In-game information processing method and apparatus, electronic device, and storage medium
By accumulating the distance between virtual characters in sports competitive games and improving the defensive success rate within the defensive bonus trigger range, the problem of offensive and defensive imbalance between offensive and defensive parties is solved, and the game interaction efficiency is improved.
Patent Information
- Application Number
- PCT/CN2025/073003
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-02-28
- Filing Date
- 2025-01-17
- Publication Date
- 2025-09-04
AI Technical Summary
In existing sports competitive games, the long-term penalty mechanism for holding the ball leads to imbalance in offense and defense between the offensive and defensive parties, reducing the game interaction efficiency within unit time.
When the distance between the target virtual character and the first virtual character who controls the virtual sphere is less than the preset distance threshold, the time result is accumulated, and the success rate of the first virtual character performing virtual defense against the target virtual character is increased within the defense bonus trigger range, and the offense and defense balance is achieved.
It improves the active confrontation interaction between the offensive and the defensive parties in the game, and improves the game interaction efficiency within unit time.
Smart Images

Figure CN2025073003_04092025_PF_FP_ABST
Abstract
Description
Information processing method, device, electronic device and storage medium in games
[0001] CROSS-REFERENCE TO RELATED APPLICATIONS
[0002] This application claims priority to Chinese patent application filed on February 28, 2024, with application number 202410225945.7, entitled “Information processing method, device, electronic device and storage medium in games”, the entire contents of which are incorporated herein by reference. Technical Field
[0003] The present disclosure relates to the field of game technology, and in particular to an information processing method, device, electronic device, and storage medium in a game. Background Art
[0004] With the continuous development of game technology, a large number of games with different themes have emerged to meet the needs of players. Among them, sports games are popular among all age groups and are loved by more and more players.
[0005] In relevant games, a long-term ball-holding penalty mechanism is adopted. Specifically, the longer the ball is held, the higher the probability of being intercepted or stopped. However, when the ball holder changes, the ball-holding time needs to be recalculated. The ball holder can then avoid the long-term ball-holding penalty by making more passes. This can only promote active interaction between the offensive and defensive sides, but cannot take into account the technical issues of the offensive and defensive balance between the offensive and defensive sides, which can easily lead to a decrease in the efficiency of game interaction per unit time. Summary of the Invention
[0006] The present disclosure provides an information processing method, device, electronic device and storage medium in a game, which can take into account the offensive and defensive balance between the attacker and the defender, thereby improving the game interaction efficiency per unit time.
[0007] In a first aspect, an embodiment of the present disclosure provides an information processing method in a game, the method comprising: in a target virtual character manipulating a virtual sphere to perform a ball-holding attack event, in response to the distance between a first virtual character and the target virtual character being less than a preset distance threshold, triggering the timing of the target virtual character manipulating the virtual sphere to obtain a cumulative time result; the first virtual character and the target virtual character are in different camps; in response to the cumulative time result being in a defense bonus trigger range, improving the defense success rate of the first virtual character when performing virtual defense on the target virtual character.
[0008] In a second aspect, an embodiment of the present disclosure further provides an information processing device in a game, the information processing device comprising: a duration accumulation module, configured to, in response to a distance between a first virtual character and the target virtual character being less than a preset distance threshold in a target virtual character manipulating a virtual sphere to perform a ball-holding attack event, trigger the timing of the target virtual character manipulating the virtual sphere to obtain a duration accumulation result; the first virtual character and the target virtual character are in different camps; a defense reinforcement module, configured to, in response to the duration accumulation result being in a defense bonus trigger range, improve the defense success rate of the first virtual character when performing virtual defense on the target virtual character.
[0009] In a third aspect, an embodiment of the present disclosure further provides an electronic device comprising: a processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor and the memory communicate via the bus, and when the machine-readable instructions are executed by the processor, the steps of the information processing method in the game as described above are performed.
[0010] In a fourth aspect, an embodiment of the present disclosure further provides a computer-readable storage medium having a computer program stored thereon, which executes the steps of the information processing method in the game as described above when the computer program is executed by a processor.
[0011] The information processing method in the game provided by the embodiment of the present disclosure has the following beneficial effects:
[0012] In an event where a target virtual character manipulating a virtual sphere performs a ball-holding offense, a first virtual character in a different camp from the target virtual character can improve the first virtual character's success rate in performing virtual defense against the target virtual character by reducing the distance between them and the target virtual character and accumulating the time the target virtual character manipulates the virtual sphere within the distance range of the target virtual character. Similarly, the target virtual character can reduce the first virtual character's success rate in performing virtual defense by increasing the distance between them, thereby improving their shooting success rate during ball-holding offense. The operation is simple for players, making it easier to balance offense and defense between the attacker and defender, promoting active confrontation and interaction between the attacker and defender in the game, and thus improving the efficiency of game interaction per unit time. BRIEF DESCRIPTION OF THE DRAWINGS
[0013] FIG1 is a flow chart of an information processing method in a game according to one embodiment of the present disclosure;
[0014] FIG2 is a schematic diagram of a graphical user interface according to an embodiment of the present disclosure;
[0015] FIG3 is a second schematic diagram of a graphical user interface according to an embodiment of the present disclosure;
[0016] FIG4 is a third schematic diagram of a graphical user interface according to an embodiment of the present disclosure;
[0017] FIG5 is a fourth schematic diagram of a graphical user interface according to an embodiment of the present disclosure;
[0018] FIG6 is a fifth schematic diagram of a graphical user interface according to an embodiment of the present disclosure;
[0019] FIG7 is a schematic diagram of the structure of an information processing device in a game according to one embodiment of the present disclosure;
[0020] FIG8 is a schematic diagram of the structure of an information processing device in a game according to one embodiment of the present disclosure;
[0021] FIG9 is a schematic structural diagram of an electronic device according to an embodiment of the present disclosure. DETAILED DESCRIPTION
[0022] 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.
[0023] First, a brief introduction to the names involved in the embodiments of the present disclosure is given:
[0024] (1) Terminal equipment
[0025] 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.
[0026] (2) Graphical User Interface
[0027] 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, thereby manipulating the virtual character to select commands, start programs, or perform other tasks.
[0028] (3) Virtual Scene
[0029] A virtual scene is a game scene displayed (or provided) when an application is running on a terminal or server, i.e., the scene used during normal game play. Within the game scene, virtual characters can perform actions such as movement and skill usage, controlled by user (i.e., player) commands issued 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 a two-dimensional virtual interactive scene, a 2.5-dimensional virtual interactive scene, and a three-dimensional virtual interactive scene. 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 a scene where the user controls the complete game logic of the virtual character. Optionally, the game scene can also be used for game scene battles between at least two virtual characters, with virtual parameters 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.
[0030] (4) Virtual Characters
[0031] A virtual character refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual person, an animated character, etc. The virtual character is a character controlled by the player through an input device, or an artificial intelligence (AI) that is trained and set to compete in a virtual environment. Optionally, the virtual character is a virtual character that competes in the virtual scene. Optionally, the number of virtual characters in the virtual scene is preset or dynamically determined based on the number of clients participating in the battle, which is not limited in the embodiments of the present disclosure. In one possible implementation, the user can control the virtual character to move within the virtual scene, for example, to run, jump, crawl, etc., and can also control the virtual character to fight other virtual characters using skills and virtual props provided by the application. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual character can be a three-dimensional virtual model. Each virtual character has its own shape and volume within the three-dimensional virtual environment and occupies a portion of the space within the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual character achieves different appearances by wearing different skins. In some implementations, the virtual character may also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present disclosure.
[0032] The information processing method in the game provided by the embodiments of the present disclosure can be run on a local terminal device or a server. When the information processing method in the game is run on a server, the information processing method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0033] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. 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 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.
[0034] 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.
[0035] Secondly, the application scenarios to which the present disclosure is applicable are introduced. The present disclosure can be applied to sports competitive games, such as ball sports games, etc. Take basketball games as an example to illustrate: in existing related basketball games, the game experience other than basketball is enhanced for players during the process of basketball confrontation. The in-game battle content of basketball games usually includes one player controlling one player to compete with different players controlled by other opposing players, and performing a series of physical actions in the basketball court that simulate real basketball games, including shooting, stealing, blocking, rebounding, intercepting, jump ball, positioning, pick-and-roll, etc., to score goals and ultimately win.
[0036] In the relevant game, the graphical user interface of the ball sports game running on the terminal device displays multiple skill controls, which are used to control the virtual character to perform the corresponding game skills. For example, after gaining possession of the ball, the target virtual character controlled by the target player clicks the pass control to control the target virtual character to perform the pass skill. During the pass, if the first virtual character controlled by the opponent player steals the ball, the target virtual character's pass may fail, resulting in a failed attack.
[0037] However, in existing games, a long-term ball-holding penalty mechanism is adopted. Specifically, the longer the ball is held, the higher the probability of being intercepted or stopped. However, when the ball holder changes, the ball-holding time needs to be recalculated. The ball holder can then avoid the long-term ball-holding penalty by making more passes. This can only promote active interaction between the offensive and defensive sides, but cannot take into account the technical issues of the offensive and defensive balance between the offensive and defensive sides, which can easily lead to a decrease in the efficiency of game interaction per unit time.
[0038] Based on this, the disclosed embodiment provides an information processing method in a game, which can encourage the defender to actively maintain a certain distance from the attacker to perform defensive skills with a higher defense success rate, thereby improving the game interaction efficiency per unit time.
[0039] In an embodiment of the present disclosure, a graphical user interface (GUI) of a terminal device provides a virtual scene for virtual characters from different factions to interact. In the virtual scene, the virtual characters from different factions compete for a virtual sphere. The virtual characters manipulating the virtual sphere can be controlled to perform virtual shooting and offensive skills to advance the game.
[0040] The terminal device involved here is mainly used to provide a graphical user interface and an intelligent device that can control the virtual character. The terminal device can be the local terminal device mentioned above, or it can be the client device in the cloud interaction system mentioned above.
[0041] Specifically, the virtual scene includes virtual characters from different camps, such as a first virtual character, a second virtual character, and a third virtual character (all from the same camp as the second virtual character), as well as a virtual sphere that the virtual characters from the different camps are competing for. For example, in order to win the game, the first camp must first reach a preset score threshold for its settled score in the current round. Only then can the virtual characters in the first camp win the game. Conversely, if the second camp first reaches the preset score threshold for its settled score in the current round, the second camp wins the game.
[0042] In this case, virtual characters controlling a virtual sphere execute virtual shooting and offensive skills to advance the game. The virtual sphere is used to determine whether virtual characters in different camps achieve victory. The winner can be determined by the side whose settlement score reaches a preset threshold first. For example, if the first virtual character or a friendly virtual character throws the virtual sphere into the virtual ball basket more times, causing the settlement score in the current game to reach the preset threshold first, this means that the first virtual character and the friendly virtual character in the first camp have won. Alternatively, the winner can be determined by counting the number of times virtual characters from different camps throw the virtual sphere into the virtual ball basket within a limited time.
[0043] In one optional embodiment, movement controls are displayed on the graphical user interface. These movement controls can be used to control the movement of the virtual character in the virtual scene. For example, the movement controls may include a virtual wheel and a virtual joystick. In another optional embodiment, skill controls are displayed on the graphical user interface. These skill controls are used to control the virtual character to perform corresponding game skills. For example, in a basketball game, the skill controls may include steal controls, pass controls, block controls, pick-and-roll controls, and shooting controls.
[0044] Specifically, in response to a touch operation on the movement control, the virtual sphere is controlled to follow the virtual character in the virtual scene. Alternatively, in response to a touch operation on both the movement control and the skill control, the virtual sphere is controlled to follow the virtual character in the virtual scene while simultaneously controlling the virtual character to perform the corresponding game skill. The above-mentioned touch operations may include, but are not limited to, sliding, clicking, and long-pressing. The virtual character can be any virtual character in the game, such as the first virtual character, the second virtual character, or the third virtual character.
[0045] In a specific embodiment, by responding to a touch operation performed on a mobile control (for example, a user dragging a virtual joystick within a virtual wheel), the virtual character can be controlled to move in a virtual scene based on the touch position of the touch operation, and the virtual sphere can be controlled to move with the virtual character in the virtual scene.
[0046] In another specific embodiment, by simultaneously responding to touch operations performed on movement controls (for example, a user drags a virtual joystick within a virtual wheel) and touch operations performed on steal controls (for example, a user clicks on a steal control), the virtual character can be controlled to move in a virtual scene based on the touch position of the touch operation while seizing a virtual sphere held by an enemy virtual character.
[0047] When the virtual character has possession of the ball, the mobile controls can control both the virtual character and the virtual sphere. When the virtual character's movement is controlled by the mobile controls displayed on the graphical user interface, the movement of the virtual sphere and the virtual character in horizontal space is integrated, that is, when the virtual character dribbles the ball, the two move together. It should be noted that when the virtual sphere follows the virtual character's movement, the virtual sphere and the virtual character can be in a relatively static state or a non-relative static state. Taking basketball as an example, when the virtual sphere follows the virtual character's movement, the virtual sphere and the virtual character are in a non-relative static state. This following movement is a dynamic following, which is manifested in that the virtual sphere can jump up and down during the process of the virtual character controlling the virtual sphere's movement, but the virtual sphere as a whole moves in the direction of the virtual character's movement.
[0048] For example, the virtual sphere can be controlled to swing based on the dribbling action of the virtual character, and to move following the direction of movement of the virtual character. Taking a basketball game as an example, the above-mentioned dribbling action includes but is not limited to: dribbling actions determined based on information such as the virtual character's body posture, the direction / position of the hand hitting the ball, and the corresponding dribbling actions pre-set by the game system based on the virtual character's ball-handling ability attributes. Different dribbling actions determine that the virtual sphere presents different swing trajectories when the virtual character dribbles. Specifically, it can be manifested as the virtual sphere jumping up and down with different amplitudes / speeds / directions under the projection perspective of the main view / side view. The direction of movement can be the direction in which the virtual character moves in the virtual scene, wherein the virtual sphere can be controlled to move following the virtual character in the virtual scene through the direction of movement of the virtual character. For example, the direction of movement of the virtual character in the virtual scene can automatically trigger the dribbling action pre-set for the virtual character.
[0049] Continuing with the basketball game as an example, the basketball swings based on the avatar's dribbling movements, appearing to bounce up and down in the front and side projection perspectives. Furthermore, the basketball can move along with the avatar's direction of movement, appearing to follow the player's movement in the top projection perspective.
[0050] In addition, when the virtual character does not have the ball, the control object of the movement control is the virtual character, that is, the virtual character is controlled to move in the virtual scene, but the virtual sphere does not move along with the movement of the virtual character.
[0051] Furthermore, after controlling the start of the game, the player will observe a virtual scene for virtual characters of different camps to interact on the graphical user interface of the terminal device. There is a virtual sphere in the virtual scene that the virtual characters of different camps compete for. The virtual characters of different camps in the virtual scene compete for the virtual sphere, and control the virtual characters that manipulate the virtual sphere to perform virtual shooting offensive skills to advance the game process.
[0052] 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 provided by the embodiment of the present disclosure includes:
[0053] S101: In a target virtual character manipulating a virtual sphere to perform a ball-holding attack, in response to a distance between a first virtual character and the target virtual character being less than a preset distance threshold, triggering a timing of the target virtual character manipulating the virtual sphere to obtain a cumulative time result; the first virtual character and the target virtual character are in different camps;
[0054] S102: In response to the accumulated duration being within the defense bonus triggering range, increasing the defense success rate of the first virtual character when performing virtual defense on the target virtual character.
[0055] In steps S101 and S102, when a target virtual character manipulating a virtual sphere performs a ball-holding attack, a first virtual character in a different camp from the target virtual character can improve the first virtual character's success rate in performing virtual defense against the target virtual character by reducing the distance between the first virtual character and the target virtual character and by accumulating the time the target virtual character manipulates the virtual sphere within the distance range of the target virtual character; similarly, the target virtual character can reduce the first virtual character's success rate in performing virtual defense by increasing the distance between the first virtual character and the target virtual character, thereby improving the target virtual character's shooting success rate during the ball-holding attack. The player's operation is simple, and it is relatively easy to balance the offense and defense between the attacker and the defender, promoting the attacker and the defender to actively engage in confrontational interaction in the game, thereby improving the game interaction efficiency per unit time.
[0056] The following takes the above-mentioned information processing method in the game running on a local terminal device (hereinafter referred to as the terminal device) as an example to illustrate the above-mentioned exemplary steps provided in the embodiment of the present disclosure respectively:
[0057] In step S101, in a target virtual character manipulating a virtual sphere to perform a ball-holding attack event, in response to the distance between the first virtual character and the target virtual character being less than a preset distance threshold, the timing of the target virtual character manipulating the virtual sphere is triggered to obtain a cumulative duration result.
[0058] Optionally, step S101 specifically includes: in a target virtual character manipulating the virtual sphere performing a ball-holding attack event, in response to the distance between the first virtual character and the target virtual character being less than a preset distance threshold, starting to accumulate the time the target virtual character manipulates the virtual sphere; under the condition that the distance between the first virtual character and the target virtual character is less than a preset distance threshold, in response to continuing to accumulate the time the target virtual character manipulates the virtual sphere, obtaining a time accumulation result.
[0059] The preset distance threshold can be determined based on the average value of all players' gaming behavior data, or by a value set by the game developer based on the game design. It can also be determined through intelligent analysis of historical game data of players with high defensive success rates using artificial intelligence technology. For example, in actual games, the preset distance threshold is set to 4 meters.
[0060] The cumulative duration result in the embodiment of the present disclosure is different from the "ball holding time" in existing games, which is specifically reflected in: the cumulative duration result is counted under the condition that the distance between the first virtual character and the target virtual character is less than a preset distance threshold, that is, excluding the time when the distance between the first virtual character and the target virtual character is not less than the preset distance threshold at the beginning of the game, the ball holding time of the target virtual character controlling the virtual sphere; in addition, the cumulative duration result in the embodiment of the present disclosure can remain unchanged or continue to decrease at a preset attenuation rate under certain conditions.
[0061] That is, the duration accumulation result obtained in the present disclosure starts at the moment when the distance between the first virtual character and the target virtual character is less than a preset distance threshold, not the moment when the target virtual character begins to manipulate the virtual sphere. In this way, the target virtual character can reduce the defense success rate of the first virtual character when performing virtual defense by increasing the distance between it and the first virtual character. The first virtual character can obtain the possibility of improving the defense success rate of virtual defense by reducing the distance between it and the target virtual character, and further improve the defense success rate of the first virtual character when performing virtual defense against the target virtual character by the duration accumulation result obtained under the condition that the distance between the first virtual character and the target virtual character is less than a preset distance threshold. By controlling the distance between the first virtual character and the target virtual character, it is easy to achieve an offensive and defensive balance, the operation is simple, and not only the game operation efficiency is improved, but also the game interaction efficiency can be improved.
[0062] In the above steps, the first virtual character and the target virtual character are in different camps. Specifically, since the target virtual character performs a ball-holding attack event, the target virtual character is in the attacking camp, and the first virtual character can perform virtual defense on the target virtual character, so the first virtual character is in the defending camp.
[0063] The target virtual character represents the virtual character currently manipulating the virtual sphere, and the target virtual character changes as the virtual sphere is passed. In one optional embodiment, the target virtual character represents the virtual character that always controls the virtual sphere during a ball-carrying offensive event; in another optional embodiment, the target virtual character represents the virtual character that changes as the virtual sphere is passed during a ball-carrying offensive event. The first virtual character represents any virtual character in the defensive camp. In some cases, the first virtual character represents a virtual character in an offensive and defensive position opposite the target virtual character.
[0064] Because the target virtual character can transform as the virtual sphere is transferred, when the target virtual character manipulating the virtual sphere transforms, the target virtual character's manipulation of the virtual sphere is continuously timed to obtain a cumulative duration result. In other words, if the distance between the first virtual character and the target virtual character is less than a preset distance threshold, the cumulative duration result will not be interrupted as the target virtual character transforms. In other words, the cumulative duration result corresponds to the virtual sphere, and if the distance between the first virtual character and the target virtual character is less than the preset distance threshold, the cumulative duration result is continuously timed to obtain the cumulative duration result while the virtual sphere is being manipulated by the target virtual character.
[0065] Through the above method, the first virtual character can quickly obtain the cumulative time result, which helps the first virtual character to quickly improve its defense success rate when performing virtual defense on the target virtual character, thereby promoting the first virtual character to actively defend and improve the game interaction efficiency per unit time.
[0066] The following example illustrates that a target virtual character represents a virtual character that changes as a virtual ball is passed during a ball-holding offensive event. The target virtual character includes a second virtual character and a third virtual character. The third virtual character belongs to the same team as the second virtual character and receives the virtual ball passed by the second virtual character.
[0067] Step a1: In response to the distance between the first virtual character and the second virtual character being less than a preset distance threshold, triggering timing of the second virtual character manipulating the virtual sphere to obtain a first duration result.
[0068] Step a2: After the second virtual character manipulating the virtual sphere passes the virtual sphere to the third virtual character, in response to the distance between the first virtual character and the third virtual character being less than a preset distance threshold, triggering timing of the third virtual character manipulating the virtual sphere to obtain a second duration result.
[0069] Step a3: Determine the accumulated duration result based on the first duration result and the second duration result.
[0070] In steps a1 to a3 above, the cumulative duration result is determined to be the sum of the first duration result of the second virtual character manipulating the virtual sphere and the second duration result of the third virtual character manipulating the virtual sphere. In other words, the cumulative duration result is related to the virtual sphere. No matter how the target virtual character manipulating the virtual sphere changes in the attacking camp, as long as the distance between the first virtual character and the target virtual character manipulating the virtual sphere is less than a preset distance threshold, there is no need to re-time the duration. That is, under the condition that the distance between the first virtual character and the target virtual character manipulating the virtual sphere is less than the preset distance threshold, the duration of the virtual sphere being manipulated is in the process of cumulative timing while the target virtual character is transformed as the virtual sphere is transferred.
[0071] Compared to the scheme in existing games where "when the ball holder changes, the ball holding time needs to be recalculated, and the ball holder can avoid the long-holding penalty by making more passes", the present disclosure changes the existing long-holding penalty mechanism. In the present disclosure, when the ball holder changes, the ball holding time does not need to be recalculated, provided that the distance between the first virtual character and the target virtual character manipulating the virtual sphere is less than a preset distance threshold. In other words, the ball holding time is not calculated immediately after the ball holder obtains the ball, but the ball holding time is calculated only when the distance between the ball holder and the first virtual character in the defensive camp is less than a preset distance threshold. Only when the ball holding time accumulates to a certain level will the first virtual character improve its defensive success rate when executing virtual defense. The above setting can ensure the fairness of the game, enable the game to run in a balanced manner, and thus take into account the offensive and defensive balance between the attacker and the defender, so as to improve the efficiency of game interaction per unit time.
[0072] In step S102 , in response to the accumulated time being within the defense bonus triggering range, the defense success rate of the first virtual character when performing virtual defense on the target virtual character is increased.
[0073] Here, the defense bonus trigger range represents a trigger interval that can trigger an increase in the defense success rate when the first virtual character performs virtual defense against the target virtual character. Specifically, the defense bonus trigger range represents a duration interval between a first preset duration threshold and a second preset duration threshold, where the first preset duration threshold is less than the second preset duration threshold. In other words, within the duration interval between the first preset duration threshold and the second preset duration threshold (including both endpoints of the first preset duration threshold and the second preset duration threshold), the defense success rate when the first virtual character performs virtual defense against the target virtual character can be improved.
[0074] Among them, when the cumulative duration result is within the duration interval between the first preset duration threshold and the second preset duration threshold, the defense success rate of the first virtual character when performing virtual defense on the target virtual character does not change, that is, the defense success rate corresponding to when the cumulative duration result reaches the first preset duration threshold is the same as the defense success rate corresponding to when the cumulative duration result reaches the second preset duration threshold.
[0075] Exemplarily, virtual defense includes but is not limited to virtual steals, virtual blocks, and virtual double-teams.
[0076] In this way, setting the cumulative duration result within the attribute bonus trigger range can improve the defense success rate of the first virtual character when performing virtual defense on the target virtual character, which can ensure that the player continues to obtain an improvement in the defense success rate over a period of time, giving the player a certain amount of operating space, thereby effectively improving the game interaction efficiency.
[0077] Optionally, step S102 specifically includes: in response to the cumulative time result being in the attribute bonus triggering range, controlling the first virtual character to obtain a defense attribute bonus, and improving the defense success rate of the first virtual character when performing virtual defense on the target virtual character based on the defense attribute bonus.
[0078] Here, the defense attribute bonus is used to improve the defense success rate of the first virtual character when performing virtual defense on the target virtual character. The implementation method of controlling the first virtual character to obtain the defense attribute bonus in the embodiment of the present disclosure mainly includes the following two conditions: First, the distance between the first virtual character and the second virtual character is less than the preset distance threshold; Second, the cumulative time result is within the defense bonus trigger range. The first virtual character can quickly obtain the defense attribute bonus if it meets the above two conditions to improve its defense success rate when performing virtual defense on the target virtual character. In this way, it is easier for players to achieve the goal of improving the defense success rate of the first virtual character they control when performing virtual defense on the target virtual character, which helps to improve the efficiency of game interaction.
[0079] In related games, the duration of defensive skills with high stealing ability obtained by the defender is limited, which may cause the triggering time of the defensive skill to be mismatched with the stealing time, resulting in the problem that the defensive skills with high stealing ability cannot be fully utilized. Based on this, the embodiments of this disclosure propose the following settings:
[0080] First, step b, in response to the distance between the first virtual character and the target virtual character being no less than a preset distance threshold, the timing of the target virtual character manipulating the virtual sphere is stopped within a first specified time period to obtain a first time period accumulation result.
[0081] Here, when the distance between the first virtual character and the target virtual character is not less than the preset distance threshold, the duration accumulation result will continue for the first specified duration. That is, the duration accumulation result will not change during the first specified duration. Furthermore, the first duration accumulation result obtained is the duration accumulation result obtained when the distance between the first virtual character and the target virtual character was less than the preset distance threshold at the previous moment.
[0082] The first designated duration may be determined by a game developer according to a value set in the game design. For example, in an actual game, the first designated duration may be set to 2 seconds.
[0083] In this way, if the cumulative result of the time obtained when the distance between the first virtual character and the target virtual character is less than the preset distance threshold is within the defense bonus trigger range to obtain an improvement in the defense success rate, then when the distance between the first virtual character and the target virtual character is not less than the preset distance threshold, the improved defense success rate will not change immediately (here refers to attenuation), but will remain unchanged within the first specified time.
[0084] By setting up the above step b, the player can avoid the problem of the defense success rate immediately decreasing due to misoperation when the distance between the first virtual character controlled by the player and the target virtual character exceeds a preset distance threshold (including the endpoint value of the preset distance threshold), and thus can avoid the problem of the defense success rate changing back and forth during the execution of virtual defense. Therefore, the above setting helps to ensure the accuracy of game operations.
[0085] Second, step c1: in response to the distance between the first virtual character and the target virtual character being no less than a preset distance threshold, after the first specified time period, continuously reducing the first time period accumulation result at a preset decay rate to obtain a second time period accumulation result;
[0086] Here, when the distance between the first virtual character and the target virtual character is no less than the preset distance threshold and has continued for a first specified time period, and during the first specified time period, the distance between the first virtual character and the target virtual character remains no less than the preset distance threshold, then the first time period accumulation result will decrease at a preset decay rate after the first specified time period, resulting in a second time period accumulation result. In other words, when the distance between the first virtual character and the target virtual character is no less than the preset distance threshold for a period that does not continue for the first specified time period, and during the first specified time period, the distance between the first virtual character and the target virtual character again becomes less than the preset distance threshold, then the first time period accumulation result will initially remain unchanged and then continue to increase.
[0087] The decay rate of the first duration accumulation result when decreasing after the first specified duration can be set based on the actual game operation, that is, an appropriate value can be selected by referring to historical game data. For example, the preset decay rate of the duration accumulation result when decreasing after the first specified duration can be consistent with the expansion rate of the duration accumulation result when increasing under the condition that the distance between the first virtual character and the second virtual character is less than a preset distance threshold.
[0088] Step c2: In response to the second duration accumulation result being within the defense bonus triggering range, controlling the defense attribute bonus obtained by the first virtual character to remain unchanged.
[0089] Here, in step c2, when the second duration accumulation result is within the defense bonus triggering range, the defense attribute bonus obtained by controlling the first virtual character remains unchanged. In other words, the defense success rate increased by the first virtual character when performing virtual defense on the target virtual character remains unchanged.
[0090] Additionally, if the accumulated result of the second duration is not within the defense bonus triggering range, the defense attribute bonus obtained by the first virtual character is cleared. At this point, the defense success rate that was increased when the first virtual character performed virtual defense against the target virtual character is cleared. If the first virtual character performs virtual defense against the target virtual character at this point, the first virtual character will perform virtual defense against the target virtual character at the same defense success rate as before the increase.
[0091] Through the settings of the above steps c1 and c2, the effective duration of the defense attribute bonus obtained by the first virtual character can be controlled by controlling the distance between the first virtual character and the target virtual character, so that the player can obtain a longer-term improvement in the defense success rate when performing virtual defense, which helps to improve the efficiency of game interaction.
[0092] Third, step d1, under the condition that the distance between the first virtual character and the target virtual character is not less than a preset distance threshold, in response to the position adjustment operation on the first virtual character, control the first virtual character to move toward the position of the target virtual character in the virtual scene.
[0093] Here, the player sends a position adjustment operation to the terminal device to control the adjustment of the position of the first virtual character in the virtual scene, so that the first virtual character moves to the position of the target virtual character in the virtual scene.
[0094] Exemplarily, a mobile control may be displayed within a graphical user interface, and in response to a touch operation on the mobile control, the first virtual character may be controlled to move toward the position of the target virtual character in the virtual scene. In an optional embodiment, the mobile control may include: a virtual roulette and a virtual joystick. The mobile control may be located in any area within the graphical user interface, for example: the lower left corner of the graphical user interface, the lower right corner of the graphical user interface, etc. The above-mentioned touch operations may include but are not limited to: sliding operations, clicking operations, and long press operations. By responding to a touch operation performed on the mobile control (for example: the player performs the operation of dragging the virtual joystick within the virtual roulette), the first virtual character may be controlled to move toward the position of the target virtual character in the virtual scene based on the touch position of the touch operation.
[0095] Step d2: In response to the distance between the moved first virtual character and the target virtual character being less than the preset distance threshold, continue triggering the timing of the target virtual character manipulating the virtual sphere to obtain a third duration accumulation result.
[0096] Here, when the distance between the moved first virtual character and the target virtual character is less than the preset distance threshold, the trigger condition for timing the target virtual character's manipulation of the virtual sphere is met, so the timing of the target virtual character's manipulation of the virtual sphere can be continued to be triggered to obtain a third duration accumulation result.
[0097] In one optional embodiment, the duration corresponding to the distance between the first virtual character and the target virtual character being no less than a preset distance threshold remains within a first specified duration. In this case, the first duration accumulation result remains unchanged, i.e., the duration accumulation result obtained at the previous moment when the distance between the first virtual character and the target virtual character was less than the preset distance threshold. Based on this condition, the duration is accumulated based on the first duration accumulation result to obtain an updated third duration accumulation result. The third duration accumulation result is the result obtained by continuing the duration accumulation based on the first duration accumulation result.
[0098] In another optional embodiment, if the time corresponding to the distance between the first virtual character and the target virtual character being no less than a preset distance threshold exceeds a first specified time, the first cumulative time result continues to decrease at a preset decay rate to obtain a second cumulative time result. Based on the above conditions, the time is accumulated based on the second cumulative time result to obtain an updated third cumulative time result. The third cumulative time result is the result obtained by continuing the time accumulation based on the second cumulative time result.
[0099] Furthermore, the accumulated result of the third duration obtained in the above steps can be used to determine whether an improvement in the defense success rate is triggered.
[0100] Step d3: In response to the third duration accumulation result being within the defense bonus triggering range, controlling the defense attribute bonus obtained by the first virtual character to remain unchanged.
[0101] The description of step d3 can refer to the description of step c2 and will not be repeated here.
[0102] Through the above-described configuration of steps d1-d3, when the distance between the first virtual character and the target virtual character again satisfies the condition of being less than the preset distance threshold, the timing of the target virtual character's manipulation of the virtual sphere can be triggered again, so as to continuously accumulate the duration, thereby obtaining a cumulative duration result. In this way, by controlling the distance between the first virtual character and the target virtual character, the corresponding effective duration of the defensive attribute bonus obtained by the first virtual character can be controlled, allowing the player to obtain a longer-term increase in the defensive success rate when performing virtual defense, thereby helping to improve the efficiency of game interaction.
[0103] The above process is described below by way of example: when the distance between the first virtual character and the target virtual character is less than a preset distance threshold, the timing of the target virtual character's manipulation of the virtual sphere is triggered, and a cumulative duration result is obtained. When the cumulative duration result is within the defense bonus trigger range, the first virtual character's defense success rate when performing virtual defense against the target virtual character is increased; when the cumulative duration result reaches any value within the defense bonus trigger range, the increased defense success rate remains unchanged; when the distance between the first virtual character and the target virtual character is not less than the preset distance threshold, the timing of the target virtual character's manipulation of the virtual sphere is stopped within a first specified duration, and a first cumulative duration result is obtained. After the first specified duration, the first cumulative duration result is continuously reduced at a preset decay rate to obtain a second cumulative duration result. This allows the defensive attribute bonus obtained by the first virtual character to be maintained for a longer period of time. Furthermore, the player can control the duration of the defensive attribute bonus obtained by controlling the distance between the player and the ball holder, so that the first virtual character controlled by the player can obtain a longer-term defensive attribute boost when defending, which helps to improve the efficiency of game interaction.
[0104] In an optional embodiment, the information processing method provided by the embodiment of the present disclosure further includes:
[0105] In response to triggering of the defense attribute bonus clearing condition, clearing the defense attribute bonus obtained by the first virtual character;
[0106] The conditions for clearing the defensive attribute bonus include any of the following:
[0107] (1) The virtual sphere is not controlled by any virtual character.
[0108] Because the cumulative duration result obtained in the embodiment of the present disclosure corresponds to the virtual sphere, the timing of the target virtual character's manipulation of the virtual sphere cannot be triggered while the virtual sphere is not being manipulated by the target virtual character. Furthermore, the timing of the target virtual character's manipulation of the virtual sphere cannot be triggered while the virtual sphere is not being manipulated by any virtual character. Therefore, the embodiment of the present disclosure sets the state in which the defensive attribute bonus obtained by the first virtual character is cleared when the virtual sphere is not being manipulated by any virtual character, that is, the defensive success rate of the first virtual character when performing virtual defense against the target virtual character is no longer increased.
[0109] (2) Any virtual character in the camp where the first virtual character is located controls the virtual sphere to perform a ball-holding attack event.
[0110] Here, the defensive attribute bonus is used to improve the defensive success rate when performing virtual defense. When any virtual character in the camp where the first virtual character is located controls the virtual sphere to perform a ball-holding offensive event, the first virtual character changes from the defender to the attacker and no longer performs virtual defense on the target virtual character. Furthermore, when the first virtual character changes from the defender to the attacker, the defensive attribute bonus obtained by the first virtual character needs to be cleared, that is, the defensive success rate of the first virtual character when performing virtual defense on the target virtual character will no longer be improved.
[0111] (3) The accumulated duration reaches a second preset duration threshold and the accumulated duration continues for a second specified duration after reaching the second preset duration threshold.
[0112] Here, the cumulative duration result reaching the second preset duration threshold can be achieved in two ways: first, by continuously timing the target virtual character's manipulation of the virtual sphere to obtain the cumulative duration result; second, when the target virtual character is in a third special state, the cumulative duration result can be controlled to reach the second preset duration threshold all at once. The third special state includes any one of the following: the target virtual character is unable to manipulate the virtual sphere to move within the virtual scene; the target virtual character is having difficulty catching the ball; and the fourth virtual character and the target virtual character are in the same camp.
[0113] Furthermore, when the cumulative time result reaches the second preset time threshold (that is, the maximum value of the defense bonus trigger range), in order to achieve fairness in the game, after the cumulative time result reaches the second preset time threshold and the cumulative time result continues for a second specified time after reaching the second preset time threshold, the defense attribute bonus obtained by the first virtual character needs to be cleared, that is, the defense success rate of the first virtual character when performing virtual defense on the target virtual character will no longer be improved.
[0114] The second specified duration can be determined by the game developer according to a value set in the game design. Optionally, the second specified duration can be the same as the first specified duration, such as in an actual game, the second specified duration is set to 2 seconds.
[0115] In the disclosed embodiment, a defensive attribute bonus clearing condition is provided. When this condition is triggered, the defensive attribute bonus received by the first virtual character is cleared. This timely clearing of the defensive attribute bonus received by the first virtual character reduces storage resources and improves the utilization of network resources and storage space. Furthermore, by providing this defensive attribute bonus clearing condition, the gameplay is enhanced and balanced.
[0116] In order to quickly improve the success rate of the first virtual character's virtual defense against the target virtual character, the embodiment of the present disclosure makes the following arrangements:
[0117] The first optional embodiment further includes step e, in response to the target virtual character being in the first special state and the first virtual character being in the second special state, determining the cumulative time result obtained by the target virtual character in the first special state manipulating the virtual sphere.
[0118] Among them, the first special state represents a state in which the target virtual character is trying to break away from the defense of the first virtual character and create a space that is conducive to triggering a scoring event; wherein, the target virtual character in the first special state and the first virtual character in the second special state have an offensive and defensive relationship; the second special state represents a state in which the first virtual character is in a defensive state and the first virtual character does not obtain a defensive attribute bonus.
[0119] Optionally, the defense state may only include the ordinary defense state, that is, when the first virtual character is in the ordinary defense state and the first virtual character does not obtain the defense attribute bonus, it can be determined that the first virtual character is in the second special state; the defense state may also include the ordinary defense state and the special defense state, and only when the first virtual character is in the special defense state and the first virtual character does not obtain the defense attribute bonus can it be determined that the first virtual character is in the second special state.
[0120] Exemplarily, when a defensive control is displayed on a graphical user interface, and the defensive control only includes ordinary defensive controls, the method for improving the defense success rate provided by the embodiment of the present disclosure is only applicable to a specific virtual character (only the first virtual character), that is, other teammates in the same camp as the first virtual character cannot improve the defense success rate when performing virtual defense on the target virtual character through the method of the present disclosure. When the defensive control includes ordinary defensive controls and special defensive controls, the method for improving the defense success rate provided by the embodiment of the present disclosure can be applied to any virtual character in the defensive camp (including the first virtual character), that is, other teammates in the same camp as the first virtual character can also improve the defense success rate when performing virtual defense on the target virtual character through the method of the present disclosure.
[0121] Optionally, the state in which the first virtual character does not obtain the defense attribute bonus includes two situations: first, the distance between the first virtual character and the target virtual character is not less than a preset distance threshold; second, the distance between the first virtual character and the target virtual character is less than the preset distance threshold, but the accumulated time result obtained is not within the defense bonus trigger range.
[0122] Furthermore, the cumulative rate of the cumulative time results obtained by the target virtual character manipulating the virtual sphere in the first special state is greater than the general cumulative rate. The general cumulative rate represents the cumulative rate of the cumulative time results obtained by triggering the timing of the target virtual character manipulating the virtual sphere under the condition that the distance between the first virtual character and the target virtual character is less than a preset distance threshold.
[0123] In other words, when the target virtual character is in the first special state and the first virtual character is in the second special state, the rate at which the accumulated time is accumulated can be accelerated, thereby accelerating the rate at which the first virtual character obtains defensive attribute bonuses, thereby quickly increasing the first virtual character's defensive success rate when performing virtual defense against the target virtual character. In this way, when the target virtual character performs an offensive action that benefits its own camp, in order to ensure fairness in the game, the rate at which the first virtual character obtains defensive attribute bonuses is correspondingly accelerated.
[0124] The second optional embodiment further includes step f, in response to the target virtual character being in the third special state, determining the cumulative time result obtained by the target virtual character in the third special state manipulating the virtual sphere.
[0125] Here, the third special state includes any one of the following items:
[0126] (1) The target virtual character is in a state where it cannot control the virtual sphere to move in the virtual scene, such as the "dead ball" in existing games.
[0127] (2) The target virtual character is in a difficult catching state. The difficult catching state indicates that the distance between the target virtual character and the fourth virtual character passing the virtual ball is greater than a specified distance and / or the arc of the passing of the virtual ball is greater than a specified arc, and the fourth virtual character and the target virtual character belong to the same camp.
[0128] Furthermore, the accumulation rate of the accumulated result of the duration obtained by the target virtual character manipulating the virtual sphere in the third special state is greater than the general accumulation rate.
[0129] In other words, when the target virtual character is in the third special state, the rate at which the accumulated time is accumulated can be accelerated, thereby accelerating the rate at which the first virtual character receives defensive attribute bonuses, thereby quickly increasing the first virtual character's success rate when performing virtual defense against the target virtual character. This method prevents the target virtual character from performing some unreasonable virtual behaviors, thereby improving the efficiency of game interaction.
[0130] Optionally, step f specifically includes:
[0131] Step f1: In response to the target virtual character being in the third special state, determining that the accumulated time duration obtained by the target virtual character manipulating the virtual sphere in the third special state is a second preset time duration threshold.
[0132] Here, when the target virtual character is in the third special state, it is not necessary to consider whether the distance between the first virtual character and the target virtual character is within the preset distance threshold, and the accumulated time result is made to reach the second preset time threshold at one time.
[0133] Specifically, the accumulation rate of the accumulated results of the duration obtained by the target virtual character manipulating the virtual sphere in the third special state is greater than the accumulation rate of the accumulated results of the duration obtained by the target virtual character manipulating the virtual sphere in the first special state.
[0134] The purpose of setting the above-mentioned step f1 is to reduce the target virtual character from performing some unreasonable offensive behaviors when attacking with the ball. For example, if the target virtual character is in a difficult state to receive the ball, the cumulative result of the directly obtained duration reaches the maximum value of the defense bonus trigger range (the second preset duration threshold). At this time, the first virtual character needs to perform virtual defense on the target virtual character within the second specified duration; if the first virtual character still fails to perform virtual defense on the target virtual character after exceeding the second specified duration, the defense attribute bonus obtained by the first virtual character will be cleared, thereby forcing the first virtual character to perform virtual defense on the target virtual character as soon as possible within the second specified duration, which helps to improve the efficiency of game interaction.
[0135] The purpose of setting the cumulative duration result to reach the second preset duration threshold is to directly grant the first virtual character a defensive attribute bonus, thereby improving the defense success rate. By skipping the distance determination, the first virtual character does not need to constantly monitor and control the distance between itself and the target virtual character to ensure that it receives the defensive attribute bonus and improves its defense success rate. In addition, since the target virtual character is in the third special state due to performing some unreasonable interactive behaviors, in order to prevent the first virtual character from missing the opportunity to counter the unreasonable interactive behaviors performed by the target virtual character, by setting the cumulative duration result to reach the second preset duration threshold, the first virtual character only has the second specified duration to respond. This not only improves the accuracy of game operations, but also improves the efficiency of game interactions.
[0136] The above settings can help improve the efficiency of game interaction. In addition, special situations may involve situations that are unfavorable to the defending party. The above settings can ensure fairness for both parties in the game.
[0137] In order to enrich the gameplay, the disclosed embodiment takes virtual defense as an example of an attempted steal event to illustrate. The various interactive behaviors provided below help to increase the fun of the game and thus help to mobilize the player's enthusiasm for the game.
[0138] Based on the above concept, the present disclosure provides the following solutions:
[0139] Step g1: In response to the accumulated duration being within the defense bonus triggering range and triggering the first virtual character's attempted steal event for the virtual sphere, determine whether the target virtual character is in an attempted scoring event.
[0140] Here, when the accumulated result of time is within the defense bonus triggering range, the virtual character is controlled to obtain a defense attribute bonus. Under the condition that the defense success rate is improved when the first virtual character performs virtual defense on the target virtual character, after the first virtual character's attempt to steal the virtual sphere is triggered, it is necessary to determine whether the target virtual character is in an attempt to score.
[0141] Wherein, a try scoring event includes any of the following:
[0142] (1) The target virtual character controlling the virtual ball attempts to break free from the defense of the first virtual character and create a space that is conducive to triggering a scoring event;
[0143] (2) A projection event is triggered by using a virtual sphere and the target virtual character of the projection event is in a jump-off state.
[0144] In the relevant games, scoring attempts include breakthroughs or actions after the target virtual character has jumped in a shooting event. For example, if the shooting event is a basketball shot, the target virtual character's body will sink to prepare for the shot, and then jump. The target virtual character can be intercepted while sinking, so the scoring attempt does not include the target virtual character's sinking process. For example, if the shooting event is a slam dunk, the target virtual character will run forward holding a virtual ball, and then jump to dunk the virtual ball into the basket. The target virtual character can also be intercepted while running forward holding the ball, so the scoring attempt does not include the target virtual character's running forward holding the ball. In the game, there is a clear jump logic mark in the action timeline to determine whether to jump. The logical definition before jumping is the time period from the start of the action to the jump mark.
[0145] Step g2: If yes, control the first virtual character to attempt to steal the target virtual character based on the defensive attribute bonus.
[0146] If the target virtual character is in a scoring attempt, the first virtual character may be controlled to perform a steal attempt on the target virtual character. Here, the success rate of the steal attempt may be improved based on the defensive attribute bonus.
[0147] Through the above solution, the characteristic that the ball may be cut before jumping for a shot in a real game can be simulated, which increases the interactive methods during the game and helps to improve the diversity of interactive methods in game applications.
[0148] Furthermore, the method further includes step g3: if the attempt to steal the virtual sphere fails, the target virtual character is controlled to be in a state where the virtual sphere cannot be controlled to move in the virtual scene according to a preset probability.
[0149] Here, a pre-configured formula is used to determine the value of the virtual sphere. The result of the unsuccessful attempt to steal the virtual sphere is obtained. The value determination logic here is a common method in current games and will not be repeated here.
[0150] The preset probability may be a pre-configured probability, and the preset probability has a positive correlation with the value previously calculated according to the formula for determining whether the interception has failed.
[0151] In the embodiment of the present disclosure, the target virtual character is controlled to be in a state where it is unable to manipulate the virtual sphere to move in the virtual scene according to a preset probability, that is, there is a probability that the target virtual character is in a "dead ball" state. This setting belongs to behavioral simulation, which can show the game process more vividly, thereby increasing the interactive mode during the game. In addition, in the foregoing description, when the target virtual character is in a state where it is unable to manipulate the virtual sphere to move in the virtual scene, the cumulative result of the time obtained by the target virtual character manipulating the virtual sphere in the third special state is determined to be the second preset time threshold. Here, a means for the target virtual character to deal with the target virtual character in the dead ball state is also added. Even if the steal fails, it can also have an impact on the target virtual character, causing the target virtual character to perform behavioral actions such as protecting the ball, so as to solve the problem in the existing game that "if the steal fails, it will not have any impact on the ball holder."
[0152] Optionally, the embodiment of the present disclosure further includes:
[0153] Step h1: When the target virtual character is in a scoring attempt event, and the scoring attempt event is that the target virtual character manipulating the virtual sphere is trying to break free from the defense of the first virtual character and create a space conducive to triggering the scoring event, determine whether the target virtual character collides with the first virtual character.
[0154] Here, it is determined whether the target virtual character and the first virtual character collide by determining whether the first character model corresponding to the target virtual character is tangent to the second character model corresponding to the first virtual character. For example, the first character model is represented by a character cylinder. In the action performance animation corresponding to the first virtual character entering the forced stop state, the first virtual character of our side will move toward the enemy target virtual character. If the character cylinder of the enemy target virtual character is too small, the cylinder of our side's first virtual character will not be able to cut into the character cylinder of the target virtual character. Or, due to the high speed corresponding to the breakthrough skill of the target virtual character (teleportation or high-speed displacement), the character cylinder of the target virtual character quickly leaves the path of the forced stop animation, and then the character cylinder of our side's first virtual character will not be able to cut into the character cylinder of the target virtual character. That is, whether the collision is successful will be affected by the actual situation of the target virtual character, such as if the character cylinder of the target virtual character is too small or the target virtual character performs a breakthrough skill.
[0155] Optionally, in step h1, when the first virtual character is in a defensive state and the target virtual character performs a breakthrough skill, it is determined whether the target virtual character collides with the first virtual character. Here, the first virtual character in the defensive state and the target virtual character have an offensive and defensive positional relationship.
[0156] Here, when the target virtual character is in a scoring attempt event, and the scoring attempt event is that the target virtual character manipulating the virtual sphere is in an attempt to break free from the defense of the first virtual character and creates a space conducive to triggering the scoring event, the action performance corresponding to the first virtual character entering the forced stop state is displayed on the graphical user interface; wherein the forced stop state represents the state of controlling the target virtual character to stop manipulating the virtual sphere to move in the virtual scene or stop trying to break free from the defense of the first virtual character.
[0157] Specifically, the action performance corresponding to the first virtual character displayed on the graphical user interface entering the forced stop state can be an action performance animation pre-edited in the game system. When the target virtual character is in a scoring attempt event, and the scoring attempt event is that the target virtual character manipulating the virtual sphere is in an attempt to break free from the defense of the first virtual character and create a space conducive to triggering the scoring event, the pre-edited action performance animation can be played to enrich the performance of the first virtual character entering the forced stop state.
[0158] As shown in FIG6 , a target virtual character 201 manipulating a virtual sphere 202 and a first virtual character 203 in an offensive and defensive position relative to the target virtual character 201 are displayed on a graphical user interface 200. Based on the display of a time-accumulating progress bar 204, it can be seen that the first virtual character 203 currently receives a defensive attribute bonus, meaning that the success rate of performing virtual steals on the target virtual character 201 has increased. Thus, when the target virtual character 201 performs a breakthrough skill, the target virtual character 201 is automatically forced to stop, and an action animation corresponding to the target virtual character 201 entering the forced stop state is displayed on the graphical user interface 200. The content currently displayed on the graphical user interface 200 is only a single frame of the action animation.
[0159] The disclosed embodiment uses a dynamically changing action performance animation to display the action performance of the first virtual character entering the forced stop state, which helps to enrich the game content, not only significantly improves the fun of the game, but also brings a better gaming experience to the players.
[0160] Step h2: If yes, the target virtual character is controlled to be in a state where the virtual sphere cannot be controlled to move in the virtual scene.
[0161] Step h3: Otherwise, the target virtual character manipulating the virtual sphere is controlled to perform a virtual behavior of successfully breaking away from the defense of the first virtual character and creating a space that is conducive to triggering a scoring event.
[0162] In the above steps h2 to h3, if the collision is successful, the target virtual character is controlled to be in a "dead ball" state; if the collision is not successful, the target virtual character is controlled to continue to perform the breakthrough skill.
[0163] The above settings can more vividly display the game process, enrich the gameplay, help increase the fun of the game, and thus help mobilize the player's enthusiasm for the game.
[0164] In related games, when the attacker controlling the virtual sphere performs a virtual shooting offensive skill, the defender is usually unclear about when to perform a virtual steal defensive skill. This can easily cause the defender to miss the best steal opportunity, resulting in a failed steal and an increasing advantage for the attacker. In order to solve the problem mentioned in related games that the defender is usually unclear about when to perform a virtual steal defensive skill, the disclosed embodiment proposes the following technical concept: through visual prompt information, the attacker and the defender are reminded of the time when they can perform the virtual steal defensive skill. This is intuitive and clear, which helps the defender determine the time to perform the virtual steal defensive skill and the attacker to know the time when they may be intercepted during the attack. This helps the attacker and the defender to make strategic deployments in a timely manner, thereby speeding up the game rhythm and improving the efficiency of game interaction.
[0165] Based on the above technical concept, the information processing method provided by the embodiment of the present disclosure adopts the following technical means:
[0166] In an optional embodiment, when the accumulated time result is within the defense bonus triggering range, a reminder icon is displayed at a preset position of the target virtual character; wherein the reminder icon changes position as the virtual sphere is transferred.
[0167] Here, the reminder icon is used to inform the first virtual character that it has received a defense attribute bonus. Through this reminder icon, players in the defending camp can know that the first virtual character they control has currently received a defense attribute bonus, and players in the attacking camp can know that the first virtual character has received a defense attribute bonus and that the first virtual character's defense success rate when performing virtual defense against virtual characters in their own camp will be improved.
[0168] Specifically, the reminder icon moves with the virtual sphere in the virtual scene, for example, the reminder icon is placed on the body of the target virtual character manipulating the virtual sphere. Optionally, the reminder icon can be displayed in the form of a special effect. For example, the target virtual character can be equipped with an external special effect marker, and the external special effect marker can change the marker object when the ball holder changes.
[0169] For example, as shown in FIG4 to FIG6 , when the duration accumulation progress bar 204 for indicating the duration accumulation result is in the defense bonus triggering range, a reminder icon 205 is displayed on the body of the target virtual character 201 .
[0170] Through this reminder icon, virtual characters in different camps can observe in time that the first virtual character obtains a defensive attribute bonus. It is intuitive and clear, which helps players to make strategic deployments as soon as possible, so as to grasp the game trends in a timely and accurate manner. For example, it can enable the defender to determine the time to steal based on the displayed external special effect mark, which helps the defender to quickly steal, thereby advancing the game process. It can not only improve the efficiency of game operations, but also improve the efficiency of game interaction, thereby improving the resource utilization of the game server.
[0171] In another optional embodiment, when the target virtual character starts to attack with the ball, a time accumulation progress bar is displayed in the graphical user interface; the time accumulation progress bar includes two areas to be filled, the first area to be filled represents that the time accumulation result is not within the defense bonus trigger range, and the second area to be filled represents that the time accumulation result is within the defense bonus trigger range.
[0172] In the disclosed embodiment, a duration accumulation progress bar is introduced to display the cumulative defensive attribute bonuses obtained by the first virtual character. The duration accumulation progress bar is used to display the changes in the duration accumulation result, that is, the progress change of the duration accumulation progress bar is positively correlated with the duration accumulation result.
[0173] Optionally, the cumulative time progress bar includes two areas to be filled. In the first area to be filled, as the cumulative time progress bar gradually increases, the first virtual character is always in a state of not obtaining a defense attribute bonus, that is, the defense success rate is not improved; in the second area to be filled, the first virtual character is in a state of obtaining a defense attribute bonus, that is, the defense success rate is improved, but in the second area to be filled, as the cumulative time progress bar gradually increases, the defense attribute bonus obtained remains unchanged, that is, the defense success rate does not change.
[0174] Here, two areas to be filled are displayed in the time accumulation progress bar. The areas to be filled represent the time that can be accumulated at present. When the distance between the first virtual character and the target virtual character is less than the preset threshold, as the time for the target virtual character to manipulate the virtual sphere continues to accumulate, the time accumulation progress bar will be filled in real time to prompt the player the current time accumulation result and to determine whether the defensive attribute bonus has been obtained.
[0175] For example, as shown in Figure 2, when the target virtual character 201 starts to attack with the ball, a time accumulation progress bar 204 can be displayed under the feet of the first virtual character 203 in the graphical user interface 200; as the time accumulation result changes, the filling area of the to-be-filled area of the time accumulation progress bar 204 can be continuously updated. Please refer to the changes in the time accumulation progress bar 204 in Figures 3 to 5. In Figure 3, the time accumulation result represented by the progress of the time accumulation progress bar 204 is not in the defense bonus trigger range, so even if the progress on the time accumulation progress bar 204 changes at this time, the first virtual character 203 still does not get an improvement in the defense success rate; in Figures 4 and 5, the time accumulation result represented by the progress of the time accumulation progress bar 204 is in the defense bonus trigger range. During this period, the first virtual character 203 gets an improvement in the defense success rate.
[0176] The embodiment of the present disclosure can clearly and intuitively display whether the first virtual character has obtained a defense attribute bonus by introducing a time accumulation progress bar, which is convenient for players to check and helps to improve game interaction efficiency.
[0177] Furthermore, the embodiments of the present disclosure include:
[0178] Step k: in response to the increase in the duration accumulation result, the filling areas of the two to-be-filled regions of the duration accumulation progress bar are expanded, and duration update prompt information is displayed in the graphical user interface.
[0179] Or, step k2: in response to the decrease of the accumulated duration, reducing the filling area of the two to-be-filled regions of the accumulated duration progress bar, and displaying duration update prompt information in the graphical user interface.
[0180] In the above step k1 or step k2, the duration update prompt information is used to quickly remind the player of the changes in the duration accumulation result. Optionally, the duration update prompt information can be displayed in a highlighted form on the duration accumulation progress bar, which helps players to promptly discover changes in the duration accumulation result.
[0181] Specifically, step k1 includes:
[0182] Step k11: When the accumulated duration reaches the first preset duration threshold, the filling area of the first to-be-filled region of the duration accumulation progress bar reaches the maximum. As shown in FIG4 , the first to-be-filled region of the duration accumulation progress bar 204 is filled.
[0183] Or, in step k12, when the cumulative duration reaches the second preset duration threshold, the filling area of the two to-be-filled areas of the duration cumulative progress bar reaches the maximum, as shown in FIG5 , the first to-be-filled area and the second to-be-filled area of the duration cumulative progress bar 204 are completely filled.
[0184] Here, when the target avatar begins to attack with the ball, a time accumulation progress bar is displayed at the feet of the first avatar. As the time accumulation result increases, the area of the to-be-filled area of the time accumulation progress bar can be continuously expanded. When the time accumulation result remains unchanged, the area of the to-be-filled area of the time accumulation progress bar remains unchanged. As the time accumulation result decreases, the area of the to-be-filled area of the time accumulation progress bar can be continuously reduced.
[0185] Furthermore, in response to the triggering of the defense attribute bonus clearing condition, the filling progress of the two to-be-filled areas of the duration cumulative progress bar is cleared.
[0186] That is to say, when the defense attribute bonus clearing condition is triggered, the defense attribute bonus obtained by the first virtual character is cleared. Correspondingly, the filling progress of the two to-be-filled areas of the cumulative progress bar displayed on the client is cleared. This situation indicates that the defense attribute bonus obtained by the current first virtual character is 0, and there is no mention of an increase in the defense success rate.
[0187] By clearing the filling progress of the two to-be-filled areas of the cumulative time progress bar, the disclosed embodiment can enable players to promptly discover that the defense attribute bonus obtained by the current first virtual character has been cleared, which helps players make the next strategic deployment in a timely manner, thereby improving game interaction efficiency.
[0188] 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.
[0189] Please refer to Figures 7 and 8. Figure 7 is a schematic diagram of the structure of an information processing device in a game provided by an embodiment of the present disclosure, and Figure 8 is a schematic diagram of the structure of an information processing device in another game provided by an embodiment of the present disclosure. As shown in Figure 7, the information processing device 700 includes:
[0190] The duration accumulation module 701 is configured to, in response to a distance between a first virtual character and the target virtual character being less than a preset distance threshold during a ball-holding attack event performed by a target virtual character manipulating a virtual sphere, trigger timing of the target virtual character manipulating the virtual sphere to obtain a duration accumulation result; the first virtual character and the target virtual character are in different camps;
[0191] The defense enhancement module 702 is configured to improve the defense success rate of the first virtual character when performing virtual defense on the target virtual character in response to the accumulated time result being within the defense bonus triggering range.
[0192] In an optional embodiment of the present disclosure, the defense strengthening module 702 is specifically configured to:
[0193] In response to the accumulated time being within the defense bonus triggering range, the first virtual character is controlled to obtain a defense attribute bonus, and the defense success rate of the first virtual character when performing virtual defense on the target virtual character is improved based on the defense attribute bonus.
[0194] In an optional embodiment of the present disclosure, the target virtual character represents a virtual character currently manipulating the virtual sphere, and the target virtual character changes as the virtual sphere is transferred.
[0195] In an optional embodiment of the present disclosure, the target virtual character includes a second virtual character and a third virtual character, the third virtual character and the second virtual character belong to the same camp and the third virtual character receives the virtual sphere transmitted by the second virtual character;
[0196] The duration accumulation module 701 is specifically configured to:
[0197] In response to the distance between the first virtual character and the second virtual character being less than a preset distance threshold, triggering timing of the second virtual character manipulating the virtual sphere to obtain a first duration result;
[0198] After the second virtual character manipulating the virtual sphere passes the virtual sphere to the third virtual character, in response to a distance between the first virtual character and the third virtual character being less than a preset distance threshold, triggering timing of the third virtual character manipulating the virtual sphere to obtain a second duration result;
[0199] An accumulated duration result is determined based on the first duration result and the second duration result.
[0200] In an optional embodiment of the present disclosure, the defense bonus trigger range represents a progress interval between a first preset time threshold and a second preset time threshold, and the first preset time threshold is smaller than the second preset time threshold.
[0201] In an optional embodiment of the present disclosure, the duration accumulation module 701 is further configured to:
[0202] In response to the distance between the first virtual character and the target virtual character being no less than a preset distance threshold, timing of the target virtual character manipulating the virtual sphere is stopped within a first specified time period to obtain a first time period accumulation result.
[0203] In an optional embodiment of the present disclosure, the duration accumulation module 701 is further configured to:
[0204] In response to the distance between the first virtual character and the target virtual character being no less than a preset distance threshold, after the first specified time period, continuously reducing the first time period accumulation result at a preset decay rate to obtain a second time period accumulation result;
[0205] In response to the second duration accumulation result being within the defense bonus triggering range, the defense attribute bonus obtained by the first virtual character is controlled to remain unchanged.
[0206] In an optional embodiment of the present disclosure, the duration accumulation module 701 is further configured to:
[0207] Under the condition that the distance between the first virtual character and the target virtual character is not less than a preset distance threshold, in response to a position adjustment operation on the first virtual character, controlling the first virtual character to move toward the position of the target virtual character in the virtual scene;
[0208] In response to the distance between the moved first virtual character and the target virtual character being less than a preset distance threshold, continuing to trigger timing of the target virtual character manipulating the virtual sphere to obtain a third duration accumulation result;
[0209] The defense reinforcement module 702 is further specifically configured to: in response to the third duration accumulation result being within the defense bonus triggering range, control the defense attribute bonus obtained by the first virtual character to remain unchanged.
[0210] Furthermore, as shown in FIG8 , the information processing device 700 further includes a defense bonus clearing module 703 , which is configured to:
[0211] In response to triggering of a defense attribute bonus clearing condition, clearing the defense attribute bonus obtained by the first virtual character;
[0212] The conditions for clearing the defensive attribute bonus include any one of the following:
[0213] The virtual sphere is in a state of not being controlled by any virtual character;
[0214] Any virtual character in the camp where the first virtual character is located controls the virtual sphere to perform a ball-holding attack event;
[0215] The accumulated duration reaches the second preset duration threshold and the accumulated duration continues for a second specified duration after reaching the second preset duration threshold.
[0216] In an optional embodiment of the present disclosure, the duration accumulation module 701 is further configured to:
[0217] In response to the target virtual character being in a first special state and the first virtual character being in a second special state, determining a cumulative result of a time duration obtained by the target virtual character in the first special state manipulating the virtual sphere;
[0218] The cumulative rate of the cumulative result of the duration of the target virtual character manipulating the virtual sphere in the first special state is greater than the general cumulative rate, wherein the general cumulative rate represents the cumulative rate of the cumulative result of the duration of the duration of the target virtual character manipulating the virtual sphere when the distance between the first virtual character and the target virtual character is less than a preset distance threshold and is triggered by timing;
[0219] or, in response to the target virtual character being in a third special state, determining a cumulative result of a time duration obtained by the target virtual character in the third special state manipulating the virtual sphere;
[0220] The accumulation rate of the accumulated result of the duration of the target virtual character manipulating the virtual sphere in the third special state is greater than the general accumulation rate.
[0221] In an optional embodiment of the present disclosure, the first special state represents that the target virtual character is in a state of attempting to break free from the defense of the first virtual character and create a space conducive to triggering a scoring event; wherein the target virtual character in the first special state and the first virtual character in the second special state have an offensive and defensive positional relationship;
[0222] The second special state represents a state in which the first virtual character is in a defensive state and the first virtual character does not obtain a defensive attribute bonus.
[0223] In an optional embodiment of the present disclosure, the third special state includes any one of the following items:
[0224] The target virtual character is in a state where it is unable to control the virtual sphere to move in the virtual scene;
[0225] The target virtual character is in a state of difficulty in catching the ball, and the fourth virtual character and the target virtual character belong to the same camp.
[0226] In an optional embodiment of the present disclosure, the duration accumulation module 701 is further configured to:
[0227] In response to the target virtual character being in the third special state, it is determined that the accumulated time result obtained by the target virtual character in the third special state manipulating the virtual sphere is a second preset time threshold.
[0228] In an optional embodiment of the present disclosure, the cumulative rate of the cumulative time results obtained by the target virtual character in the third special state manipulating the virtual sphere is greater than the cumulative rate of the cumulative time results obtained by the target virtual character in the first special state manipulating the virtual sphere.
[0229] Furthermore, as shown in FIG8 , the information processing device 700 further includes a defense execution module 704 , which is configured to:
[0230] In response to the accumulated time being within the defense bonus triggering range and triggering the first virtual character's attempted steal event of the virtual sphere, determining whether the target virtual character is in an attempted scoring event;
[0231] If yes, the first virtual character is controlled to attempt to steal the target virtual character based on the defensive attribute bonus.
[0232] In an optional embodiment of the present disclosure, the scoring attempt event includes any one of the following:
[0233] The target virtual character controlling the virtual sphere attempts to break away from the defense of the first virtual character and create a space that is conducive to triggering a scoring event;
[0234] A projection event is triggered by the virtual sphere, and the target virtual character of the projection event is in a jump-off state.
[0235] In an optional embodiment of the present disclosure, the defense execution module 704 is specifically configured to:
[0236] If the attempted stealing behavior fails to successfully obtain the virtual sphere, the target virtual character is controlled to be in a state where the virtual sphere cannot be controlled to move in the virtual scene according to a preset probability.
[0237] In an optional embodiment of the present disclosure, the defense execution module 704 is further configured to:
[0238] When the target virtual character is in a scoring attempt event, and the scoring attempt event is that the target virtual character, who is manipulating the virtual sphere, is attempting to break free from the defense of the first virtual character and create a space conducive to triggering the scoring event, determining whether the target virtual character and the first virtual character collide;
[0239] If so, controlling the target virtual character to be in a state where the virtual sphere cannot be controlled to move in the virtual scene;
[0240] Otherwise, the target virtual character manipulating the virtual sphere is controlled to perform a virtual behavior of successfully breaking away from the defense of the first virtual character and creating a space that is conducive to triggering a scoring event.
[0241] In an optional embodiment of the present disclosure, the information processing device 700 further includes a first display module (not shown in the figure), which is configured to:
[0242] When the accumulated time result is within the defense bonus triggering range, a reminder icon is displayed at a preset position of the target virtual character; wherein the position of the reminder icon changes as the virtual sphere is transferred.
[0243] In an optional embodiment of the present disclosure, the information processing device 700 further includes a second display module (not shown in the figure), and the second display module is configured to:
[0244] When the target virtual character starts to attack with the ball, a time accumulation progress bar is displayed in the graphical user interface; the time accumulation progress bar includes two areas to be filled, the first area to be filled indicates that the time accumulation result is not within the defense bonus trigger range, and the second area to be filled indicates that the time accumulation result is within the defense bonus trigger range.
[0245] In an optional embodiment of the present disclosure, the second display module is further configured as:
[0246] In response to an increase in the duration accumulation result, expanding the filling areas of the two to-be-filled regions of the duration accumulation progress bar, and displaying duration update prompt information in the graphical user interface;
[0247] Alternatively, in response to the decrease in the duration accumulation result, the filling areas of the two to-be-filled regions of the duration accumulation progress bar are reduced, and duration update prompt information is displayed in the graphical user interface.
[0248] In an optional embodiment of the present disclosure, the second display module is further configured as follows:
[0249] When the accumulated time reaches a first preset time threshold, the filling area of the first to-be-filled region of the accumulated time progress bar reaches a maximum;
[0250] Alternatively, when the accumulated duration reaches a second preset duration threshold, the filling areas of the two to-be-filled regions of the duration accumulation progress bar reach a maximum.
[0251] In an optional embodiment of the present disclosure, the defense bonus removal module 703 is further configured to:
[0252] In response to the triggering of the defense attribute bonus clearing condition, the filling progress of the two to-be-filled areas of the clearing duration cumulative progress bar is cleared.
[0253] In an optional embodiment of the present disclosure, the defense execution module 704 is further configured to:
[0254] When the target virtual character is in a scoring attempt event, and the scoring attempt event is a case where the target virtual character manipulating the virtual sphere is attempting to break free from the defense of the first virtual character and create a space conducive to triggering the scoring event, displaying on the graphical user interface an action representation corresponding to the first virtual character entering a forced stop state;
[0255] The forced stop state represents a state in which the target virtual character is controlled to stop manipulating the virtual sphere to move in the virtual scene or to stop trying to escape the defense of the first virtual character.
[0256] The information processing device provided by the disclosed embodiment can, in an event where a target virtual character manipulating a virtual sphere performs a ball-holding attack, increase the first virtual character's success rate in defending against the target virtual character by reducing the distance between the first virtual character and the target virtual character and by accumulating the time the target virtual character manipulates the virtual sphere within the distance range of the target virtual character. Similarly, the target virtual character can reduce the first virtual character's success rate in defending against the target virtual character by increasing the distance between the first virtual character and the target virtual character, thereby increasing the target virtual character's shooting success rate during the ball-holding attack. The operation is simple for players, and it is relatively easy to balance the offense and defense between the attacker and the defender, thereby promoting active confrontation and interaction between the attacker and the defender in the game, thereby improving the efficiency of game interaction per unit time.
[0257] Please refer to FIG9 , which is a schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. As shown in FIG9 , the electronic device 900 includes a processor 901 , a memory 902 , and a bus 903 .
[0258] The memory 902 stores machine-readable instructions executable by the processor 901. When the electronic device 900 is running, the processor 901 communicates with the memory 902 via the bus 903, so that the processor 901 executes the following instructions during operation:
[0259] In a ball-holding attack event performed by a target virtual character manipulating a virtual sphere, in response to a distance between a first virtual character and the target virtual character being less than a preset distance threshold, timing of the target virtual character manipulating the virtual sphere is triggered to obtain a cumulative time result; the first virtual character and the target virtual character are in different camps;
[0260] In response to the accumulated time being within the defense bonus triggering range, the defense success rate of the first virtual character when performing virtual defense on the target virtual character is increased.
[0261] In an optional embodiment of the present disclosure, the instructions executed by the processor 901 include, in response to the accumulated duration being within a defense bonus triggering range, increasing the defense success rate when the first virtual character performs virtual defense against the target virtual character, including:
[0262] In response to the accumulated time being within the defense bonus triggering range, the first virtual character is controlled to obtain a defense attribute bonus, and the defense success rate of the first virtual character when performing virtual defense on the target virtual character is improved based on the defense attribute bonus.
[0263] In an optional embodiment of the present disclosure, the target virtual character represents a virtual character currently manipulating the virtual sphere, and the target virtual character changes as the virtual sphere is transferred.
[0264] In an optional embodiment of the present disclosure, the target virtual character includes a second virtual character and a third virtual character, the third virtual character and the second virtual character belong to the same camp and the third virtual character receives the virtual sphere transmitted by the second virtual character;
[0265] The instructions executed by the processor 901 include, in response to the distance between the first virtual character and the target virtual character being less than a preset distance threshold, triggering timing of the target virtual character manipulating the virtual sphere to obtain a cumulative time result, including:
[0266] In response to the distance between the first virtual character and the second virtual character being less than a preset distance threshold, triggering timing of the second virtual character manipulating the virtual sphere to obtain a first duration result;
[0267] After the second virtual character manipulating the virtual sphere passes the virtual sphere to the third virtual character, in response to a distance between the first virtual character and the third virtual character being less than a preset distance threshold, triggering timing of the third virtual character manipulating the virtual sphere to obtain a second duration result;
[0268] An accumulated duration result is determined based on the first duration result and the second duration result.
[0269] In an optional embodiment of the present disclosure, the defense bonus trigger range represents a progress interval between a first preset time threshold and a second preset time threshold, and the first preset time threshold is smaller than the second preset time threshold.
[0270] In an optional embodiment of the present disclosure, the instructions executed by the processor 901 further include:
[0271] In response to the distance between the first virtual character and the target virtual character being no less than a preset distance threshold, timing of the target virtual character manipulating the virtual sphere is stopped within a first specified time period to obtain a first time period accumulation result.
[0272] In an optional embodiment of the present disclosure, the instructions executed by the processor 901 further include:
[0273] In response to the distance between the first virtual character and the target virtual character being no less than a preset distance threshold, after the first specified time period, continuously reducing the first time period accumulation result at a preset decay rate to obtain a second time period accumulation result;
[0274] In response to the second duration accumulation result being within the defense bonus triggering range, the defense attribute bonus obtained by the first virtual character is controlled to remain unchanged.
[0275] In an optional embodiment of the present disclosure, the instructions executed by the processor 901 further include:
[0276] Under the condition that the distance between the first virtual character and the target virtual character is not less than a preset distance threshold, in response to a position adjustment operation on the first virtual character, controlling the first virtual character to move toward the position of the target virtual character in the virtual scene;
[0277] In response to the distance between the moved first virtual character and the target virtual character being less than a preset distance threshold, continuing to trigger timing of the target virtual character manipulating the virtual sphere to obtain a third duration accumulation result;
[0278] In response to the third duration accumulation result being within the defense bonus triggering range, the defense attribute bonus obtained by the first virtual character is controlled to remain unchanged.
[0279] In an optional embodiment of the present disclosure, the instructions executed by the processor 901 further include:
[0280] In response to triggering of a defense attribute bonus clearing condition, clearing the defense attribute bonus obtained by the first virtual character;
[0281] The conditions for clearing the defensive attribute bonus include any one of the following:
[0282] The virtual sphere is in a state of not being controlled by any virtual character;
[0283] Any virtual character in the camp where the first virtual character is located controls the virtual sphere to perform a ball-holding attack event;
[0284] The accumulated duration reaches the second preset duration threshold and the accumulated duration continues for a second specified duration after reaching the second preset duration threshold.
[0285] In an optional embodiment of the present disclosure, the instructions executed by the processor 901 further include:
[0286] In response to the target virtual character being in a first special state and the first virtual character being in a second special state, determining a cumulative result of a time duration obtained by the target virtual character in the first special state manipulating the virtual sphere;
[0287] The cumulative rate of the cumulative result of the duration of the target virtual character manipulating the virtual sphere in the first special state is greater than the general cumulative rate, wherein the general cumulative rate represents the cumulative rate of the cumulative result of the duration of the duration of the target virtual character manipulating the virtual sphere when the distance between the first virtual character and the target virtual character is less than a preset distance threshold and is triggered by timing;
[0288] or, in response to the target virtual character being in a third special state, determining a cumulative result of a time duration obtained by the target virtual character in the third special state manipulating the virtual sphere;
[0289] The accumulation rate of the accumulated result of the duration of the target virtual character manipulating the virtual sphere in the third special state is greater than the general accumulation rate.
[0290] In an optional embodiment of the present disclosure, the first special state represents that the target virtual character is in a state of attempting to break free from the defense of the first virtual character and create a space conducive to triggering a scoring event; wherein the target virtual character in the first special state and the first virtual character in the second special state have an offensive and defensive positional relationship;
[0291] The second special state represents a state in which the first virtual character is in a defensive state and the first virtual character does not obtain a defensive attribute bonus.
[0292] In an optional embodiment of the present disclosure, the third special state includes any one of the following items:
[0293] The target virtual character is in a state where it is unable to control the virtual sphere to move in the virtual scene;
[0294] The target virtual character is in a state of difficulty in catching the ball, and the fourth virtual character and the target virtual character belong to the same camp.
[0295] In an optional embodiment of the present disclosure, the instructions executed by the processor 901 include, in response to the target virtual character being in the third special state, determining a cumulative result of the time duration for the target virtual character in the third special state to manipulate the virtual sphere, including:
[0296] In response to the target virtual character being in the third special state, it is determined that the accumulated time result obtained by the target virtual character in the third special state manipulating the virtual sphere is a second preset time threshold.
[0297] In an optional embodiment of the present disclosure, the cumulative rate of the cumulative time results obtained by the target virtual character in the third special state manipulating the virtual sphere is greater than the cumulative rate of the cumulative time results obtained by the target virtual character in the first special state manipulating the virtual sphere.
[0298] In an optional embodiment of the present disclosure, the instructions executed by the processor 901 further include:
[0299] In response to the accumulated time being within the defense bonus triggering range and triggering the first virtual character's attempted steal event of the virtual sphere, determining whether the target virtual character is in an attempted scoring event;
[0300] If yes, the first virtual character is controlled to attempt to steal the target virtual character based on the defensive attribute bonus.
[0301] In an optional embodiment of the present disclosure, the scoring attempt event includes any one of the following:
[0302] The target virtual character controlling the virtual sphere attempts to break away from the defense of the first virtual character and create a space that is conducive to triggering a scoring event;
[0303] A projection event is triggered by the virtual sphere, and the target virtual character of the projection event is in a jump-off state.
[0304] In an optional embodiment of the present disclosure, the instructions executed by the processor 901 further include:
[0305] If the attempted stealing behavior fails to successfully obtain the virtual sphere, the target virtual character is controlled to be in a state where the virtual sphere cannot be controlled to move in the virtual scene according to a preset probability.
[0306] In an optional embodiment of the present disclosure, the instructions executed by the processor 901 further include:
[0307] When the target virtual character is in a scoring attempt event, and the scoring attempt event is that the target virtual character, who is manipulating the virtual sphere, is attempting to break free from the defense of the first virtual character and create a space conducive to triggering the scoring event, determining whether the target virtual character and the first virtual character collide;
[0308] If so, controlling the target virtual character to be in a state where the virtual sphere cannot be controlled to move in the virtual scene;
[0309] Otherwise, the target virtual character manipulating the virtual sphere is controlled to perform a virtual behavior of successfully breaking away from the defense of the first virtual character and creating a space that is conducive to triggering a scoring event.
[0310] In an optional embodiment of the present disclosure, the instructions executed by the processor 901 further include:
[0311] When the accumulated time result is within the defense bonus triggering range, a reminder icon is displayed at a preset position of the target virtual character; wherein the position of the reminder icon changes as the virtual sphere is transferred.
[0312] In an optional embodiment of the present disclosure, the instructions executed by the processor 901 further include:
[0313] When the target virtual character starts to attack with the ball, a time accumulation progress bar is displayed in the graphical user interface; the time accumulation progress bar includes two areas to be filled, the first area to be filled indicates that the time accumulation result is not within the defense bonus trigger range, and the second area to be filled indicates that the time accumulation result is within the defense bonus trigger range.
[0314] In an optional embodiment of the present disclosure, the instructions executed by the processor 901 further include:
[0315] In response to the increase in the duration accumulation result, the filling areas of the two to-be-filled regions of the duration accumulation progress bar are expanded, and duration update prompt information is displayed in the graphical user interface.
[0316] In an optional embodiment of the present disclosure, the instructions executed by the processor 901 include expanding the filling areas of the two to-be-filled regions of the duration accumulation progress bar in response to an increase in the duration accumulation result, including:
[0317] When the accumulated time reaches a first preset time threshold, the filling area of the first to-be-filled region of the accumulated time progress bar reaches a maximum;
[0318] Alternatively, when the accumulated duration reaches a second preset duration threshold, the filling areas of the two to-be-filled regions of the duration accumulation progress bar reach a maximum.
[0319] In an optional embodiment of the present disclosure, the instructions executed by the processor 901 further include:
[0320] In response to the triggering of the defense attribute bonus clearing condition, the filling progress of the two to-be-filled areas of the clearing duration cumulative progress bar is cleared.
[0321] In an optional embodiment of the present disclosure, the instructions executed by the processor 901 further include:
[0322] When the target virtual character is in a scoring attempt event, and the scoring attempt event is a case where the target virtual character manipulating the virtual sphere is attempting to break free from the defense of the first virtual character and create a space conducive to triggering the scoring event, displaying on the graphical user interface an action representation corresponding to the first virtual character entering a forced stop state;
[0323] The forced stop state represents a state in which the target virtual character is controlled to stop manipulating the virtual sphere to move in the virtual scene or to stop trying to escape the defense of the first virtual character.
[0324] In the disclosed embodiment, when a target virtual character manipulating a virtual sphere performs a ball-holding offense, a first virtual character in a different camp from the target virtual character can improve the first virtual character's defense success rate when performing virtual defense against the target virtual character by reducing the distance between the first virtual character and the target virtual character and according to the accumulated result of the time the target virtual character manipulates the virtual sphere within the distance range of the target virtual character; similarly, the target virtual character can reduce the first virtual character's defense success rate when performing virtual defense by increasing the distance between the first virtual character and the target virtual character, thereby improving its shooting success rate when carrying the ball. The player's operation is simple, and it is relatively easy to balance the offense and defense between the attacker and the defender, promoting the attacker and the defender to actively engage in confrontational interaction in the game, thereby improving the game interaction efficiency per unit time.
[0325] 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:
[0326] In a ball-holding attack event performed by a target virtual character manipulating a virtual sphere, in response to a distance between a first virtual character and the target virtual character being less than a preset distance threshold, timing of the target virtual character manipulating the virtual sphere is triggered to obtain a cumulative time result; the first virtual character and the target virtual character are in different camps;
[0327] In response to the accumulated time being within the defense bonus triggering range, the defense success rate of the first virtual character when performing virtual defense on the target virtual character is increased.
[0328] In an optional embodiment of the present disclosure, the instructions executed by a computer-readable storage medium, in response to the accumulated duration being within a defense bonus triggering range, improving the defense success rate when the first virtual character performs virtual defense on the target virtual character, include:
[0329] In response to the accumulated time being within the defense bonus triggering range, the first virtual character is controlled to obtain a defense attribute bonus, and the defense success rate of the first virtual character when performing virtual defense on the target virtual character is improved based on the defense attribute bonus.
[0330] In an optional embodiment of the present disclosure, the target virtual character represents a virtual character currently manipulating the virtual sphere, and the target virtual character changes as the virtual sphere is transferred.
[0331] In an optional embodiment of the present disclosure, the target virtual character includes a second virtual character and a third virtual character, the third virtual character and the second virtual character belong to the same camp and the third virtual character receives the virtual sphere transmitted by the second virtual character;
[0332] The instructions executed by the computer-readable storage medium include, in response to the distance between the first virtual character and the target virtual character being less than a preset distance threshold, triggering accumulation of a time duration for which the target virtual character manipulates the virtual sphere to obtain an accumulation result, including:
[0333] In response to the distance between the first virtual character and the second virtual character being less than a preset distance threshold, triggering timing of the second virtual character manipulating the virtual sphere to obtain a first duration result;
[0334] After the second virtual character manipulating the virtual sphere passes the virtual sphere to the third virtual character, in response to a distance between the first virtual character and the third virtual character being less than a preset distance threshold, triggering timing of the third virtual character manipulating the virtual sphere to obtain a second duration result;
[0335] An accumulated duration result is determined based on the first duration result and the second duration result.
[0336] In an optional embodiment of the present disclosure, the defense bonus trigger range represents a progress interval between a first preset time threshold and a second preset time threshold, and the first preset time threshold is smaller than the second preset time threshold.
[0337] In an optional embodiment of the present disclosure, the instructions executed by the computer-readable storage medium further include:
[0338] In response to the distance between the first virtual character and the target virtual character being no less than a preset distance threshold, timing of the target virtual character manipulating the virtual sphere is stopped within a first specified time period to obtain a first time period accumulation result.
[0339] In an optional embodiment of the present disclosure, the instructions executed by the computer-readable storage medium further include:
[0340] In response to the distance between the first virtual character and the target virtual character being no less than a preset distance threshold, after the first specified time period, continuously reducing the first time period accumulation result at a preset decay rate to obtain a second time period accumulation result;
[0341] In response to the second duration accumulation result being within the defense bonus triggering range, the defense attribute bonus obtained by the first virtual character is controlled to remain unchanged.
[0342] In an optional embodiment of the present disclosure, the instructions executed by the computer-readable storage medium further include:
[0343] Under the condition that the distance between the first virtual character and the target virtual character is not less than a preset distance threshold, in response to a position adjustment operation on the first virtual character, controlling the first virtual character to move toward the position of the target virtual character in the virtual scene;
[0344] In response to the distance between the moved first virtual character and the target virtual character being less than a preset distance threshold, continuing to trigger timing of the target virtual character manipulating the virtual sphere to obtain a third duration accumulation result;
[0345] In response to the third duration accumulation result being within the defense bonus triggering range, the defense attribute bonus obtained by the first virtual character is controlled to remain unchanged.
[0346] In an optional embodiment of the present disclosure, the instructions executed by the computer-readable storage medium further include:
[0347] In response to triggering of a defense attribute bonus clearing condition, clearing the defense attribute bonus obtained by the first virtual character;
[0348] The conditions for clearing the defensive attribute bonus include any one of the following:
[0349] The virtual sphere is in a state of not being controlled by any virtual character;
[0350] Any virtual character in the camp where the first virtual character is located controls the virtual sphere to perform a ball-holding attack event;
[0351] The accumulated duration reaches the second preset duration threshold and the accumulated duration continues for a second specified duration after reaching the second preset duration threshold.
[0352] In an optional embodiment of the present disclosure, the instructions executed by the computer-readable storage medium further include:
[0353] In response to the target virtual character being in a first special state and the first virtual character being in a second special state, determining a cumulative result of a time duration obtained by the target virtual character in the first special state manipulating the virtual sphere;
[0354] The cumulative rate of the cumulative result of the duration of the target virtual character manipulating the virtual sphere in the first special state is greater than the general cumulative rate, wherein the general cumulative rate represents the cumulative rate of the cumulative result of the duration of the duration of the target virtual character manipulating the virtual sphere when the distance between the first virtual character and the target virtual character is less than a preset distance threshold and is triggered by timing;
[0355] or, in response to the target virtual character being in a third special state, determining a cumulative result of a time duration obtained by the target virtual character in the third special state manipulating the virtual sphere;
[0356] The accumulation rate of the accumulated result of the duration of the target virtual character manipulating the virtual sphere in the third special state is greater than the general accumulation rate.
[0357] In an optional embodiment of the present disclosure, the first special state represents that the target virtual character is in a state of attempting to break free from the defense of the first virtual character and create a space conducive to triggering a scoring event; wherein the target virtual character in the first special state and the first virtual character in the second special state have an offensive and defensive positional relationship;
[0358] The second special state represents a state in which the first virtual character is in a defensive state and the first virtual character does not obtain a defensive attribute bonus.
[0359] In an optional embodiment of the present disclosure, the third special state includes any one of the following items:
[0360] The target virtual character is in a state where it is unable to control the virtual sphere to move in the virtual scene;
[0361] The target virtual character is in a state of difficulty in catching the ball, and the fourth virtual character and the target virtual character belong to the same camp.
[0362] In an optional embodiment of the present disclosure, the instructions executed by a computer-readable storage medium, in response to the target virtual character being in a third special state, determining a cumulative result of a duration obtained by the target virtual character in the third special state manipulating the virtual sphere, include:
[0363] In response to the target virtual character being in the third special state, it is determined that the accumulated time result obtained by the target virtual character in the third special state manipulating the virtual sphere is a second preset time threshold.
[0364] In an optional embodiment of the present disclosure, the cumulative rate of the cumulative time results obtained by the target virtual character in the third special state manipulating the virtual sphere is greater than the cumulative rate of the cumulative time results obtained by the target virtual character in the first special state manipulating the virtual sphere.
[0365] In an optional embodiment of the present disclosure, the instructions executed by the computer-readable storage medium further include:
[0366] In response to the accumulated time being within the defense bonus triggering range and triggering the first virtual character's attempted steal event of the virtual sphere, determining whether the target virtual character is in an attempted scoring event;
[0367] If yes, the first virtual character is controlled to attempt to steal the target virtual character based on the defensive attribute bonus.
[0368] In an optional embodiment of the present disclosure, the scoring attempt event includes any one of the following:
[0369] The target virtual character controlling the virtual sphere attempts to break away from the defense of the first virtual character and create a space that is conducive to triggering a scoring event;
[0370] A projection event is triggered by the virtual sphere, and the target virtual character of the projection event is in a jump-off state.
[0371] In an optional embodiment of the present disclosure, the instructions executed by the computer-readable storage medium further include:
[0372] If the attempted stealing behavior fails to successfully obtain the virtual sphere, the target virtual character is controlled to be in a state where the virtual sphere cannot be controlled to move in the virtual scene according to a preset probability.
[0373] In an optional embodiment of the present disclosure, the instructions executed by the computer-readable storage medium further include:
[0374] When the target virtual character is in a scoring attempt event, and the scoring attempt event is that the target virtual character, who is manipulating the virtual sphere, is attempting to break free from the defense of the first virtual character and create a space conducive to triggering the scoring event, determining whether the target virtual character and the first virtual character collide;
[0375] If so, controlling the target virtual character to be in a state where the virtual sphere cannot be controlled to move in the virtual scene;
[0376] Otherwise, the target virtual character manipulating the virtual sphere is controlled to perform a virtual behavior of successfully breaking away from the defense of the first virtual character and creating a space that is conducive to triggering a scoring event.
[0377] In an optional embodiment of the present disclosure, the instructions executed by the computer-readable storage medium further include:
[0378] When the accumulated time result is within the defense bonus triggering range, a reminder icon is displayed at a preset position of the target virtual character; wherein the position of the reminder icon changes as the virtual sphere is transferred.
[0379] In an optional embodiment of the present disclosure, the instructions executed by the computer-readable storage medium further include:
[0380] When the target virtual character starts to attack with the ball, a time accumulation progress bar is displayed in the graphical user interface; the time accumulation progress bar includes two areas to be filled, the first area to be filled indicates that the time accumulation result is not within the defense bonus trigger range, and the second area to be filled indicates that the time accumulation result is within the defense bonus trigger range.
[0381] In an optional embodiment of the present disclosure, the instructions executed by the computer-readable storage medium further include:
[0382] In response to the increase in the duration accumulation result, the filling areas of the two to-be-filled regions of the duration accumulation progress bar are expanded, and duration update prompt information is displayed in the graphical user interface.
[0383] In an optional embodiment of the present disclosure, the instructions executed by a computer-readable storage medium, in response to an increase in the duration accumulation result, expanding the filling areas of the two to-be-filled regions of the duration accumulation progress bar, include:
[0384] When the accumulated time reaches a first preset time threshold, the filling area of the first to-be-filled region of the accumulated time progress bar reaches a maximum;
[0385] Alternatively, when the accumulated duration reaches a second preset duration threshold, the filling areas of the two to-be-filled regions of the duration accumulation progress bar reach a maximum.
[0386] In an optional embodiment of the present disclosure, the instructions executed by the computer-readable storage medium further include:
[0387] In response to the triggering of the defense attribute bonus clearing condition, the filling progress of the two to-be-filled areas of the clearing duration cumulative progress bar is cleared.
[0388] In an optional embodiment of the present disclosure, the instructions executed by the computer-readable storage medium further include:
[0389] When the target virtual character is in a scoring attempt event, and the scoring attempt event is a case where the target virtual character manipulating the virtual sphere is attempting to break free from the defense of the first virtual character and create a space conducive to triggering the scoring event, displaying on the graphical user interface an action representation corresponding to the first virtual character entering a forced stop state;
[0390] The forced stop state represents a state in which the target virtual character is controlled to stop manipulating the virtual sphere to move in the virtual scene or to stop trying to escape the defense of the first virtual character.
[0391] In the disclosed embodiment, when a target virtual character manipulating a virtual sphere performs a ball-holding offense, a first virtual character in a different camp from the target virtual character can improve the first virtual character's defense success rate when performing virtual defense against the target virtual character by reducing the distance between the first virtual character and the target virtual character and according to the accumulated result of the time the target virtual character manipulates the virtual sphere within the distance range of the target virtual character; similarly, the target virtual character can reduce the first virtual character's defense success rate when performing virtual defense by increasing the distance between the first virtual character and the target virtual character, thereby improving its shooting success rate when carrying the ball. The player's operation is simple, and it is relatively easy to balance the offense and defense between the attacker and the defender, promoting the attacker and the defender to actively engage in confrontational interaction in the game, thereby improving the game interaction efficiency per unit time.
[0392] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific action 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.
[0393] 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.
[0394] 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.
[0395] 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.
[0396] 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 prior art, 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.
[0397] 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, comprising providing a virtual scene on a graphical user interface of a terminal device for virtual characters from different camps to interact with each other, wherein the virtual characters from different camps compete with each other for a virtual sphere in the virtual scene, the method comprising: In a ball-holding attack event performed by a target virtual character manipulating a virtual sphere, in response to a distance between a first virtual character and the target virtual character being less than a preset distance threshold, triggering timing of the target virtual character manipulating the virtual sphere to obtain a cumulative time result; The first virtual character and the target virtual character are in different camps; In response to the accumulated time being within the defense bonus triggering range, the defense success rate of the first virtual character when performing virtual defense on the target virtual character is increased.
2. The method according to claim 1, wherein In response to the accumulated time being within the defense bonus triggering range, improving the defense success rate of the first virtual character when performing virtual defense on the target virtual character, includes: In response to the accumulated time being within the defense bonus triggering range, the first virtual character is controlled to obtain a defense attribute bonus, and the defense success rate of the first virtual character when performing virtual defense on the target virtual character is improved based on the defense attribute bonus.
3. The method according to claim 1, wherein The target virtual character represents the virtual character currently manipulating the virtual sphere, and the target virtual character changes as the virtual sphere is transferred.
4. The method according to claim 3, wherein: The target virtual character includes a second virtual character and a third virtual character, the third virtual character and the second virtual character belong to the same camp and the third virtual character receives the virtual sphere transmitted by the second virtual character; In response to the distance between the first virtual character and the target virtual character being less than a preset distance threshold, triggering timing of the target virtual character manipulating the virtual sphere to obtain a cumulative time result, including: In response to the distance between the first virtual character and the second virtual character being less than a preset distance threshold, triggering timing of the second virtual character manipulating the virtual sphere to obtain a first duration result; After the second virtual character manipulating the virtual sphere passes the virtual sphere to the third virtual character, in response to a distance between the first virtual character and the third virtual character being less than a preset distance threshold, triggering timing of the third virtual character manipulating the virtual sphere to obtain a second duration result; An accumulated duration result is determined based on the first duration result and the second duration result.
5. The method according to claim 1, wherein The defense bonus trigger range represents a duration interval between a first preset duration threshold and a second preset duration threshold, and the first preset duration threshold is smaller than the second preset duration threshold.
6. The method according to claim 1, wherein The method further comprises: In response to the distance between the first virtual character and the target virtual character being no less than a preset distance threshold, timing of the target virtual character manipulating the virtual sphere is stopped within a first specified time period to obtain a first time period accumulation result.
7. The method according to claim 6, wherein: The method further comprises: In response to the distance between the first virtual character and the target virtual character being no less than a preset distance threshold, after the first specified time period, continuously reducing the first time period accumulation result at a preset decay rate to obtain a second time period accumulation result; In response to the second duration accumulation result being within the defense bonus triggering range, the defense attribute bonus obtained by the first virtual character is controlled to remain unchanged.
8. The method according to claim 6 or 7, wherein: The method further comprises: Under the condition that the distance between the first virtual character and the target virtual character is not less than a preset distance threshold, in response to a position adjustment operation on the first virtual character, controlling the first virtual character to move toward the position of the target virtual character in the virtual scene; In response to the distance between the moved first virtual character and the target virtual character being less than a preset distance threshold, continuing to trigger timing of the target virtual character manipulating the virtual sphere to obtain a third duration accumulation result; In response to the third duration accumulation result being within the defense bonus triggering range, the defense attribute bonus obtained by the first virtual character is controlled to remain unchanged.
9. The method according to claim 5, wherein: The method further comprises: In response to triggering of a defense attribute bonus clearing condition, clearing the defense attribute bonus obtained by the first virtual character; The conditions for clearing the defensive attribute bonus include any one of the following: The virtual sphere is in a state of not being controlled by any virtual character; Any virtual character in the camp where the first virtual character is located controls the virtual sphere to perform a ball-holding attack event; The accumulated duration reaches the second preset duration threshold and the accumulated duration continues for a second specified duration after reaching the second preset duration threshold.
10. The method according to claim 1, wherein The method further comprises: In response to the target virtual character being in a first special state and the first virtual character being in a second special state, determining a cumulative result of a time duration obtained by the target virtual character in the first special state manipulating the virtual sphere; The cumulative rate of the cumulative result of the duration of the target virtual character manipulating the virtual sphere in the first special state is greater than the general cumulative rate, wherein the general cumulative rate represents the cumulative rate of the cumulative result of the duration of the duration of the target virtual character manipulating the virtual sphere when the distance between the first virtual character and the target virtual character is less than a preset distance threshold and is triggered by timing; or, in response to the target virtual character being in a third special state, determining a cumulative result of a time duration obtained by the target virtual character in the third special state manipulating the virtual sphere; The accumulation rate of the accumulated result of the duration of the target virtual character manipulating the virtual sphere in the third special state is greater than the general accumulation rate.
11. The method according to claim 10, wherein: The first special state represents that the target virtual character is in a state of attempting to break free from the defense of the first virtual character and create a space conducive to triggering a scoring event; wherein the target virtual character in the first special state and the first virtual character in the second special state have an offensive and defensive positional relationship; The second special state represents a state in which the first virtual character is in a defensive state and the first virtual character does not obtain a defensive attribute bonus.
12. The method according to claim 10, wherein: The third special state includes any one of the following items: The target virtual character is in a state where it is unable to control the virtual sphere to move in the virtual scene; The target virtual character is in a state of difficulty in catching the ball.
13. The method according to claim 12, wherein: In response to the target virtual character being in the third special state, determining a cumulative result of a time duration obtained by the target virtual character in the third special state manipulating the virtual sphere includes: In response to the target virtual character being in the third special state, it is determined that the accumulated time result obtained by the target virtual character in the third special state manipulating the virtual sphere is a second preset time threshold.
14. The method according to any one of claims 10, 12-13, wherein: The cumulative rate of the cumulative result of the duration obtained by the target virtual character manipulating the virtual sphere in the third special state is greater than the cumulative rate of the cumulative result of the duration obtained by the target virtual character manipulating the virtual sphere in the first special state.
15. The method according to claim 2, wherein: The method further comprises: In response to the accumulated time being within the defense bonus triggering range and triggering the first virtual character's attempted steal event of the virtual sphere, determining whether the target virtual character is in an attempted scoring event; If yes, the first virtual character is controlled to attempt to steal the target virtual character based on the defensive attribute bonus.
16. The method according to claim 15, wherein The attempt scoring event includes any of the following: The target virtual character controlling the virtual sphere attempts to break away from the defense of the first virtual character and create a space that is conducive to triggering a scoring event; A projection event is triggered by the virtual sphere, and the target virtual character of the projection event is in a jump-off state.
17. The method according to claim 15, wherein: The method further comprises: If the attempted stealing behavior fails to successfully obtain the virtual sphere, the target virtual character is controlled to be in a state where the virtual sphere cannot be controlled to move in the virtual scene according to a preset probability.
18. The method according to claim 15, wherein The method further comprises: When the target virtual character is in a scoring attempt event, and the scoring attempt event is that the target virtual character, who is manipulating the virtual sphere, is attempting to break free from the defense of the first virtual character and create a space conducive to triggering the scoring event, determining whether the target virtual character and the first virtual character collide; If so, controlling the target virtual character to be in a state where the virtual sphere cannot be controlled to move in the virtual scene; Otherwise, the target virtual character manipulating the virtual sphere is controlled to perform a virtual behavior of successfully breaking away from the defense of the first virtual character and creating a space that is conducive to triggering a scoring event.
19. The method according to claim 1, wherein The method further comprises: When the accumulated time result is within the defense bonus triggering range, a reminder icon is displayed at a preset position of the target virtual character; wherein the position of the reminder icon changes as the virtual sphere is transferred.
20. The method according to claim 1, wherein The method further comprises: When the target virtual character starts to attack with the ball, a time accumulation progress bar is displayed in the graphical user interface; the time accumulation progress bar includes two areas to be filled, the first area to be filled indicates that the time accumulation result is not within the defense bonus trigger range, and the second area to be filled indicates that the time accumulation result is within the defense bonus trigger range.
21. The method according to claim 20, wherein The method further comprises: In response to an increase in the duration accumulation result, expanding the filling areas of the two to-be-filled regions of the duration accumulation progress bar, and displaying duration update prompt information in the graphical user interface; Alternatively, in response to the decrease in the duration accumulation result, the filling areas of the two to-be-filled regions of the duration accumulation progress bar are reduced, and duration update prompt information is displayed in the graphical user interface.
22. The method according to claim 21, wherein In response to the increase of the accumulated time result, the step of expanding the filling areas of the two to-be-filled regions of the accumulated time progress bar includes: When the accumulated time reaches a first preset time threshold, the filling area of the first to-be-filled region of the accumulated time progress bar reaches a maximum; Alternatively, when the accumulated duration reaches a second preset duration threshold, the filling areas of the two to-be-filled regions of the duration accumulation progress bar reach a maximum.
23. The method according to claim 20, wherein The method further comprises: In response to the triggering of the defense attribute bonus clearing condition, the filling progress of the two to-be-filled areas of the clearing duration cumulative progress bar is cleared.
24. The method according to claim 15, wherein The method further comprises: When the target virtual character is in a scoring attempt event, and the scoring attempt event is a case where the target virtual character manipulating the virtual sphere is attempting to break free from the defense of the first virtual character and create a space conducive to triggering the scoring event, displaying on the graphical user interface an action representation corresponding to the first virtual character entering a forced stop state; The forced stop state represents a state in which the target virtual character is controlled to stop manipulating the virtual sphere to move in the virtual scene or to stop trying to escape the defense of the first virtual character.
25. An information processing device for a game, the information processing device comprising: The duration accumulation module is configured to, in response to a distance between a first virtual character and the target virtual character being less than a preset distance threshold during a target virtual character manipulating a virtual sphere to execute a ball-holding attack event, trigger timing of the target virtual character manipulating the virtual sphere to obtain a duration accumulation result; the first virtual character and the target virtual character are in different camps; The defense reinforcement module is configured to improve the defense success rate when the first virtual character performs virtual defense on the target virtual character in response to the accumulated time result being within the defense bonus triggering range.
26. An electronic device comprising: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor and the memory communicate via the bus, and the processor executes the machine-readable instructions to perform the steps of the method according to any one of claims 1 to 24.
27. A computer-readable storage medium having a computer program stored thereon, wherein the computer program is operable to execute the steps of the method according to any one of claims 1 to 24 when executed by a processor.
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