CN109173249B - Virtual pass method, computer storage medium and terminal - Google Patents

Virtual pass method, computer storage medium and terminal Download PDF

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Publication number
CN109173249B
CN109173249B CN201810982824.1A CN201810982824A CN109173249B CN 109173249 B CN109173249 B CN 109173249B CN 201810982824 A CN201810982824 A CN 201810982824A CN 109173249 B CN109173249 B CN 109173249B
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pass
ball
passing
touch action
acquiring
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CN109173249A (en
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周浩
李超赞
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Guangzhou Yaowan Entertainment Network Technology Co ltd
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Guangzhou Yaowan Entertainment Network Technology Co ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6045Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8011Ball

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Theoretical Computer Science (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The invention provides a virtual pass method, a computer storage medium and a terminal, wherein the virtual pass method comprises the following steps: obtaining current information of a sphere, wherein the current information of the sphere comprises current position coordinates of the sphere and the ball speed before passing; acquiring a touch action applied to a touch area, and determining a pass instruction corresponding to the touch action; and determining the passing animation, the ball speed after passing and the motion trail after passing of the current ball control player according to the passing instruction and the current information of the ball body. The method can diversify the ball passing method in the virtual ball game, is beneficial to the user to select the ball passing mode more suitable for the current competition process or organize the more beneficial attack strategy, increases the play space of the user in the game, and further improves the entertainment of the game and the immersion of the user.

Description

Virtual pass method, computer storage medium and terminal
Technical Field
The invention relates to the technical field of computers, in particular to a multi-role control method, a storage medium and a terminal.
Background
The existing virtual ball games, such as football, have many players and a short course, and when the virtual ball games are applied to small-screen terminals such as mobile phones, the control devices such as a mouse, a keyboard and a handle are lacked, and the touch area of a touch screen is limited, so that the control of the players and the game process by users is very limited. If the operations of automatic walking, automatic passing and the like of the players are realized only through the inherent intelligent algorithm of the game, the game cannot be matched according to the strategy assumed by the players, so that the tactical command space of the players is limited; moreover, the game is excessively dependent on intelligent algorithms, and the dependence on the computing capability of the terminal equipment is increased.
Disclosure of Invention
Aiming at the defects of the prior art, the invention provides a virtual pass method, a computer storage medium and a terminal, which are used for solving the problem that players are difficult to realize multiple pass modes in the prior art.
The invention provides a virtual pass method, which comprises the following steps:
obtaining current information of a sphere, wherein the current information of the sphere comprises current position coordinates of the sphere and the ball speed before passing;
acquiring a touch action applied to a touch area, and determining a pass instruction corresponding to the touch action;
and determining the passing animation, the ball speed after passing and the motion trail after passing of the current ball control player according to the passing instruction and the current information of the ball body.
Preferably, the determining the passing animation, the ball speed after passing and the motion trail after passing of the current ball control player according to the passing instruction comprises the following steps:
acquiring player attribute information of the current ball control player;
determining the passing animation of the current ball control player according to the passing instruction;
determining the ball speed after passing according to the attribute information of the players and the ball speed before passing;
and determining the motion trail of the passed ball according to the ball speed and the current position coordinate of the passed ball.
Preferably, the determining the ball speed after passing according to the player attribute information and the ball speed before passing includes:
if the pass instruction is a common pass instruction, acquiring a basic strength value of the common pass instruction, acquiring an additional value range of the common pass instruction corresponding to the player attribute information, acquiring a random value from the additional value range, adding the basic strength value and the random value to obtain a ball contact strength value, and calculating the ball speed after passing according to the ball contact strength value and the ball speed before passing; the additional value range is more than or equal to-a and less than or equal to a, and a is a preset value corresponding to the player attribute information;
if the pass instruction is a power-accumulating pass instruction, acquiring a basic strength value of the power-accumulating pass instruction, acquiring an additional value range of the power-accumulating pass instruction corresponding to the player attribute information, acquiring a random value from the additional value range, adding the basic strength value and the random value to obtain a ball touching strength value, and calculating the ball speed after passing according to the ball touching strength value and the ball speed before passing; the additional value range is more than or equal to-3 a and less than or equal to 3a, and a is a preset value corresponding to the player attribute information;
if the pass instruction is a straight-plug pass instruction, acquiring a basic strength value of the straight-plug pass instruction, acquiring an additional value range of the straight-plug pass instruction corresponding to the player attribute information, acquiring a random value from the additional value range, adding the basic strength value and the random value to obtain a ball contact strength value, and calculating the ball speed after passing according to the ball contact strength value and the ball speed before passing; the additional value range is more than or equal to-2 a and less than or equal to 2a, and a is a preset value corresponding to the player attribute information.
Preferably, the touch area comprises a semi-transparent pass button suspended on the game main picture; the acquiring of the touch action applied to the touch area and the determining of the pass command corresponding to the touch action comprise:
acquiring a clicking touch action applied to the pass button, and determining a common pass instruction corresponding to the clicking touch action; or
Acquiring a long-press touch action applied to the pass button, and determining a power-storing pass instruction corresponding to the long-press touch action; or
And acquiring a sliding touch action applied to the pass button, and determining a straight-plug pass instruction corresponding to the sliding touch action.
Preferably, the acquiring a sliding touch action applied to the pass button and determining a straight-plug pass command corresponding to the sliding touch action includes:
acquiring sliding touch control action applied to the pass button;
judging whether the last touch point of the sliding touch action is positioned outside the pass button or not;
and if so, determining a straight ball passing instruction corresponding to the sliding touch action.
Preferably, the determining the passing animation, the ball speed after passing and the motion trail after passing of the current ball control player according to the passing instruction and the current information of the ball body comprises:
determining a passing direction by taking the current position coordinate of the sphere as a starting point and taking the last touch point corresponding to the sliding touch action as an end point;
and determining the motion trail of the passed ball according to the passing direction and the current information of the ball body.
Preferably, the touch area comprises a virtual joystick suspended on the game home screen; the acquiring of the touch action applied to the touch area and the determining of the pass command corresponding to the touch action comprise:
acquiring a dragging touch action applied to the virtual rocker and acquiring a touch action applied to the pass button;
and determining a pass instruction according to the dragging touch action and the touch action on the pass button.
Preferably, the obtaining a touch action applied to a touch area and determining a pass command corresponding to the touch action includes:
acquiring a dragging touch action applied to the virtual rocker and acquiring a clicking touch action applied to the pass button;
and determining an arc-shaped pass instruction according to the dragging touch action and the clicking touch action.
The present invention also proposes a computer-readable storage medium, on which a computer program is stored, which program, when being executed by a processor, carries out the steps of the virtual pass method according to any one of the preceding claims.
The invention also proposes a terminal, comprising:
one or more processors;
a storage device for storing one or more programs,
when executed by the one or more processors, cause the one or more processors to implement the steps of the virtual pass method of any preceding claim.
The invention has the following beneficial effects:
1. the invention can determine the pass instruction according to the touch action of the touch area, and then determine the pass animation, the ball speed after passing and the motion track after passing of the current ball control player according to the pass instruction and the current information of the ball body, so that the pass method in the virtual ball game is more diversified, the selection of a pass mode more suitable for the current competition process by a user is facilitated, or a more favorable attack strategy is organized, the play space of the user in the game is improved, and the entertainment of the game and the immersion of the user are further improved.
2. The embodiment can realize three common ball passing modes through three simple touch actions, thereby being beneficial to improving the operation speed of a user; and can also combine virtual rocker and pass button to realize more pass modes, for example arc pass etc. have further promoted user's performance space in the recreation.
Additional aspects and advantages of the invention will be set forth in part in the description which follows, and in part will be obvious from the description, or may be learned by practice of the invention.
Drawings
The foregoing and/or additional aspects and advantages of the present invention will become apparent and readily appreciated from the following description of the embodiments, taken in conjunction with the accompanying drawings of which:
FIG. 1 is a schematic flow chart of a first embodiment of the present invention;
FIG. 2 is a schematic flow chart of another embodiment of the present invention;
fig. 3 is a schematic structural diagram of a terminal according to an embodiment of the present invention.
Detailed Description
Reference will now be made in detail to embodiments of the present invention, examples of which are illustrated in the accompanying drawings, wherein like or similar reference numerals refer to the same or similar elements or elements having the same or similar function throughout. The embodiments described below with reference to the drawings are illustrative only and should not be construed as limiting the invention.
It will be understood by those skilled in the art that, unless otherwise specified, the singular forms "a", "an", "the" and "the" may include the plural forms as well, and the "first" and "second" used herein are only used to distinguish one technical feature from another and are not intended to limit the order, number, etc. of the technical features. It will be further understood that the terms "comprises" and/or "comprising," when used in this specification, specify the presence of stated features, integers, steps, operations, elements, and/or components, but do not preclude the presence or addition of one or more other features, integers, steps, operations, elements, components, and/or groups thereof.
It will be understood by those skilled in the art that, unless otherwise defined, all terms (including technical and scientific terms) used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this invention belongs. It will be further understood that terms, such as those defined in commonly used dictionaries, should be interpreted as having a meaning that is consistent with their meaning in the context of the prior art and will not be interpreted in an idealized or overly formal sense unless expressly so defined herein.
As will be appreciated by those skilled in the art, "terminal" as used herein includes both devices that are wireless signal receivers, devices that have only wireless signal receivers without transmit capability, and devices that include receive and transmit hardware, devices that have receive and transmit hardware capable of performing two-way communication over a two-way communication link. Such a device may include: a cellular or other communication device having a single line display or a multi-line display or a cellular or other communication device without a multi-line display; PCS (Personal Communications Service), which may combine voice, data processing, facsimile and/or data communication capabilities; a PDA (Personal Digital Assistant), which may include a radio frequency receiver, a pager, internet/intranet access, a web browser, a notepad, a calendar and/or a GPS (Global Positioning System) receiver; a conventional laptop and/or palmtop computer or other device having and/or including a radio frequency receiver. As used herein, a "terminal" or "terminal device" may be portable, transportable, installed in a vehicle (aeronautical, maritime, and/or land-based), or situated and/or configured to operate locally and/or in a distributed fashion at any other location(s) on earth and/or in space. As used herein, a "terminal Device" may also be a communication terminal, a web terminal, a music/video playing terminal, such as a PDA, an MID (Mobile Internet Device) and/or a Mobile phone with music/video playing function, or a smart tv, a set-top box, etc.
The virtual pass method can be applied to various virtual ball games such as football, ice hockey, hockey and the like, and for convenience of description, the invention only takes the football as an example to illustrate the specific implementation mode of the virtual pass method, but does not influence the application of the virtual pass method in other virtual ball games.
A first embodiment of a virtual pass method, as shown in fig. 1, comprises the steps of:
step S10: obtaining current information of a sphere, wherein the current information of the sphere comprises current position coordinates of the sphere and the ball speed before passing;
step S20: acquiring a touch action applied to a touch area, and determining a pass instruction corresponding to the touch action;
step S30: and determining the passing animation, the ball speed after passing and the motion trail after passing of the current ball control player according to the passing instruction.
Wherein each step is as follows:
step S10: and acquiring current information of the sphere, wherein the current information of the sphere comprises the current position coordinate of the sphere and the ball speed before passing.
The ball body can be a virtual ball body such as a football, an ice hockey, a hockey and the like which needs to pass among a plurality of players; the current information of the ball body not only comprises the current position coordinate of the ball body and the ball speed before passing, but also comprises the information of ball control players of the current ball control, so that at least one of the passing animation, the ball speed and the motion track of the ball body in the passing process is related to the information of the ball control players of the current ball control, and the diversity and the entertainment of passing can be further improved. The current information of the ball may also include the area on the court where the ball is currently located, for example, in a football game, if the football is located in the goal area or the penalty area, it will correspond to a special game rule, so this step may acquire the area on the court where the ball is currently located, so that the player corresponding to the court walks according to the area.
The current position coordinates of the sphere can comprise three-dimensional position coordinates of the sphere relative to a court, so as to be used as a contact point of the ball controller and the passing of the sphere, or be used as a starting point of a motion track after passing, or be used as an action turning point of the passing animation performance, and the like; the current position coordinates of the sphere may also include relative three-dimensional position coordinates of the sphere and the ball control player so that the player controls the ball using a motion closer to a real game. For example, when a football rolls on a court, the football is closer to the feet of players, and the ball control players can adopt various foot pass actions such as a foot inside pass action, a foot outside pass action, a pick pass action and the like; when the ball body is in the flying state, the height of the ball body is higher and is closer to the chest or the head of the ball control player, and the ball control player can firstly adopt the actions of receiving the ball by the chest or the thighs and then passing the ball by the feet or directly adopts the action of passing the ball by the head.
The ball speed before passing may comprise a speed value before passing and a direction of movement of the ball before passing, so as to fit a motion vector of the ball after being subjected to an applied pass external force of the golfer, in accordance with the motion vector of the ball. If the ball speed before passing is V1=V1+a1t1The ball speed after passing is V2=V2+a2t2Then the ball velocity V1Velocity V of the ball2The ball body can be a three-dimensional vector relative to the court, so that the ball body changes in the length direction, the width direction and the height direction of the court, and the passing effect of a three-dimensional space is realized.
Step S20: the method comprises the steps of obtaining a touch action applied to a touch area, and determining a pass command corresponding to the touch action.
The touch area may include a touch area on a touch input device such as a touch pad, a joystick, or a handle, which is in signal connection with the user terminal, or may include a touch area on a touch display terminal, such as a display panel of a touch screen mobile phone. The touch area can be fixed on the portable terminal of the user, for example, the touch area is positioned at the lower left corner or the lower right corner of a display panel of a touch screen mobile phone, so that the user can conveniently input corresponding touch actions in a holding state, and the proficiency of user operation and the speed of blind operation are favorably improved.
In some embodiments of the present invention, the touch area may display various control buttons of the ball player, such as a pass button, a shoot button, an acceleration button, etc., so that the user can quickly input a control command to the ball player through the control buttons. Each control button or part of the control buttons can correspond to different actions according to different touch actions; namely: different touch actions can correspond to different pass instructions. For example, the ball passing button is respectively clicked and pressed for a long time, so that different ball passing effects can be achieved, the ball control player can execute different actions according to different control actions, the action diversity of the player is increased, more strategy choices are provided for the user, and the entertainment of the game is enhanced.
Step S30: and determining the passing animation, the ball speed after passing and the motion trail after passing of the current ball control player according to the passing instruction and the current information of the ball body.
After the pass instruction is determined, the corresponding pass animation can be searched according to the pass instruction, so that the ball control player shows the corresponding pass action in the game picture. The pass animation can be pre-stored in a user terminal or a network server, so that the corresponding pass animation can be quickly found and played after the user inputs the touch action, and time delay caused in the animation fitting process is avoided. After the pass instruction is determined, the corresponding ball speed after passing and the motion track can be determined according to the pass instruction and the current information of the ball body, for example, when the touch action input by the user is determined to correspond to the straight plug pass instruction, the preset straight plug pass ball speed can be directly obtained, the straight plug pass ball speed is used as the ball speed after passing, the pass direction corresponding to the straight plug pass instruction is determined according to the relative positions of the ball controller and the ball body, and the motion track is determined according to the straight plug pass ball speed and the pass direction.
According to the embodiment of the invention, the pass instruction can be determined according to the touch action of the touch area, and then the pass animation, the ball speed after passing and the motion track after passing of the current ball control player are determined according to the pass instruction and the current information of the ball body, so that the pass method in the virtual ball game is more diversified, the selection of a pass mode more suitable for the current competition process by a user is facilitated, or a more favorable attack strategy is organized, the play space of the user in the game is increased, and the entertainment of the game and the immersion of the user are further improved.
In another embodiment of the present invention, as shown in fig. 2, the determining the passing animation, the ball speed after passing and the motion trail after passing of the current ball control player according to the passing command comprises:
step S31: acquiring player attribute information of the current ball control player;
step S32: determining the passing animation of the current ball control player according to the passing instruction;
step S33: determining the ball speed after passing according to the attribute information of the players and the ball speed before passing;
step S34: and determining the motion trail of the passed ball according to the ball speed and the current position coordinate of the passed ball.
The embodiment can not only determine the passing animation of the current ball control player according to the passing instruction, but also determine the ball speed after passing according to the player attribute information and the ball speed before passing, so that the ball speed after passing is associated with the player attribute information of the ball control player. The player attribute information can comprise individual parameters such as physical strength values, pass accuracy, team fitness and the like of players, so that different match effects are presented among the players, and the team coordination control capability of the users can be better exerted.
For example, the ball control player has a preset physical strength value, and the physical strength value is in a continuous descending state during continuous running; if the physical strength value of the ball is reduced to a certain state during passing, the force during passing is reduced, so that the ball speed after passing is reduced; the strength value in the player attribute information will affect the ball speed after passing. If the ball control player has higher pass accuracy, the preset probability of passing errors is lower when the ball control player passes the ball to another player or a preset direction; therefore, the pass accuracy in the attribute information of the player affects the pass direction after passing and further affects the motion track after passing.
Further, the present invention also provides a specific embodiment for determining the ball speed after passing: the determining the ball speed after passing according to the player attribute information and the ball speed before passing comprises:
if the pass instruction is a common pass instruction, acquiring a basic strength value of the common pass instruction, acquiring an additional value range of the common pass instruction corresponding to the player attribute information, acquiring a random value from the additional value range, adding the basic strength value and the random value to obtain a ball contact strength value, and calculating the ball speed after passing according to the ball contact strength value and the ball speed before passing; the additional value range is more than or equal to-a and less than or equal to a, and a is a preset value corresponding to the player attribute information;
if the pass instruction is a power-accumulating pass instruction, acquiring a basic strength value of the power-accumulating pass instruction, acquiring an additional value range of the power-accumulating pass instruction corresponding to the player attribute information, acquiring a random value from the additional value range, adding the basic strength value and the random value to obtain a ball touching strength value, and calculating the ball speed after passing according to the ball touching strength value and the ball speed before passing; the additional value range is more than or equal to-3 a and less than or equal to 3a, and a is a preset value corresponding to the player attribute information;
if the pass instruction is a straight-plug pass instruction, acquiring a basic strength value of the straight-plug pass instruction, acquiring an additional value range of the straight-plug pass instruction corresponding to the player attribute information, acquiring a random value from the additional value range, adding the basic strength value and the random value to obtain a ball contact strength value, and calculating the ball speed after passing according to the ball contact strength value and the ball speed before passing; the additional value range is more than or equal to-2 a and less than or equal to 2a, and a is a preset value corresponding to the player attribute information.
In the embodiment, the ball touching force value can be respectively determined according to the common ball passing instruction, the force accumulating ball passing instruction and the straight plug ball passing instruction, so that different ball passing instructions correspond to different ball speeds after passing, and different ball passing effects are achieved; in addition, the random numerical value is added into the ball touching strength value, so that the pass effect presents more diversity, the singleness of the pass effect is avoided, and the tension effect brought by uncertain factors in the game is added.
In another embodiment of the present invention, the touch area includes a semi-transparent pass button suspended on the game main screen. The semitransparent pass button is convenient for a user to input a pass instruction, can also give consideration to the display of a main picture, and avoids shielding the sight of the user. The pass buttons may include a plurality of different pass buttons, such as a normal pass button, a power pass button, and a straight-plug pass button, or may include only one pass button, corresponding to different pass commands via different touch commands applied to the pass button.
Further, the present invention also proposes the following embodiments: the acquiring of the touch action applied to the touch area and the determining of the pass command corresponding to the touch action comprise:
acquiring a clicking touch action applied to the pass button, and determining a common pass instruction corresponding to the clicking touch action; or
Acquiring a long-press touch action applied to the pass button, and determining a power-storing pass instruction corresponding to the long-press touch action; or
And acquiring a sliding touch action applied to the pass button, and determining a straight-plug pass instruction corresponding to the sliding touch action.
According to the embodiment, three common ball passing modes can be realized through three simple touch actions, and the operation speed of a user can be improved. Further, the pass button described in this embodiment may also be configured as a three-dimensional button, so that the user can achieve different control effects by applying different touch strengths. For example, when a user applies a long press touch action not greater than a preset press force, the long press touch action corresponds to the power-storing pass instruction; and if the user applies the long press touch action which is greater than the preset press pressure degree, corresponding to the pass action which adopts the maximum ball contact force value in the power-accumulating pass instruction.
In some embodiments of the present invention, the ball contact force value corresponding to the accumulating pass instruction can be displayed in the game image in real time to prompt the user of the current ball contact force value. When a user applies a long-press touch action on the pass button, the ball-touch force value can be increased along with the pressing time of the long-press touch action within a preset time period; and after the ball contact force value reaches the maximum value, the ball contact force value is reset, and the process that the ball contact force value is increased along with the pressing time of the long-press touch action is repeated again, so that a user can select a proper ball contact force value according to the game situation to achieve the expected ball passing effect.
Further, the acquiring a sliding touch action applied to the pass button and determining a straight-plug pass command corresponding to the sliding touch action includes:
acquiring a sliding touch action applied to the pass button;
judging whether the last touch point of the sliding touch action is positioned outside the pass button or not;
and if so, determining a straight ball passing instruction corresponding to the sliding touch action.
If the last touch point of the sliding touch action is located in the pass button, it is difficult to determine the direction of the straight-stopball pass instruction, so the sliding touch action is not taken as the straight-stopball pass instruction in the embodiment, but the sliding touch action may correspond to other touch instructions, such as a ball stop.
In another embodiment of the present invention, the determining the passing animation, the ball speed after passing and the motion trail after passing of the current ball control player according to the passing instruction and the ball current information comprises:
determining a passing direction by taking the current position coordinate of the sphere as a starting point and taking the last touch point corresponding to the sliding touch action as an end point;
and determining the motion trail of the passed ball according to the passing direction and the current information of the ball body.
In this embodiment, the direction of passing can be determined according to the last touch point corresponding to the sliding touch action, so that the ball control player can pass the ball to other selected players or to a preset position on the court, and thus the last touch point can be other players than the pass button or the coordinate position of the court except the pass button. The pass direction may be a vector pointing from the current position coordinates of the sphere to the last touch point; therefore, the motion trajectory can be: from the current position coordinates of the sphere, moves in the direction in which the vector points, and varies with gravitational acceleration and air resistance. The ball speed after the pass may be determined in combination with the ball speed before the pass and the vector. Under the condition that no other players intercept, the motion trail gradually approaches to other players serving as pass target points or the coordinate positions of the court within preset time; whether the ball finally reaches the pass target point can be determined by combining the pass accuracy of the ball control player.
The invention also proposes another embodiment: the touch area comprises a virtual rocker suspended on a game main picture; the acquiring of the touch action applied to the touch area and the determining of the pass command corresponding to the touch action comprise:
acquiring a dragging touch action applied to the virtual rocker and acquiring a touch action applied to the pass button;
and determining a pass instruction according to the dragging touch action and the touch action on the pass button.
In this embodiment, more pass modes, such as arc-shaped straight-plug pass, skip pass, and the like, may be determined by combining the dragging touch action on the virtual joystick and the touch action on the pass button. The specific pass motion corresponding to the dragging touch motion and the touch motion on the pass button can be determined according to the direction of the virtual rocker; for example, dragging the virtual rocker upwards, and applying a long press touch action to the pass button at the same time corresponds to skipping; dragging the virtual rocker to one side, and applying a clicking touch action to the pass button to pass the ball correspondingly to the arc-shaped pass on the side surface.
In order to simplify the user operation, the invention also provides the following embodiments: the acquiring of the touch action applied to the touch area and the determining of the pass command corresponding to the touch action comprise:
acquiring a dragging touch action applied to the virtual rocker and acquiring a clicking touch action applied to the pass button;
and determining an arc-shaped pass instruction according to the dragging touch action and the clicking touch action.
In the embodiment, the touch action on the pass button is simplified into the click touch action, so that the probability of misoperation of a user can be reduced; and in addition, the radian direction corresponding to the arc-shaped ball passing instruction can also be determined by combining the dragging touch action on the virtual rocker. For example, if the dragging touch action is dragging upwards, the radian direction is upwards; and if the dragging touch control action is dragging to the left, the radian direction is correspondingly to the left and the like.
The invention also proposes a virtual pass device, said device comprising:
the information acquisition module is used for acquiring current information of the ball, wherein the current information of the ball comprises the current position coordinate of the ball and the ball speed before passing;
the touch instruction module is used for acquiring a touch action applied to a touch area and determining a pass instruction corresponding to the touch action;
and the pass module is used for determining pass animation, the ball speed after passing and the motion trail after passing of the current ball control player according to the pass instruction and the current information of the ball body.
An embodiment of the present invention further provides a computer-readable storage medium, on which a computer program is stored, where the computer program, when executed by a processor, implements the steps of any one of the above virtual ball passing methods. The storage medium includes, but is not limited to, any type of disk including floppy disks, hard disks, optical disks, CD-ROMs, and magneto-optical disks, ROMs (Read-Only memories), RAMs (Random AcceSS memories), EPROMs (EraSable Programmable Read-Only memories), EEPROMs (Electrically EraSable Programmable Read-Only memories), flash memories, magnetic cards, or optical cards. That is, a storage medium includes any medium that stores or transmits information in a form readable by a device (e.g., a computer). Which may be a read-only memory, magnetic or optical disk, or the like.
An embodiment of the present invention further provides a terminal, where the terminal includes:
one or more processors;
a storage device for storing one or more programs,
when executed by the one or more processors, cause the one or more processors to implement the steps of any of the virtual pass methods described above.
As shown in fig. 3, for convenience of illustration, only the portion related to the embodiment of the present invention is shown, and details of the technology are not disclosed, please refer to the method portion of the embodiment of the present invention. The terminal may be any terminal device including a mobile phone, a tablet computer, a PDA (Personal Digital Assistant), a POS (Point of Sales), a vehicle-mounted computer, a server, and the like, taking the terminal as the mobile phone as an example:
fig. 3 is a block diagram illustrating a partial structure of a mobile phone related to a terminal provided by an embodiment of the present invention. Referring to fig. 3, the cellular phone includes: radio Frequency (RF) circuitry 1510, memory 1520, input unit 1530, display unit 1540, sensor 1550, audio circuitry 1560, wireless fidelity (Wi-Fi) module 1570, processor 1580, and power supply 1590. Those skilled in the art will appreciate that the handset configuration shown in fig. 3 is not intended to be limiting and may include more or fewer components than those shown, or some components may be combined, or a different arrangement of components.
The following describes each component of the mobile phone in detail with reference to fig. 3:
the RF circuit 1510 may be configured to receive and transmit signals during information transmission and reception or during a call, and in particular, receive downlink information of a base station and then process the received downlink information to the processor 1580; in addition, the data for designing uplink is transmitted to the base station. In general, RF circuit 1510 includes, but is not limited to, an antenna, at least one Amplifier, a transceiver, a coupler, a Low Noise Amplifier (LNA), a duplexer, and the like. In addition, RF circuit 1510 may also communicate with networks and other devices via wireless communication. The wireless communication may use any communication standard or protocol, including but not limited to Global System for Mobile communication (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, Short Messaging Service (SMS), and the like.
The memory 1520 may be used to store software programs and modules, and the processor 1580 performs various functional applications and data processing of the cellular phone by operating the software programs and modules stored in the memory 1520. The memory 1520 may mainly include a storage program area and a storage data area, wherein the storage program area may store an operating system, an application program (such as a game execution program, etc.) required for at least one function, and the like; the storage data area may store data created according to the use of the cellular phone (such as game models and game data, etc.), and the like. Further, the memory 1520 may include high-speed random access memory and may also include non-volatile memory, such as at least one magnetic disk storage device, flash memory device, or other volatile solid-state storage device.
The input unit 1530 may be used to receive input numeric or character information and generate key signal inputs related to user settings and function control of the cellular phone. Specifically, the input unit 1530 may include a touch panel 1531 and other input devices 1532. The touch panel 1531, also referred to as a touch screen, can collect touch operations of a user (e.g., operations of the user on or near the touch panel 1531 using any suitable object or accessory such as a finger or a stylus) and drive corresponding connection devices according to a preset program. Alternatively, the touch panel 1531 may include two parts, a touch detection device and a touch controller. The touch detection device detects the touch direction of a user, detects a signal brought by touch operation and transmits the signal to the touch controller; the touch controller receives touch information from the touch sensing device, converts the touch information into touch point coordinates, and sends the touch point coordinates to the processor 1580, and can receive and execute commands sent by the processor 1580. In addition, the touch panel 1531 may be implemented by various types such as a resistive type, a capacitive type, an infrared ray, and a surface acoustic wave. The input unit 1530 may include other input devices 1532 in addition to the touch panel 1531. In particular, other input devices 1532 may include, but are not limited to, one or more of a physical keyboard, function keys (such as volume control keys, switch keys, etc.), a trackball, a mouse, a joystick, and the like.
The display unit 1540 may be used to display information input by the user or information provided to the user and various menus of the mobile phone. The Display unit 1540 may include a Display panel 1541, and optionally, the Display panel 1541 may be configured in the form of a Liquid Crystal Display (LCD), an Organic Light-Emitting Diode (OLED), or the like. Further, the touch panel 1531 may cover the display panel 1541, and when the touch panel 1531 detects a touch operation on or near the touch panel 1531, the touch operation is transmitted to the processor 1580 to determine the type of the touch event, and then the processor 1580 provides a corresponding visual output on the display panel 1541 according to the type of the touch event. Although in fig. 3, the touch panel 1531 and the display panel 1541 are two separate components to implement the input and output functions of the mobile phone, in some embodiments, the touch panel 1531 and the display panel 1541 may be integrated to implement the input and output functions of the mobile phone.
The handset can also include at least one sensor 1550, such as light sensors, motion sensors, and other sensors. Specifically, the light sensor may include an ambient light sensor that adjusts the brightness of the display panel 1541 according to the brightness of ambient light and a proximity sensor that turns off the display panel 1541 and/or the backlight when the mobile phone is moved to the ear. As one of the motion sensors, the accelerometer sensor can detect the magnitude of acceleration in each direction (generally, three axes), can detect the magnitude and direction of gravity when stationary, and can be used for applications of recognizing the posture of a mobile phone (such as horizontal and vertical screen switching, related games, magnetometer posture calibration), vibration recognition related functions (such as pedometer and tapping), and the like; as for other sensors such as a gyroscope, a barometer, a hygrometer, a thermometer, and an infrared sensor, which can be configured on the mobile phone, further description is omitted here.
Audio circuitry 1560, speaker 1561, and microphone 1562 may provide an audio interface between a user and a cell phone. The audio circuit 1560 may transmit the electrical signal converted from the received audio data to the speaker 1561, and convert the electrical signal into a voiceprint signal by the speaker 1561 and output the voiceprint signal; on the other hand, the microphone 1562 converts the collected voiceprint signals to electrical signals, which are received by the audio circuit 1560 and converted to audio data, which are processed by the audio data output processor 1580 and passed through the RF circuit 1510 for transmission to, for example, another cell phone, or for output to the memory 1520 for further processing.
Wi-Fi belongs to short-distance wireless transmission technology, and a mobile phone can help a user to receive and send e-mails, browse webpages, access streaming media and the like through a Wi-Fi module 1570, and provides wireless broadband internet access for the user. Although fig. 3 shows a Wi-Fi module 1570, it is understood that it does not belong to the essential constitution of the handset and can be omitted entirely as needed within the scope not changing the essence of the invention.
The processor 1580 is a control center of the mobile phone, connects various parts of the entire mobile phone by using various interfaces and lines, and performs various functions of the mobile phone and processes data by operating or executing software programs and/or modules stored in the memory 1520 and calling data stored in the memory 1520, thereby integrally monitoring the mobile phone. Optionally, the processor 1580 may include one or more processing units; preferably, the processor 1580 may integrate an application processor, which mainly handles operating systems, user interfaces, application programs, and the like, and a modem processor, which mainly handles wireless communications. It is to be appreciated that the modem processor may not be integrated into the processor 1580.
The handset also includes a power supply 1590 (e.g., a battery) for powering the various components, which may preferably be logically coupled to the processor 1580 via a power management system to manage charging, discharging, and power consumption management functions via the power management system.
Although not shown, the mobile phone may further include a camera, a bluetooth module, etc., which are not described herein.
It should be understood that each functional unit in the embodiments of the present invention may be integrated into one processing module, each unit may exist alone physically, or two or more units may be integrated into one module. The integrated module can be realized in a hardware mode, and can also be realized in a software functional module mode.
The foregoing is only a partial embodiment of the present invention, and it should be noted that, for those skilled in the art, various modifications and decorations can be made without departing from the principle of the present invention, and these modifications and decorations should also be regarded as the protection scope of the present invention.

Claims (8)

1. A virtual pass method, comprising:
obtaining current information of a sphere, wherein the current information of the sphere comprises current position coordinates of the sphere and the ball speed before passing;
acquiring player attribute information of a current ball control player;
acquiring a touch action applied to a touch area, and determining a pass instruction corresponding to the touch action;
according to the pass instruction, the player attribute information and the ball body current information, determining pass animation, the ball speed after passing and the motion trail after passing of the current ball control player, and specifically comprising:
if the pass instruction is a common pass instruction, acquiring a basic strength value of the common pass instruction, acquiring an additional value range of the common pass instruction corresponding to the player attribute information, acquiring a random value from the additional value range, adding the basic strength value and the random value to obtain a ball contact strength value, and calculating the ball speed after passing according to the ball contact strength value and the ball speed before passing; the additional value range is more than or equal to-a and less than or equal to a, and a is a preset value corresponding to the player attribute information;
if the pass instruction is a power-accumulating pass instruction, acquiring a basic strength value of the power-accumulating pass instruction, acquiring an additional value range of the power-accumulating pass instruction corresponding to the player attribute information, acquiring a random value from the additional value range, adding the basic strength value and the random value to obtain a ball touching strength value, and calculating the ball speed after passing according to the ball touching strength value and the ball speed before passing; the additional value range is more than or equal to-3 a and less than or equal to 3a, and a is a preset value corresponding to the player attribute information;
if the pass instruction is a straight-plug pass instruction, acquiring a basic strength value of the straight-plug pass instruction, acquiring an additional value range of the straight-plug pass instruction corresponding to the player attribute information, acquiring a random value from the additional value range, adding the basic strength value and the random value to obtain a ball contact strength value, and calculating the ball speed after passing according to the ball contact strength value and the ball speed before passing; the additional value range is more than or equal to-2 a and less than or equal to 2a, and a is a preset value corresponding to the player attribute information.
2. The method of claim 1, wherein the touch area comprises a semi-transparent pass button suspended on the game home screen; the acquiring of the touch action applied to the touch area and the determining of the pass command corresponding to the touch action comprise:
acquiring a clicking touch action applied to the pass button, and determining a common pass instruction corresponding to the clicking touch action; or
Acquiring a long-press touch action applied to the pass button, and determining a power-storing pass instruction corresponding to the long-press touch action; or
And acquiring a sliding touch action applied to the pass button, and determining a straight-plug pass instruction corresponding to the sliding touch action.
3. The method of claim 2, wherein the obtaining of the sliding touch action applied to the pass button and the determining of the straight-plug pass command corresponding to the sliding touch action comprise:
acquiring sliding touch control action applied to the pass button;
judging whether the last touch point of the sliding touch action is positioned outside the pass button or not;
and if so, determining a straight ball passing instruction corresponding to the sliding touch action.
4. The method as claimed in claim 3, wherein the determining the passing animation, the ball speed after passing and the motion trail after passing of the current ball control player according to the passing instruction and the ball current information comprises:
determining a passing direction by taking the current position coordinate of the sphere as a starting point and taking the last touch point corresponding to the sliding touch action as an end point;
and determining the motion trail of the passed ball according to the passing direction and the current information of the ball body.
5. The method of claim 2, wherein the touch area comprises a virtual joystick suspended on the game home; the acquiring of the touch action applied to the touch area and the determining of the pass command corresponding to the touch action comprise:
acquiring a dragging touch action applied to the virtual rocker and acquiring a touch action applied to the pass button;
and determining a pass instruction according to the dragging touch action and the touch action on the pass button.
6. The method of claim 5, wherein the obtaining the touch action applied to the touch area and the determining the pass command corresponding to the touch action comprises:
acquiring a dragging touch action applied to the virtual rocker and acquiring a clicking touch action applied to the pass button;
and determining an arc-shaped pass instruction according to the dragging touch action and the clicking touch action.
7. A computer-readable storage medium, on which a computer program is stored, which program, when being executed by a processor, carries out the steps of the virtual pass method according to any one of claims 1 to 6.
8. A terminal, characterized in that the terminal comprises:
one or more processors;
a storage device for storing one or more programs,
when executed by the one or more processors, cause the one or more processors to implement the steps of a virtual pass method as claimed in any one of claims 1 to 6.
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