operation satisfies a first preset accumulation interaction condition; and / or,

[0499] In response to the target virtual character and the teammate virtual character performing a predetermined cooperation event, it is determined that the interaction operation meets a second preset accumulated interaction condition.

[0500] In one possible implementation, the instructions executed by the processor 910 determine whether the first interaction event triggered by the first interaction skill of the target virtual character is successfully executed through the following steps:

[0501] Detecting whether there is another virtual character in the virtual interaction scene that performs a first interaction skill and whose first interaction distance and first interaction timing of the first interaction skill meet a first interaction condition;

[0502] If there is another virtual character that executes the first interactive skill and whose first interaction distance and first interaction timing of the first interactive skill meet the first interaction condition, determine the first confrontation value of the target virtual character and the second confrontation value of the other virtual character; if the first confrontation value is higher than the second confrontation value, determine that the first interaction event triggered by the first interactive skill of the target virtual character is successfully executed;

[0503] If there is no other virtual character that executes the first interaction skill and whose first interaction distance and first interaction timing of the first interaction skill meet the first interaction condition, it is determined that the first interaction event triggered by the first interaction skill of the target virtual character is executed successfully.

[0504] In one possible implementation, the instructions executed by the processor 910 determine whether the second interaction event triggered by the second interaction skill of the target virtual character is successfully executed through the following steps:

[0505] Determining a third confrontation value of the target virtual character performing the second interactive skill;

[0506] If the third confrontation value meets the preset confrontation condition, it is determined that the second interaction event triggered by the second interaction skill of the target virtual character is executed successfully.

[0507] In a possible implementation, the instructions executed by the processor 910 further include:

[0508] When the target virtual character is in the first accumulation stage, a first resource display progress bar is displayed at a preset position of the target virtual character; the first resource display progress bar includes a plurality of areas to be filled; and / or,

[0509] When the target virtual character is in the second accumulation stage, a second resource display progress bar is displayed at a preset position of the target virtual character.

[0510] In a possible implementation, the instructions executed by the processor 910 further include:

[0511] Based on the first target accumulated resources, updating the filling effect of the filling area of ​​the first resource display progress bar, and displaying resource update prompt information in the graphical user interface; and / or,

[0512] Based on the second target accumulated resources, a filling effect of a filling area of ​​the second resource display progress bar is updated, and resource update prompt information is displayed in the graphical user interface.

[0513] In a possible implementation, the instructions executed by the processor 910 further include:

[0514] Determining that the target virtual character accumulates first target accumulated resources for the first accumulation stage, and displaying a first stage prompt icon and corresponding resource value information in the graphical user interface; and / or,

[0515] Determine that the target virtual character accumulates second target accumulation resources for the second accumulation stage, and display a second stage prompt icon and corresponding resource value information in the graphical user interface.

[0516] In a possible implementation, the instructions executed by the processor 910 further include:

[0517] In response to an increase in the first target accumulated resources, updating the resource value information at the preset position of the first stage prompt icon; and / or,

[0518] In response to an increase in the second target accumulated resources, the resource value information at the preset position of the second stage prompt icon is updated.

[0519] In a possible implementation, the instructions executed by the processor 910 further include:

[0520] In response to the first target accumulated resources reaching the first preset resource threshold, updating the display form of the first stage prompt icon; and / or,

[0521] In response to the second target accumulated resources reaching the second preset resource threshold, updating the display form of the second stage prompt icon;

[0522] The display forms of the first-stage prompt icon and the second-stage prompt icon include at least one of the following:

[0523] The display size of the first-stage prompt icon and the display brightness of the first-stage prompt icon.

[0524] In one possible implementation, a skill control is displayed in the graphical user interface; and the instructions executed by the processor 910 further include:

[0525] Displaying a prompt message indicating that the accumulation in the first accumulation stage has been completed at a preset position of the target virtual character; and / or

[0526] In response to the first target accumulated resource reaching a first preset resource threshold, converting the skill control into a target skill control corresponding to the target skill; wherein the target skill control is used to release the target skill with a skill gain effect; and / or,

[0527] In response to the second target accumulated resource reaching a second preset resource threshold, a second accumulation stage accumulation achievement prompt message is displayed at a preset position of the target virtual character.

[0528] In a possible implementation, the instructions executed by the processor 910 further include:

[0529] In response to the target virtual character achieving a preset achievement outside a game, the first target accumulation resources and / or the second target accumulation resources are accumulated for the target virtual character.

[0530] In one possible implementation, the gain effect provided by the target skill for the character attributes of the virtual character includes at least one of the following:

[0531] Improve the success rate of the target virtual character executing the projection event inside or outside the line, and reduce the skill cooling time of the target virtual character.

[0532] In a possible implementation, the instructions executed by the processor 910 further include:

[0533] In response to a skill release instruction, the target virtual character is controlled to execute the target skill.

[0534] In a possible implementation, the instructions executed by the processor 910 further include:

[0535] In response to triggering of a game end condition, ending the game match and clearing the first target accumulated resources and the second target accumulated resources accumulated by the target virtual character;

[0536] The game ending conditions include:

[0537] The settlement score of any camp in the game in at least one completed game round reaches the preset score threshold, and / or the total game time of the game exceeds the preset time threshold.

[0538] In one possible implementation, the graphical user interface further displays a power-charge skill control; as the power-charge value of the target virtual character increases, the filled area of ​​the power-charge skill control increases; and the instructions executed by the processor 910 further include:

[0539] When the power value of the target virtual character is greater than a preset threshold, in response to the triggering operation of the power skill control, the target virtual character is controlled to execute the target power skill of the target virtual character based on the current power value of the target virtual character.

[0540] Through the above method, the target virtual character's interactive operation on the virtual sphere can be controlled to meet the preset accumulated interaction conditions, the target state parameters of the target virtual character for the game can be determined, and after the target state parameters reach the preset state parameter threshold, the target virtual character can be controlled to obtain the target skills. This provides a new target state parameter accumulation and target skill acquisition method, improves the efficiency of target state parameter accumulation and the richness of parameter accumulation, reduces the data processing volume of the hardware device, thereby reducing the processing burden of the hardware device, saving the power consumption of the hardware device, and reducing the performance overhead of the hardware device.

[0541] 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:

[0542] In response to the interactive operation of controlling the target virtual character with respect to the virtual sphere satisfying a preset accumulated interaction condition, determining a target state parameter of the target virtual character with respect to the game match;

[0543] In response to the target state parameter reaching a preset state parameter threshold, the target virtual character is controlled to acquire a target skill; the target skill is used to provide a gain effect for the character attribute of the target virtual character.

[0544] In one possible implementation, the game game includes a first accumulation phase, the preset accumulation interaction condition includes a first preset accumulation interaction condition, and the target state parameter includes a first target accumulation resource; and in the instructions executed by a computer-readable storage medium, in response to controlling an interactive operation of a target virtual character with respect to the virtual sphere satisfying the preset accumulation interaction condition, determining the target state parameter of the target virtual character with respect to the game game includes:

[0545] When the target virtual character is in the first accumulation stage, in response to the target virtual character's interaction operation with the virtual sphere meeting a first preset accumulation interaction condition, a first target accumulation resource for the target virtual character in the first accumulation stage is determined.

[0546] In one possible implementation, the target state parameter includes a first target state parameter, the preset state parameter threshold includes a first preset state parameter threshold, and the target skill includes a first target skill; in the instructions executed by a computer-readable storage medium, in response to the target state parameter reaching the preset state parameter threshold, controlling the target virtual character to acquire a target skill; the target skill being used to provide a gain effect for a character attribute of the virtual character, includes:

[0547] In response to the first target accumulated resources reaching a first preset resource threshold, the target virtual character is controlled to acquire the first target skill; the first target skill is used to provide a first gain effect for the character attribute of the virtual character.

[0548] In one possible implementation, the game further includes a second accumulation phase, the preset accumulation interaction condition includes a second preset accumulation interaction condition, and the target state parameter includes a second target accumulation resource; and the instructions executed by the computer-readable storage medium further include:

[0549] In response to the first target accumulated resource reaching a first preset resource threshold, controlling the game match to enter a second accumulation phase from the first accumulation phase;

[0550] In response to controlling the interactive operation of the target virtual character with respect to the virtual sphere to satisfy a preset accumulated interaction condition, determining a target state parameter of the target virtual character with respect to the game match includes:

[0551] When the target virtual character is in the second accumulation stage, in response to the target virtual character's interaction operation with the virtual sphere meeting a second preset accumulation interaction condition, a second target accumulation resource for the target virtual character in the second accumulation stage is determined.

[0552] In one possible implementation, the target state parameter includes a second target state parameter, the preset state parameter threshold includes a second preset state parameter threshold, and the target skill includes a second target skill; in the instructions executed by a computer-readable storage medium, in response to the target state parameter reaching the preset state parameter threshold, controlling the target virtual character to acquire a target skill; the target skill being used to provide a gain effect for a character attribute of the virtual character, includes:

[0553] In response to the second target accumulated resources reaching a second preset resource threshold, the target virtual character is controlled to obtain the second target skill; the second target skill is used to provide a second gain effect for the character attributes of the virtual character.

[0554] In one possible implementation, in the instructions executed by a computer-readable storage medium, the step of responding to the target virtual character's interactive operation with the virtual sphere satisfying a first preset accumulated interaction condition includes:

[0555] In response to the target virtual character's interaction operation with the virtual sphere including a first interaction skill, and a first interaction distance of the first interaction skill and a first interaction timing of the first interaction skill satisfying a first interaction condition, determining that the interaction operation satisfies a first preset accumulated interaction condition; and / or,

[0556] In response to the target virtual character's interaction operation with the virtual sphere including a second interaction skill, and a second interaction distance of the second interaction skill, a second interaction timing of the second interaction skill, and a skill angle of the second interaction skill satisfying a second interaction condition, determining that the interaction operation satisfies a first preset accumulated interaction condition; and / or,

[0557] In response to a scoring event being triggered by a projection interaction operation of the target virtual character on the virtual sphere, determining that the interaction operation satisfies a first preset accumulation interaction condition; and / or,

[0558] In response to the target virtual character and the teammate virtual character performing a predetermined cooperation event, it is determined that the interaction operation meets a first preset accumulated interaction condition.

[0559] In one possible implementation, the instructions executed by a computer-readable storage medium determine whether the first interaction distance of the first interaction skill satisfies the first interaction condition through the following steps:

[0560] determining, when the target virtual character performs the first interactive skill, a first horizontal position coordinate, a first vertical position coordinate, and a first height position coordinate of the target virtual character in the virtual interactive scene, and a second horizontal position coordinate, a second vertical position coordinate, and a second height position coordinate of the virtual sphere in the virtual interactive scene;

[0561] Determining a first skill interaction range of the target virtual character based on the first horizontal position coordinate, the first vertical position coordinate, the first height position coordinate, the second horizontal position coordinate, the second vertical position coordinate, and the second height position coordinate;

[0562] When the first skill interaction range is smaller than the preset first skill release range, it is determined that the first interaction distance of the first interaction skill meets the first interaction condition; wherein, the first skill release range is determined based on the bounce parameters of the target virtual character and the skill parameters of the first interaction skill.

[0563] In one possible implementation, the instructions executed by a computer-readable storage medium determine whether the first interaction opportunity of the first interaction skill satisfies the first interaction condition through the following steps:

[0564] Determining a first skill moment for the target virtual character to release a first skill;

[0565] If the first skill moment is within the first skill release time range, determining that the first interaction timing of the first interactive skill meets the first interaction condition;

[0566] The first skill release time range is determined based on a start time node at which the first skill can be executed and an end time node at which the first skill can be executed.

[0567] In one possible implementation, the instructions executed by a computer-readable storage medium determine whether the second interaction distance of the second interaction skill satisfies the second interaction condition through the following steps:

[0568] determining, when the target virtual character performs the second interactive skill, a third horizontal position coordinate, a third vertical position coordinate, and a third height position coordinate of the target virtual character in the virtual interactive scene, and a fourth horizontal position coordinate, a fourth vertical position coordinate, and a fourth height position coordinate of the virtual sphere in the virtual interactive scene;

[0569] Determining a second skill interaction range of the target virtual character based on the third horizontal position coordinate, the third vertical position coordinate, the third height position coordinate, the fourth horizontal position coordinate, the fourth vertical position coordinate, and the fourth height position coordinate;

[0570] When the second skill interaction range is smaller than the preset second skill release range, it is determined that the second interaction distance of the second interaction skill meets the second interaction condition; wherein, the second skill release range is determined based on the bounce parameters of the target virtual character, the skill parameters of the second skill, and the interaction type of the target virtual character performing the second interaction skill.

[0571] In one possible implementation, the instructions executed by the computer-readable storage medium determine whether the second interaction timing of the second interaction skill satisfies the second interaction condition through the following steps:

[0572] Determining a second skill time for the target virtual character to release the second skill;

[0573] If the second skill time is within the second skill release time range, determining that the second interaction timing of the second interactive skill meets the second interaction condition;

[0574] The second skill release time range is determined based on the start time node at which the second skill can be executed and the end time node at which the second skill can be executed.

[0575] In one possible implementation, the instructions executed by a computer-readable storage medium determine whether the skill angle of the second interactive skill satisfies the second interaction condition through the following steps:

[0576] When determining that the target virtual character performs the second interactive skill, determining a first position of the target virtual character in the virtual interactive scene and a second position of a second virtual character currently controlling the virtual sphere to trigger a projection event;

[0577] Determining a skill angle of the target virtual character based on the first position, the second position, and the target position;

[0578] If the skill angle is smaller than the skill release angle of the second interactive skill, it is determined that the skill angle of the second interactive skill meets the second interaction condition.

[0579] In one possible implementation, the instructions executed by the computer-readable storage medium include, in response to the target virtual character's interactive operation with respect to the virtual sphere satisfying a second preset accumulated interaction condition:

[0580] In response to the target virtual character's interaction operation with the virtual sphere including a first interaction skill, a first interaction distance of the first interaction skill and a first interaction timing of the first interaction skill satisfying a first interaction condition, and a first interaction event triggered by the first interaction skill of the target virtual character being successfully executed, determining that the interaction operation satisfies a second preset accumulated interaction condition; and / or,

[0581] In response to the target virtual character's interaction operation with the virtual sphere including a second interaction skill, a second interaction distance of the second interaction skill, a second interaction timing of the second interaction skill, and a skill angle of the second interaction skill satisfying a second interaction condition, and a second interaction event triggered by the second interaction skill of the target virtual character being successfully executed, it is determined that the interaction operation satisfies a second preset accumulated interaction condition; and / or,

[0582] In response to a scoring event being triggered by a projection interaction operation of the target virtual character on the virtual sphere, determining that the interaction operation satisfies a first preset accumulation interaction condition; and / or,

[0583] In response to the target virtual character and the teammate virtual character performing a predetermined cooperation event, it is determined that the interaction operation meets a second preset accumulated interaction condition.

[0584] In one possible implementation, the instructions executed by the computer-readable storage medium determine whether the first interaction event triggered by the first interaction skill of the target virtual character is successfully executed through the following steps:

[0585] Detecting whether there is another virtual character in the virtual interaction scene that performs a first interaction skill and whose first interaction distance and first interaction timing of the first interaction skill meet a first interaction condition;

[0586] If there is another virtual character that executes the first interactive skill and whose first interaction distance and first interaction timing of the first interactive skill meet the first interaction condition, determine the first confrontation value of the target virtual character and the second confrontation value of the other virtual character; if the first confrontation value is higher than the second confrontation value, determine that the first interaction event triggered by the first interactive skill of the target virtual character is successfully executed;

[0587] If there is no other virtual character that executes the first interaction skill and whose first interaction distance and first interaction timing of the first interaction skill meet the first interaction condition, it is determined that the first interaction event triggered by the first interaction skill of the target virtual character is executed successfully.

[0588] In one possible implementation, the instructions executed by the computer-readable storage medium determine whether the second interaction event triggered by the second interaction skill of the target virtual character is successfully executed through the following steps:

[0589] Determining a third confrontation value of the target virtual character performing the second interactive skill;

[0590] If the third confrontation value meets the preset confrontation condition, it is determined that the second interaction event triggered by the second interaction skill of the target virtual character is executed successfully.

[0591] In one possible implementation, the instructions executed by the computer-readable storage medium further include:

[0592] When the target virtual character is in the first accumulation stage, a first resource display progress bar is displayed at a preset position of the target virtual character; the first resource display progress bar includes a plurality of areas to be filled; and / or,

[0593] When the target virtual character is in the second accumulation stage, a second resource display progress bar is displayed at a preset position of the target virtual character.

[0594] In one possible implementation, the instructions executed by the computer-readable storage medium further include:

[0595] Based on the first target accumulated resources, updating the filling effect of the filling area of ​​the first resource display progress bar, and displaying resource update prompt information in the graphical user interface; and / or,

[0596] Based on the second target accumulated resources, a filling effect of a filling area of ​​the second resource display progress bar is updated, and resource update prompt information is displayed in the graphical user interface.

[0597] In one possible implementation, the instructions executed by the computer-readable storage medium further include:

[0598] Determining that the target virtual character accumulates first target accumulated resources for the first accumulation stage, and displaying a first stage prompt icon and corresponding resource value information in the graphical user interface; and / or,

[0599] Determine that the target virtual character accumulates second target accumulation resources for the second accumulation stage, and display a second stage prompt icon and corresponding resource value information in the graphical user interface.

[0600] In one possible implementation, the instructions executed by the computer-readable storage medium further include:

[0601] In response to an increase in the first target accumulated resources, updating the resource value information at the preset position of the first stage prompt icon; and / or,

[0602] In response to an increase in the second target accumulated resources, the resource value information at the preset position of the second stage prompt icon is updated.

[0603] In one possible implementation, the instructions executed by the computer-readable storage medium further include:

[0604] In response to the first target accumulated resources reaching the first preset resource threshold, updating the display form of the first stage prompt icon; and / or,

[0605] In response to the second target accumulated resources reaching the second preset resource threshold, updating the display form of the second stage prompt icon;

[0606] The display forms of the first-stage prompt icon and the second-stage prompt icon include at least one of the following:

[0607] The display size of the first-stage prompt icon and the display brightness of the first-stage prompt icon.

[0608] In one possible implementation, a skill control is displayed in the graphical user interface; and the instructions executed by the computer-readable storage medium further include:

[0609] Displaying a prompt message indicating that the accumulation in the first accumulation stage has been completed at a preset position of the target virtual character; and / or

[0610] In response to the first target accumulated resource reaching a first preset resource threshold, converting the skill control into a target skill control corresponding to the target skill; wherein the target skill control is used to release the target skill with a skill gain effect; and / or,

[0611] In response to the second target accumulated resource reaching a second preset resource threshold, a second accumulation stage accumulation achievement prompt message is displayed at a preset position of the target virtual character.

[0612] In one possible implementation, the instructions executed by the computer-readable storage medium further include:

[0613] In response to the target virtual character achieving a preset achievement outside a game, the first target accumulation resources and / or the second target accumulation resources are accumulated for the target virtual character.

[0614] In one possible implementation,

[0615] The target skill provides a benefit effect on the character attributes of the virtual character, including at least one of the following:

[0616] Improve the success rate of the target virtual character executing the projection event inside or outside the line, and reduce the skill cooling time of the target virtual character.

[0617] In one possible implementation, the instructions executed by the computer-readable storage medium further include:

[0618] In response to a skill release instruction, the target virtual character is controlled to execute the target skill.

[0619] In one possible implementation, the instructions executed by the computer-readable storage medium further include:

[0620] In response to triggering of a game end condition, ending the game match and clearing the first target accumulated resources and the second target accumulated resources accumulated by the target virtual character;

[0621] The game ending conditions include:

[0622] The settlement score of any camp in the game in at least one completed game round reaches the preset score threshold, and / or the total game time of the game exceeds the preset time threshold.

[0623] In one possible implementation, the graphical user interface further displays a power-charge skill control; as the power-charge value of the target virtual character increases, the proportion of the filled area of ​​the power-charge skill control increases; and the instructions executed by the computer-readable storage medium further include:

[0624] When the power value of the target virtual character is greater than a preset threshold, in response to the triggering operation of the power skill control, the target virtual character is controlled to execute the target power skill of the target virtual character based on the current power value of the target virtual character.

[0625] Through the above method, the target virtual character's interactive operation on the virtual sphere can be controlled to meet the preset accumulated interaction conditions, the target state parameters of the target virtual character for the game can be determined, and after the target state parameters reach the preset state parameter threshold, the target virtual character can be controlled to obtain the target skills. This provides a new target state parameter accumulation and target skill acquisition method, improves the efficiency of target state parameter accumulation and the richness of parameter accumulation, reduces the data processing volume of the hardware device, thereby reducing the processing burden of the hardware device, saving the power consumption of the hardware device, and reducing the performance overhead of the hardware device.

[0626] 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.

[0627] 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.

[0628] 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.

[0629] 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.

[0630] 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.

[0631] 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 interaction scene for virtual characters of different camps to interact on a graphical user interface of a terminal device, wherein the virtual characters of different camps compete with each other by competing for a virtual sphere in the virtual interaction scene, and the virtual sphere is manipulated to trigger a projection event to advance the game; The information processing method comprises: During the game match, in response to the interactive operation of controlling the target virtual character with respect to the virtual sphere satisfying a preset accumulated interaction condition, determining a target state parameter of the target virtual character with respect to the game match; In response to the target state parameter reaching a preset state parameter threshold, the target virtual character is controlled to acquire a target skill; the target skill is used to provide a gain effect for the character attribute of the target virtual character.

2. The information processing method according to claim 1, wherein: The game game includes a first accumulation stage, the preset accumulation interaction condition includes a first preset accumulation interaction condition, and the target state parameter includes a first target accumulation resource; In response to controlling the interactive operation of the target virtual character with respect to the virtual sphere to satisfy a preset accumulated interaction condition, determining a target state parameter of the target virtual character with respect to the game match includes: When the target virtual character is in the first accumulation stage, in response to the target virtual character's interaction operation with the virtual sphere satisfying a first preset accumulation interaction condition, a first target accumulation resource for the target virtual character in the first accumulation stage is determined.

3. The information processing method according to claim 2, wherein: The target state parameter includes a first target state parameter, the preset state parameter threshold includes a first preset state parameter threshold, and the target skill includes a first target skill; In response to the target state parameter reaching a preset state parameter threshold, controlling the target virtual character to acquire a target skill; The target skill is used to provide a gain effect for the character attribute of the virtual character, including: In response to the first target accumulated resources reaching a first preset resource threshold, controlling the target virtual character to acquire the first target skill; The first target skill is used to provide a first gain effect for the character attributes of the virtual character.

4. The information processing method according to claim 3, wherein: The game game further includes a second accumulation phase, the preset accumulation interaction condition includes a second preset accumulation interaction condition, and the target state parameter includes a second target accumulation resource; The information processing method further includes: In response to the first target accumulated resource reaching the first preset resource threshold, controlling the game match to enter a second accumulation stage from the first accumulation stage; In response to controlling the interactive operation of the target virtual character with respect to the virtual sphere to satisfy a preset accumulated interaction condition, determining a target state parameter of the target virtual character with respect to the game match includes: When the target virtual character is in the second accumulation stage, in response to the target virtual character's interaction operation with the virtual sphere satisfying a second preset accumulation interaction condition, a second target accumulation resource for the target virtual character in the second accumulation stage is determined.

5. The information processing method according to claim 4, wherein: The target state parameter includes a second target state parameter, the preset state parameter threshold includes a second preset state parameter threshold, and the target skill includes a second target skill; In response to the target state parameter reaching a preset state parameter threshold, controlling the target virtual character to acquire a target skill; The target skill is used to provide a gain effect for the character attribute of the virtual character, including: In response to the second target accumulated resources reaching a second preset resource threshold, controlling the target virtual character to acquire the second target skill; The second target skill is used to provide a second gain effect for the character attributes of the virtual character.

6. The information processing method according to claim 2, wherein: The step of responding to the target virtual character's interaction operation with the virtual sphere satisfying a first preset accumulated interaction condition comprises: In response to the target virtual character's interaction operation with respect to the virtual sphere comprising a first interaction skill, and a first interaction distance of the first interaction skill and a first interaction timing of the first interaction skill satisfying a first interaction condition, determining that the interaction operation satisfies a first preset accumulated interaction condition; and / or, In response to the target virtual character's interaction operation with respect to the virtual sphere comprising a second interaction skill, and a second interaction distance of the second interaction skill, a second interaction timing of the second interaction skill, and a skill angle of the second interaction skill satisfying a second interaction condition, determining that the interaction operation satisfies a first preset accumulated interaction condition; and / or, In response to a scoring event being triggered by a projection interaction operation of the target virtual character on the virtual sphere, determining that the interaction operation satisfies a first preset accumulation interaction condition; and / or, In response to the target virtual character and the teammate virtual character performing a predetermined coordination event, it is determined that the interaction operation satisfies a first preset accumulated interaction condition.

7. The information processing method according to claim 6, wherein: Determine that the first interaction distance of the first interaction skill satisfies the first interaction condition by the following steps: Determining, when the target virtual character performs the first interactive skill, a first horizontal position coordinate, a first vertical position coordinate, and a first height position coordinate of the target virtual character in the virtual interactive scene, and a second horizontal position coordinate, a second vertical position coordinate, and a second height position coordinate of the virtual sphere in the virtual interactive scene; Determine a first skill interaction range of the target virtual character based on the first horizontal position coordinate, the first vertical position coordinate, the first height position coordinate, the second horizontal position coordinate, the second vertical position coordinate, and the second height position coordinate; When the first skill interaction range is smaller than the preset first skill release range, it is determined that the first interaction distance of the first interaction skill satisfies the first interaction condition; wherein, the first skill release range is determined based on the bounce parameters of the target virtual character and the skill parameters of the first interaction skill.

8. The information processing method according to claim 6, wherein: Determine that the first interaction opportunity of the first interaction skill satisfies the first interaction condition by the following steps: Determining a first skill moment at which the target virtual character releases a first skill; If the first skill moment is within the first skill release time range, determining that the first interaction timing of the first interactive skill meets the first interaction condition; Among them, the first skill release time range is determined based on the start time node when the first skill can be executed and the end time node when the first skill can be executed.

9. The information processing method according to claim 6, wherein: Determine that the second interaction distance of the second interaction skill satisfies the second interaction condition by the following steps: Determine, when the target virtual character performs the second interactive skill, a third horizontal position coordinate, a third vertical position coordinate, and a third height position coordinate of the target virtual character in the virtual interactive scene, and a fourth horizontal position coordinate, a fourth vertical position coordinate, and a fourth height position coordinate of the virtual sphere in the virtual interactive scene; Determine a second skill interaction range of the target virtual character based on the third horizontal position coordinate, the third vertical position coordinate, the third height position coordinate, the fourth horizontal position coordinate, the fourth vertical position coordinate, and the fourth height position coordinate; When the second skill interaction range is smaller than the preset second skill release range, it is determined that the second interaction distance of the second interaction skill satisfies the second interaction condition; wherein, the second skill release range is determined based on the bounce parameters of the target virtual character, the skill parameters of the second skill, and the interaction type of the target virtual character performing the second interaction skill.

10. The information processing method according to claim 6, wherein: Determine that the second interaction timing of the second interaction skill satisfies the second interaction condition by the following steps: Determining a second skill time for the target virtual character to release the second skill; If the second skill time is within the second skill release time range, determining that the second interaction timing of the second interactive skill meets the second interaction condition; Among them, the second skill release time range is determined based on the start time node when the second skill can be executed and the end time node when the second skill can be executed.

11. The information processing method according to claim 6, wherein: Determine that the skill angle of the second interactive skill satisfies the second interactive condition by the following steps: When determining that the target virtual character performs the second interactive skill, determining a first position of the target virtual character in the virtual interactive scene and a second position of a second virtual character currently controlling the virtual sphere to trigger a projection event; Determining a skill angle of the target virtual character based on the first position, the second position, and the target position; If the skill angle is smaller than the skill release angle of the second interactive skill, it is determined that the skill angle of the second interactive skill meets the second interactive condition.

12. The information processing method according to claim 4, wherein: In response to the target virtual character's interaction operation with the virtual sphere satisfying a second preset accumulated interaction condition, the method comprises: In response to the target virtual character's interaction operation with respect to the virtual sphere including a first interaction skill, a first interaction distance of the first interaction skill and a first interaction timing of the first interaction skill satisfying a first interaction condition, and a first interaction event triggered by the first interaction skill of the target virtual character being executed successfully, determining that the interaction operation satisfies a second preset accumulated interaction condition; and / or, In response to the target virtual character's interaction operation with respect to the virtual sphere including a second interaction skill, a second interaction distance of the second interaction skill, a second interaction timing of the second interaction skill, and a skill angle of the second interaction skill satisfying a second interaction condition, and a second interaction event triggered by the second interaction skill of the target virtual character being executed successfully, it is determined that the interaction operation satisfies a second preset accumulated interaction condition; and / or, In response to a scoring event being triggered by a projection interaction operation of the target virtual character on the virtual sphere, determining that the interaction operation satisfies a first preset accumulation interaction condition; and / or, In response to the target virtual character and the teammate virtual character performing a predetermined coordination event, it is determined that the interaction operation satisfies a second preset accumulated interaction condition.

13. The information processing method according to claim 12, wherein: Determining that the first interaction event triggered by the first interaction skill of the target virtual character is successfully executed by the following steps: Detecting whether there are other virtual characters in the virtual interaction scene that perform the first interaction skill and whose first interaction distance and first interaction timing of the first interaction skill meet the first interaction condition; If there are other virtual characters that execute the first interactive skill and whose first interactive distance and first interactive timing of the first interactive skill meet the first interactive condition, determine the first confrontation value of the target virtual character and the second confrontation value of the other virtual characters, and if the first confrontation value is higher than the second confrontation value, determine that the first interactive event triggered by the first interactive skill of the target virtual character is successfully executed; If there is no other virtual character executing the first interaction skill, and the first interaction distance of the first interaction skill and the first interaction timing of the first interaction skill meet the first interaction condition, it is determined that the first interaction event triggered by the first interaction skill of the target virtual character is executed successfully.

14. The information processing method according to claim 12, wherein: Determine that the second interaction event triggered by the second interaction skill of the target virtual character is successfully executed by the following steps: Determining a third confrontation value of the target virtual character performing the second interactive skill; If the third confrontation value satisfies a preset confrontation condition, it is determined that the second interaction event triggered by the second interaction skill of the target virtual character is executed successfully.

15. The information processing method according to claim 5, wherein: The information processing method further includes: When the target virtual character is in the first accumulation stage, a first resource display progress bar is displayed at a preset position of the target virtual character; the first resource display progress bar includes a plurality of areas to be filled; and / or, When the target virtual character is in the second accumulation stage, a second resource display progress bar is displayed at a preset position of the target virtual character.

16. The information processing method according to claim 15, wherein: The information processing method further includes: Based on the first target accumulated resources, updating the filling effect of the filling area of ​​the first resource display progress bar, and displaying resource update prompt information in the graphical user interface; and / or, Based on the second target accumulated resources, the filling effect of the filling area of ​​the second resource display progress bar is updated, and resource update prompt information is displayed in the graphical user interface.

17. The information processing method according to claim 5, wherein: The information processing method further includes: Determining that the target virtual character accumulates the first target accumulation resource for the first accumulation stage, and displaying the first stage prompt icon and the corresponding resource value information in the graphical user interface; and / or, Determine that the target virtual character accumulates second target accumulation resources for the second accumulation stage, and display a second stage prompt icon and corresponding resource value information in the graphical user interface.

18. The information processing method according to claim 17, wherein: The information processing method further includes: In response to an increase in the first target accumulated resources, updating the resource value information at the preset position of the first stage prompt icon; and / or, In response to the increase of the second target accumulated resources, the resource value information at the preset position of the second stage prompt icon is updated.

19. The information processing method according to claim 5, wherein: The information processing method further includes: In response to the first target accumulated resources reaching the first preset resource threshold, updating the display form of the first stage prompt icon; and / or, In response to the second target accumulated resources reaching the second preset resource threshold, updating the display form of the second stage prompt icon; The display forms of the first-stage prompt icon and the second-stage prompt icon include at least one of the following: The display size of the first-stage prompt icon and the display brightness of the first-stage prompt icon.

20. The information processing method according to claim 5, wherein: A skill control is displayed in the graphical user interface; The information processing method further includes: Displaying a prompt message indicating that the accumulation in the first accumulation stage has been completed at a preset position of the target virtual character; and / or, In response to the first target accumulated resource reaching a first preset resource threshold, converting the skill control into a target skill control corresponding to the target skill; wherein the target skill control is used to release the target skill with a skill gain effect; and / or, In response to the second target accumulated resource reaching a second preset resource threshold, a second accumulation stage accumulation achievement prompt message is displayed at a preset position of the target virtual character.

21. The information processing method according to claim 5, wherein: The graphical user interface also displays an achievement icon; the information processing method includes: In response to the second target accumulated resources reaching a second preset resource threshold, the target virtual character is controlled to unlock the resource accumulation achievement, and the display mode of the achievement icon is updated.

22. The information processing method according to claim 4, wherein: When the target virtual character is in the first accumulation stage, in response to the target virtual character's interaction operation with the virtual sphere satisfying a first preset accumulation interaction condition, the information processing method further includes: In response to the target virtual character achieving a preset achievement outside the game, the first target accumulation resources and / or the second target accumulation resources are accumulated for the target virtual character.

23. The information processing method according to claim 1, wherein: The gain effect provided by the target skill for the character attribute of the virtual character includes at least one of the following: Improve the success rate of the target virtual character executing the projection event inside or outside the line, and reduce the skill cooling time of the target virtual character.

24. The information processing method according to claim 1, wherein: After controlling the target virtual character to acquire the target skill, the information processing method further includes: In response to a skill release instruction, the target virtual character is controlled to execute the target skill.

25. The information processing method according to claim 4, wherein: The information processing method further includes: In response to triggering of a game end condition, the game match is ended, and the first target accumulated resources and the second target accumulated resources accumulated by the target virtual character are cleared; The game ending conditions include: The settlement score of any camp in the game in at least one completed game round reaches the preset score threshold, and / or the total game time of the game is greater than the preset time threshold.

26. The information processing method according to claim 1, wherein: The graphical user interface also displays a power-storage skill control; as the power-storage value of the target virtual character increases, the percentage of the filled area of ​​the power-storage 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 a trigger operation on the power skill control, the target virtual character is controlled to execute the target power skill of the target virtual character based on the current power value of the target virtual character.

27. 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 characters of different camps compete with each other by competing for a virtual sphere in the virtual interactive scene, and the virtual sphere is manipulated to trigger a projection event to advance the game; The information processing device comprises: A state parameter determination module is configured to determine a target state parameter of the target virtual character for the game match in response to the interactive operation of controlling the target virtual character with respect to the virtual sphere satisfying a preset accumulated interaction condition during the game match; The target skill acquisition module is configured to execute, in response to the target state parameter reaching a preset state parameter threshold, controlling the target virtual character to acquire a target skill; the target skill is used to provide a gain effect for the character attribute of the target virtual character.

28. 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 perform the steps of the information processing method in the game as described in any one of claims 1 to 26.

29. 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 26.

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