CN116440494A - Ball game control method, device, computer equipment and storage medium - Google Patents
Ball game control method, device, computer equipment and storage medium Download PDFInfo
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- CN116440494A CN116440494A CN202210015933.2A CN202210015933A CN116440494A CN 116440494 A CN116440494 A CN 116440494A CN 202210015933 A CN202210015933 A CN 202210015933A CN 116440494 A CN116440494 A CN 116440494A
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- 238000000034 method Methods 0.000 title claims abstract description 64
- 230000009471 action Effects 0.000 claims abstract description 31
- 230000004044 response Effects 0.000 claims description 29
- 230000005540 biological transmission Effects 0.000 claims description 18
- 238000004590 computer program Methods 0.000 claims description 9
- 230000001154 acute effect Effects 0.000 claims description 3
- 230000008859 change Effects 0.000 description 12
- 238000010586 diagram Methods 0.000 description 11
- 230000006870 function Effects 0.000 description 5
- 230000003993 interaction Effects 0.000 description 5
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
- A63F13/573—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/812—Ball games, e.g. soccer or baseball
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/308—Details of the user interface
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Theoretical Computer Science (AREA)
- Human Computer Interaction (AREA)
- User Interface Of Digital Computer (AREA)
Abstract
The invention provides a ball game control method, a ball game control device, computer equipment and a storage medium, and belongs to the technical field of network games. The method comprises the following steps: displaying a plurality of target virtual character identifiers belonging to the same camp as the current ball-holding virtual character on a graphical user interface; determining a continuous pass sequence between a current ball-holding virtual character and a plurality of target virtual characters corresponding to the target virtual character identifiers; and controlling the current ball-holding virtual character and the target virtual characters to sequentially execute continuous ball passing actions according to the continuous ball passing sequence. The invention realizes continuous pass among a plurality of virtual characters, and improves the richness of pass control in ball games relative to single point-to-point pass control in ball games; meanwhile, continuous pass does not need multiple point-to-point pass control operations, and the convenience of pass control in ball games is improved.
Description
Technical Field
The present invention relates to the field of online games, and in particular, to a ball game control method, apparatus, computer device, and storage medium.
Background
The multiplayer ball network game is a game with balls as the subjects, and is one of popular games in the network game, such as football games. The user performs game interaction by controlling the movement of the virtual character with the ball, passing the ball, attacking and the like. For multi-player ball games such as ball games, a great number of running positions are required for virtual characters in the games, so that passing balls are a basic problem in ball games all the time and a troublesome problem.
The pass in the existing ball game generally transmits the virtual prop ball to the virtual character facing the current ball-holding virtual character or pointing by a rocker according to the moving direction of the current ball-holding virtual character, and the virtual character belongs to the same battle as the current ball-holding virtual character, namely the point-to-point pass between the current ball-holding virtual character and the specific teammate virtual character. Point-to-point pass between two virtual characters of the same camp can be said to be the most common and fundamental pass in ball games.
However, for ball games requiring a large number of runs, in a ball game play, multiple virtual characters may need to pass through each other continuously within a certain time to meet the control requirements of ball control and attack. The point-to-point pass in the ball game is single in pass control mode, and continuous and repeated pass control is needed when the scene is realized, so that the pass control in the ball game is not convenient enough.
Disclosure of Invention
The invention aims to provide a ball game control method, a ball game control device, computer equipment and a storage medium, which can improve the richness and convenience of ball passing control in ball games.
In one aspect of the embodiments of the present invention, there is provided a ball game control method for displaying a virtual game scene of a ball game and a plurality of virtual characters therein through a graphical user interface of a terminal device, the method comprising:
displaying a plurality of target avatar identifications on a graphical user interface; the target virtual roles corresponding to the target virtual role identifiers and the current ball-holding virtual role belong to the same camping;
determining a continuous pass sequence between a current ball-holding virtual character and a plurality of target virtual characters corresponding to the target virtual character identifiers;
and controlling the current ball-holding virtual character and the target virtual characters to sequentially execute continuous ball passing actions according to the continuous ball passing sequence.
In another aspect of the embodiment of the present invention, there is also provided a ball game control apparatus for displaying a virtual game scene of a ball game and a plurality of virtual characters therein through a graphical user interface of a terminal device, the apparatus comprising:
the character identification display module is used for displaying a plurality of target virtual character identifications on the graphical user interface; the target virtual roles corresponding to the target virtual role identifiers and the current ball-holding virtual role belong to the same camping;
The continuous pass sequence determining module is used for determining the continuous pass sequence between the current ball-holding virtual character and a plurality of target virtual characters corresponding to the plurality of target virtual character identifiers;
and the continuous transmission control module is used for controlling the current ball-holding virtual character and the plurality of target virtual characters to sequentially execute continuous ball transmission actions according to the continuous ball transmission sequence.
In another aspect of the embodiment of the present invention, there is also provided a computer apparatus, including: the ball game control system comprises a memory and a processor, wherein the memory stores a computer program which can be run on the processor, and the processor realizes the steps of the ball game control method when executing the computer program.
In another aspect of the embodiments of the present invention, there is also provided a computer-readable storage medium having stored thereon a computer program which, when executed by a processor, implements the steps of the ball game control method described above.
The embodiment of the invention displays a plurality of target virtual character identifiers belonging to the same battle as the current ball-holding virtual character on a graphical user interface, further determines the continuous ball passing sequence between the current ball-holding virtual character and the plurality of target virtual characters, controls the current ball-holding virtual character and the plurality of target virtual characters to sequentially execute continuous ball passing actions according to the continuous ball passing sequence, realizes continuous ball passing among the plurality of virtual characters, and improves the richness of ball passing control in ball games relative to single point-to-point ball passing control in ball games; meanwhile, continuous pass does not need multiple point-to-point pass control operations, and the convenience of pass control in ball games is improved.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the drawings that are needed in the embodiments will be briefly described below, it being understood that the following drawings only illustrate some embodiments of the present invention and therefore should not be considered as limiting the scope, and other related drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a schematic diagram of a football game graphical user interface provided by an embodiment of the invention;
FIG. 2 is a schematic flow chart of a ball game control method according to an embodiment of the present invention;
FIG. 3 is a schematic diagram showing a target virtual character identifier on a graphical user interface according to an embodiment of the present invention;
FIG. 4 is a schematic diagram of determining a target virtual character in an attack mode according to an embodiment of the present invention;
fig. 5 is a schematic diagram of determining a target virtual character in a ball holding mode according to an embodiment of the present invention;
FIG. 6 is a schematic diagram of determining a target virtual role in a defense mode according to an embodiment of the present invention;
FIG. 7 is a schematic diagram of a ball game control device according to an embodiment of the present invention;
fig. 8 is a schematic structural diagram of a computer device according to an embodiment of the present invention.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the embodiments of the present invention more apparent, the technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present invention, and it is apparent that the described embodiments are some embodiments of the present invention, but not all embodiments of the present invention. The components of the embodiments of the present invention generally described and illustrated in the figures herein may be arranged and designed in a wide variety of different configurations.
Thus, the following detailed description of the embodiments of the invention, as presented in the figures, is not intended to limit the scope of the invention, as claimed, but is merely representative of selected embodiments of the invention. All other embodiments, which can be made by those skilled in the art based on the embodiments of the invention without making any inventive effort, are intended to be within the scope of the invention.
It should be noted that: like reference numerals and letters denote like items in the following figures, and thus once an item is defined in one figure, no further definition or explanation thereof is necessary in the following figures.
In the description of the present invention, it should be noted that the terms "first," "second," "third," and the like are used merely to distinguish between descriptions and are not to be construed as indicating or implying relative importance.
The ball game control method in one embodiment of the present invention may be run on a terminal device or a server. The terminal device may be a local terminal device. When the ball game control method is operated on the server, the method can be realized and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client device.
In an alternative embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud game. Taking cloud game as an example, cloud game refers to a game mode based on cloud computing. In the running mode of the cloud game, a running main body of the game program and a game picture presentation main body are separated, the storage and running of the game display method are completed on a cloud game server, and the function of the client device is used for receiving and sending data and presenting the game picture. For example, the client device may be a display device with a data transmission function near the user side, such as a mobile terminal, a television, a computer, a palm computer, etc.; but the terminal device for information processing is cloud game server of cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, codes and compresses data such as game pictures and the like, returns the data to the client device through a network, and finally decodes the data through the client device and outputs the game pictures.
In an alternative embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used for interacting with the player through the graphical user interface, namely, conventionally downloading and installing the game program through the electronic device and running. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal, or provided to the player by holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including game visuals, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
In a possible implementation manner, the embodiment of the invention provides a ball game control method, and a graphical user interface is provided through terminal equipment, wherein the terminal equipment can be the aforementioned local terminal equipment or the aforementioned client equipment in the cloud interaction system.
Specific schematic interfaces of the graphical user interface provided in the embodiments of the present invention and contents included in the interfaces are specifically explained below.
The graphical user interface may be an interface displayed on a terminal device, where the terminal device may be any type of computer device such as a computer, a mobile phone, a tablet computer, a game console, or a dedicated electronic device, and is not particularly limited herein.
Alternatively, the graphical user interface may be displayed in the terminal device, in particular by application software in the terminal device, for example: interactive software, game software, etc.
FIG. 1 shows a graphical user interface schematic of a football game. Other similar ball games are similar or identical to the graphical user interface of a football game, with which the present invention is illustratively described. As shown in FIG. 1, alternatively, visual information such as images, text, etc., or game information, such as 45:35 for the game, i.e., 45 minutes 35 seconds for the game, may be displayed in the graphical user interface. The virtual character of the first campaigns is represented by triangle symbols, the virtual character of the second campaigns is represented by square symbols, the first campaigns and the second campaigns belong to countermeasure campaigns, and the virtual character A of the ball is currently held. Controls may also be provided in the graphical user interface, such as a pass through control 101, pass through control 102, shoot control 103, sprint control 104, and the like. It will be appreciated that the graphical user interface may also include other controls in addition to the controls described above. The control can be specifically displayed in a graphical user interface in the form of icons, characters and the like, and a user (player) can interact with the graphical user interface by triggering the control.
The following explains the specific implementation procedure of the ball game control method provided in the embodiment of the present invention based on the specific layout of the above-described graphical user interface.
Fig. 2 is a schematic flow chart of a ball game control method according to an embodiment of the present invention, and fig. 3 is a schematic diagram showing a target virtual character identifier according to an embodiment of the present invention. Please refer to fig. 1 to 3. The method comprises the following steps:
step S201, displaying a plurality of target virtual character identifiers on a graphical user interface; the target virtual roles corresponding to the target virtual role identifiers and the current ball-holding virtual role belong to the same camping;
step S202, determining a continuous pass sequence between a current ball-holding virtual character and a plurality of target virtual characters corresponding to a plurality of target virtual character identifiers;
step S203, the current ball-holding virtual character and the target virtual characters are controlled to execute continuous ball passing actions according to the continuous ball passing sequence.
The ball game in the ball game control method according to the embodiment of the present invention may be, for example, a ball game such as football, basketball, rugby, hockey, and hockey, which requires a large number of running positions and pass control. Wherein, a graphic user interface is provided through the terminal device, and the virtual game scene of the ball game and a plurality of virtual characters in the game scene are displayed on the graphic user interface. In general, a ball game includes at least two camps that are opposed to each other, and different camps can be distinguished by the color, number, name, or the like of the virtual character identifier. Each camp comprises a plurality of virtual roles, and the plurality of virtual roles of the same camp are controlled by a user through the same terminal equipment.
Specifically, a virtual game scene of the ball game, at least two camps opposing each other, and a plurality of virtual characters included in each of the camps, wherein the virtual characters include a current ball holding virtual character a in a ball holding state in a certain camps, are generally displayed on a graphical user interface in the ball game process. In the ball game control, assuming that the specified target virtual characters are B, C, D and E shown in fig. 3, a plurality of target virtual character identifications B, C, D and E are displayed on the graphical user interface. The target virtual characters B, C, D and E corresponding to the target virtual character identifiers and the current ball-holding virtual character A belong to the same camp, i.e. the target virtual characters corresponding to the target virtual character identifiers are teammates of the current ball-holding virtual character A. The current ball-holding virtual character A and the target virtual characters are characters needing continuous ball passing. The virtual character identifier may include an image, an avatar, a name, a number, a code symbol, or the like, and is used for uniquely identifying the virtual character and distinguishing different virtual characters, where the virtual character identifiers of the different virtual characters are different.
After the multiple target virtual character identifiers B, C, D and E corresponding to the multiple target virtual characters are displayed, the continuous pass sequence between the current ball holding virtual character a and the multiple target virtual characters is further determined. The continuous pass sequence reflects the time sequence relationship of passing balls between the current ball-holding virtual character A and any two virtual characters in the multiple target virtual characters in all continuous passes. Finally, the current ball-holding virtual character A and a plurality of target virtual characters are controlled, and continuous ball passing actions are sequentially executed according to a continuous ball passing sequence, so that continuous ball passing control among the plurality of virtual characters is realized, continuous ball passing among the plurality of virtual characters is realized, and the richness of ball passing control in the ball game is improved relative to single point-to-point ball passing control in the ball game; meanwhile, continuous pass does not need multiple point-to-point pass control operations, and the convenience of pass control in ball games is improved.
The ball game control method provided by the embodiment of the invention comprises the steps of firstly displaying a plurality of target virtual character identifiers belonging to the same battle as the current ball-holding virtual character on a graphical user interface, further determining the continuous ball passing sequence between the current ball-holding virtual character and the plurality of target virtual characters, and finally controlling the current ball-holding virtual character and the plurality of target virtual characters to sequentially execute continuous ball passing actions according to the continuous ball passing sequence, thereby realizing continuous ball passing among the plurality of virtual characters, and improving the richness of ball passing control in ball games compared with single point-to-point ball passing control in ball games; meanwhile, continuous pass does not need multiple point-to-point pass control operations, and the convenience of pass control in ball games is improved.
In one embodiment of the present invention, in order to improve the accuracy of displaying the target virtual character identifiers, step S201 displays a plurality of target virtual character identifiers on the graphical user interface, including:
in response to a first touch operation to the graphical user interface, a plurality of target avatar identifications are displayed on the graphical user interface.
In order to display the target virtual character identifiers B, C, D and E only when needed and not to display the target virtual character identifiers when not needed, so as to avoid misoperation possibly caused by touch operations, so as to improve accuracy of displaying the target virtual character identifiers, the target virtual character identifiers B, C, D and E may be displayed based on a first touch operation on the gui, where the first touch operation may be any touch operation on the gui, such as clicking and sliding, and includes other touch operations other than clicking and sliding, such as double clicking or multi-finger kneading, and the embodiment of the present invention is not limited in this regard.
In one embodiment of the present invention, in order to further improve the accuracy of displaying the target virtual character identifiers, the step of displaying the plurality of target virtual character identifiers on the graphical user interface in response to the first touch operation on the graphical user interface includes:
and responding to the first touch operation to select a plurality of target virtual roles in the graphical user interface, and displaying target virtual role identifications corresponding to the selected plurality of target virtual roles on the graphical user interface.
When the target virtual character identification is displayed, a target virtual character can be selected from a plurality of virtual characters in the same camp as the current virtual character based on the first touch operation, the selected virtual character is taken as the target virtual character, and the virtual characters which are not selected are not taken as the target virtual characters. For example, when the first touch operation is a multi-click operation, determining a target virtual character by sequentially clicking the virtual character a plurality of times; or when the first touch operation is a sliding or dragging operation, the virtual characters sequentially passing through the sliding or dragging operation track (which are in the same camping as the current virtual character) are used as target virtual characters, and then the target virtual character identification corresponding to the selected target virtual character is displayed. Therefore, the target virtual character can be accurately selected based on the first touch operation, and misoperation possibly caused by the first touch operation is avoided, so that the accuracy of displaying the target virtual character identification is further improved.
In one embodiment of the invention, the graphical user interface provides a pass control. In order to improve convenience in displaying the target virtual character identifications, in response to a first touch operation on the graphical user interface, displaying a plurality of target virtual character identifications on the graphical user interface, including:
and in response to a pass control touch operation on the pass control on the graphical user interface, displaying a plurality of target virtual character identifications on the graphical user interface.
For the ball game of the present invention, a ball passing control 101 may be displayed on a gui, and the ball passing control may be controlled by a ball passing control operation, so that point-to-point ball passing between two virtual characters is realized, that is, in response to the ball passing control operation of the ball passing control 101 on the gui, the current ball holding virtual character a is controlled to execute a ball passing action, so as to perform point-to-point ball passing between the current ball holding virtual character a and a virtual character in the same battle as the current ball holding virtual character a. In the embodiment of the present invention, the target virtual character identifiers B, C, D and E may be displayed on the graphical user interface through a pass control touch operation of the pass control 101. The touch operation of the pass control can be different from the pass control operation corresponding to the point-to-point pass between two virtual roles, different execution actions are realized based on different operations on the same pass control, and on one hand, compatibility of different operations on the same pass control can be realized; on the other hand, a new control occupying the display area is not required to be added, the target virtual character identification is directly displayed based on the touch operation of the pass control, and convenience in displaying the target virtual character identification can be further improved while the number of the controls and the display area of the controls are reduced.
In an embodiment of the present invention, to further improve convenience in displaying the target virtual character identifiers, displaying a plurality of target virtual character identifiers on the graphical user interface includes:
a plurality of virtual characters which are positioned in the virtual game scene, are positioned in an associated display area with the position of the current ball-holding virtual character A in the virtual game scene and belong to the same battle as the current ball-holding virtual character A are used as a plurality of target virtual characters;
and displaying a plurality of target virtual character identifications corresponding to the plurality of target virtual characters on the graphical user interface.
When the virtual character identification of the target virtual character is displayed, one associated display area of the current ball-holding virtual character A in the virtual game scene can be set, the target virtual character is determined through the associated display area of the current ball-holding virtual character A, and the virtual character which is located in the associated display area of the current ball-holding virtual character A in the virtual game scene and is in the same battle as the current virtual character is used as the target virtual character, so that the character identification of the target virtual character is displayed on the graphical user interface.
The associated display area is a display area associated with the current ball-holding virtual character A, and the type, shape, size and the like of the display area can be preset. For example, the associated display area may include a regular circular area or a regular polygonal area centered on the position of the current ball-holding virtual character a in the virtual game scene and having a specified length as a radius, or an associated display area (regular display area) centered on the distance between the center and the position of the current ball-holding virtual character a in the virtual game scene and having a specified distance, or an irregular display area including the position of the current ball-holding virtual character a in the virtual game scene, which is not particularly limited in the embodiment of the present invention. The target virtual character is determined by setting an associated display area which is associated with the current ball-holding virtual character A, so that the target virtual character can be determined quickly and conveniently, and the convenience of displaying the target virtual character identification is improved.
In one embodiment of the present invention, to improve flexibility in determining the target virtual character, the ball game control method further includes:
responding to the zooming touch operation of the graphical user interface, and adjusting the size of the associated display area; and/or
And adjusting the relative position of the associated display area and the current ball-holding virtual character in response to the position adjustment touch operation of the graphical user interface.
When the target virtual character is selected through the associated display area of the current ball-holding virtual character A, the display size of the associated display area can be adjusted, or the relative position of the associated display area and the current ball-holding virtual character A in the virtual game scene can be adjusted. For example, when the associated display area is a regular circular area with the position of the current ball-holding virtual character a in the virtual game scene as the center and the designated length as the radius, the size of the associated display area can be adjusted through zooming touch operation on the graphical user interface, that is, the associated display area is controlled to be enlarged or reduced, so as to select different target virtual characters, and further improve the flexibility of determining the target virtual characters. The zoom touch operation may be any touch operation for a graphical user interface. Such as clicking, double clicking, sliding, etc., which are not particularly limited by the embodiments of the present invention. The size of the relevant display area is adjusted through zooming touch operation, or the relative position of the relevant display area and the current ball-holding virtual character A is adjusted through position adjustment touch operation, so that different target virtual characters can be selected, and the flexibility of determining the target virtual characters is further improved.
It will be appreciated that operations (e.g., touch operations) for the graphical user interface or the same particular control may be different, or have different trigger conditions for operations (e.g., touch operations) for the graphical user interface or the same particular control, to avoid conflicts between the different operations.
In one embodiment of the invention, as shown in FIG. 3, a zoom control 105 is provided on a graphical user interface. In order to improve accuracy in adjusting the associated display area, adjusting the size of the associated display area in response to a zoom touch operation on the graphical user interface includes:
and adjusting the size of the associated display area in response to the touch operation of the zoom control.
In resizing the associated display area, a zoom control 105 may be provided on the graphical user interface, the associated display area being resized based on a touch operation of the zoom control 105. The touch operation may be a touch operation such as clicking, double clicking, or sliding on the zoom control 105, which is not particularly limited in the embodiment of the present invention. Thus, when the associated display area needs to be adjusted, the size of the associated display area can be adjusted only based on the touch operation of the zoom control 105, but the associated display area cannot be adjusted based on other operations of the graphical user interface or operations of other controls, so that the error adjustment operation possibly caused by the touch operation of the graphical user interface is avoided, and the accuracy of adjusting the associated display area is further improved.
In one embodiment of the invention, a position adjustment control is provided on a graphical user interface. In order to further improve accuracy in adjusting the relative position of the associated display area and the current ball-holding virtual character a, adjusting the relative position of the associated display area and the current ball-holding virtual character a in response to a position adjustment touch operation on the graphical user interface, includes:
and adjusting the relative position of the associated display area and the current ball-holding virtual character in response to the touch operation of the position adjustment control.
Similarly, when the relative position of the associated display area and the current ball-holding virtual character A is adjusted, a position adjustment control can be provided on the graphical user interface, and further, the relative position of the associated display area and the current ball-holding virtual character A is adjusted in response to the touch operation of the position adjustment control, so that the accuracy of adjusting the relative position of the associated display area and the current ball-holding virtual character A is further improved.
In one embodiment of the present invention, the associated display area is a regular geometric area including a geometric center.
The associated display area may be a regular display area or an irregular display area. In order to improve the flexibility of control of the associated display area, in the embodiment of the present invention, the associated display area is a regular geometric display area with a geometric center. In addition, the geometric center of the associated display area and the position of the current ball-holding virtual character A in the virtual game scene can be overlapped or not overlapped. Preferably, the geometric center of the associated display area coincides with the position of the current ball-holding virtual character A in the virtual game scene, so that the flexibility of controlling the associated display area and the associated display area based on the current ball-holding virtual character A can be improved.
For ball game control, which generally includes a own goal (a goal to which the arming of the current ball-holding virtual character a belongs) and a counterpart goal, one game may include different game modes, and the different game modes reflect different game states or game intentions of the virtual character. For example, the game modes may include at least an attack mode, a ball control mode, and a defending mode. Of course, the game mode may include modes other than the above, and the embodiment of the present invention is not particularly limited. The following is an exemplary description of the attack mode, the ball control mode, and the defending mode, respectively.
Specifically, the game mode corresponding to the current ball-holding virtual character a includes an attack mode, and the attack mode reflects a state that the current ball-holding virtual character a is in a ball-holding attack.
Fig. 4 shows a schematic representation of the location of an associated display area in an attack mode according to an embodiment of the present invention. As shown in fig. 4, the character identifier of the virtual character of the first camp is represented by a triangle symbol, the character identifier of the virtual character of the second camp is represented by a square symbol, and the first camp and the second camp are in an opposing camp. Wherein the triangle symbol labeled a represents the character identification of the current ball-holding virtual character a. The attack direction is the direction that the own goal of the current ball-holding virtual character A extends towards the opposite goal, or the direction parallel to the direction that the own goal of the current ball-holding virtual character A extends towards the opposite goal.
Illustratively, the graphical user interface further includes an associated display area 11 of the current ball-holding virtual character a, and the associated display area 11 is a rectangular regular geometric area. When the game mode corresponding to the current ball-holding virtual character a is the attack mode, in order to improve the cooperative consistency of the determined target virtual character and the current ball-holding virtual character a in the attack mode, the position of the current ball-holding virtual character a in the attack direction is located behind the position of the geometric center of the associated display area 11 in the attack direction. In this way, the range included in the association display area 11 in the attack direction is basically in front of the current ball-holding virtual character a, so that the position of the target virtual character determined by the association display area 11 can be ensured to be basically consistent with the attack trend of the current ball-holding virtual character a in the attack mode, the consistency of the target virtual character and the current ball-holding virtual character a in the attack mode is improved, and the game experience of the user is also improved.
Specifically, the virtual character 12 included in the associated display area 11 and having the same camping as the current ball-holding virtual character a is the determined target virtual character. The associated display area 11 in fig. 4 contains 5 avatars 12 that are in the same camp as the current ball holding avatar a. In the attack mode, the direction vector 15 in the direction extending from the position of the current ball-holding virtual character a in the virtual game scene toward the geometric center of the associated display area 11 forms an acute angle with the direction vector 14 in the attack direction.
Specifically, the game mode corresponding to the current ball-holding virtual character a includes a ball control mode, and the ball control mode reflects the state that the current ball-holding virtual character a is in a ball control state.
Fig. 5 shows a schematic diagram of the position of an associated display area in a ball holding mode according to an embodiment of the present invention. As shown in fig. 5, the character identifier of the virtual character of the first camp is represented by a triangle symbol, and the character identifier of the virtual character of the second camp is represented by a square symbol, and the first camp and the second camp are in an opposing camp. Wherein the triangle symbol labeled a represents the character identification of the current ball-holding virtual character a. The attack direction is the direction that the own goal of the current ball-holding virtual character A extends towards the opposite goal, or the direction parallel to the direction that the own goal of the current ball-holding virtual character A extends towards the opposite goal.
When the game mode corresponding to the current ball-holding virtual character a is the ball-holding mode, in order to improve the cooperative consistency of the determined target virtual character and the current ball-holding virtual character a in the ball-holding mode, the position of the current ball-holding virtual character a in the attack direction is located above or below the position of the geometric center of the associated display area 11 in the attack direction. In this way, the range included in the association display area 11 in the ball holding mode is basically above or below the current ball holding virtual character a, so that the position of the target virtual character determined by the association display area 11 can be ensured to be basically consistent with the ball holding game trend of the current ball holding virtual character a in the ball holding mode, the consistency of the target virtual character and the current ball holding virtual character a in the ball holding mode is improved, and the game experience of the user is also improved.
Specifically, for example, the graphical user interface further includes an associated display area 11 of the current ball-holding virtual character a, where the associated display area 11 is a rectangular regular geometric area. In the ball control mode, the current ball-holding virtual character a is located in a virtual game scene at a position coincident with the geometric center of the associated display area 11. Alternatively, in the ball holding mode, the direction vector 15 in the direction extending from the position of the current ball holding virtual character a in the virtual game scene toward the geometric center of the associated display area 11 is at right angles to the direction vector 14 in the attack direction. In fig. 5, the virtual character 12 included in the associated display area 11 and having the same camping as the current ball-holding virtual character a is the determined target virtual character. The associated display area 11 in fig. 2 contains a plurality of avatars 12 that are in the same camp as the current ball holding avatar a.
Specifically, the game mode corresponding to the current ball-holding virtual character a includes a defending mode, which reflects the state that the current ball-holding virtual character a is in the ball-holding defending state.
FIG. 6 shows an indication of the location of an associated display area in an attack mode provided by an embodiment of the present invention. As shown in fig. 6, the character identifier of the virtual character of the first camp is represented by a triangle symbol, the character identifier of the virtual character of the second camp is represented by a square symbol, and the first camp and the second camp are in an opposing camp. Wherein the triangle symbol labeled a represents the character identification of the current ball-holding virtual character a. The attack direction is the direction that the own goal of the current ball-holding virtual character A extends towards the opposite goal, or the direction parallel to the direction that the own goal of the current ball-holding virtual character A extends towards the opposite goal.
Illustratively, the graphical user interface further includes an associated display area 11 of the current ball-holding virtual character a, and the associated display area 11 is a rectangular regular geometric area. When the game mode corresponding to the current ball-holding virtual character a is the defending mode, in order to improve the cooperative consistency of the determined target virtual character and the current ball-holding virtual character a in the defending mode, the position of the current ball-holding virtual character a in the attack direction is located in front of the position of the geometric center of the associated display area 11 in the attack direction. I.e. the geometrical centre of the associated display area 11 is located in the direction of attack, behind the position of the current ball-holding virtual character a in the direction of attack. In this way, the range included in the association display area 11 is basically behind the current ball-holding virtual character a in the defending mode, so that the position of the target virtual character determined by the association display area 11 can be ensured to be basically consistent with the defending trend of the current ball-holding virtual character a in the defending mode, the consistency of the target virtual character and the current ball-holding virtual character a in the defending mode is improved, and the game experience of the user is also improved.
Specifically, the virtual character 12 included in the associated display area 11 and having the same camping as the current ball-holding virtual character a is the determined target virtual character. The associated display area 11 in fig. 6 contains multiple avatars 12 that are in the same camp as the current ball holding avatar a. In the defending mode, the angle gamma between the direction vector 15 in the direction extending from the position of the current ball-holding virtual character A in the virtual game scene to the geometric center of the associated display area 11 and the direction vector 14 in the attack direction is an obtuse angle.
In an embodiment of the present invention, in order to improve the accuracy of determining the continuous pass sequence, step S202 of determining the continuous pass sequence between the current ball-holding virtual character and the plurality of target virtual characters corresponding to the plurality of target virtual character identifications includes:
and responding to a second touch operation on the multiple target virtual character identifiers, and determining the continuous pass sequence between the current ball-holding virtual character and the multiple target virtual characters corresponding to the multiple target virtual character identifiers.
In determining the consecutive pass order between the plurality of virtual characters (the current ball-holding virtual character a and the target virtual character), the consecutive pass order may be determined based on the second touch operation on the plurality of target virtual character identifications or based on the second touch operation on the current ball-holding virtual character a and the plurality of target virtual character identifications on the basis of displaying the target virtual character identifications. For example, assume that the current ball holding avatar A is A and the target avatars are B, C, D and E. The second touch operation may be clicking each target virtual character in turn, or the second touch operation may be a sliding or dragging operation, and assuming that the order of clicking or the order of characters passed by the sliding track is D, C, E and B in turn, it may be determined that the continuous pass order between the current ball-holding virtual character a is a and the target virtual characters are B, C, D and E is: a to D, D to C, C to E and E to B. Or, assuming that the roles sequentially selected by the second touch operation are C, B, E and D, it may be determined that the consecutive pass sequence between the current ball-holding virtual role a being a and the target virtual roles being B, C, D and E is: a to C, C to B, B to D and D to E. The second touch operation may be other touch operations besides clicking and sliding, for example, a double-click operation performed on each target virtual character or the current ball-holding virtual character a in turn, which is not particularly limited in the embodiment of the present invention.
In an embodiment of the present invention, in order to improve convenience of touch operations such as displaying a target virtual character identifier and determining a continuous pass, the first touch operation and the second touch operation are the same touch operation that is continuous and uninterrupted.
The first touch operation is a touch operation for displaying the target virtual character identifier, the second touch operation is a touch operation for determining a continuous pass sequence, and the first touch operation and the second touch operation are the same touch operation which is continuous and uninterrupted, for example, continuous and uninterrupted sliding operation. The sliding operation of the first half section is used for displaying the target virtual character identifier, and after the target virtual character identifier is displayed, the sliding operation of the second half section is used for determining the continuous pass sequence before the current ball bearing virtual character A and the plurality of target virtual characters, and the sliding operation of the first half section and the sliding operation of the second half section are continuous and uninterrupted sliding operations. Therefore, based on one-time sliding touch operation, the character identification of the target virtual character can be displayed, the continuous pass sequence before the virtual character can be determined, and the convenience of touch operation in ball game control is greatly improved.
Referring to fig. 3, in order to further improve the convenience of the continuous pass sequence, step S202 of determining the continuous pass sequence between the current ball-holding virtual character and the multiple target virtual characters corresponding to the multiple target virtual character identifiers includes:
Determining the role distance between the target virtual role corresponding to each target virtual role identifier and the current ball-holding virtual role respectively; the role distance reflects the distance between the target virtual role corresponding to each target virtual role identifier and the current ball-holding virtual role;
determining the role orientation of each target virtual role corresponding to each target virtual role identifier relative to the current ball-holding virtual role; the role orientation reflects the orientation of each target virtual role corresponding to the target virtual role identifier relative to the current ball-holding virtual role;
and determining the continuous pass sequence between the current ball-holding virtual character and the multiple target virtual characters according to the character distance between the target virtual character corresponding to each target virtual character identifier and the current ball-holding virtual character and/or the character azimuth of the target virtual character corresponding to each target virtual character identifier relative to the current ball-holding virtual character.
When determining the continuous pass sequence among the multiple virtual characters, the character distance and the character direction between the target virtual character and the current ball-holding virtual character A can be determined respectively, and then the continuous pass sequence is determined based on the character distance and the character direction, so that the convenience of the continuous pass sequence is improved. The character distance reflects the distance between the position of the target virtual character in the virtual game scene and the position of the current ball-holding virtual character A in the virtual game scene. The character orientation reflects the position of the target virtual character in the virtual game scene relative to the orientation of the position of the current ball bearing virtual character a in the virtual game scene.
For example, the virtual character may be arranged according to a distance order between a plurality of character distances based on the character distance between the target virtual character and the current ball-holding virtual character a. Assuming that the target virtual characters B, C, D and E have the character distances S1, S2, S3 and S4 respectively from the current ball-holding virtual character A, and the order of the character distances S1, S2, S3 and S4 is S3, S1, S4 and S2, it can be determined that the consecutive ball passing order between the virtual characters is A to D, D to B, B to E and E to C.
For example, the included angles in front of the reference axis, for example, the horizontal axis (or the vertical axis perpendicular to the attack direction) coincident with or parallel to the attack direction may be sequentially arranged according to the size between the included angles based on the character orientation of the target virtual character with respect to the current ball-holding virtual character a. The angle between the character direction of the target virtual character relative to the current ball-holding virtual character A and the front of the horizontal axis reflects the consistency of the pass control and the attack direction, and the smaller the angle is, the larger the consistency of the pass control and the attack direction is, and the smaller the angle is, the smaller the consistency of the pass control and the attack direction is. Assuming that the target virtual characters B, C, D and E and the current ball-holding virtual character A have the character orientations of theta 1, theta 2, theta 3 and theta 4, respectively, and the order of the magnitudes of the character orientations of theta 1, theta 2, theta 3 and theta 4 is theta 2, theta 4, theta 3 and theta 1, it can be determined that the continuous ball passing order between the virtual characters is that A is passed to C, C, E, E is passed to D and D is passed to B.
In an embodiment of the present invention, in order to further improve convenience of continuous pass control, the ball game control method further includes:
the associated region of each target avatar identification displays the character distance and/or character orientation on the graphical user interface.
After the target virtual character identifier of the target virtual character is displayed, the character distance between the target virtual character and the current ball-holding virtual character A and the character orientation of the target virtual character relative to the current ball-holding virtual character A can be further displayed in the association area of the target virtual character identifier. Therefore, when the continuous pass sequence is determined, the character distance and/or the character azimuth between the target virtual character displayed in the association area and the current ball-holding virtual character A can be referred to, so that the continuous pass sequence between the virtual characters can be determined more accurately and conveniently, and the convenience of continuous pass control is further improved.
For example, the target virtual character identifier may be a head image, a number, or a character name of the target virtual character, and the target virtual character identifiers are arranged laterally on the graphical user interface, and the association area of the target virtual character identifier may include a position directly above the target virtual character identifier, that is, a character distance and a character orientation of the target virtual character with respect to the current ball holding virtual character a are displayed directly above (association area) the target virtual character identifier. Alternatively, the target avatar identification is arranged vertically on the graphical user interface, and the associated area of the target avatar identification may include the left side of the target avatar identification, i.e., the character distance and character orientation of the target avatar relative to the current ball holding avatar a is displayed to the left of the target avatar identification (associated area). The associated area may be other areas or forms than the above and to the left, which is not particularly limited by the embodiment of the present invention.
In an embodiment of the present invention, in order to further improve the convenience of determining the continuous pass sequence, step S202 of determining the continuous pass sequence between the current ball-holding virtual character and the plurality of target virtual characters corresponding to the plurality of target virtual character identifications includes:
and taking the continuous pass recommendation sequence between the current ball-holding virtual character A and the multiple target virtual characters, which is determined based on a preset ordering rule, as the continuous pass sequence between the current ball-holding virtual character A and the multiple target virtual characters.
When determining the continuous pass sequence between the virtual roles, a preset ordering rule can be set in advance, and then the continuous pass sequence between the virtual roles is determined according to the preset ordering rule, so that the convenience of determining the continuous pass sequence is further improved. The preset ranking rule may be a pre-designated sequence of the virtual characters, or other ranking rules except the foregoing, for example, game data of each virtual character in a specific time interval, etc., which is not particularly limited in the embodiment of the present invention.
For example, the preset sort rule may include a pre-specified order among the target virtual characters, and after determining the target virtual characters, the sequential pass order is determined according to the pre-specified order among the plurality of target virtual characters. Assuming that the pre-specified order is C, E, D and B between the current ball holding avatar a and the target avatars B, C, D and E, the consecutive ball passes may be determined to be a to C, C to E, E to D and D to B. In this way, the continuous pass sequence is determined according to the sequence among the pre-designated virtual characters, and the convenience of determining the continuous pass sequence can be further improved.
For example, the preset ranking rule may further include game data of each target virtual character in a specific time interval, for example, the number of goals of each target virtual character in a specific time interval, the time of goal control, and the game data of each target virtual character may further include the number of attacks and the number of times of passes of each target virtual character in a specific time interval, in addition to the number of goals of a specific time interval and the time of goal control. For example, the sequential pass sequence is determined according to the ball control time of each of the plurality of target virtual characters at a particular time interval. Assuming that the ball control time percentages of each of the target virtual characters B, C, D and E at a specific time interval are T1, T2, T3 and T4, and the order of the sizes among the ball control times T1, T2, T3 and T4 are T3, T1, T2 and T4, it can be determined that the consecutive ball transfer order is a to D, D to B, B to C and C to E. Thus, the continuous pass sequence is determined according to the game data of each virtual character in a specific time interval, and the convenience and accuracy of determining the continuous pass sequence can be improved.
In a preferred embodiment, in order to improve the recognition of the sequential pass sequence, as shown in fig. 3, the ball game control method further includes:
And displaying the continuous pass sequence corresponding to the target virtual character in the association area of each target virtual character identifier on the graphical user interface. For example, as shown in fig. 3, the consecutive pass sequences (2), (4), (1) and (3) are displayed right above the target virtual character to improve the recognition of the consecutive pass sequences.
In an embodiment of the present invention, in order to improve accuracy of continuous pass control, in step S203, controlling a current ball-holding avatar and a plurality of target avatars to sequentially perform continuous pass actions according to a continuous pass sequence includes:
updating the positions of the current ball-holding virtual character and a plurality of target virtual characters in the virtual game scene in real time;
and controlling the current ball-holding virtual role and the target virtual roles to execute continuous ball passing actions according to the continuous ball passing sequence based on the positions of the virtual roles updated in real time and the target virtual roles in the virtual game scene.
When the continuous pass action is controlled to be executed, the positions of the current ball-holding virtual character A and the target virtual characters in the virtual game scene can be updated in real time, and further, the current ball-holding virtual character A and the target virtual characters are controlled to execute the continuous pass action according to the continuous pass sequence based on the positions of the virtual characters updated in real time. For example, after each pass, the positions of the current ball-holding virtual character a and the target virtual characters in the virtual game scene can be updated once, so that the accuracy of the positions of the current ball-holding virtual character a and the target virtual characters in the virtual game scene can be ensured, and the accuracy of pass control can be further improved. Or the positions of the current ball-holding virtual character a and the target virtual characters in the virtual game scene can be updated once at a small specific time interval, which can be as small as possible and almost negligible to be close to real-time updating. For example, the smaller specific time interval is less than 0.5 seconds or 0.8 seconds or 1 second, etc., and may be, for example, 0.5 seconds or 0.05 seconds, etc., which is not particularly limited by the embodiment of the present invention.
In an embodiment of the present invention, in order to improve flexibility of changing the continuous pass sequence, before controlling the current ball-holding virtual character and the plurality of target virtual characters to sequentially perform the continuous pass actions according to the continuous pass sequence, the method further includes:
and in response to a sequence changing touch operation for the plurality of target virtual character identifications, updating a continuous pass sequence between the current ball holding virtual character and the plurality of target virtual characters.
In addition, the continuous pass sequence between virtual characters may be changed. Specifically, the continuous pass sequence may be changed based on the sequence change touch operation for the plurality of target virtual character identifications, so as to improve the flexibility of changing the continuous pass sequence. The sequential change touch operation may be clicking the target virtual character identifier sequentially, or the sliding track sequentially passing through the target virtual character identifier, which is not particularly limited in the embodiment of the present invention.
In one embodiment of the invention, a sequence change control is provided on a graphical user interface. In order to avoid misoperation of sequence change and improve accuracy of changing continuous pass sequence, before responding to sequence change touch operation of a plurality of target virtual character identifiers, the method further comprises:
And in response to the touch operation of the sequence change control, monitoring sequence change touch operation of the plurality of target virtual character identifiers.
When the continuous pass sequence is changed, a sequence change control can be provided and displayed on the graphical user interface, and based on the triggering operation of the sequence change control, the function of triggering sequence change is started, so that the sequence change touch operation of a plurality of target virtual character identifiers is started to be monitored. Therefore, misoperation possibly caused by touch control can be avoided, and the accuracy of changing the continuous pass sequence is improved. The triggering operation may be clicking, double clicking, or other touch operations other than clicking, double clicking, such as dragging, etc., which are not limited in particular by the embodiment of the present invention.
In an embodiment of the present invention, in order to improve convenience of canceling continuous pass, the ball game control method further includes:
and in response to the touch cancellation operation of the graphical user interface, canceling the current ball-holding virtual character and the plurality of target virtual characters to execute continuous pass actions.
In an embodiment of the present invention, in order to improve convenience of canceling continuous pass, the ball game control method further includes:
And in response to the touch cancellation operation of the graphical user interface, canceling the current ball-holding virtual character and the plurality of target virtual characters to execute continuous pass actions.
The game player may want to cancel continuous pass based on real-time changes in game situation before controlling to perform continuous pass. At this time, the continuous pass action may be canceled based on the cancel touch operation of the graphical user interface. Thus, the convenience of canceling continuous pass can be improved.
In one embodiment of the present invention, the gui provides a cancel control, and in order to improve accuracy of canceling continuous pass, the ball game control method further includes:
and in response to a cancel touch operation of the cancel control on the graphical user interface, canceling the current ball-holding virtual character and executing continuous pass actions with the plurality of target virtual characters.
When the continuous pass is canceled, a cancel control can be provided on the graphical user interface, and the continuous pass is canceled based on a cancel touch operation on the cancel control. Therefore, when the continuous pass action is cancelled, the result of cancelling the continuous pass action can be triggered only based on cancelling touch operation of the cancelling control, so that the problem of misoperation possibly caused by cancelling touch operation directly on the graphical user interface is avoided, and the accuracy of cancelling continuous pass is improved.
Fig. 7 is a schematic structural diagram of a ball game control device according to an embodiment of the present invention, where, as shown in fig. 7, the ball game control device includes:
a character identifier display module 701 for displaying a plurality of target virtual character identifiers on a graphical user interface; the target virtual characters corresponding to the target virtual character identifiers and the current ball-holding virtual character belong to the same camp.
And the continuous pass sequence determining module 702 is configured to determine a continuous pass sequence between the current ball-holding virtual character and a plurality of target virtual characters corresponding to the plurality of target virtual character identifiers.
The continuous action control module 703 is used for controlling the current ball-holding virtual character and the multiple target virtual characters to execute continuous ball-passing actions according to the continuous ball-passing sequence.
And displaying the virtual game scene of the ball game and a plurality of virtual roles in the virtual game scene through a graphical user interface of the terminal equipment.
In the embodiment of the invention, the character identification display module 701 displays the multiple target virtual character identifications belonging to the same battle as the current ball-holding virtual character on the graphical user interface, and then the continuous transmission sequence determination module 702 determines the continuous ball transmission sequence between the current ball-holding virtual character and the multiple target virtual characters, and finally the continuous transmission control module 703 controls the current ball-holding virtual character and the multiple target virtual characters to sequentially execute continuous ball transmission actions according to the continuous ball transmission sequence, thereby realizing continuous ball transmission between the multiple virtual characters, and improving the richness of ball transmission control in ball games compared with single point-to-point ball transmission control in ball games; meanwhile, continuous pass does not need multiple point-to-point pass control operations, and the convenience of pass control in ball games is improved.
In one embodiment of the present invention, in order to improve the accuracy of displaying the target virtual character identifier, the character identifier display module 701 includes:
and the touch display unit is used for responding to the first touch operation on the graphical user interface and displaying a plurality of target virtual character identifications on the graphical user interface.
In an embodiment of the present invention, in order to further improve accuracy of displaying the target virtual character identifier, the touch display unit includes:
and the touch display subunit is used for responding to the first touch operation to select a plurality of target virtual roles in the graphical user interface and displaying target virtual role identifications corresponding to the selected plurality of target virtual roles on the graphical user interface.
In one embodiment of the invention, the graphical user interface provides a pass control. In order to improve convenience of displaying the target virtual character identification, the touch display unit includes:
and the control touch display subunit is used for responding to the touch operation of the pass control on the graphical user interface and displaying a plurality of target virtual character identifiers on the graphical user interface.
In an embodiment of the present invention, in order to further improve the convenience of displaying the target virtual character identifier, the character identifier display module 701 includes:
A target character determining unit, configured to take, as a plurality of target virtual characters, a plurality of virtual characters which are located in the virtual game scene, are located in an associated display area with a location of the current ball-holding virtual character in the virtual game scene, and belong to the same camp as the current ball-holding virtual character;
and the target character identification display unit is used for displaying a plurality of target virtual character identifications corresponding to the plurality of target virtual characters on the graphical user interface.
In one embodiment of the present invention, in order to improve flexibility in determining a target virtual character, the ball game control device further includes:
the scaling adjustment module is used for responding to scaling touch operation of the graphical user interface and adjusting the size of the associated display area; and/or
And the position adjusting module is used for adjusting the relative position of the associated display area and the current ball-holding virtual character in response to the position adjusting touch operation of the graphical user interface.
In one embodiment of the invention, a zoom control is provided on a graphical user interface. In order to increase the accuracy of adjusting the associated display area, the zoom adjustment module includes:
and the control zoom adjustment unit is used for responding to the touch operation of the zoom control and adjusting the size of the associated display area.
In one embodiment of the invention, a position adjustment control is provided on a graphical user interface. In order to further improve accuracy in adjusting the relative position of the associated display area and the current ball-holding virtual character a, the position adjustment module includes:
and the control position adjusting unit is used for responding to the touch operation of the position adjusting control and adjusting the relative position of the associated display area and the current ball-holding virtual character.
In one embodiment of the present invention, the associated display area is a regular geometric area including a geometric center.
In one embodiment of the present invention, in order to improve the cooperative consistency of the determined target virtual character and the current ball-holding virtual character a in the attack mode, the game mode corresponding to the current ball-holding virtual character includes an attack mode, and the attack mode reflects that the current ball-holding virtual character is in a ball-holding attack state;
in the attack mode, a direction vector in the extending direction from the position of the current ball-holding virtual character in the virtual game scene to the geometric center of the associated display area forms an acute angle with the direction vector in the attack direction;
the attack direction is the direction that the own goal of the current ball-holding virtual character extends towards the opposite goal, or the direction parallel to the direction that the own goal of the current ball-holding virtual character extends towards the opposite goal.
In one embodiment of the present invention, in order to improve the cooperative consistency of the target virtual character and the current ball-holding virtual character a in the ball-holding mode, the game mode corresponding to the current ball-holding virtual character includes a ball-controlling mode, where the ball-controlling mode reflects that the current ball-holding virtual character is in a ball-controlling state;
in the ball control mode, the position of the current ball-holding virtual character in the virtual game scene coincides with the geometric center of the associated display area; or (b)
In the ball control mode, a direction vector in the extending direction from the position of the current ball-holding virtual character in the virtual game scene to the geometric center of the associated display area and an included angle between the direction vector in the attack direction are right angles;
the attack direction is the direction that the own goal of the current ball-holding virtual character extends towards the opposite goal, or the direction parallel to the direction that the own goal of the current ball-holding virtual character extends towards the opposite goal.
In one embodiment of the present invention, in order to improve the cooperative consistency between the determined target virtual character and the current ball-holding virtual character a in the defending mode, the game mode corresponding to the current ball-holding virtual character includes a defending mode, and the defending mode reflects that the current ball-holding virtual character is in a ball-holding defending state;
In the defending mode, a direction vector in the extending direction from the position of the current ball-holding virtual character in the virtual game scene to the geometric center of the associated display area and an included angle between the direction vector in the attack direction are obtuse angles;
the attack direction is the direction that the own goal of the current ball-holding virtual character extends towards the opposite goal, or the direction parallel to the direction that the own goal of the current ball-holding virtual character extends towards the opposite goal.
In one embodiment of the present invention, to improve the accuracy of determining the sequential pass sequence, the sequential pass sequence determining module 702 includes:
and the continuous pass sequence determining unit is used for determining the continuous pass sequence between the current ball-holding virtual character and the target virtual characters corresponding to the target virtual character identifiers in response to the second touch operation on the target virtual character identifiers.
In an embodiment of the present invention, in order to improve convenience of touch operations such as displaying a target virtual character identifier and determining a continuous pass, the first touch operation and the second touch operation are the same touch operation that is continuous and uninterrupted.
In one embodiment of the present invention, in order to further improve convenience of the continuous pass sequence, the ball game control device further includes:
A distance and azimuth display unit, configured to display a role distance and/or a role azimuth in an association area identified by each target virtual role on the graphical user interface;
the role distance reflects the distance between the target virtual role corresponding to each target virtual role identifier and the current ball-holding virtual role; the role orientation reflects the orientation of each target virtual role to the current ball-holding virtual role.
In one embodiment of the present invention, to further improve the convenience of the continuous pass sequence, the continuous pass sequence determining module 702 includes:
the role distance determining unit is used for determining the role distance between the target virtual role corresponding to each target virtual role identifier and the current ball-holding virtual role respectively;
the role orientation determining unit is used for determining the role orientation of each target virtual role corresponding to the target virtual role identifier relative to the current ball-holding virtual role;
and the continuous pass sequence determining unit is used for determining the continuous pass sequence between the current ball-holding virtual character and the multiple target virtual characters according to the character distance between the target virtual character corresponding to each target virtual character identifier and the current ball-holding virtual character and/or the character orientation of the target virtual character corresponding to each target virtual character identifier relative to the current ball-holding virtual character.
In an embodiment of the present invention, in order to further improve convenience of continuous pass control, the continuous pass sequence determining unit is further configured to:
and taking the continuous pass recommendation sequence between the current ball-holding virtual character and the multiple target virtual characters, which is determined based on a preset ordering rule, as the continuous pass sequence between the current ball-holding virtual character and the multiple target virtual characters.
In one embodiment of the present invention, to improve accuracy of continuous pass control, the continuous motion control module 703 includes:
the real-time position updating unit is used for updating the positions of the current ball-holding virtual character and the plurality of target virtual characters in the virtual game scene in real time;
and the continuous transmission control unit is used for controlling the current ball-holding virtual character and the plurality of target virtual characters to sequentially execute continuous ball transmission actions according to the continuous ball transmission sequence based on the positions of the virtual characters updated in real time and the plurality of target virtual characters in the virtual game scene.
In one embodiment of the present invention, in order to improve flexibility in changing the continuous pass sequence, the ball game control device further includes:
and in response to a sequence changing touch operation for the plurality of target virtual character identifications, updating a continuous pass sequence between the current ball holding virtual character and the plurality of target virtual characters.
In one embodiment of the invention, the graphical user interface provides a cancel control. In order to avoid misoperation of sequence change and improve accuracy of changing continuous pass sequence, the ball game control device further comprises:
and in response to a cancel touch operation of the cancel control on the graphical user interface, canceling the current ball-holding virtual character and executing continuous pass actions with the plurality of target virtual characters.
The foregoing apparatus is used for executing the method provided in the foregoing embodiment, and its implementation principle and technical effects are similar, and are not described herein again.
The following briefly describes functions and principles of the ball game control method provided by the embodiment of the invention in combination with an application scenario of ball passing control of a football game:
taking a virtual game scene displayed by the whole graphical user interface as a whole, taking a ball-holding virtual character as a center, giving a round area (namely an associated display area) taking R as a radius, long-pressing a ball-passing control, determining teammate virtual characters within the round area range of the ball-holding virtual character as target virtual characters, calling out continuous ball-passing head images (target virtual character identifiers), and further executing operations of multiple ball-passing and the sequence of conducting balls among players according to the sequence of the target virtual characters through which a game player slides or the sequence of clicking the head images in sequence. When a parent presses the pass control, other teammate virtual roles outside the range of the circular area cannot appear. The associated area of the target virtual character head is provided with the character azimuth and the character distance of the target virtual character relative to the ball-holding virtual character, so that the game player is helped to have overall control over continuous ball passing.
Meanwhile, a cancel control for canceling the operation is also arranged on the graphical user interface, and the selection of the current continuous pass is canceled after clicking or sliding. Before or during the execution of continuous pass, the function of canceling the current continuous conduction is provided, and the game player can stop/terminate the continuous pass operation after clicking a cancel button or clicking other operation buttons, so as to meet the changeable running situation on the competition field, and the player can control in real time if better shooting or attack opportunities exist at present.
Continuous pass can be controlled through one-time operation, so that the game competitive performance of the game is improved, the game experience of a game player is enriched, and the control feeling and the competitive feeling of the player are met. Meanwhile, virtual roles can be appointed to form attack coordination, so that the tactical running position, conduction and other operation problems of the ball game are improved, and a player really experiences coordination pleasure.
The above modules may be one or more integrated circuits configured to implement the above methods, for example: one or more application specific integrated circuits (Application Specific Integrated Circuit, abbreviated as ASICs), or one or more microprocessors, or one or more field programmable gate arrays (Field Programmable Gate Array, abbreviated as FPGAs), etc. For another example, when a module above is implemented in the form of a processing element scheduler code, the processing element may be a general-purpose processor, such as a central processing unit (Central Processing Unit, CPU) or other processor that may invoke the program code. For another example, the modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).
Fig. 8 is a schematic structural diagram of a computer device according to an embodiment of the present invention, referring to fig. 8, the computer device includes: a memory 801, and a processor 802, wherein the memory 801 stores a computer program executable on the processor 802, and the processor 802 realizes the steps of the ball game control method when executing the computer program.
In another aspect of the embodiments of the present invention, there is provided a computer-readable storage medium having stored thereon a computer program which, when executed by a processor, implements the steps of the ball game control method described above.
Alternatively, the computer device may be the aforementioned terminal device.
In the several embodiments provided by the present invention, it should be understood that the disclosed apparatus and method may be implemented in other manners. For example, the apparatus embodiments described above are merely illustrative, e.g., the division of elements is merely a logical functional division, and there may be additional divisions of actual implementation, e.g., multiple elements or components may be combined or integrated into another system, or some features may be omitted, or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be an indirect coupling or communication connection via some interfaces, devices or units, which may be in electrical, mechanical or other form.
The units described as separate units may or may not be physically separate, and units shown as units may or may not be physical units, may be located in one place, or may be distributed over a plurality of network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
In addition, each functional unit in the embodiments of the present invention may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit. The integrated units may be implemented in hardware or in hardware plus software functional units.
The integrated units implemented in the form of software functional units described above may be stored in a computer readable storage medium. The software functional unit is stored in a storage medium, and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) or a processor (english: processor) to perform part of the steps of the methods of the embodiments of the invention. And the aforementioned storage medium includes: u disk, mobile hard disk, read-Only Memory (ROM), random access Memory (Random AccessMemory, RAM), magnetic disk or optical disk, etc.
The foregoing is merely illustrative of embodiments of the present invention, and the present invention is not limited thereto, and any changes or substitutions can be easily made by those skilled in the art within the technical scope of the present invention, and the present invention is intended to be covered by the present invention. Therefore, the protection scope of the invention is subject to the protection scope of the claims.
The above is only a preferred embodiment of the present invention, and is not intended to limit the present invention, but various modifications and variations can be made to the present invention by those skilled in the art. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present invention should be included in the protection scope of the present invention.
Claims (23)
1. A ball game control method for displaying a virtual game scene of a ball game and a plurality of virtual characters therein through a graphical user interface of a terminal device, comprising:
displaying a plurality of target avatar identifications on a graphical user interface; the target virtual roles corresponding to the target virtual role identifiers and the current ball-holding virtual role belong to the same camping;
determining a continuous pass sequence between a current ball-holding virtual character and a plurality of target virtual characters corresponding to the target virtual character identifiers;
And controlling the current ball-holding virtual character and the target virtual characters to sequentially execute continuous ball passing actions according to the continuous ball passing sequence.
2. The ball game control method of claim 1, wherein displaying the plurality of target avatar identifications on the graphical user interface comprises:
in response to a first touch operation to the graphical user interface, a plurality of target avatar identifications are displayed on the graphical user interface.
3. The ball game control method of claim 2, wherein displaying the plurality of target avatar identifications on the graphical user interface in response to the first touch operation to the graphical user interface comprises:
and responding to the first touch operation to select a plurality of target virtual roles in the graphical user interface, and displaying target virtual role identifications corresponding to the selected plurality of target virtual roles on the graphical user interface.
4. The ball game control method of claim 2, wherein the graphical user interface provides a pass control, and wherein displaying the plurality of target avatar identifications on the graphical user interface in response to the first touch operation of the graphical user interface comprises:
and in response to a pass control touch operation on the pass control on the graphical user interface, displaying a plurality of target virtual character identifications on the graphical user interface.
5. A method of controlling a ball game according to claim 1 or 4, wherein displaying a plurality of target avatar identifications on a graphical user interface comprises:
taking a plurality of virtual characters which are positioned in the virtual game scene, are positioned in an associated display area with the position of the current ball-holding virtual character in the virtual game scene and belong to the same battle as the current ball-holding virtual character as a plurality of target virtual characters;
and displaying a plurality of target virtual character identifications corresponding to the plurality of target virtual characters on the graphical user interface.
6. The ball game control method of claim 5, wherein the method further comprises:
responding to the zooming touch operation of the graphical user interface, and adjusting the size of the associated display area; and/or
And adjusting the relative position of the associated display area and the current ball-holding virtual character in response to the position adjustment touch operation of the graphical user interface.
7. The ball game control method of claim 6, wherein providing a zoom control on the graphical user interface, responsive to a zoom touch operation on the graphical user interface, adjusts the size of the associated display area, comprising:
And adjusting the size of the associated display area in response to the touch operation of the zoom control.
8. The ball game control method of claim 6, wherein providing a position adjustment control on the graphical user interface, responsive to a position adjustment touch operation on the graphical user interface, adjusting the relative position of the associated display area and the current ball holding virtual character comprises:
and adjusting the relative position of the associated display area and the current ball-holding virtual character in response to the touch operation of the position adjustment control.
9. The ball game control method of claim 5, wherein the associated display area is a regular geometric area including a geometric center.
10. The ball game control method of claim 9, wherein the game mode corresponding to the current ball-holding virtual character includes an attack mode reflecting that the current ball-holding virtual character is in a ball-holding attack state;
in the attack mode, a direction vector in the extending direction from the position of the current ball-holding virtual character in the virtual game scene to the geometric center of the associated display area forms an acute angle with the direction vector in the attack direction;
the attack direction is the direction that the own goal of the current ball-holding virtual character extends towards the opposite goal, or the direction parallel to the direction that the own goal of the current ball-holding virtual character extends towards the opposite goal.
11. The ball game control method of claim 9, wherein the game mode corresponding to the current ball-holding virtual character includes a ball control mode reflecting that the current ball-holding virtual character is in a ball-controlled state;
in the ball control mode, the position of the current ball-holding virtual character in the virtual game scene coincides with the geometric center of the associated display area; or (b)
In the ball control mode, a direction vector in the extending direction from the position of the current ball-holding virtual character in the virtual game scene to the geometric center of the associated display area and an included angle between the direction vector in the attack direction are right angles;
the attack direction is the direction that the own goal of the current ball-holding virtual character extends towards the opposite goal, or the direction parallel to the direction that the own goal of the current ball-holding virtual character extends towards the opposite goal.
12. The ball game control method of claim 9, wherein the game mode corresponding to the current ball-holding virtual character includes a defending mode reflecting that the current ball-holding virtual character is in a ball-holding defending state;
in the defending mode, a direction vector in the extending direction from the position of the current ball-holding virtual character in the virtual game scene to the geometric center of the associated display area and an included angle between the direction vector in the attack direction are obtuse angles;
The attack direction is the direction that the own goal of the current ball-holding virtual character extends towards the opposite goal, or the direction parallel to the direction that the own goal of the current ball-holding virtual character extends towards the opposite goal.
13. The ball game control method according to claim 1 or 2, wherein determining a sequential pass sequence between a current ball-holding avatar and a plurality of target avatars corresponding to the plurality of target avatar identifications, comprises:
and responding to a second touch operation on the multiple target virtual character identifiers, and determining the continuous pass sequence between the current ball-holding virtual character and the multiple target virtual characters corresponding to the multiple target virtual character identifiers.
14. The ball game control method of claim 13, wherein the first touch operation and the second touch operation are the same touch operation that is continuous and uninterrupted.
15. The ball game control method of claim 1, wherein determining a sequential pass sequence between a current ball-holding avatar and a plurality of target avatars corresponding to a plurality of target avatar identifications comprises:
determining the role distance between the target virtual role corresponding to each target virtual role identifier and the current ball-holding virtual role respectively; the role distance reflects the distance between the target virtual role corresponding to each target virtual role identifier and the current ball-holding virtual role;
Determining the role orientation of each target virtual role corresponding to each target virtual role identifier relative to the current ball-holding virtual role; the role orientation reflects the orientation of each target virtual role corresponding to the target virtual role identifier relative to the current ball-holding virtual role;
and determining the continuous pass sequence between the current ball-holding virtual character and the multiple target virtual characters according to the character distance between the target virtual character corresponding to each target virtual character identifier and the current ball-holding virtual character and/or the character azimuth of the target virtual character corresponding to each target virtual character identifier relative to the current ball-holding virtual character.
16. The ball game control method of claim 15, wherein the method further comprises:
the associated region of each target avatar identification displays the character distance and/or character orientation on the graphical user interface.
17. The ball game control method of claim 1, wherein determining a sequential pass sequence between a current ball-holding avatar and a plurality of target avatars corresponding to a plurality of target avatar identifications comprises:
and taking the continuous pass recommendation sequence between the current ball-holding virtual character and the multiple target virtual characters, which is determined based on a preset ordering rule, as the continuous pass sequence between the current ball-holding virtual character and the multiple target virtual characters.
18. The ball game control method of claim 1, wherein controlling the current ball-holding virtual character and the plurality of target virtual characters to sequentially perform consecutive pass actions in consecutive pass order comprises:
updating the positions of the current ball-holding virtual character and a plurality of target virtual characters in the virtual game scene in real time;
and controlling the current ball-holding virtual role and the target virtual roles to execute continuous ball passing actions according to the continuous ball passing sequence based on the positions of the virtual roles updated in real time and the target virtual roles in the virtual game scene.
19. The ball game control method of claim 1, wherein before controlling the current ball-holding character and the plurality of target characters to sequentially perform consecutive pass actions in consecutive pass order, the method further comprises:
and in response to a sequence changing touch operation for the plurality of target virtual character identifications, updating a continuous pass sequence between the current ball holding virtual character and the plurality of target virtual characters.
20. The ball game control method of claim 1, wherein the graphical user interface provides a cancel control, the method further comprising:
and in response to a cancel touch operation of the cancel control on the graphical user interface, canceling the current ball-holding virtual character and executing continuous pass actions with the plurality of target virtual characters.
21. A ball game control device for displaying a virtual game scene of a ball game and a plurality of virtual characters therein through a graphical user interface of a terminal device, comprising:
the character identification display module is used for displaying a plurality of target virtual character identifications on the graphical user interface; the target virtual roles corresponding to the target virtual role identifiers and the current ball-holding virtual role belong to the same camping;
the continuous pass sequence determining module is used for determining the continuous pass sequence between the current ball-holding virtual character and a plurality of target virtual characters corresponding to the plurality of target virtual character identifiers;
and the continuous transmission control module is used for controlling the current ball-holding virtual character and the plurality of target virtual characters to sequentially execute continuous ball transmission actions according to the continuous ball transmission sequence.
22. A computer device, comprising: a memory, a processor, in which a computer program is stored which is executable on the processor, when executing the computer program, implementing the steps of the ball game control method as claimed in any one of claims 1 to 20.
23. A computer-readable storage medium, characterized in that the storage medium has stored thereon a computer program which, when executed by a processor, implements the steps of the ball game control method of any one of claims 1 to 20.
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