Virtual character control method and apparatus, electronic device, and storage medium

By using a virtual character control method in sports competitive games, the virtual character is made to enter an exploratory behavior state and perform exploratory actions, thereby solving the problems of complex operation and high resource consumption and achieving more efficient human-computer interaction and resource utilization.

WO2025195053A1PCT designated stage Publication Date: 2025-09-25NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 8 Cites 0 Cited by

Patent Information

Application Number
PCT/CN2025/077012
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-03-22
Filing Date
2025-02-12
Publication Date
2025-09-25

AI Technical Summary

Technical Problem

In existing sports competitive games, the control operations of virtual characters are complex, and players find it difficult to control the input timing of competitive actions, resulting in failure to release skills, low human-computer interaction efficiency and high consumption of computing resources.

Method used

A virtual character control method is provided. By responding to operations on a graphical user interface, the virtual character enters a tentative behavior state, performs tentative actions, and controls the virtual character to perform target skills in a virtual interactive scene based on parameters of the tentative actions, thereby simplifying operations and improving efficiency.

Benefits of technology

It simplifies user operations, improves human-computer interaction efficiency, reduces computing resource consumption, enriches the direction selection of game skills, and shortens the game process.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN2025077012_25092025_PF_FP_ABST
    Figure CN2025077012_25092025_PF_FP_ABST
Patent Text Reader

Abstract

A virtual character control method and apparatus, an electronic device, and a storage medium, for use in providing, on a graphical user interface of a terminal device, a virtual interaction scenario in which virtual characters in different fractions interact with each other. The method comprises: in response to a first operation for a controlled virtual character, controlling the controlled virtual character to enter a jab step behavior state (S101); when the controlled virtual character is in the jab step behavior state, in response to a second operation for the controlled virtual character, controlling the controlled virtual character to perform a jab step action (S102); and in response to the controlled virtual character exiting the jab step behavior state, and on the basis of an action parameter of the jab step action performed by the controlled virtual character, controlling the controlled virtual character to perform a target skill in the virtual interaction scenario (S103). The operation of a user can be simplified, thereby improving human-machine interaction efficiency.
Need to check novelty before this filing date? Find Prior Art

Description

Virtual character control method, device, electronic device and storage medium

[0001] CROSS-REFERENCE TO RELATED APPLICATIONS

[0002] This application claims priority to Chinese patent application number 202410337352.X, filed on March 22, 2024, entitled “Virtual Character Control Method, Device, Electronic Device and Storage Medium”, the entire contents of which are incorporated herein by reference. Technical Field

[0003] The present disclosure relates to the field of computer application technology, and in particular to a method, device, electronic device, and storage medium for controlling a virtual character. Background Art

[0004] With the continuous development of gaming technology, a large number of games with different themes have emerged to meet the needs of players, and sports games are one of them. In related technologies, a sports game running on a terminal device displays multiple controls on the scene screen, including movement controls and at least one action control. The movement controls can be used to control the movement of a virtual character in the virtual interactive scene, and the action controls are used to control the virtual character to perform corresponding competitive actions.

[0005] Taking a virtual ball game as an example of a sports competitive game, during the game, multiple virtual characters in the same camp need to cooperate with each other to pass the virtual ball, score points, and perform other actions. They also need to defend and intercept against multiple virtual characters in the enemy camp.

[0006] Typically, in sports games, a single game account controls multiple virtual characters, one at a time, to perform competitive actions in a virtual interactive scene. Related technologies typically control these virtual characters by selecting different action controls on the scene screen. However, these controls are complex and require precise input timing from the player, so even the slightest mistake can easily lead to skill failures. Summary of the Invention

[0007] In view of this, the embodiments of the present disclosure provide at least one method, device, electronic device, and storage medium for controlling a virtual character to overcome at least one of the above-mentioned drawbacks.

[0008] In a first aspect, an exemplary embodiment of the present disclosure provides a method for controlling a virtual character, providing a virtual interaction scene for enabling virtual characters of different camps to interact on a graphical user interface of a terminal device, wherein the virtual interaction scene includes a virtual sphere that virtual characters of different camps compete for. The method comprises: in response to a first operation on a controlled virtual character, controlling the controlled virtual character to enter a tentative behavior state, wherein the controlled virtual character is a first virtual character currently controlled by a first game account and performs ball-holding interaction with the virtual sphere; when the controlled virtual character is in the tentative behavior state, in response to a second operation on the controlled virtual character, controlling the controlled virtual character to perform a tentative action; in response to the controlled virtual character exiting the tentative behavior state, controlling the controlled virtual character to perform a target skill in the virtual interaction scene based on action parameters of the tentative action performed by the controlled virtual character.

[0009] In a second aspect, an embodiment of the present disclosure further provides a device for controlling a virtual character, providing a virtual interaction scene for enabling virtual characters of different camps to interact on a graphical user interface of a terminal device, wherein the virtual interaction scene includes a virtual sphere for which virtual characters of different camps compete. The device comprises: a state control module, configured to execute a first operation on a controlled virtual character, controlling the controlled virtual character to enter an exploratory behavior state, wherein the controlled virtual character is a first virtual character currently controlled by a first game account and performs ball-holding interaction with the virtual sphere; a first skill control module, configured to execute a second operation on the controlled virtual character when the controlled virtual character is in the exploratory behavior state, controlling the controlled virtual character to perform an exploratory action; and a second skill control module, configured to execute a target skill in the virtual interaction scene based on action parameters of the exploratory action performed by the controlled virtual character in response to the controlled virtual character exiting the exploratory behavior state.

[0010] In a third aspect, an embodiment of the present disclosure further provides an electronic device, a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor and the storage medium communicate through the bus, and the processor executes the machine-readable instructions to perform the steps of the above-mentioned virtual character control method.

[0011] In a fourth aspect, an embodiment of the present disclosure further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the above-mentioned virtual character control method are executed.

[0012] The virtual character control method, device, electronic device, and storage medium provided by the embodiments of the present disclosure can simplify user operations and improve the efficiency of human-computer interaction.

[0013] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0014] In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the following briefly introduces the drawings required for use in the embodiments. It should be understood that the following drawings only illustrate certain embodiments of the present disclosure and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without creative work.

[0015] FIG1 is a flowchart showing a method for controlling a virtual character provided by one of the embodiments of the present disclosure;

[0016] FIG2 is a flowchart showing steps of displaying a first skill animation according to one embodiment of the present disclosure;

[0017] FIG3 shows a flowchart of the steps of determining the interaction position parameters corresponding to the controlled virtual character provided by one of the embodiments of the present disclosure;

[0018] FIG4 shows one of the flow charts of interaction between a terminal device and a server provided in an embodiment of the present disclosure;

[0019] FIG5 is a flowchart showing steps of controlling a skill object to perform a target skill in a virtual interactive scene according to one embodiment of the present disclosure;

[0020] FIG6 shows a second flow chart of interaction between a terminal device and a server provided in an embodiment of the present disclosure;

[0021] FIG7 shows a third flow chart of interaction between a terminal device and a server provided in an embodiment of the present disclosure;

[0022] FIG8 is a schematic structural diagram of a control device for a virtual character provided by one of the embodiments of the present disclosure;

[0023] FIG9 shows a schematic structural diagram of an electronic device provided by one of the embodiments of the present disclosure. DETAILED DESCRIPTION

[0024] 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. It should be understood that the drawings in the present disclosure are only for the purpose of illustration and description and are not used to limit the scope of protection of the present disclosure. In addition, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in the present disclosure illustrate operations implemented according to some embodiments of the present disclosure. It should be understood that the operations of the flowchart can be implemented out of sequence, and steps that do not have a logical context relationship can be reversed in order or implemented simultaneously. In addition, those skilled in the art, guided by the contents of the present disclosure, can add one or more other operations to the flowchart, or remove one or more operations from the flowchart.

[0025] The terms "a", "an", "the" and "said" are used in this specification to indicate the presence of one or more elements / components / etc.; the terms "including" and "having" are used to express open-ended inclusion and mean that additional elements / components / etc. may exist in addition to the listed elements / components / etc.; the terms "first" and "second" etc. are used only as labels and are not intended to limit the quantity of their objects.

[0026] It should be understood that in the embodiments of the present disclosure, "at least one" refers to one or more, and "more than one" refers to two or more. "And / or" is merely a description of the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent three situations: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. "Including A, B and / or C" means including any one, any two, or any three of A, B, and C.

[0027] It should be understood that in the embodiments of the present disclosure, "B corresponding to A," "B corresponding to A," "A corresponds to B," or "B corresponds to A" means that B is associated with A and B can be determined based on A. Determining B based on A does not mean determining B based solely on A; B can also be determined based on A and / or other information.

[0028] In addition, the described embodiments are only a part of the embodiments of the present disclosure, rather than 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 a variety of 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 claimed for protection, but merely represents selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without making creative work are within the scope of protection of the present disclosure.

[0029] With the continuous development of gaming technology, a large number of games with different themes have emerged to meet the needs of players. Sports games are one of them. Taking virtual ball games as an example, during the game, multiple virtual characters in the same team need to cooperate with each other to pass the virtual ball and score, and also perform defensive and interception actions against multiple virtual characters in the opposing team.

[0030] In related technologies, a plurality of controls are superimposed and displayed on the scene screen of a sports competitive game running in a terminal device, including a movement control and at least one action control, wherein the movement control can be used to control the movement of a virtual character in a virtual interactive scene, and the action control is used to control the virtual character to perform corresponding competitive actions.

[0031] In sports games, a single game account controls the actions of multiple virtual characters in a virtual interactive scene. Related technologies typically control these virtual characters by selecting different action controls on the scene screen to control the characters' various competitive moves. This complex process makes it difficult for players to precisely time the inputs for different competitive moves, and even the slightest mistake can lead to skill failures.

[0032] For example, in a basketball game involving a virtual ball, after the attacking avatar receives the ball, they can be controlled to perform a tentative step to facilitate a better attack and score. This tentative step can mean that, with the avatar holding the ball, facing the basket or with their back to the basket, they can be controlled to take a tentative step with one foot as the axis and the other foot as the arc. This tentative step can be a small step or a large step.

[0033] The control process for the tentative step in related technologies involves controlling the virtual character to perform the tentative step through dual joystick input. This control method requires players to have relatively skilled manipulation skills and requires a high degree of coordination between the dual joysticks, resulting in low operational efficiency and a high incidence of misoperations.

[0034] Furthermore, the exploratory steps implemented in related technologies have limited direction options, typically only forward and right. This limited range of directions makes the skill less threatening. This reduces the efficiency of human-computer interaction, potentially increasing game duration and consuming more computing resources.

[0035] In response to at least one of the above problems, the present disclosure proposes a control solution for a virtual character to improve the efficiency of human-computer interaction and reduce the consumption of computing resources.

[0036] First, the names involved in the embodiments of the present disclosure are introduced.

[0037] Terminal equipment:

[0038] The terminal device involved in the embodiments of the present disclosure mainly refers to an electronic device that can provide a user interface (User Interface) to realize human-computer interaction. In an exemplary application scenario, the terminal device can be used to provide a game screen (such as a related setting / configuration interface in the game, an interface for presenting the game scene), and an intelligent device that can control the operation of the virtual character. The terminal device may include but is not limited to any one of the following devices: a smart phone, a tablet computer, a portable computer, a desktop computer, a game console, a personal digital assistant (PDA), an e-book reader, an MP4 (Moving Picture Experts Group Audio Layer IV, dynamic image expert compression standard audio layer 4) player, etc. The terminal device has an application that supports game scenes installed and running, such as an application that supports three-dimensional game scenes. The application may include but is not limited to any one of virtual reality applications, three-dimensional map programs, military simulation programs, MOBA games (Multiplayer Online Battle Arena, multiplayer online tactical competitive games), multiplayer gun battle survival games, and third-person shooter games (TPS, Third-Personal Shooting Game). Optionally, the application program may be a stand-alone application program, such as a stand-alone 3D (Three Dimensions, three-dimensional graphics) game program, or may be a network-connected application program.

[0039] Graphical User Interface:

[0040] A graphical user interface (GUI) is an interface display format for communication between humans and computers. It allows users to manipulate on-screen icons, logos, or menu options using input devices such as a mouse, keyboard, and / or game controller. It also allows users to manipulate on-screen icons or menu options by performing touch operations on the touch screen of a touch-sensitive terminal to select commands, launch programs, or perform other tasks. In a gaming scenario, the GUI can display both a game scene interface and a game configuration interface.

[0041] Virtual interaction scene:

[0042] It is a virtual environment displayed (or provided) when the application is running on a terminal device or server, such as a game scene provided during the game process. Optionally, the virtual interactive scene is a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment and a three-dimensional virtual environment, and the virtual environment can be the sky, land, ocean, etc. Among them, the virtual interactive scene is a scene in which the user controls the complete game logic of the virtual character. Optionally, the virtual scene is also used for a virtual environment battle between at least two virtual objects, and there are virtual resources in the virtual scene that can be used by at least two virtual characters. Exemplarily, the game scene may include any one or more of the following elements: game background elements, game object elements, game prop elements, and game material elements, etc.

[0043] Virtual Characters:

[0044] Refers to a dynamic object that can be controlled in a game scene. Optionally, the dynamic object can be a virtual person, a virtual animal, an animated character, etc. There can be multiple virtual characters in a virtual scene, and the virtual character is a virtual character controlled by the player (i.e., a character controlled by the player through an input device or a touch screen), or an artificial intelligence (AI) set up in a virtual environment through training, or a non-player character (NPC) set up in a game scene battle. Optionally, the virtual character can include a virtual character that competes in the game scene. Optionally, the number of virtual characters in the game scene battle is preset, or dynamically determined based on the number of clients joining 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 in the virtual scene, for example, to control the virtual character to run, jump, crawl, etc., and can also control the virtual character to use the skills, virtual props, etc. provided by the application to fight with other virtual characters. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual characters may be three-dimensional virtual models. Each virtual character has its own unique 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 characters are three-dimensional characters constructed based on three-dimensional human skeleton technology, and the virtual characters achieve different appearances by wearing different skins. In some implementations, the virtual characters may also be implemented using 2.5-D or 2-D models, which is not limited in the present embodiments.

[0045] The control method of the virtual character in one embodiment of the present disclosure can be run on a local terminal device or a server. When the method is run on the server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0046] In an optional embodiment, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the virtual character control 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 is responsible for 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.

[0047] 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.

[0048] In one possible implementation, an embodiment of the present disclosure provides a method for controlling a virtual character, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above (such as a local touch terminal) or a client device in the cloud interaction system mentioned above.

[0049] To facilitate understanding of the present disclosure, the virtual character control method, device, electronic device, and storage medium provided by the embodiments of the present disclosure are described in detail below.

[0050] Please refer to Figure 1, which is a flowchart of a virtual character control method provided in an exemplary embodiment of the present disclosure. It is generally used in a game server, for example, the cloud game server described above, and can also be run on a local terminal device (hereinafter referred to as the terminal device). The present disclosure does not limit this.

[0051] A virtual interaction scene for enabling virtual characters of different camps to interact is provided on a graphical user interface of a terminal device. The virtual interaction scene includes a virtual sphere for the virtual characters of different camps to compete for.

[0052] In the embodiment of the present disclosure, taking a virtual game containing two camps as an example, the two camps compete for a virtual sphere through confrontation and interaction, and use the virtual sphere to trigger a scoring event, thereby settling the scores of different camps. When specified conditions are met, the settlement of the current game can be triggered. For example, when a certain time is reached, the game end time can be pre-set. When the time node is reached, the current game is directly settled. When the game end time is reached, the camp with the higher score wins the game. Alternatively, if a camp reaches a certain score first, the game end score can be pre-set. When a camp reaches the game end score, the game is determined to be over, and the camp that obtains the game end score wins the game. The confrontation interaction ends, and the settlement score determines which camp wins and which camp loses.

[0053] In one possible implementation, after a virtual character obtains control of a virtual sphere, it can perform a scoring interaction operation on the virtual sphere at an appropriate time (e.g., when the virtual character is close to a target position and there is no obstruction from other virtual characters). After the virtual character performs the scoring interaction operation on the virtual sphere, it controls the virtual sphere to move toward the target position of the virtual interaction scene. If the virtual sphere enters the area where the target position is located, the virtual character and the camp to which the virtual character belongs can obtain corresponding scores.

[0054] For example, when the virtual sphere is a virtual basketball, the virtual basketball is controlled to enter the virtual basket (target position) through the scoring interactive operation of the virtual basketball. When the virtual sphere is a virtual football, the virtual football is controlled to enter the virtual goal (target position) through the scoring interactive operation of the virtual football, etc.

[0055] In one possible implementation, when the virtual character performs a scoring interaction operation on the virtual sphere, when the virtual sphere enters the area where the target position is located, when calculating the score, it is also necessary to calculate the score based on the position of the virtual character when the scoring interaction operation is performed on the virtual sphere. For example, in the case that the virtual sphere is a virtual basketball, it is necessary to calculate whether the goal is a three-point shot or a two-point shot based on the position of the virtual character (whether it is outside the three-point line).

[0056] In one possible implementation, for a virtual character, a player can control the virtual character to perform corresponding skills in a virtual interactive scene through multiple skill controls displayed on a graphical user interface. The multiple skill controls can correspond one-to-one to the multiple skills possessed by the virtual character. For example, different virtual characters may have the same basic skills. For example, taking the virtual sphere as a virtual basketball as an example, the basic skills may be shooting, passing, layups, and requesting the ball, but not limited to this. Different virtual characters may have differentiated character skills. Therefore, when a player selects or controls different virtual characters, the number of skill controls displayed in the graphical user interface and the specific skills corresponding to each skill control may be different.

[0057] 1 , in step S101 , in response to a first operation on a controlled virtual character, the controlled virtual character is controlled to enter an exploratory behavior state.

[0058] For example, a virtual interaction scene may include multiple first virtual characters and multiple second virtual characters, where the multiple first virtual characters belong to a first camp and the multiple second virtual characters belong to a second camp. Multiple virtual characters in the same camp may be controlled by a single game account, different game accounts, or a combination of a game account and AI (or NPC), and this disclosure does not limit this.

[0059] The above-mentioned controlled virtual character can be the first virtual character currently controlled by the first game account, which interacts with the virtual sphere with the ball. The first game account can refer to the game account logged in on the terminal device. In this case, the controlled virtual character refers to the virtual character that can be controlled by the terminal device and is on the offensive side with the ball.

[0060] In the disclosed embodiments, the first operation is an operation for controlling the controlled virtual character to enter the exploratory behavior state. For example, the first operation may be an operation performed via an external input device connected to the terminal device. For a terminal device with a touch screen, the first operation may include a touch operation on a target skill control, which may be a skill control displayed on a graphical user interface and used to trigger the controlled virtual character to enter the exploratory behavior state.

[0061] In an optional example, the target skill control may be a basic skill that all virtual characters in the game may possess, or may be a character skill that only a preset controlled virtual character possesses, and this disclosure does not impose any limitation thereto.

[0062] In one embodiment, the target skill control may be permanently displayed on the graphical user interface.

[0063] For example, while the virtual interaction scene is loaded on the graphical user interface, the target skill control is displayed.

[0064] In another case, the target skill control is displayed on the graphical user interface after the controlled virtual character holds the ball.

[0065] For example, after the controlled virtual character holds the virtual sphere (or at the moment of receiving the virtual sphere), the target skill control is displayed on the graphical user interface. In addition, the target skill control can also be displayed when the controlled virtual character holds the virtual sphere and becomes the attacker (or defender).

[0066] In a possible implementation, the first operation may be a long press operation on the target skill control. For example, at the moment the controlled virtual character receives the virtual sphere, the controlled virtual character is controlled to enter a tentative behavior state by a long press operation on the target skill control.

[0067] In step S102, when the controlled virtual character is in the exploratory behavior state, in response to a second operation directed at the controlled virtual character, the controlled virtual character is controlled to perform an exploratory action.

[0068] In the embodiment of the present disclosure, the above-mentioned tentative behavior state may refer to a state in which the virtual character is allowed to perform tentative actions, that is, when the controlled virtual character is in the tentative behavior state, the controlled virtual character can perform tentative actions, and when the controlled virtual character is not in the tentative behavior state, the controlled virtual character cannot perform tentative actions.

[0069] If the first operation is a touch operation, the controlled virtual character is in the tentative behavior state while the touch operation lasts. For example, if the target skill control is pressed and held, the controlled virtual character may remain in the tentative behavior state. It should be understood that if the first operation is an operation performed via an external input device, such as pressing a target button on the external input device and not releasing the button, the controlled virtual character may remain in the tentative behavior state.

[0070] In addition, the controlled virtual character may enter the exploratory behavior state after the instantaneous trigger operation on the target skill control and / or target button, and the exploratory behavior state may still be maintained after the target skill control or target button is released. This disclosure does not impose any restrictions on this.

[0071] The following describes the process of controlling the controlled virtual character to perform a tentative action with reference to FIG. 2 to FIG. 4 .

[0072] FIG2 shows a flowchart of steps for displaying a first skill animation provided by an exemplary embodiment of the present disclosure.

[0073] As shown in FIG. 2 , in step S201 , based on the second operation on the controlled virtual character, the interaction position parameter corresponding to the controlled virtual character is obtained.

[0074] Exemplarily, the above-mentioned second operation may include an operation for controlling the movement of the controlled virtual character in the virtual interactive scene. The second operation may be an operation on a joystick on an external input device, or an operation on a mobile control displayed on a graphical user interface (such as a toggling operation on a virtual joystick). The present disclosure does not impose any restrictions on this.

[0075] 3 , the process of determining the interaction position parameters will be described below by taking the second operation as an example of a toggling operation on the virtual joystick.

[0076] FIG3 shows a flowchart of steps for determining interaction position parameters corresponding to a controlled virtual character provided by an exemplary embodiment of the present disclosure.

[0077] As shown in FIG. 3 , in step S2011 , based on the toggling position of the virtual joystick under the second operation, the control position parameters for the controlled virtual character are determined.

[0078] In the disclosed embodiments, the manipulation position parameter can be used to represent the manipulation position of the controlled virtual character in the exploratory behavior state. For example, the manipulation position parameter can be represented in the form of a vector. For example, the manipulation position parameter includes a second vector pointing from a base position of the virtual joystick to a second position to which the virtual joystick is moved. The base position can refer to the original position of the virtual joystick when it is not moved.

[0079] In step S2012, based on the ball holding orientation of the controlled virtual character relative to the target position in the virtual interactive scene, the ball holding position parameters corresponding to the controlled virtual character are determined.

[0080] In the disclosed embodiment, the ball holding position parameter is used to characterize the movement direction of the controlled virtual character in the virtual interactive scene during the exploratory behavior state. Exemplarily, the ball holding position parameter can be represented in the form of a vector. For example, the ball holding position parameter includes a first vector pointing from the controlled virtual character's first position in the virtual interactive scene to a target position. The target position can refer to a pre-specified position in the virtual interactive scene. In some embodiments, it can be a position where the virtual ball can score, such as the position of a virtual basket or a virtual goal.

[0081] In step S2013, the interaction position parameters corresponding to the controlled virtual character are determined according to the manipulation position parameters and / or the ball holding position parameters.

[0082] In the first embodiment, one of the manipulation position parameter and the ball holding position parameter may be used as the interaction position parameter.

[0083] For example, based on the second position to which the virtual joystick is moved, the controlled virtual character is controlled to perform a tentative action in the virtual interactive scene along the direction indicated by the second position, such as controlling the controlled virtual character to take a step in the direction in which the virtual joystick is moved in the virtual interactive scene.

[0084] Alternatively, the relationship between multiple moving directions and multiple action directions of the tentative action is pre-set. At this time, based on the moving direction of the controlled virtual character in the virtual interactive scene, the action direction corresponding to the moving direction is determined according to the above-mentioned pre-set relationship to control the controlled virtual character to take a step toward the determined action direction in the virtual interactive scene to perform the tentative action.

[0085] In the second embodiment, the interaction position parameter can be determined by both.

[0086] In one case, the virtual joystick is moved during the exploratory behavior state.

[0087] In this case, in response to a second operation (such as detecting a moving operation on the virtual joystick), the real-time angle value between the first vector and the second vector can be determined, and the angle range in which the real-time angle value is located can be determined as the interaction position parameter corresponding to the controlled virtual character.

[0088] Here, various existing methods can be used to determine the angle between two vectors, which will not be described in detail in this disclosure.

[0089] In the embodiment of the present disclosure, multiple angle intervals can be set in advance, and the correspondence between the multiple angle intervals and multiple action directions can be determined. After the real-time angle value is determined as described above, the angle interval into which the real-time angle value falls is determined, so as to control the controlled virtual character to perform a tentative action based on the action direction corresponding to the angle interval into which it falls.

[0090] For example, a circle can be divided into four angle intervals, where the first angle interval is -45° to 45°, the second angle interval is 45° to 135°, the third angle interval is 135° to -135°, and the fourth angle interval is -135° to -45°. Here, the upper limit or lower limit of each angle interval can be set as needed, so that the above multiple angle intervals can cover the entire circle angle.

[0091] Correspondingly, the movement direction corresponding to the first angle interval may be forward, the movement direction corresponding to the second angle interval may be rightward, the movement direction corresponding to the third angle interval may be backward, and the movement direction corresponding to the fourth angle interval may be leftward.

[0092] In another case, the virtual joystick is not moved in the exploratory behavior state.

[0093] In this case, if no movement of the virtual joystick is detected, the preset angle value can be determined as the interaction position parameter corresponding to the controlled virtual character. For example, the size of the preset angle value can be set as needed, and this disclosure does not limit this. In some embodiments, when the interaction position parameter is the preset angle value, the action performance of the controlled virtual character in the virtual interaction scene may include: performing a small swing in the virtual interaction scene. The swing amplitude and direction can use default values, or the swing amplitude and / or direction can be determined based on the ball holding position parameter. This disclosure does not limit this.

[0094] Through the above solution, it is possible to support virtual characters to perform exploratory steps in more directions in virtual interactive scenes, enriching game skills, helping to speed up the game process and reduce the consumption of computing resources.

[0095] Returning to FIG. 2 , in step S202 , a first skill animation corresponding to the interaction position parameter is determined and displayed.

[0096] In the embodiment of the present disclosure, the controlled virtual character performing a tentative action in the virtual interactive scene can be reflected by playing an animation in the virtual interactive scene to show that the controlled virtual character performs a tentative action. That is, the first skill animation refers to an animation that controls the controlled virtual character to perform a tentative action in the virtual interactive scene.

[0097] Here, the first skill animations corresponding to different interaction position parameters are different. For example, multiple first skill animations corresponding to different interaction position parameters can be pre-configured, and in step S202, the first skill animation corresponding to the currently determined interaction position parameter is obtained from the multiple pre-configured first skill animations.

[0098] In a preferred embodiment of the present disclosure, when the controlled virtual character is in the exploratory behavior state, the controlled virtual character can be controlled to perform multiple exploratory actions based on the second operation.

[0099] Exemplarily, each first skill animation may be configured with a switching event for triggering a loop to another first skill animation. When a first skill animation is played to the switching event and the controlled virtual character is still in the exploratory behavior state, it can be switched to another skill animation, and so on until the controlled virtual character exits the exploratory behavior state.

[0100] Here, the interaction position parameters for the first skill animation can be obtained in the following manner.

[0101] In one case, after the controlled virtual character enters the exploratory behavior state and performs the exploratory action for the first time, the current interaction position parameters can be directly obtained to determine the first skill animation corresponding thereto.

[0102] In another case, after the controlled virtual character enters the exploratory behavior state and it is not the first time that the exploratory action is performed, when the first skill animation corresponding to the last executed skill action is played to the switching event configured in the first skill animation, the interaction position parameters at the moment the switching event is triggered are obtained.

[0103] Exemplarily, an animation editor can be configured in the terminal device to configure switching events (such as Switch Loop Next Anim events). For example, after the first skill animation plays to the switching event configured in the animation editor, based on the interaction position parameters at the moment the switching event is triggered, another first skill animation corresponding to the interaction position parameters at that moment is determined. After the first skill animation is played, it switches to the other first skill animation to continue playing, which is manifested as the controlled virtual character automatically performing multiple tentative actions in the virtual interactive scene, and this cycle repeats until the player releases the long-pressed tentative step skill button.

[0104] In a preferred embodiment of the present disclosure, the functionality for executing the exploratory action can be split between the terminal device and the server, with the primary logic implemented by the client (terminal device). Specifically, the control method described above can be executed on the terminal device logged into the first game account. For example, the steps of obtaining the interaction position parameters and determining the first skill animation corresponding to the interaction position parameters can be executed on the terminal device. The server is primarily responsible for replacing skill animations, ensuring the independence of each skill animation segment, and can also configure separate skill effects based on different interaction position parameters.

[0105] FIG4 shows one of the flow charts of interaction between a terminal device and a server provided by an exemplary embodiment of the present disclosure.

[0106] As shown in FIG. 4 , in step S2021 , the first skill animation corresponding to the interaction position parameter is determined according to the behavior animation logic stored on the terminal device.

[0107] In the embodiment of the present disclosure, the above-mentioned behavior animation logic is used to indicate the correspondence between multiple interaction position parameters and multiple first skill animations. For the above-mentioned example of four angle intervals, a first skill animation can be produced according to the action direction corresponding to each angle interval. For example, a first skill animation for controlling the virtual character to perform a tentative action forward is configured for the first angle interval, a first skill animation for controlling the virtual character to perform a tentative action to the right is configured for the second angle interval, a first skill animation for controlling the virtual character to perform a tentative action backward is configured for the third angle interval, and a first skill animation for controlling the virtual character to perform a tentative action to the left is configured for the fourth angle interval.

[0108] In some embodiments, the aforementioned behavior animation logic can be constructed using a behavior tree approach, where each node of the behavior tree corresponds to an interaction position parameter. When the controlled virtual character is in an exploratory behavior state, the behavior tree is entered in response to the obtained interaction position parameter to select a corresponding first skill animation to be played, and based on the switching events configured in the first skill animation, the behavior tree is jumped between the nodes.

[0109] In step S2022, the terminal device sends a first request to the server.

[0110] After determining the first skill animation, the terminal device generates a first request and sends it to the server. Here, the first request is used to obtain the first skill animation corresponding to the interaction position parameter. Exemplarily, the first request may carry an animation identifier that indicates the first skill animation corresponding to the tentative action currently triggered by the terminal device. Alternatively, the first request may also carry an action identifier that indicates the direction of the tentative action currently triggered by the terminal device. This disclosure does not limit this.

[0111] In step S2023, the server retrieves the first skill animation indicated by the first request.

[0112] For example, the server may store skill animations for multiple skills possessed by each avatar. These skill animations can be modified or replaced through server operations, and separate skill effects can be configured for different skills. For example, the server may store first skill animations corresponding to forward, backward, left, and right exploratory movements. In this case, the server may determine the first skill animation indicated by the first request from the stored skill animations based on the animation identifier or action identifier carried in the first request.

[0113] In step S2024, the server pushes the first skill animation indicated by the first request to the terminal device.

[0114] Here, a communication connection has been established between the server and the terminal device for data transmission. At this time, the first skill animation can be transmitted to the terminal device through the established communication connection.

[0115] In step S2025, the terminal device displays the first skill animation. In this case, the graphical user interface shows that the controlled virtual character performs a tentative action in the first skill animation in the virtual interactive scene, such as taking a step in a certain direction and returning to the original position.

[0116] Returning to FIG. 1 , in step S103 , in response to the controlled virtual character exiting the exploratory behavior state, the controlled virtual character is controlled to perform a target skill in the virtual interaction scene based on the action parameters of the exploratory action performed by the controlled virtual character.

[0117] Here, the controlled virtual character can be controlled to exit the tentative behavior state in response to the third operation, or the controlled virtual character can be controlled to exit the specified game state in response to the end of the first operation on the controlled virtual character, such as controlling the controlled virtual character to exit the tentative behavior state when the touch operation on the target skill control ends (releasing the long press operation on the target skill control).

[0118] In a preferred embodiment of the present disclosure, the preset first skill animation may also be configured with a connection point for triggering the target skill. Here, the preset first skill animation may include the entire first skill animation or only a portion of the first skill animation. For example, the preset first skill animation may refer to an animation whose motion parameters of a tentative action satisfy a specified motion direction. For example, the above-mentioned connection point is configured for a first skill animation whose motion parameters satisfy the forward and backward motion directions.

[0119] FIG5 shows a flowchart of steps for controlling a skill object to perform a target skill in a virtual interactive scene, provided by an exemplary embodiment of the present disclosure.

[0120] As shown in FIG5 , in step S301 , the interaction position parameters corresponding to the controlled virtual character at the moment of exiting the exploratory behavior state are obtained, and the interaction position parameters are determined as pre-input for the target skill.

[0121] In the disclosed embodiment, a target skill is linked to a probing action. For example, the target skill is triggered after the probing action is executed, and the target skill is determined by the interaction position parameter. For example, the interaction position parameter of the controlled virtual character at the moment of exiting the probing behavior state is used as the input for the target skill.

[0122] In step S302, in response to detecting a configured connection point in the first skill animation corresponding to the pre-input, the controlled virtual character is controlled to perform a target skill in the virtual interaction scene.

[0123] As mentioned above, different first skill animations are used to represent the execution of tentative actions in different action directions. Playing different first skill animations is equivalent to controlling the controlled virtual character to perform tentative actions multiple times in the virtual interactive scene. If a connection point is configured in the first skill animation, it will switch from the first skill animation that executes the tentative action to playing the second skill animation used to represent the target skill.

[0124] FIG6 shows a second flowchart of interaction between a terminal device and a server provided by an exemplary embodiment of the present disclosure.

[0125] As shown in FIG6 , in step S3021 , a connection point is detected in the first skill animation.

[0126] Here, the first skill animation is the first skill animation currently being played based on the interactive position parameters of the controlled virtual character.

[0127] In step S3022, the terminal device sends a second request to the server.

[0128] If the terminal device detects a connection point from the first skill animation, a second request is generated. If the terminal device does not detect a connection point from the first skill animation, the target skill is not triggered.

[0129] Here, the second request is used to obtain the second skill animation corresponding to the target skill. Exemplarily, the second request carries a prompt identifier, which is used to indicate the action parameters corresponding to the first skill animation corresponding to the pre-input. The first skill animation is the first skill animation currently being played, or the first skill animation that was last played when exiting the tentative behavior state. The above-mentioned action parameters can indicate the action direction of the tentative action in the first skill animation. Different action directions trigger different target skills.

[0130] In step S3023, the server retrieves the second skill animation indicated by the second request.

[0131] For example, the server may store correspondences between different motion directions and different second skill animations. Each second skill animation represents a corresponding target skill. That is, different motion directions correspond to different target skills. In this case, the server may retrieve the second skill animation indicated by the prompt identifier in response to the second request. Here, the second skill animation refers to the animation that controls the skill object to perform the target skill in the virtual interactive scene.

[0132] In step S3024, the server pushes the second skill animation indicated by the second request to the terminal device.

[0133] For example, the second skill animation may be transmitted to the terminal device via a communication connection established between the server and the terminal device.

[0134] In step S3025, the terminal device displays the second skill animation. In this case, the graphical user interface shows that the controlled virtual character performs the exploratory action in the first skill animation in the virtual interactive scene and then connects to the target skill.

[0135] In the disclosed embodiment, the triggered target skills give the tentative step more functionality, making it an offensive threat and a common offensive tool. For example, the target skills may include skills that use virtual balls to trigger a score gain or beneficial effect on the controlled virtual character.

[0136] In one case, the target skill is a skill that brings benefits to the team's attack.

[0137] In this case, the skill object may refer to a controlled virtual character. At this time, in response to the first skill animation corresponding to the pre-input, it is played to the connection point configured in the first skill animation, the first skill animation is controlled to be interrupted, and the controlled virtual character is directly controlled to perform skill actions for increasing the offensive intensity.

[0138] Here, the location of the configured connection point in the first skill animation can be where the exploratory action has completed but the animation has not yet ended, ensuring the integrity of the exploratory action. In other words, when the first skill animation is interrupted, the controlled virtual character performs the corresponding exploratory action in the virtual interactive scene.

[0139] For example, when the action parameters of the tentative action of the above-mentioned first skill animation meet the first specified action direction, the target skill is a skill used to enhance the offensive strength of the controlled virtual character. Exemplarily, the first specified action direction includes a backward tentative step. At this time, the target skill is shooting, which can be specifically performed as follows: controlling the controlled virtual character to perform a tentative action backward and directly connect with a shot.

[0140] In another case, the target skill is a skill that brings a debuff to the enemy's defense.

[0141] In this case, the skill target may be a preset defensive character, which is a second virtual character in the enemy camp that is in the best defensive position, for example, the closest second virtual character, among multiple second virtual characters. In this case, in response to the first skill animation corresponding to the pre-input playing to the connection point configured in the first skill animation, the controlled virtual character is controlled to release the target skill, causing the preset defensive character to perform a skill action that weakens the defensive strength. While the preset defensive character performs the skill action, the first skill animation corresponding to the pre-input continues to play.

[0142] For example, when the action parameters of the tentative action of the above-mentioned first skill animation meet the second specified action direction, the target skill is a skill used to weaken the defensive strength of the preset defensive character. Exemplarily, the second specified action direction includes a forward tentative step. At this time, the target skill is to control the preset defensive character to be stiff. The specific performance can be: controlling the controlled virtual character to perform a tentative action forward and causing a stiffness effect on the preset defensive character (for example, the preset defensive character takes a small step back).

[0143] In a preferred embodiment of the present disclosure, the feel and performance of the probing step are optimized to support skill releases in weak network conditions. For example, in weak network conditions, at least one interruption point is configured at the end of the first skill animation that executes the probing action to ensure that the player's input is responded to. For example, the interruption points include a first interruption point and a second interruption point, with the first interruption point located before the second interruption point and the second interruption point located at the end of the first skill animation.

[0144] FIG7 shows a third flowchart of interaction between a terminal device and a server provided by an exemplary embodiment of the present disclosure.

[0145] As shown in FIG. 7 , in step S3031 , a first interruption point is detected in the first skill animation.

[0146] Exemplarily, in the first skill animation, only the interruption point or only the connection point can be configured, or both the interruption point and the connection point can be configured at the same time. In some embodiments, the interruption point is configured before the connection point and after the tentative action is executed.

[0147] In step S3032, the terminal device sends a third request to the server.

[0148] If the terminal device detects the first interruption point from the first skill animation, a third request is generated. If the terminal device does not detect the first interruption point from the first skill animation, subsequent processing is not triggered.

[0149] Here, the third request carries an action prompt identifier and a breakpoint prompt identifier, wherein the action prompt identifier is used to indicate the action parameters corresponding to the first skill animation corresponding to the pre-input (such as the action direction of the tentative action), and the breakpoint prompt identifier is used to indicate the currently detected connection point (whether it is the first breakpoint or the second breakpoint).

[0150] In step S3033, the server retrieves the second skill animation indicated by the third request.

[0151] Here, the server can call the second skill animation indicated by the action prompt identifier in response to the third request. For example, for the case where only interruption points are configured in the first skill animation, the second skill animation may refer to the animation of controlling the skill object to perform the target skill in the virtual interactive scene. For the case where interruption points and connection points are configured in the first skill animation, the target skill corresponding to the interruption point may include a breakthrough, and the second skill animation corresponds to the animation of controlling the controlled virtual character to perform a breakthrough in the virtual interactive scene.

[0152] In step S3034, the server pushes the second skill animation indicated by the third request to the terminal device.

[0153] For example, the second skill animation may be transmitted to the terminal device via a communication connection established between the server and the terminal device.

[0154] In step S3035, the terminal device detects whether the second skill animation pushed by the server is received.

[0155] If the second skill animation pushed by the server is received, step S3036 is executed: the terminal device displays the second skill animation.

[0156] Continuing with the above example, the graphical user interface can show that after the controlled virtual character performs the probing action in the first skill animation in the virtual interactive scene, a breakthrough is made. For example, the direction of the breakthrough can be determined based on the direction of the probing action, for example, the breakthrough direction can be consistent with or opposite to the direction of the probing action. Alternatively, the breakthrough direction can be determined based on the interaction position parameters at the time of detecting the first break point, for example, different angle intervals correspond to different breakthrough directions.

[0157] If the second skill animation pushed by the server is not received, execute step S3037: detect the second interruption point in the first skill animation.

[0158] In step S3038, the terminal device sends a fourth request to the server.

[0159] If the terminal device detects the second interruption point from the first skill animation, a fourth request is generated. If the terminal device does not detect the second interruption point from the first skill animation, no subsequent processing is performed. Exemplarily, the fourth request carries an action prompt identifier and a interruption point prompt identifier.

[0160] In step S3039, the server retrieves the third skill animation indicated by the fourth request.

[0161] Here, the server can call the third skill animation indicated by the action prompt identifier and the interruption point prompt identifier in response to the fourth request. The third skill animation refers to the animation that controls the skill object to sequentially perform the tentative action and the target skill action in the virtual interactive scene.

[0162] For example, in response to the fourth request, the server may determine the second skill animation indicated by the action prompt identifier and, based on the current breakpoint indicated by the breakpoint prompt identifier being the second breakpoint, concatenate the first skill animation in step S3031 with the second skill animation in step S3033 to obtain a third skill animation. Alternatively, the server may pre-store third skill animations corresponding to different action prompt identifiers for easy retrieval.

[0163] In step S3040, the server pushes the third skill animation indicated by the fourth request to the terminal device.

[0164] For example, the third skill animation may be transmitted to the terminal device through a communication connection established between the server and the terminal device.

[0165] In step S3041, the terminal device displays the third skill animation.

[0166] Taking the target skill as a breakthrough as an example, the specific performance can be: controlling the controlled virtual character to repeatedly perform the tentative action in the first skill animation in the virtual interactive scene, and then connecting to the breakthrough. The method for determining the breakthrough direction here is the same as the method for determining the breakthrough direction in step S3036, and this disclosure will not repeat it again.

[0167] The control scheme for the virtual character in this disclosed embodiment optimizes the tentative step operation in single-stick control mode, making it easier for players to learn and more realistic. The movements also enhance the performance of the tentative step and subsequent breakthroughs. Furthermore, the tentative step is given more functionality, enriching the gameplay and increasing the fun of the game.

[0168] Based on the same application concept, the embodiments of the present disclosure also provide a control device for a virtual character corresponding to the method provided in the above embodiments. Since the principle of solving the problem by the device in the embodiments of the present disclosure is similar to the control method for the virtual character in the above 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.

[0169] FIG8 is a schematic diagram of the structure of a virtual character control device provided by an exemplary embodiment of the present disclosure. A virtual interactive scene is provided on a graphical user interface of a terminal device for virtual characters from different camps to interact with each other. In the virtual interactive scene, the virtual characters from different camps compete for a virtual sphere. As shown in FIG8 , the virtual character control device 200 includes:

[0170] The state control module 210 is configured to execute, in response to a first operation on a controlled virtual character, control the controlled virtual character to enter a tentative behavior state, where the controlled virtual character is a first virtual character currently controlled by the first game account and performing ball-holding interaction with the virtual sphere;

[0171] The first skill control module 220 is configured to control the controlled virtual character to perform a tentative action in response to a second operation on the controlled virtual character when the controlled virtual character is in a tentative behavior state;

[0172] The second skill control module 230 is configured to control the controlled virtual character to perform a target skill in the virtual interaction scene based on the action parameters of the tentative action performed by the controlled virtual character in response to the controlled virtual character exiting the tentative behavior state.

[0173] In one possible implementation of the present disclosure, the first operation includes a touch operation on a target skill control, wherein the controlled virtual character is in an exploratory behavior state during the touch operation and exits the exploratory behavior state when the touch operation ends.

[0174] In one possible implementation of the present disclosure, the action parameters satisfy a first specified action direction, and the target skill is a skill for increasing the offensive strength of the controlled virtual character; alternatively, the action parameters satisfy a second specified action direction, and the target skill is a skill for weakening the defensive strength of a preset defensive character, and the preset defensive character is a second virtual character in the best defensive position among multiple second virtual characters in the hostile camp.

[0175] In a possible implementation of the present disclosure, the first skill control module 220 is further configured to execute: based on the second operation, obtaining the interaction position parameters corresponding to the controlled virtual character; determining and displaying the first skill animation corresponding to the interaction position parameters, the first skill animation referring to an animation that controls the controlled virtual character to perform a tentative action in the virtual interaction scene.

[0176] In one possible implementation of the present disclosure, the first skill animations corresponding to different interaction position parameters are different, and each first skill animation is configured with a switching event for triggering a cycle to another first skill animation, wherein the first skill control module 220 is further configured to execute: for the first execution of a skill action, the interaction position parameters are directly obtained; for non-first execution of a skill action, when the first skill animation corresponding to the last executed skill action plays to the switching event configured in the first skill animation, the interaction position parameters at the moment the switching event is triggered are obtained.

[0177] In one possible implementation of the present disclosure, the second operation includes a toggling operation on a virtual joystick, wherein the first skill control module 220 is further configured to perform: determining the manipulation position parameters for the controlled virtual character based on the toggling position of the virtual joystick under the second operation; determining the ball holding position parameters corresponding to the controlled virtual character based on the ball holding orientation of the controlled virtual character relative to the target position in the virtual interactive scene; and determining the interaction position parameters corresponding to the controlled virtual character based on the manipulation position parameters and / or ball holding position parameters.

[0178] In one possible implementation of the present disclosure, the ball holding position parameter includes a first vector pointing from a first position of the controlled virtual character in the virtual interactive scene to a target position, and the control position parameter includes a second vector pointing from a base position of the virtual joystick to a second position to which the virtual joystick is moved.

[0179] In one possible implementation of the present disclosure, the first skill control module 220 is configured to determine the interaction position parameters corresponding to the controlled virtual character in the following manner: in response to detecting a flicking operation on the virtual joystick, determining the real-time angle value between the first vector and the second vector, and determining the angle interval in which the real-time angle value is located as the interaction position parameter corresponding to the controlled virtual character; in response to not detecting a flicking operation on the virtual joystick, determining the preset angle value as the interaction position parameter corresponding to the controlled virtual character.

[0180] In one possible implementation of the present disclosure, the control device is equipped on a terminal device that logs in to the first game account, wherein the first skill control module 220 is further configured to execute: generating a first request for obtaining a first skill animation corresponding to an interaction position parameter according to the behavior animation logic stored on the terminal device, and sending the request to the server, wherein the behavior animation logic is used to indicate the correspondence between multiple interaction position parameters and multiple first skill animations; receiving the first skill animation indicated by the first request pushed by the server, and displaying the request.

[0181] In a possible implementation of the present disclosure, the preset first skill animation is also configured with a connection point for triggering a target skill, and the preset first skill animation refers to an animation in which the action parameters of the tentative action meet the specified action direction, wherein the second skill control module 230 is further configured to execute: obtaining the interaction position parameters corresponding to the controlled virtual character at the moment of exiting the tentative behavior state, and determining the interaction position parameters as pre-input for the target skill; in response to detecting the configured connection point in the first skill animation corresponding to the pre-input, controlling the controlled virtual character to perform the target skill in the virtual interaction scene.

[0182] In one possible implementation of the present disclosure, the second skill control module 230 is configured to control the controlled virtual character to perform the target skill in the virtual interactive scene in the following manner: in response to detecting a connection point, a second request for obtaining the second skill animation corresponding to the target skill is generated and sent to the server, the second request carries a prompt identifier, and the prompt identifier is used to indicate the action parameters corresponding to the first skill animation corresponding to the pre-input; the second skill animation indicated by the prompt identifier pushed by the server is received and displayed, the second skill animation refers to the animation that controls the controlled virtual character to perform the target skill in the virtual interactive scene.

[0183] In one possible implementation of the present disclosure, the second skill control module 230 is further configured to execute: in response to the first skill animation corresponding to the pre-input being played to the connection point configured in the first skill animation, controlling the interruption of the first skill animation, and directly controlling the controlled virtual character to perform skill actions for increasing the offensive intensity.

[0184] In one possible implementation of the present disclosure, the second skill control module 230 is further configured to execute: in response to the first skill animation corresponding to the pre-input being played to the connection point configured in the first skill animation, controlling the preset defensive character to perform a skill action for weakening the defensive strength, wherein, when the preset defensive character performs the skill action, the first skill animation corresponding to the pre-input continues to be played.

[0185] In a possible implementation of the present disclosure, the first skill animation is further configured with interruption points, which include a first interruption point and a second interruption point, the first interruption point is located before the second interruption point, and the second interruption point is at the end of the first skill animation, wherein the second skill control module 230 controls the skill object to execute the target skill in the virtual interactive scene in the following manner: in response to detecting the first interruption point, a third request is generated and sent to the server, the third request carries an action prompt identifier and an interruption point prompt identifier, the action prompt identifier is used to indicate the action parameters corresponding to the first skill animation corresponding to the pre-input, and the interruption point prompt identifier is used to indicate the currently detected skill. connection point; detect whether the second skill animation pushed by the server is received; if the second skill animation pushed by the server is received, display the second skill animation, which refers to the animation that controls the controlled virtual character to perform the target skill in the virtual interactive scene; if the second skill animation pushed by the server is not received, in response to detecting the second interruption point, generate a fourth request and send it to the server, the fourth request carries an action prompt identifier and a interruption point prompt identifier; receive the third skill animation indicated by the fourth request pushed by the server, and display it, the third skill animation refers to the animation that controls the controlled virtual character to sequentially perform the exploratory action and the target skill in the virtual interactive scene.

[0186] Based on the above device, the user's operation can be simplified to improve the efficiency of human-computer interaction.

[0187] Please refer to Figure 9 , which is a schematic diagram of the structure of an electronic device provided by an exemplary embodiment of the present disclosure. As shown in Figure 9 , the electronic device 300 includes a processor 310 , a memory 320 , and a bus 330 .

[0188] The memory 320 stores machine-readable instructions executable by the processor 310. When the electronic device 300 is running, the processor 310 communicates with the memory 320 via the bus 330. When the machine-readable instructions are executed by the processor 310, the steps of the method for controlling a virtual character in any of the above embodiments may be performed, which are specifically as follows:

[0189] A virtual interaction scene for enabling virtual characters of different camps to interact with each other is provided on a graphical user interface of a terminal device, wherein a virtual sphere is competed for by virtual characters of different camps in the virtual interaction scene; in response to a first operation on a controlled virtual character, the controlled virtual character is controlled to enter an exploratory behavior state, where the controlled virtual character is the first virtual character currently controlled by a first game account and performs ball-holding interaction with the virtual sphere; when the controlled virtual character is in the exploratory behavior state, in response to a second operation on the controlled virtual character, the controlled virtual character is controlled to perform an exploratory action; in response to the controlled virtual character exiting the exploratory behavior state, the controlled virtual character is controlled to perform a target skill in the virtual interaction scene based on action parameters of the exploratory action performed by the controlled virtual character.

[0190] In some embodiments, the first operation includes a touch operation on a target skill control, wherein the controlled virtual character is in an exploratory behavior state during the touch operation, and the controlled virtual character exits the exploratory behavior state when the touch operation ends.

[0191] In some embodiments, the action parameters satisfy a first specified action direction, and the target skill is a skill used to enhance the offensive strength of the controlled virtual character; alternatively, the action parameters satisfy a second specified action direction, and the target skill is a skill used to weaken the defensive strength of a preset defensive character, and the preset defensive character is a second virtual character in the best defensive position among multiple second virtual characters in the hostile camp.

[0192] In some embodiments, controlling a controlled virtual character to perform an exploratory action includes: based on a second operation, obtaining interaction position parameters corresponding to the controlled virtual character; determining and displaying a first skill animation corresponding to the interaction position parameters, where the first skill animation refers to an animation that controls the controlled virtual character to perform an exploratory action in a virtual interaction scene.

[0193] In some embodiments, the first skill animations corresponding to different interaction position parameters are different, and each first skill animation is configured with a switching event for triggering a cycle to another first skill animation. The interaction position parameters corresponding to the controlled virtual character are obtained, including: for the first execution of the skill action, the interaction position parameters are directly obtained; for non-first execution of the skill action, when the first skill animation corresponding to the last executed skill action plays to the switching event configured in the first skill animation, the interaction position parameters at the moment the switching event is triggered are obtained.

[0194] In some embodiments, the second operation includes a shifting operation on a virtual joystick, wherein obtaining the interaction position parameters corresponding to the controlled virtual character includes: determining the control position parameters for the controlled virtual character based on the shifting position of the virtual joystick under the second operation; determining the ball holding position parameters corresponding to the controlled virtual character based on the ball holding orientation of the controlled virtual character relative to the target position in the virtual interaction scene; and determining the interaction position parameters corresponding to the controlled virtual character based on the control position parameters and / or ball holding position parameters.

[0195] In some embodiments, the ball holding position parameter includes a first vector pointing from a first position of the controlled virtual character in the virtual interactive scene to a target position, and the manipulation position parameter includes a second vector pointing from a base position of the virtual joystick to a second position to which the virtual joystick is moved.

[0196] In some embodiments, the interaction position parameters corresponding to the controlled virtual character are determined in the following manner: in response to detecting a flicking operation on the virtual joystick, the real-time angle value between the first vector and the second vector is determined, and the angle interval in which the real-time angle value is located is determined as the interaction position parameter corresponding to the controlled virtual character; in response to not detecting a flicking operation on the virtual joystick, the preset angle value is determined as the interaction position parameter corresponding to the controlled virtual character.

[0197] In some embodiments, the control method is executed on a terminal device that is logged into a first game account, wherein a first skill animation corresponding to an interaction position parameter is determined and displayed, including: generating a first request for obtaining a first skill animation corresponding to the interaction position parameter according to a behavior animation logic stored on the terminal device, and sending the request to a server, wherein the behavior animation logic is used to indicate a correspondence between multiple interaction position parameters and multiple first skill animations; receiving the first skill animation indicated by the first request pushed by the server, and displaying the request.

[0198] In some embodiments, the preset first skill animation is also configured with a connection point for triggering the target skill. The preset first skill animation refers to an animation in which the action parameters of the tentative action meet the specified action direction, wherein the controlled virtual character is controlled to perform the target skill in the virtual interaction scene, including: obtaining the interaction position parameters corresponding to the controlled virtual character at the moment of exiting the tentative behavior state, and determining the interaction position parameters as the pre-input for the target skill; in response to detecting the configured connection point in the first skill animation corresponding to the pre-input, the controlled virtual character is controlled to perform the target skill in the virtual interaction scene.

[0199] In some embodiments, the controlled virtual character is controlled to perform the target skill in the virtual interactive scene in the following manner: in response to detecting a connection point, a second request for obtaining a second skill animation corresponding to the target skill is generated and sent to the server, the second request carries a prompt identifier, and the prompt identifier is used to indicate the action parameters corresponding to the first skill animation corresponding to the pre-input; the second skill animation indicated by the prompt identifier pushed by the server is received and displayed, the second skill animation refers to the animation that controls the controlled virtual character to perform the target skill in the virtual interactive scene.

[0200] In some embodiments, controlling a controlled virtual character to perform a target skill in a virtual interactive scene includes: in response to a first skill animation corresponding to a pre-input being played to a connection point configured in the first skill animation, controlling the first skill animation to be interrupted, and directly controlling the controlled virtual character to perform a skill action for increasing offensive intensity.

[0201] In some embodiments, controlling a controlled virtual character to perform a target skill in a virtual interactive scene includes: in response to a first skill animation corresponding to a pre-input being played to a connection point configured in the first skill animation, controlling a preset defensive character to perform a skill action for weakening the defensive strength, wherein, when the preset defensive character performs the skill action, the first skill animation corresponding to the pre-input continues to be played.

[0202] In some embodiments, the first skill animation is further configured with a breakpoint, which includes a first breakpoint and a second breakpoint, the first breakpoint is located before the second breakpoint, and the second breakpoint is at the end of the first skill animation, wherein the controlled virtual character is controlled to perform the target skill in the virtual interactive scene in the following manner: in response to detecting the first breakpoint, a third request is generated and sent to the server, the third request carries an action prompt identifier and a breakpoint prompt identifier, the action prompt identifier is used to indicate the action parameters corresponding to the first skill animation corresponding to the pre-input, and the breakpoint prompt identifier is used to indicate the currently detected connection point; detect whether the connection is connected Receive the second skill animation pushed by the server; if the second skill animation pushed by the server is received, display the second skill animation, which refers to the animation that controls the controlled virtual character to perform the target skill in the virtual interactive scene; if the second skill animation pushed by the server is not received, in response to detecting the second breakpoint, generate a fourth request and send it to the server, the fourth request carries an action prompt identifier and a breakpoint prompt identifier; receive the third skill animation indicated by the fourth request pushed by the server, and display it, the third skill animation refers to the animation that controls the controlled virtual character to sequentially perform tentative actions and target skills in the virtual interactive scene.

[0203] Based on the above electronic device, user operations can be simplified to improve the efficiency of human-computer interaction.

[0204] The present disclosure also provides a computer-readable storage medium having a computer program stored thereon. When the computer program is executed by a processor, the steps of the method for controlling a virtual character in any of the above embodiments are executed, specifically as follows:

[0205] A virtual interaction scene for enabling virtual characters of different camps to interact with each other is provided on a graphical user interface of a terminal device, wherein a virtual sphere is competed for by virtual characters of different camps in the virtual interaction scene; in response to a first operation on a controlled virtual character, the controlled virtual character is controlled to enter an exploratory behavior state, where the controlled virtual character is the first virtual character currently controlled by a first game account and performs ball-holding interaction with the virtual sphere; when the controlled virtual character is in the exploratory behavior state, in response to a second operation on the controlled virtual character, the controlled virtual character is controlled to perform an exploratory action; in response to the controlled virtual character exiting the exploratory behavior state, the controlled virtual character is controlled to perform a target skill in the virtual interaction scene based on action parameters of the exploratory action performed by the controlled virtual character.

[0206] In some embodiments, the first operation includes a touch operation on a target skill control, wherein the controlled virtual character is in an exploratory behavior state during the touch operation, and the controlled virtual character exits the exploratory behavior state when the touch operation ends.

[0207] In some embodiments, the action parameters satisfy a first specified action direction, and the target skill is a skill used to enhance the offensive strength of the controlled virtual character; alternatively, the action parameters satisfy a second specified action direction, and the target skill is a skill used to weaken the defensive strength of a preset defensive character, and the preset defensive character is a second virtual character in the best defensive position among multiple second virtual characters in the hostile camp.

[0208] In some embodiments, controlling a controlled virtual character to perform an exploratory action includes: based on a second operation, obtaining interaction position parameters corresponding to the controlled virtual character; determining and displaying a first skill animation corresponding to the interaction position parameters, where the first skill animation refers to an animation that controls the controlled virtual character to perform an exploratory action in a virtual interaction scene.

[0209] In some embodiments, the first skill animations corresponding to different interaction position parameters are different, and each first skill animation is configured with a switching event for triggering a cycle to another first skill animation. The interaction position parameters corresponding to the controlled virtual character are obtained, including: for the first execution of the skill action, the interaction position parameters are directly obtained; for non-first execution of the skill action, when the first skill animation corresponding to the last executed skill action plays to the switching event configured in the first skill animation, the interaction position parameters at the moment the switching event is triggered are obtained.

[0210] In some embodiments, the second operation includes a shifting operation on a virtual joystick, wherein obtaining the interaction position parameters corresponding to the controlled virtual character includes: determining the control position parameters for the controlled virtual character based on the shifting position of the virtual joystick under the second operation; determining the ball holding position parameters corresponding to the controlled virtual character based on the ball holding orientation of the controlled virtual character relative to the target position in the virtual interaction scene; and determining the interaction position parameters corresponding to the controlled virtual character based on the control position parameters and / or ball holding position parameters.

[0211] In some embodiments, the ball holding position parameter includes a first vector pointing from a first position of the controlled virtual character in the virtual interactive scene to a target position, and the manipulation position parameter includes a second vector pointing from a base position of the virtual joystick to a second position to which the virtual joystick is moved.

[0212] In some embodiments, the interaction position parameters corresponding to the controlled virtual character are determined in the following manner: in response to detecting a flicking operation on the virtual joystick, the real-time angle value between the first vector and the second vector is determined, and the angle interval in which the real-time angle value is located is determined as the interaction position parameter corresponding to the controlled virtual character; in response to not detecting a flicking operation on the virtual joystick, the preset angle value is determined as the interaction position parameter corresponding to the controlled virtual character.

[0213] In some embodiments, the control method is executed on a terminal device that is logged into a first game account, wherein a first skill animation corresponding to an interaction position parameter is determined and displayed, including: generating a first request for obtaining a first skill animation corresponding to the interaction position parameter according to a behavior animation logic stored on the terminal device, and sending the request to a server, wherein the behavior animation logic is used to indicate a correspondence between multiple interaction position parameters and multiple first skill animations; receiving the first skill animation indicated by the first request pushed by the server, and displaying the request.

[0214] In some embodiments, the preset first skill animation is also configured with a connection point for triggering the target skill. The preset first skill animation refers to an animation in which the action parameters of the tentative action meet the specified action direction, wherein the controlled virtual character is controlled to perform the target skill in the virtual interaction scene, including: obtaining the interaction position parameters corresponding to the controlled virtual character at the moment of exiting the tentative behavior state, and determining the interaction position parameters as the pre-input for the target skill; in response to detecting the configured connection point in the first skill animation corresponding to the pre-input, the controlled virtual character is controlled to perform the target skill in the virtual interaction scene.

[0215] In some embodiments, the controlled virtual character is controlled to perform the target skill in the virtual interactive scene in the following manner: in response to detecting a connection point, a second request for obtaining a second skill animation corresponding to the target skill is generated and sent to the server, the second request carries a prompt identifier, and the prompt identifier is used to indicate the action parameters corresponding to the first skill animation corresponding to the pre-input; the second skill animation indicated by the prompt identifier pushed by the server is received and displayed, the second skill animation refers to the animation that controls the controlled virtual character to perform the target skill in the virtual interactive scene.

[0216] In some embodiments, controlling a controlled virtual character to perform a target skill in a virtual interactive scene includes: in response to a first skill animation corresponding to a pre-input being played to a connection point configured in the first skill animation, controlling the first skill animation to be interrupted, and directly controlling the controlled virtual character to perform a skill action for increasing offensive intensity.

[0217] In some embodiments, controlling a controlled virtual character to perform a target skill in a virtual interactive scene includes: in response to a first skill animation corresponding to a pre-input being played to a connection point configured in the first skill animation, controlling a preset defensive character to perform a skill action for weakening the defensive strength, wherein, when the preset defensive character performs the skill action, the first skill animation corresponding to the pre-input continues to be played.

[0218] In some embodiments, the first skill animation is further configured with a breakpoint, which includes a first breakpoint and a second breakpoint, the first breakpoint is located before the second breakpoint, and the second breakpoint is at the end of the first skill animation, wherein the controlled virtual character is controlled to perform the target skill in the virtual interactive scene in the following manner: in response to detecting the first breakpoint, a third request is generated and sent to the server, the third request carries an action prompt identifier and a breakpoint prompt identifier, the action prompt identifier is used to indicate the action parameters corresponding to the first skill animation corresponding to the pre-input, and the breakpoint prompt identifier is used to indicate the currently detected connection point; detect whether the connection is connected Receive the second skill animation pushed by the server; if the second skill animation pushed by the server is received, display the second skill animation, which refers to the animation that controls the controlled virtual character to perform the target skill in the virtual interactive scene; if the second skill animation pushed by the server is not received, in response to detecting the second breakpoint, generate a fourth request and send it to the server, the fourth request carries an action prompt identifier and a breakpoint prompt identifier; receive the third skill animation indicated by the fourth request pushed by the server, and display it, the third skill animation refers to the animation that controls the controlled virtual character to sequentially perform tentative actions and target skills in the virtual interactive scene.

[0219] Based on the above computer-readable storage medium, user operations can be simplified to improve the efficiency of human-computer interaction.

[0220] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here. In the several embodiments provided in the present disclosure, it should be understood that the disclosed system, device and method can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.

[0221] 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.

[0222] 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.

[0223] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the relevant technology or the part of the technical solution, can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of 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.

[0224] The above are only specific embodiments of the present disclosure, but the scope of protection of the present disclosure is not limited thereto. Any changes or substitutions that can be easily conceived by a person skilled in the art within the technical scope disclosed in this disclosure 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 controlling a virtual character, comprising providing a virtual interaction scene on a graphical user interface of a terminal device for virtual characters from different camps to interact with each other, wherein the virtual interaction scene comprises a virtual sphere for the virtual characters from different camps to compete for. The method comprises: In response to a first operation on a controlled virtual character, controlling the controlled virtual character to enter a tentative behavior state, wherein the controlled virtual character is a first virtual character currently controlled by the first game account and performing ball-holding interaction with the virtual sphere; When the controlled virtual character is in the tentative behavior state, in response to a second operation on the controlled virtual character, controlling the controlled virtual character to perform a tentative action; In response to the controlled virtual character exiting the exploratory behavior state, the controlled virtual character is controlled to perform a target skill in the virtual interaction scene based on the action parameters of the exploratory action performed by the controlled virtual character.

2. The method according to claim 1, wherein The first operation includes a touch operation on a target skill control, wherein the controlled virtual character is in the tentative behavior state during the duration of the touch operation, and the controlled virtual character exits the tentative behavior state when the touch operation ends.

3. The method according to claim 1, wherein The action parameter satisfies the first specified action direction, and the target skill is a skill for increasing the offensive strength of the controlled virtual character. Alternatively, the action parameters satisfy a second specified action direction, the target skill is a skill for weakening the defensive strength of a preset defensive character, and the preset defensive character is a second virtual character in the best defensive position among multiple second virtual characters in the hostile camp.

4. The method according to claim 1 or 3, wherein The controlling the controlled virtual character to perform a tentative action includes: Based on the second operation, obtaining interaction position parameters corresponding to the controlled virtual character; Determine and display a first skill animation corresponding to the interaction position parameter, where the first skill animation refers to an animation that controls the controlled virtual character to perform a tentative action in the virtual interaction scene.

5. The method according to claim 4, wherein Different interaction position parameters correspond to different first skill animations. Each first skill animation is configured with a switching event for triggering a loop to another first skill animation. Wherein, obtaining the interaction position parameter corresponding to the controlled virtual character includes: For the first execution of a skill action, directly obtain the interaction position parameters. For a skill action that is not executed for the first time, when the first skill animation corresponding to the skill action executed last time plays to the switching event configured in the first skill animation, the interaction position parameters at the moment the switching event is triggered are obtained.

6. The method according to claim 4, wherein: The second operation includes a toggle operation on the virtual joystick. Wherein, obtaining the interaction position parameter corresponding to the controlled virtual character includes: determining a manipulation position parameter for the controlled virtual character based on the toggle position of the virtual joystick under the second operation; determining a ball holding position parameter corresponding to the controlled virtual character based on the ball holding position of the controlled virtual character relative to the target position in the virtual interactive scene; Determine the interaction position parameters corresponding to the controlled virtual character according to the manipulation position parameters and / or the ball holding position parameters.

7. The method according to claim 6, wherein: The ball holding position parameter includes a first vector pointing from the first position of the controlled virtual character in the virtual interactive scene to the target position. The manipulation position parameter includes a second vector pointing from a base position of the virtual joystick to a second position to which the virtual joystick is moved.

8. The method according to claim 7, wherein: The interactive position parameters corresponding to the controlled virtual character are determined by: In response to detecting a toggle operation on the virtual joystick, determining a real-time angle value between the first vector and the second vector, and determining an angle interval within which the real-time angle value falls as an interaction position parameter corresponding to the controlled virtual character; In response to not detecting the toggling operation on the virtual joystick, a preset angle value is determined as the interaction position parameter corresponding to the controlled virtual character.

9. The method according to claim 4, wherein: The control method is executed on the terminal device that logs into the first game account, The determining and displaying the first skill animation corresponding to the interaction position parameter includes: generating, based on behavior animation logic stored on the terminal device, a first request for obtaining a first skill animation corresponding to the interaction position parameter, and sending the request to the server, wherein the behavior animation logic is used to indicate a correspondence between multiple interaction position parameters and multiple first skill animations; Receive the first skill animation indicated by the first request pushed by the server and display it.

10. The method according to claim 4, wherein: The preset first skill animation is also configured with a connection point for triggering the target skill. The preset first skill animation refers to an animation in which the action parameters of the tentative action meet the specified action direction. The controlling the controlled virtual character to perform a target skill in the virtual interactive scene includes: Obtaining interaction position parameters corresponding to the controlled virtual character at the moment of exiting the exploratory behavior state, and determining the interaction position parameters as pre-input for the target skill; In response to detecting a configured connection point in the first skill animation corresponding to the pre-input, the controlled virtual character is controlled to perform a target skill in the virtual interaction scene.

11. The method according to claim 10, wherein: The controlled virtual character is controlled to perform the target skill in the virtual interactive scene by: In response to detecting the connection point, generating a second request for obtaining a second skill animation corresponding to the target skill and sending the request to the server, wherein the second request carries a prompt identifier, the prompt identifier being used to indicate action parameters corresponding to the first skill animation corresponding to the pre-input; Receive the second skill animation indicated by the prompt identifier pushed by the server and display it, where the second skill animation refers to an animation that controls the controlled virtual character to perform the target skill in the virtual interactive scene.

12. The method according to claim 11, wherein The controlling the controlled virtual character to perform a target skill in the virtual interactive scene includes: In response to the first skill animation corresponding to the pre-input being played to the connection point configured in the first skill animation, the first skill animation is controlled to be interrupted, and the controlled virtual character is directly controlled to perform a skill action for increasing the offensive strength.

13. The method according to claim 11, wherein in, The controlling the controlled virtual character to perform a target skill in the virtual interactive scene includes: In response to the first skill animation corresponding to the pre-input being played to the connection point configured in the first skill animation, the preset defensive character is controlled to perform a skill action for weakening the defensive strength, wherein when the preset defensive character performs the skill action, the first skill animation corresponding to the pre-input continues to be played.

14. The method according to claim 4, wherein: The first skill animation is also configured with breakpoints, including a first breakpoint and a second breakpoint. The first breakpoint is located before the second breakpoint, and the second breakpoint is at the end of the first skill animation. The controlled virtual character is controlled to perform the target skill in the virtual interaction scene in the following manner: In response to detecting the first interruption point, generating and sending a third request to the server, the third request carrying an action prompt identifier and an interruption point prompt identifier, the action prompt identifier being used to indicate an action parameter corresponding to the first skill animation corresponding to the pre-input, and the interruption point prompt identifier being used to indicate the currently detected connection point; Check whether the second skill animation pushed by the server is received; If a second skill animation pushed by the server is received, displaying the second skill animation, where the second skill animation refers to an animation for controlling the controlled virtual character to perform a target skill in the virtual interactive scene; If the second skill animation pushed by the server is not received, in response to detecting the second interruption point, a fourth request is generated and sent to the server, wherein the fourth request carries an action prompt identifier and an interruption point prompt identifier; The third skill animation indicated by the fourth request pushed by the server is received and displayed, where the third skill animation refers to an animation that controls the controlled virtual character to sequentially perform exploratory actions and target skills in the virtual interactive scene.

15. A device for controlling a virtual character, providing a virtual interactive scene on a graphical user interface of a terminal device for virtual characters from different camps to interact, wherein the virtual interactive scene comprises a virtual sphere for the virtual characters from different camps to compete for. The device comprises: a state control module configured to, in response to a first operation on a controlled virtual character, control the controlled virtual character to enter an exploratory behavior state, the controlled virtual character being a first virtual character currently controlled by a first game account and performing ball-holding interaction with the virtual sphere; A first skill control module is configured to control the controlled virtual character to perform a tentative action in response to a second operation on the controlled virtual character when the controlled virtual character is in the tentative behavior state; The second skill control module is configured to control the controlled virtual character to perform a target skill in the virtual interaction scene based on the action parameters of the tentative action performed by the controlled virtual character in response to the controlled virtual character exiting the tentative behavior state.

16. An electronic device comprising: A processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the machine-readable instructions to perform the steps of any method as claimed in claims 1 to 14.

17. 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 14 when executed by a processor.

Citation Information

Patent Citations

  • Virtual ball passing method, computer storage medium and terminal

    CN109173249A

  • Virtual character control method, storage medium and processor

    CN111389004A

  • Football game control method, device and equipment and storage medium

    CN112426719A

  • Game data processing method and device and electronic terminal

    CN113262492A

  • Control method, control device, electronic equipment and readable storage medium

    CN114917579A