WO2024093276A1 - 足球游戏的交互控制方法、装置及电子设备 - Google Patents

足球游戏的交互控制方法、装置及电子设备 Download PDF

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Publication number
WO2024093276A1
WO2024093276A1 PCT/CN2023/102499 CN2023102499W WO2024093276A1 WO 2024093276 A1 WO2024093276 A1 WO 2024093276A1 CN 2023102499 W CN2023102499 W CN 2023102499W WO 2024093276 A1 WO2024093276 A1 WO 2024093276A1
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WIPO (PCT)
Prior art keywords
shooting
control area
area
parameter
virtual object
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PCT/CN2023/102499
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English (en)
French (fr)
Inventor
李家丽
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网易(杭州)网络有限公司
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Publication of WO2024093276A1 publication Critical patent/WO2024093276A1/zh

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Classifications

    • 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • 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
    • A63F13/573Simulating 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
    • 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
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0484Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
    • G06F3/04847Interaction techniques to control parameter settings, e.g. interaction with sliders or dials

Definitions

  • the present disclosure relates to the field of game interaction technology, and in particular to an interactive control method, device and electronic equipment for a football game.
  • the shooter when a soccer game requires a shot, the shooter can click on the control for controlling the shot set in the graphical user interface to shoot, or slide the soccer prop displayed in the graphical user interface to complete the shot.
  • the strength of the shot is related to the duration of pressing the control
  • the shooting angle is related to the orientation of the virtual object controlling the soccer ball, making it difficult for the player to control the shooting angle.
  • the strength and angle of the shot are related to the moving speed and direction of the contact point of the sliding operation, which places high demands on the player's operation and affects the player's gaming experience.
  • the purpose of the present disclosure is to provide an interactive control method, device and electronic device for a football game, so as to simplify the player's control of the movement of a target object in a three-dimensional game scene and improve the player's gaming experience.
  • an embodiment of the present disclosure provides an interactive control method for a football game, providing a graphical user interface through a terminal device; the graphical user interface displays a scene screen of a football game scene where a controlled virtual object is located; the method includes: in response to a shot trigger operation, displaying a shot control area; wherein the shot control area is located at: a specified area relative to a contact position of the shot trigger operation; the shot control area includes: an operation area corresponding to at least one shooting parameter; in response to a sliding operation acting on the shot control area, determining a target shooting parameter of the controlled virtual object, and displaying a shooting indication mark corresponding to the target shooting parameter; in response to an end event of the sliding operation, controlling the controlled virtual object to shoot according to the target shooting parameter.
  • an embodiment of the present disclosure provides an interactive control device for a football game, which provides a graphical user interface through a terminal device; the graphical user interface displays a scene screen of a football game scene where a controlled virtual object is located; the device includes: a shot control area display module, which is configured to execute a shot control area in response to a shot trigger operation; wherein the shot control area is located in: a designated area relative to a contact position of the shot trigger operation; a shot control area;
  • the control area includes: an operation area corresponding to at least one shooting parameter; a target shooting parameter determination module, which is configured to execute a sliding operation in response to the shooting control area, determine the target shooting parameter of the controlled virtual object, and display a shooting indication mark corresponding to the target shooting parameter; and a shooting control module, which is configured to execute an end event in response to the sliding operation, and control the controlled virtual object to shoot according to the target shooting parameter.
  • an embodiment of the present disclosure provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned interactive control method of the football game.
  • an embodiment of the present disclosure provides a machine-readable storage medium, which stores machine-executable instructions.
  • the machine-executable instructions When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the above-mentioned interactive control method of the football game.
  • the above-mentioned interactive control method, device and electronic device of a football game in response to a shooting trigger operation, displays a shooting control area; wherein the shooting control area is located in a designated area relative to the contact position of the shooting trigger operation; in response to a sliding operation acting on the shooting control area, the target shooting parameters of the controlled virtual object are determined, and a shooting indicator corresponding to the target shooting parameters is displayed; in response to an end event of the sliding operation, the controlled virtual object is controlled to shoot according to the target shooting parameters.
  • This method simplifies the player's operation method for the shooting process, and displays the trajectory corresponding to the shooting operation before shooting, so that the player can control the shooting trajectory more accurately, thereby improving the player's gaming experience.
  • FIG1 is a flow chart of an interactive control method for a football game provided by one embodiment of the present disclosure
  • FIG2 is a schematic diagram of a shot control area provided by one embodiment of the present disclosure.
  • FIG3 is a schematic diagram of another shot control area provided by one embodiment of the present disclosure.
  • FIG4 is a schematic diagram of another shot control area provided by one embodiment of the present disclosure.
  • FIG5 is a schematic diagram of a graphical user interface showing a shot indication mark provided by one embodiment of the present disclosure
  • FIG6 is a schematic diagram of the structure of an interactive control device for a football game provided by one embodiment of the present disclosure
  • FIG. 7 is a schematic diagram of the structure of an electronic device provided by one embodiment of the present disclosure.
  • a shot is usually completed by clicking a virtual shooting button displayed on a graphical user interface, the shooting force is related to the pressing time, and the shooting angle follows the player's approximate direction and is relatively random.
  • a shot can also be completed by sliding on the graphical user interface (this method is also called “sliding the screen"), and the shooting force and angle are related to the speed and direction of sliding the screen.
  • the embodiments of the present disclosure provide an interactive control method, device and electronic device for a football game.
  • the technology can be applied to football-related online games or stand-alone games.
  • the interactive control method of a football game in one embodiment of the present disclosure can be run on a local terminal device or a server.
  • the method can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device.
  • cloud games refer to a game mode based on cloud computing.
  • the operation mode of cloud games the operating body of the game program and the main body of the game screen presentation are separated.
  • the storage and operation of the interactive control method of the football game are completed on the cloud game server.
  • the role of the client device is used for receiving and sending data and presenting the game screen.
  • the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing.
  • the player 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, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
  • a local terminal device stores a game program and is used to present a game screen.
  • the local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally.
  • the local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection.
  • the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
  • the embodiment of the present disclosure provides an interactive control method for a football game, which provides a graphical user interface through a terminal device; the graphical user interface displays a scene screen of the football game scene where the controlled virtual object is located.
  • the terminal device can be the local terminal device mentioned above, or it can be the cloud terminal device mentioned above.
  • Client device in the interactive system As shown in Figure 1, the method includes the following steps:
  • Step S102 in response to the shooting trigger operation, displaying the shooting control area; wherein the shooting control area is located at: a designated area relative to the contact position of the shooting trigger operation; the shooting control area includes: an operation area corresponding to at least one shooting parameter.
  • the above-mentioned shooting triggering operation can be of various types.
  • the player controls the controlled virtual character to run with the ball to a position that the player thinks is suitable for shooting in the football game scene, and clicks the shooting button pre-set in the graphical user interface.
  • This clicking operation can be considered as a shooting triggering operation; or, according to the game process, the controlled virtual character controlled by the player is in a shooting state. If the controlled virtual character needs to reach a preset scene position to take a penalty kick at this time, the operation of the player controlling the controlled virtual character to reach the preset scene position can be considered as a shooting triggering operation.
  • the specific setting can be based on the rules and process of the game, and is not limited here.
  • the shooting control area can be displayed in the designated area of the contact position of the shooting trigger operation.
  • the shooting control area is displayed with the contact position of the shooting trigger operation as the starting point of the shooting control area, as shown in FIG2.
  • the shooting control area can be a sector, and the contact position of the shooting trigger operation is the center position of the sector, which is shown as the first position in the figure. The player can slide in the sector area to select the target shooting parameters.
  • the shooting control area can also be displayed with the contact position of the shooting trigger operation as the center of the shooting control area.
  • the shooting control area can be a rectangular area.
  • the shooting control area can correspond to the goal that the player needs to shoot, and the corresponding shooting parameter can be the position where the ball enters the goal.
  • the shooting control area can also be a circular area, and the contact position of the shooting trigger operation is the center of the circular area.
  • Each point in the area can correspond to the set shooting height and shooting direction, and the shooting height and shooting direction are the shooting parameters.
  • the area composed of points in the circular area corresponding to the shooting parameters that can be shot into the goal can also be displayed in a special format, as shown in Figure 3. Specifically, it can be displayed in a highlighted color or a color that is different from other areas, and text can be added for annotation, such as "effective shooting area".
  • Step S104 in response to the sliding operation on the shooting control area, determining the target shooting parameters of the controlled virtual object, and displaying the shooting indication mark corresponding to the target shooting parameters.
  • the sliding operation may start from the contact position of the shooting trigger operation; if the above sliding operation is a discontinuous sliding operation with the shooting trigger operation, the contact position of the shooting trigger operation may not be the starting point.
  • the sliding operation acts on the shooting control area, and the contact position of the sliding operation slides in the shooting control area.
  • Corresponding shooting parameters can be set for the positions in the shooting control area.
  • the shooting parameters corresponding to the positions in the shooting control area usually have certain rules.
  • the shooting parameters corresponding to the positions in the shooting control area can be related to the distance and/or relative direction between the position and the contact position of the shooting trigger operation. Function.
  • a correlation that is easy for players to understand is used, such as the distance between the position in the shooting control area and the contact position of the shooting trigger operation is directly proportional to the shooting force corresponding to the position (it can also be a parameter such as the shooting height), and the relative direction between the position in the shooting control area and the contact position of the shooting trigger operation is the same as the shooting direction, etc.
  • the ball landing point corresponding to the target shooting parameter can be directly displayed, or the movement trajectory of the ball in the scene under the target shooting parameter can be displayed.
  • the specific setting can be made according to the needs.
  • the player can determine whether the currently selected shooting parameter is the ideal shooting parameter based on the shooting indicator, and further adjust it by sliding operation.
  • Step S106 in response to the end event of the sliding operation, controlling the controlled virtual object to shoot according to the target shooting parameters.
  • the player can end the sliding operation.
  • the shooting parameters corresponding to the end position of the sliding operation can be used as the target shooting parameters of the shooting operation of the controlled virtual object, and the controlled virtual object can be further controlled to shoot according to the target shooting parameters.
  • the football controlled by the controlled virtual object will move in the scene screen with the shooting indication mark corresponding to the target shooting parameters.
  • the above-mentioned interactive control method of a football game displays a shooting control area in response to a shooting trigger operation; wherein the shooting control area is located in a designated area relative to the contact position of the shooting trigger operation; in response to a sliding operation acting on the shooting control area, the target shooting parameters of the controlled virtual object are determined, and a shooting indicator corresponding to the target shooting parameters is displayed; in response to an end event of the sliding operation, the controlled virtual object is controlled to shoot according to the target shooting parameters.
  • This method simplifies the player's operation method for the shooting process, and displays the trajectory corresponding to the shooting operation before shooting, so that the player can control the shooting trajectory more accurately, thereby improving the player's gaming experience.
  • the following embodiment provides a specific method for displaying a shot control area in response to a shot trigger operation.
  • a pre-set shooting control may be displayed on a graphical user interface, and a player may select the shooting control.
  • the terminal device may respond to the selection operation on the shooting control and display a shooting control area.
  • the controlled virtual object can be considered to be in a shooting state. If the controlled virtual object is in a shooting state, the player can click on the graphical user interface, and the terminal device can respond to the touch operation on the graphical user interface and display the shooting control area.
  • the shooting control area may be a circular control area.
  • the circular control area may be displayed with the contact point of the shooting trigger operation as the center.
  • the shooting trigger operation is to select the shooting control
  • the circular control area is displayed with the shooting control as the center; if the shooting trigger operation is a touch-controlled graphical user interface, the circular control area is displayed with the contact point of the touch operation as the center.
  • the circular control area can be divided into a circular area at the center, a first circular area surrounding the circular area, and a second circular area surrounding the first circular area; the centers of the circular area, the first circular area, and the second circular area are the same.
  • a reference for shooting height parameters can be provided by the following method: the circular area is displayed in a first display format with the contact position of the shooting trigger operation as the center; the first display format indicates that the circular area corresponds to the first shooting height parameter range; the second display format indicates that the circular area corresponds to the first shooting height parameter range; the second display format indicates that the circular area corresponds to the first shooting height parameter range.
  • the first display format is used to display the first circular area; the second display format indicates that the first circular area corresponds to the second shooting height parameter range; the second circular area is displayed in a third display format; the third display format indicates that the second circular area corresponds to the third shooting height parameter range.
  • the above-mentioned first display format, second display format and third display format are usually displayed in different colors. As shown in FIG4, different grayscales are used to represent the display colors of different areas in the circular control area.
  • the above-mentioned display formats can also be text annotations, such as the common terms in football: "high ball”, “low ball”, “middle ball”, etc., to indicate the shooting height range corresponding to each area.
  • the following embodiment provides a specific method for determining the target shooting parameters of the controlled virtual object in response to a sliding operation on the shooting control area.
  • This embodiment takes the sliding operation and the shooting trigger operation as continuous operations as an example. After the player starts to perform a sliding operation in the graphical user interface starting from the contact position of the shooting trigger operation and acting on the shooting control area, it is usually necessary to respond to the sliding operation, monitor the contact position of the sliding operation; and determine the target shooting parameters of the controlled virtual object based on the contact position and the shooting control area.
  • the target shooting parameters may include shooting height parameters and shooting plane direction parameters.
  • the shooting height parameters of the controlled virtual object may be determined based on the distance between the contact position and the center position of the shooting control area; the center position of the shooting control area is usually the contact position of the shooting trigger operation, that is, the starting position of the sliding operation; specifically, the distance between the contact position and the center position of the shooting control area may be multiplied by a preset height ratio parameter to obtain a multiplication result, and the multiplication result is determined as the shooting height parameter base of the controlled virtual object.
  • the distance between the contact position and the center position is proportional to the shooting height.
  • the shooting plane direction parameter of the controlled virtual object can be determined based on the direction of the line connecting the contact point position and the center position of the shooting control area.
  • the shooting plane can be parallel to the plane where the court is located, and the shooting plane direction is the projection direction of the shooting direction on the shooting plane.
  • the direction of the line connecting the contact point position and the center position of the shooting control area is converted to the court plane in the football game scene to obtain the converted direction; the converted direction is determined as the shooting plane direction parameter of the controlled virtual object.
  • the plane where the shooting control area is located is parallel to the court plane, and a reference direction can be set, which can be the direction facing the controlled virtual object or a certain direction of the court plane, and then the shooting plane parameter is calculated based on the angle between the direction of the line connecting the contact point position and the center position of the shooting control area and the reference direction.
  • the shooting indicator corresponding to the target shooting parameters can be displayed in the scene screen with the controlled virtual object as the starting point of the trajectory (specifically, the shooting indicator can be the foot or football used by the controlled virtual object to shoot as the starting point of the trajectory) and the goal impact position corresponding to the target shooting parameters as the end point.
  • the indication trajectory can be a simulated trajectory of the dynamic movement of the football, or a straight line or curve to indicate the trajectory generated by the movement of the football.
  • the shooting indicator can also only indicate the goal impact position of the shot, without displaying the movement trajectory of the football.
  • the disclosed embodiment also provides another interactive control method for a football game.
  • the method is implemented on the basis of the method shown in FIG1.
  • the method uses a finger to slide on a graphical user interface displayed on a touch screen, and controls the direction and height of the shot by the direction and position of the slide, so that the player can operate the shooting process more intuitively, thereby improving the shooting accuracy and game experience.
  • This method is compatible with both keystroke and screen sliding operation modes.
  • a precise shooting control area appears outward from the button area.
  • the shooting control area may include multiple areas, such as concentric circles and two concentric rings, which are displayed as low balls, middle balls, and high balls from the inside to the outside, as shown in FIG5. Releasing the finger in the corresponding area will determine the height parameter of the shooting relative to the goal, and the direction between the initial position and the end position of the finger determines the direction parameter of the player's shooting.
  • a schematic mark of the shooting trajectory direction can be displayed in the game scene, as shown in FIG5, which is a gray curve.
  • the above method is an interactive method in which a finger clicks to shoot, slides in the shooting control area, and releases the sliding operation to determine the target shooting parameters, so that players can operate the shooting more intuitively, achieve more accurate control of the shooting angle and height, and obtain a better gaming experience.
  • a graphical user interface is provided through a terminal device; the graphical user interface displays a scene screen of a football game scene where a controlled virtual object is located; the device includes:
  • the shooting control area display module 602 is configured to display the shooting control area in response to the shooting trigger operation; wherein the shooting control area is located at: a designated area relative to the contact position of the shooting trigger operation; the shooting control area includes: an operation area corresponding to at least one shooting parameter;
  • the target shooting parameter determination module 604 is configured to execute a response to a sliding operation on the shooting control area, determine the target shooting parameters of the controlled virtual object, and display a shooting indication mark corresponding to the target shooting parameters;
  • the shooting control module 606 is configured to execute an end event in response to the sliding operation, and control the controlled virtual object to shoot according to the target shooting parameters.
  • the above-mentioned interactive control device for a football game displays a shooting control area in response to a shooting trigger operation; wherein the shooting control area is located in a designated area relative to the contact position of the shooting trigger operation; in response to a sliding operation acting on the shooting control area, the target shooting parameters of the controlled virtual object are determined, and a shooting indicator corresponding to the target shooting parameters is displayed; in response to an end event of the sliding operation, the controlled virtual object is controlled to shoot according to the target shooting parameters.
  • This method simplifies the player's operation method for the shooting process, and displays the trajectory corresponding to the shooting operation before shooting, so that the player can control the shooting trajectory more accurately, thereby improving the player's gaming experience.
  • the above-mentioned graphical user interface displays the preset shooting controls; the shooting control area display module is also configured to execute: in response to the selection operation acting on the shooting controls, display the shooting control area.
  • the shooting control area display module is further configured to execute: if the controlled virtual object is in a shooting state, in response to a touch operation on the graphical user interface, display the shooting control area.
  • the shooting control area includes a circular control area; the shooting control area display module is further configured to execute: in response to a shooting trigger operation, the circular control area is displayed with the contact position of the shooting trigger operation as the center.
  • the above-mentioned circular control area includes a circular area, a first circular ring area and a second circular ring area; the centers of the circular area, the first circular ring area and the second circular ring area are the same; the shooting parameters include shooting height parameters; the above-mentioned shooting control area display module is also configured to execute: displaying the circular area in a first display format with the contact position of the shooting trigger operation as the center; the first display format indicates that the circular area corresponds to the first shooting height parameter range; displaying the first circular ring area in a second display format; the second display format indicates that the first circular ring area corresponds to the second shooting height parameter range; displaying the second circular ring area in a third display format; the third display format indicates that the second circular ring area corresponds to the third shooting height parameter range.
  • the above-mentioned target shooting parameter determination module is also configured to execute: responding to a sliding operation starting from the contact position of the shooting trigger operation and acting on the shooting control area, monitoring the contact position of the sliding operation; and determining the target shooting parameters of the controlled virtual object based on the contact position and the shooting control area.
  • the above-mentioned target shooting parameters include shooting height parameters and shooting plane direction parameters; the shooting control area is centered on the contact position of the shooting trigger operation; the above-mentioned target shooting parameter determination module is also configured to execute: based on the distance between the contact position and the center position of the shooting control area, determine the shooting height parameter of the controlled virtual object; based on the direction of the line connecting the contact position and the center position of the shooting control area, determine the shooting plane direction parameter of the controlled virtual object.
  • the target shooting parameter determination module is further configured to execute: multiplying the distance between the contact point position and the center position of the shooting control area by a preset height ratio parameter to obtain a multiplication result; and determining the multiplication result as a shooting height parameter of the controlled virtual object.
  • the target shooting parameter determination module is also configured to execute: converting the direction of the line connecting the contact point position and the center position of the shooting control area to the court plane in the football game scene to obtain the converted direction; and determining the converted direction as the shooting plane direction parameter of the controlled virtual object.
  • the target shot parameter determination module is further configured to execute: in the scene screen, with the controlled virtual object as the starting point of the trajectory and the goal entry position corresponding to the target shot parameter as the end point, displaying the shot indication mark corresponding to the target shot parameter.
  • This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned interactive control method of the football game, for example:
  • a shooting control area In response to a shooting trigger operation, a shooting control area is displayed; wherein the shooting control area is located at: a designated area relative to a contact position of the shooting trigger operation; the shooting control area includes: an operation area corresponding to at least one shooting parameter; in response to a sliding operation starting from the contact position of the shooting trigger operation and acting on the shooting control area, target shooting parameters of the controlled virtual object are determined, and a shooting indication mark corresponding to the target shooting parameters is displayed; in response to an end event of the sliding operation, the controlled virtual object is controlled to shoot according to the target shooting parameters.
  • the above method simplifies the player's operation of the shooting process and displays the corresponding shooting operation before shooting.
  • the trajectory of the shot allows players to control the shooting trajectory more accurately, improving the player's gaming experience.
  • the above-mentioned graphical user interface displays a pre-set shooting control; the step of displaying the shooting control area in response to the shooting trigger operation includes: displaying the shooting control area in response to a selection operation acting on the shooting control.
  • the step of displaying the shooting control area in response to the shooting trigger operation includes: if the controlled virtual object is in a shooting state, displaying the shooting control area in response to a click operation on the graphical user interface.
  • the above-mentioned shooting control area includes a circular control area; the step of displaying the shooting control area in response to the shooting trigger operation includes: in response to the shooting trigger operation, displaying the circular control area with the contact position of the shooting trigger operation as the center.
  • the above-mentioned circular control area includes a circular area, a first circular ring area and a second circular ring area; the centers of the circular area, the first circular ring area and the second circular ring area are the same; the shooting parameters include shooting height parameters; the step of displaying the circular control area with the contact position of the shooting trigger operation as the center includes: displaying the circular area in a first display format with the contact position of the shooting trigger operation as the center; the first display format indicates that the circular area corresponds to a first shooting height parameter range; displaying the first circular ring area in a second display format; the second display format indicates that the first circular ring area corresponds to a second shooting height parameter range; displaying the second circular ring area in a third display format; the third display format indicates that the second circular ring area corresponds to a third shooting height parameter range.
  • the step of determining the target shooting parameters of the controlled virtual object in response to a sliding operation that takes the contact position of the shooting trigger operation as the starting point and acts on the shooting control area includes: responding to a sliding operation that takes the contact position of the shooting trigger operation as the starting point and acts on the shooting control area, monitoring the contact position of the sliding operation; and determining the target shooting parameters of the controlled virtual object based on the contact position and the shooting control area.
  • the above-mentioned target shooting parameters include shooting height parameters and shooting plane direction parameters; the shooting control area is centered on the contact position of the shooting trigger operation; based on the contact position and the shooting indication mark, the step of determining the target shooting parameters of the controlled virtual object includes: determining the shooting height parameter of the controlled virtual object based on the distance between the contact position and the center position of the shooting control area; determining the shooting plane direction parameter of the controlled virtual object based on the direction of the line connecting the contact position and the center position of the shooting control area.
  • the step of determining the shooting height parameter of the controlled virtual object based on the distance between the contact position and the center position of the shooting control area includes: multiplying the distance between the contact position and the center position of the shooting control area by a preset height ratio parameter to obtain a multiplication result; and determining the multiplication result as the shooting height parameter of the controlled virtual object.
  • the step of determining the shooting plane direction parameter of the controlled virtual object based on the direction of the line connecting the contact point position and the center position of the shooting control area includes: converting the direction of the line connecting the contact point position and the center position of the shooting control area to the plane of the court in the football game scene to obtain the converted direction; and determining the converted direction as the shooting plane direction parameter of the controlled virtual object.
  • the above-mentioned step of displaying a shooting indication mark corresponding to the target shooting parameters includes: in the scene screen, taking the controlled virtual object as the starting point of the trajectory and taking the goal impact position corresponding to the target shooting parameters as the end point, and displaying the shooting indication mark corresponding to the target shooting parameters.
  • the electronic device includes a processor 100 and a memory 101.
  • the memory 101 stores The processor 100 may execute the machine executable instructions to implement the interactive control method of the football game.
  • the electronic device shown in FIG. 7 further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .
  • the memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory (non-volatile memory), such as at least one disk storage.
  • RAM random access memory
  • non-volatile memory non-volatile memory
  • the communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used.
  • the bus 102 can be an ISA bus, a PCI bus or an EISA bus, etc.
  • the bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, only one bidirectional arrow is used in Figure 7, but it does not mean that there is only one bus or one type of bus.
  • the processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit in the processor 100 or the instruction in the form of software.
  • the above processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application specific integrated circuit (ASIC), a field programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components.
  • DSP digital signal processor
  • ASIC application specific integrated circuit
  • FPGA field programmable gate array
  • the methods, steps and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed.
  • the general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc.
  • the steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as a hardware decoding processor for execution, or can be executed by a combination of hardware and software modules in the decoding processor.
  • the software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc.
  • the storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method of the above embodiment in combination with its hardware.
  • This embodiment also provides a machine-readable storage medium, which stores machine-executable instructions.
  • the machine-executable instructions When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the above-mentioned interactive control method of the football game.
  • the embodiments of the present disclosure provide a method, device and electronic device for interactive control of a football game, including a computer-readable storage medium storing program codes, wherein the program codes include instructions that can be used to execute the methods described in the above method embodiments, for example:
  • a shooting control area In response to a shooting trigger operation, a shooting control area is displayed; wherein the shooting control area is located at: a designated area relative to a contact position of the shooting trigger operation; the shooting control area includes: an operation area corresponding to at least one shooting parameter; in response to a sliding operation starting from the contact position of the shooting trigger operation and acting on the shooting control area, a target shooting parameter of the controlled virtual object is determined, and a shooting indication mark corresponding to the target shooting parameter is displayed; in response to an end event of the sliding operation, the controlled virtual object is controlled to shoot according to the target shooting parameter.
  • the above method simplifies the player's operation method for the shooting process, and displays the trajectory corresponding to the shooting operation before shooting, so that the player can control the shooting trajectory more accurately, thereby improving the player's gaming experience.
  • the above-mentioned graphical user interface displays a pre-set shooting control; the step of displaying the shooting control area in response to the shooting trigger operation includes: displaying the shooting control area in response to a selection operation acting on the shooting control.
  • the step of displaying the shooting control area in response to the shooting trigger operation includes: if the controlled virtual object is in a shooting state, displaying the shooting control area in response to a click operation on the graphical user interface.
  • the above-mentioned shooting control area includes a circular control area; the step of displaying the shooting control area in response to the shooting trigger operation includes: in response to the shooting trigger operation, displaying the circular control area with the contact position of the shooting trigger operation as the center.
  • the above-mentioned circular control area includes a circular area, a first circular ring area and a second circular ring area; the centers of the circular area, the first circular ring area and the second circular ring area are the same; the shooting parameters include shooting height parameters; the step of displaying the circular control area with the contact position of the shooting trigger operation as the center includes: displaying the circular area in a first display format with the contact position of the shooting trigger operation as the center; the first display format indicates that the circular area corresponds to a first shooting height parameter range; displaying the first circular ring area in a second display format; the second display format indicates that the first circular ring area corresponds to a second shooting height parameter range; displaying the second circular ring area in a third display format; the third display format indicates that the second circular ring area corresponds to a third shooting height parameter range.
  • the step of determining the target shooting parameters of the controlled virtual object in response to a sliding operation that takes the contact position of the shooting trigger operation as the starting point and acts on the shooting control area includes: responding to a sliding operation that takes the contact position of the shooting trigger operation as the starting point and acts on the shooting control area, monitoring the contact position of the sliding operation; and determining the target shooting parameters of the controlled virtual object based on the contact position and the shooting control area.
  • the above-mentioned target shooting parameters include shooting height parameters and shooting plane direction parameters; the shooting control area is centered on the contact position of the shooting trigger operation; based on the contact position and the shooting indication mark, the step of determining the target shooting parameters of the controlled virtual object includes: determining the shooting height parameter of the controlled virtual object based on the distance between the contact position and the center position of the shooting control area; determining the shooting plane direction parameter of the controlled virtual object based on the direction of the line connecting the contact position and the center position of the shooting control area.
  • the step of determining the shooting height parameter of the controlled virtual object based on the distance between the contact position and the center position of the shooting control area includes: multiplying the distance between the contact position and the center position of the shooting control area by a preset height ratio parameter to obtain a multiplication result; and determining the multiplication result as the shooting height parameter of the controlled virtual object.
  • the step of determining the shooting plane direction parameter of the controlled virtual object based on the direction of the line connecting the contact point position and the center position of the shooting control area includes: converting the direction of the line connecting the contact point position and the center position of the shooting control area to the plane of the court in the football game scene to obtain the converted direction; and determining the converted direction as the shooting plane direction parameter of the controlled virtual object.
  • the step of displaying a shooting indication mark corresponding to the target shooting parameters includes: in the scene screen, taking the controlled virtual object as the starting point of the trajectory and taking the goal impact position corresponding to the target shooting parameters as the end point, and displaying the shooting indication mark corresponding to the target shooting parameters.
  • the terms “installed”, “connected”, and “connected” should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection, or it can be indirectly connected through a central area medium, or it can be internal communication between two components.
  • installed should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection, or it can be indirectly connected through a central area medium, or it can be internal communication between two components.
  • the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium.
  • the technical solution of the present disclosure, or the part that contributes to the relevant technology or the part of the technical solution, can be embodied in the form of a software product.
  • the computer software product is stored in a storage medium, including several instructions for a computer device (which can be a personal computer, server, or network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure.
  • the aforementioned storage media include: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk, and other media that can store program codes.

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Abstract

本公开提供了一种足球游戏的交互控制方法、装置及电子设备,响应于射门触发操作,显示射门控制区域;其中,射门控制区域位于相对于射门触发操作的触点位置的指定区域;响应作用于射门控制区域的滑动操作,确定受控虚拟对象的目标射门参数,并显示目标射门参数对应的射门指示标识;响应于滑动操作的结束事件,控制受控虚拟对象按照目标射门参数进行射门。该方式简化了玩家对射门过程的操作方式,并在射门之前显示了该射门操作对应的轨迹,使玩家能够更为精确地控制射门轨迹,提高了玩家的游戏体验。

Description

足球游戏的交互控制方法、装置及电子设备
相关申请的交叉引用
本公开要求于2022年11月04日提交的申请号为202211378845.5、名称为“足球游戏的交互控制方法、装置及电子设备”的中国专利申请的优先权,该中国专利申请的全部内容通过引用全部并入本文。
技术领域
本公开涉及游戏交互技术领域,具体而言,涉及一种足球游戏的交互控制方法、装置及电子设备。
背景技术
相关技术中,在足球游戏需要进行射门时,可以点击图形用户界面中设置的用于控制射门的控件进行射门,或者对图形用户界面显示的足球道具进行滑动操作完成射门。上述点击控件进行射门的方式中,射门力度与按压控件的时长相关,射门角度跟随控制足球的虚拟对象的朝向相关,玩家难以控制射门角度。上述通过滑动操作进行射门的方式中,射门的力度和角度与滑动操作的触点移动速度和方向相关,对玩家的操作具有较高的要求,影响玩家的游戏体验。
需要说明的是,上述背景技术部分公开的信息仅用于加强对本公开的背景的理解,因此可以包括不构成对本领域普通技术人员已知的相关技术的信息。
发明内容
有鉴于此,本公开的目的在于提供一种足球游戏的交互控制方法、装置及电子设备,以使简化玩家控制目标对象在三位游戏场景中的移动操作,提高玩家的游戏体验。
第一方面,本公开实施例提供了一种足球游戏的交互控制方法,通过终端设备提供一图形用户界面;图形用户界面显示受控虚拟对象所在的足球游戏场景的场景画面;该方法包括:响应于射门触发操作,显示射门控制区域;其中,射门控制区域位于:相对于射门触发操作的触点位置的指定区域;射门控制区域包括:至少一种射门参数对应的操作区域;响应作用于射门控制区域的滑动操作,确定受控虚拟对象的目标射门参数,显示目标射门参数对应的射门指示标识;响应于滑动操作的结束事件,控制受控虚拟对象按照目标射门参数进行射门。
第二方面,本公开实施例提供了一种足球游戏的交互控制装置,通过终端设备提供一图形用户界面;图形用户界面显示受控虚拟对象所在的足球游戏场景的场景画面;该装置包括:射门控制区域显示模块,被配置为执行响应于射门触发操作,显示射门控制区域;其中,射门控制区域位于:相对于射门触发操作的触点位置的指定区域;射门控 制区域包括:至少一种射门参数对应的操作区域;目标射门参数确定模块,被配置为执行响应作用于射门控制区域的滑动操作,确定受控虚拟对象的目标射门参数,显示目标射门参数对应的射门指示标识;射门控制模块,被配置为执行响应于滑动操作的结束事件,控制受控虚拟对象按照目标射门参数进行射门。
第三方面,本公开实施例提供了一种电子设备,包括处理器和存储器,存储器存储有能够被处理器执行的机器可执行指令,处理器执行机器可执行指令以实现上述的足球游戏的交互控制方法。
第四方面,本公开实施例提供了一种机器可读存储介质,该机器可读存储介质存储有机器可执行指令,机器可执行指令在被处理器调用和执行时,机器可执行指令促使处理器实现上述的足球游戏的交互控制方法。
本公开实施例带来了以下有益效果:
上述一种足球游戏的交互控制方法、装置及电子设备,响应于射门触发操作,显示射门控制区域;其中,射门控制区域位于相对于射门触发操作的触点位置的指定区域;响应作用于射门控制区域的滑动操作,确定受控虚拟对象的目标射门参数,并显示目标射门参数对应的射门指示标识;响应于滑动操作的结束事件,控制受控虚拟对象按照目标射门参数进行射门。该方式简化了玩家对射门过程的操作方式,并在射门之前显示了该射门操作对应的轨迹,使玩家能够更为精确地控制射门轨迹,提高了玩家的游戏体验。
附图说明
为了更清楚地说明本公开具体实施方式或相关技术中的技术方案,下面将对具体实施方式或相关技术描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图是本公开的一些实施方式,对于本领域技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。
图1为本公开其中之一实施例提供的一种足球游戏的交互控制方法的流程图;
图2为本公开其中之一实施例提供的一种射门控制区域的示意图;
图3为本公开其中之一实施例提供的另一种射门控制区域的示意图;
图4为本公开其中之一实施例提供的另一种射门控制区域的示意图;
图5为本公开其中之一实施例提供的一种显示有射门指示标识的图形用户界面的示意图;
图6为本公开其中之一实施例提供的一种足球游戏的交互控制装置的结构示意图;
图7为本公开其中之一实施例提供的一种电子设备的结构示意图。
具体实施方式
为使本公开实施例的目的、技术方案和优点更加清楚,下面将结合附图对本公开的技术方案进行清楚、完整地描述,显然,所描述的实施例是本公开一部分实施例,而不 是全部的实施例。基于本公开中的实施例,本领域技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都属于本公开保护的范围。
相关技术中,通常通过点击图形用户界面显示的虚拟射门按钮完成射门,射门力度与按压时长相关,射门角度跟随球员大概朝向、比较随机。也可以通过在图形用户界面进行滑动操作(该方式也成为“滑屏”)完成射门,射门的力度角度与滑屏的速度和方向相关。
然而上述方式对玩家射门技巧掌握要求高,玩家对射门角度和力度的感知较弱,难以较为精确地控制射门轨迹,无法满足玩家在把握一些关键机会时精准控制射门高度和角度的目标。
基于此,本公开实施例提供的一种足球游戏的交互控制方法、装置及电子设备,该技术可以应用于足球相关的网络游戏或单机游戏中。
在本公开公开其中一种实施例中的足球游戏的交互控制方法可以运行于本地终端设备或者是服务器。当足球游戏的交互控制方法运行于服务器时,该方法则可以基于云交互系统来实现与执行,其中,云交互系统包括服务器和客户端设备。
在一可选的实施方式中,云交互系统下可以运行各种云应用,例如:云游戏。以云游戏为例,云游戏是指以云计算为基础的游戏方式。在云游戏的运行模式下,游戏程序的运行主体和游戏画面呈现主体是分离的,足球游戏的交互控制方法的储存与运行是在云游戏服务器上完成的,客户端设备的作用用于数据的接收、发送以及游戏画面的呈现,举例而言,客户端设备可以是靠近用户侧的具有数据传输功能的显示设备,如,移动终端、电视机、计算机、掌上电脑等;但是进行信息处理的为云端的云游戏服务器。在进行游戏时,玩家操作客户端设备向云游戏服务器发送操作指令,云游戏服务器根据操作指令运行游戏,将游戏画面等数据进行编码压缩,通过网络返回客户端设备,最后,通过客户端设备进行解码并输出游戏画面。
在一可选的实施方式中,以游戏为例,本地终端设备存储有游戏程序并用于呈现游戏画面。本地终端设备用于通过图形用户界面与玩家进行交互,即,常规的通过电子设备下载安装游戏程序并运行。该本地终端设备将图形用户界面提供给玩家的方式可以包括多种,例如,可以渲染显示在终端的显示屏上,或者,通过全息投影提供给玩家。举例而言,本地终端设备可以包括显示屏和处理器,该显示屏用于呈现图形用户界面,该图形用户界面包括游戏画面,该处理器用于运行该游戏、生成图形用户界面以及控制图形用户界面在显示屏上的显示。
在一种可能的实施方式中,本公开实施例提供了一种足球游戏的交互控制方法,通过终端设备提供一图形用户界面;图形用户界面显示受控虚拟对象所在的足球游戏场景的场景画面。其中,终端设备可以是前述提到的本地终端设备,也可以是前述提到的云 交互系统中的客户端设备。如图1所示,该方法包括如下步骤:
步骤S102,响应于射门触发操作,显示射门控制区域;其中,射门控制区域位于:相对于射门触发操作的触点位置的指定区域;射门控制区域包括:至少一种射门参数对应的操作区域。
上述射门触发操作可以为多种。例如,玩家控制受控虚拟角色在足球游戏场景中带球奔跑至玩家认为适合射门的位置,点击预先设置在图形用户界面中的射门按钮,该点击操作可以认为是射门触发操作;或者,根据比赛流程,玩家控制的受控虚拟角色处于射门状态,如果此时需要受控虚拟角色到达预设的场景位置进行点球,玩家控制受控虚拟角色到达预设的场景位置的操作可以认为是射门触发操作。具体可根据游戏的规则及流程进行设定,在此不做限制。
当玩家进行了射门触发操作后,可以在射门触发操作的触点位置的指定区域显示射门控制区域。例如,以射门触发操作的触点位置为射门控制区域的起始点显示射门控制区域,如图2所示,此时射门控制区域可以为一个扇形,射门触发操作的触点位置为该扇形的圆心位置,图中显示为第一位置。玩家可以在扇形区域中进行滑动操作,以选择目标射门参数。
在具体实现时,还可以以射门触发操作的触点位置为射门控制区域的中心显示射门控制区域,此时射门控制区域可以长方形区域,该射门控制区域可以对应于玩家需要射门的球门,对应地射门参数可以为球射入球门的位置。
上述射门控制区域还可以为为圆形区域,射门触发操作的触点位置为圆形区域的圆心。该区域中的每个点可以对应于设定的射门高度及射门方向,此时射门高度及射门方向即为射门参数。此外,还可以以特殊格式显示圆形区域中对应于可以射入球门的射门参数的点组成的区域,如图3所示。具体可以以高亮颜色或区别于其他区域的颜色显示,还可以加入文字进行标注,如“有效射门区域”等。
步骤S104,响应作用于射门控制区域的滑动操作,确定受控虚拟对象的目标射门参数,显示目标射门参数对应的射门指示标识。
上述滑动操作如果是与射门触发操作连续的操作,则滑动操作可以射门触发操作的触点位置为起点;如果上述滑动操作是与射门触发操作不连续的滑动操作,则可不以射门触发操作的触点位置为起点。滑动操作作用于射门控制区域,则滑动操作的触点位置在射门控制区域中滑动。可以为射门控制区域中中的位置设置对应的射门参数,当滑动操作的触点位置与某个位置重合时,可以认为玩家选择了该位置对应的射门参数作为目标射门参数,并基于目标射门参数生成对应的射门指示标识,在图形用户界面显示该射门指示标识。
为了玩家方便调整选择的目标射门参数,射门控制区域中的位置对应的射门参数通常是有一定规律的。例如,射门控制区域中的位置对应的射门参数可以与该位置和射门触发操作的触点位置之间的距离和\或相对方向具有相关关系,具体可设置对应的映射 函数。通常会采用便于玩家理解的相关关系,如射门控制区域中的位置与射门触发操作的触点位置之间的距离与该位置对应的射门力度(也可以为射门高度等参数)成正比例关系,射门控制区域中的位置与射门触发操作的触点位置的相对方向与射门方向相同等。
在显示射门指示标识时,为了整个场景画面的简洁性,可以直接显示该目标射门参数对应的足球落点位置,也可以显示该目标射门参数下,足球在场景中的移动轨迹,具体可以根据需求设置。在场景画面显示射门指示标识后,玩家可以根据射门指示标识确定当前选择的射门参数是否为理想的射门参数,并进一步通过滑动操作进行调整。
步骤S106,响应于滑动操作的结束事件,控制受控虚拟对象按照目标射门参数进行射门。
当射门指示标识符合玩家的预期时,玩家可以结束滑动操作,响应于滑动操作的结束事件,可以将滑动操作的结束位置对应的射门参数作为受控虚拟对象的射门操作的目标射门参数,进一步控制受控虚拟对象按照目标射门参数进行射门,此时受控虚拟对象控制的足球将以目标射门参数对应的射门指示标识在场景画面中移动。
上述一种足球游戏的交互控制方法,响应于射门触发操作,显示射门控制区域;其中,射门控制区域位于相对于射门触发操作的触点位置的指定区域;响应作用于射门控制区域的滑动操作,确定受控虚拟对象的目标射门参数,并显示目标射门参数对应的射门指示标识;响应于滑动操作的结束事件,控制受控虚拟对象按照目标射门参数进行射门。该方式简化了玩家对射门过程的操作方式,并在射门之前显示了该射门操作对应的轨迹,使玩家能够更为精确地控制射门轨迹,提高了玩家的游戏体验。
下述实施例提供一响应于射门触发操作,显示射门控制区域的具体方式。
在一些游戏中,可以在图形用户界面显示预先设置的射门控件,玩家可以选中该射门控件,终端设备可以响应作用于射门控件的选中操作,显示射门控制区域。
在一些游戏场景中,如果轮到受控虚拟对象进行射门,可以认为受控虚拟对象处于射门状态。如果受控虚拟对象处于射门状态,玩家可以点击图形用户界面,终端设备可以响应作用于图形用户界面的触控操作,显示射门控制区域。
在具体实现时,射门控制区域可以为圆形控制区域。响应于射门触发操作,可以以射门触发操作的触点位置为中心显示圆形控制区域。在上述两种射门触发操作的情况下,如果射门触发操作为选中射门控件,则以射门控件为中心显示圆形控制区域;如果射门触发操作为触控图形用户界面,则以触控操作的触点为中心显示圆形控制区域。
为了给玩家通过滑动操作选择目标射门参数提供参考,可以将圆形控制区域划分为处于中心的圆形区域、包围圆形区域的第一圆环区域及包围第一圆形区域的第二圆环区域;圆形区域、第一圆环区域及第二圆环区域的中心相同。具体可以为射门高度参数提供参考,可采用下述让是实现:以射门触发操作的触点位置为中心,以第一显示格式显示圆形区域;第一显示格式指示圆形区域对应于第一射门高度参数范围;以第二显示格 式显示第一圆环区域;第二显示格式指示第一圆环区域对应于第二射门高度参数范围;以第三显示格式显示第二圆环区域;第三显示格式指示第二圆环区域对应于第三射门高度参数范围。上述第一显示格式、第二显示格式及第三显示格式通常为不同的显示颜色,如图4所示,以不同的灰度表示圆形控制区域中不同区域的显示颜色。此外,上述显示格式还可以为文字标注,如足球中常用语:“高球”、“低球”、“中球”等,以表明各个区域对应的射门高度范围。
下述实施例提供一响应作用于射门控制区域的滑动操作,确定受控虚拟对象的目标射门参数的具体方式。
本实施例以所述滑动操作与所述射门触发操作为连续操作为例,在玩家开始在图形用户界面进行以射门触发操作的触点位置为起点的、且作用于射门控制区域的滑动操作后,通常需要响应该滑动操作,监听滑动操作的触点位置;并基于触点位置及射门控制区域,确定受控虚拟对象的目标射门参数。
通常在射门时,射门高度及射门平面方向可以确定足球的射门轨迹。因此,目标射门参数可以包括射门高度参数及射门平面方向参数。在确定目标射门参数时,可以基于触点位置与射门控制区域的中心位置的距离,确定受控虚拟对象的射门高度参数;该射门控制区域的中心位置通常为射门触发操作的触点位置,也就是滑动操作的起始位置;具体而言,可以将触点位置与射门控制区域的中心位置的距离与预设的高度比例参数相乘,得到相乘结果,将相乘结果确定为受控虚拟对象的射门高度参数基。在上述方案中,触点位置与中心位置的距离与射门高度时成正比例的。
然后可以基于触点位置与射门控制区域的中心位置的连线的方向,确定受控虚拟对象的射门平面方向参数。射门平面可以平行于球场所在平面,射门平面方向即射门方向在射门平面上的投影方向。具体而言,将触点位置与射门控制区域的中心位置的连线的方向转换至至足球游戏场景中的球场平面中,得到转换后的方向;将转换后的方向确定为受控虚拟对象的射门平面方向参数。在具体实现时,可以认为射门控制区域所在的平面与球场平面是平行的,可以设置一个基准方向,该方向可以为受控虚拟对象面对的方向,也可以为球场平面的某个方向,然后基于触点位置与射门控制区域的中心位置的连线的方向与该基准方向之间的夹角,计算射门平面参数。
在滑动操作选择目标射门参数时,可以在场景画面中,以受控虚拟对象为轨迹起点(具体而言,射门指示标识可以是以受控虚拟对象射门所用的脚部或足球作为轨迹起点),以目标射门参数对应的球门入射位置为终点,显示目标射门参数对应的射门指示标识。在具体实现时,该指示轨迹可以为模拟的足球动态移动的轨迹,也可以为一条直线或曲线,用来表示足球移动会生成的轨迹。作为提供给玩家进行射门操作的操控提示,射门指示标识也可以是只指示射门的球门入射位置,不显示足球的移动轨迹。
本公开实施例还提供了另一种足球游戏的交互控制方法。该方法在图1所示的方法基础上实现。该方法通过手指触摸屏上显示的图形用户界面上滑动,通过滑动的方向及位置操控射门的方向及高度,使玩家更加直观的操作射门过程,提升射门精度和游戏体验。
该方法可以兼容按键和滑屏两种操作模式。在点击射门按钮时,按钮区域向外出现精准射门控制区域。当采用在图形用户界面上进行滑动操作的方式使图形用户界面显示射门控制区域时,可以以滑动操作的起点为射门控制区域的中心。射门控制区域可以包括多个区域,如包括同心圆及两个同心圆环,由内向外分别为显示为低球、中球、高球,如图5所示。手指在相应的区域范围松开会决定射球相对球门的高度参数,手指初始位置和结束位置之间的方向决定玩家射球的方向参数。此时,可以在游戏场景中显示射球轨迹方向示意标识,如图5所示,为一条灰色的曲线。
上述方式通过手指点击射门后在射门控制区域进行滑动操作,并释放滑动操作从而确定目标射门参数的交互方式,使玩家更直观的操作射门,实现更精准的控制射门的角度和高度,获得更好的游戏体验。
对于上述方法实施例,参见图6所示的一种足球游戏的交互控制装置,通过终端设备提供一图形用户界面;图形用户界面显示受控虚拟对象所在的足球游戏场景的场景画面;该装置包括:
射门控制区域显示模块602,被配置为执行响应于射门触发操作,显示射门控制区域;其中,射门控制区域位于:相对于射门触发操作的触点位置的指定区域;射门控制区域包括:至少一种射门参数对应的操作区域;
目标射门参数确定模块604,被配置为执行响应作用于射门控制区域的滑动操作,确定受控虚拟对象的目标射门参数,显示目标射门参数对应的射门指示标识;
射门控制模块606,被配置为执行响应于滑动操作的结束事件,控制受控虚拟对象按照目标射门参数进行射门。
上述一种足球游戏的交互控制装置,响应于射门触发操作,显示射门控制区域;其中,射门控制区域位于相对于射门触发操作的触点位置的指定区域;响应作用于射门控制区域的滑动操作,确定受控虚拟对象的目标射门参数,并显示目标射门参数对应的射门指示标识;响应于滑动操作的结束事件,控制受控虚拟对象按照目标射门参数进行射门。该方式简化了玩家对射门过程的操作方式,并在射门之前显示了该射门操作对应的轨迹,使玩家能够更为精确地控制射门轨迹,提高了玩家的游戏体验。
上述图形用户界面显示预先设置的射门控件;射门控制区域显示模块还被配置为执行:响应作用于射门控件的选中操作,显示射门控制区域。
上述射门控制区域显示模块还被配置为执行:如果受控虚拟对象处于射门状态,响应作用于图形用户界面的触控操作,显示射门控制区域。
上述射门控制区域包括圆形控制区域;上述射门控制区域显示模块还被配置为执行:应于射门触发操作,以射门触发操作的触点位置为中心显示圆形控制区域。
上述圆形控制区域包括圆形区域、第一圆环区域及第二圆环区域;圆形区域、第一圆环区域及第二圆环区域的中心相同;射门参数包括射门高度参数;上述射门控制区域显示模块还被配置为执行:以射门触发操作的触点位置为中心,以第一显示格式显示圆形区域;第一显示格式指示圆形区域对应于第一射门高度参数范围;以第二显示格式显示第一圆环区域;第二显示格式指示第一圆环区域对应于第二射门高度参数范围;以第三显示格式显示第二圆环区域;第三显示格式指示第二圆环区域对应于第三射门高度参数范围。
上述目标射门参数确定模块还被配置为执行:响应以射门触发操作的触点位置为起点的、且作用于射门控制区域的滑动操作,监听滑动操作的触点位置;基于触点位置及射门控制区域,确定受控虚拟对象的目标射门参数。
上述目标射门参数包括射门高度参数及射门平面方向参数;射门控制区域以射门触发操作的触点位置为中心位置;上述目标射门参数确定模块还被配置为执行:基于触点位置与射门控制区域的中心位置的距离,确定受控虚拟对象的射门高度参数;基于触点位置与射门控制区域的中心位置的连线的方向,确定受控虚拟对象的射门平面方向参数。
上述目标射门参数确定模块还被配置为执行:将触点位置与射门控制区域的中心位置的距离与预设的高度比例参数相乘,得到相乘结果;将相乘结果确定为受控虚拟对象的射门高度参数。
上述目标射门参数确定模块还被配置为执行:将触点位置与射门控制区域的中心位置的连线的方向转换至至足球游戏场景中的球场平面中,得到转换后的方向;将转换后的方向确定为受控虚拟对象的射门平面方向参数。
上述目标射门参数确定模块还被配置为执行:在场景画面中,以受控虚拟对象为轨迹起点,以目标射门参数对应的球门入射位置为终点,显示目标射门参数对应的射门指示标识。
本实施例还提供一种电子设备,包括处理器和存储器,存储器存储有能够被处理器执行的机器可执行指令,处理器执行机器可执行指令以实现上述足球游戏的交互控制方法,例如:
响应于射门触发操作,显示射门控制区域;其中,射门控制区域位于:相对于射门触发操作的触点位置的指定区域;射门控制区域包括:至少一种射门参数对应的操作区域;响应以射门触发操作的触点位置为起点的、且作用于射门控制区域的滑动操作,确定受控虚拟对象的目标射门参数,显示目标射门参数对应的射门指示标识;响应于滑动操作的结束事件,控制受控虚拟对象按照目标射门参数进行射门。
上述方式简化了玩家对射门过程的操作方式,并在射门之前显示了该射门操作对应 的轨迹,使玩家能够更为精确地控制射门轨迹,提高了玩家的游戏体验。
可选的,上述图形用户界面显示预先设置的射门控件;响应于射门触发操作,显示射门控制区域的步骤,包括:响应作用于射门控件的选中操作,显示射门控制区域。
可选的,上述响应于射门触发操作,显示射门控制区域的步骤,包括:如果受控虚拟对象处于射门状态,响应作用于图形用户界面的点击操作,显示射门控制区域。
可选的,上述射门控制区域包括圆形控制区域;响应于射门触发操作,显示射门控制区域的步骤,包括:响应于射门触发操作,以射门触发操作的触点位置为中心显示圆形控制区域。
可选的,上述圆形控制区域包括圆形区域、第一圆环区域及第二圆环区域;圆形区域、第一圆环区域及第二圆环区域的中心相同;射门参数包括射门高度参数;以射门触发操作的触点位置为中心显示圆形控制区域的步骤,包括:以射门触发操作的触点位置为中心,以第一显示格式显示圆形区域;第一显示格式指示圆形区域对应于第一射门高度参数范围;以第二显示格式显示第一圆环区域;第二显示格式指示第一圆环区域对应于第二射门高度参数范围;以第三显示格式显示第二圆环区域;第三显示格式指示第二圆环区域对应于第三射门高度参数范围。
可选的,上述响应以射门触发操作的触点位置为起点的、且作用于射门控制区域的滑动操作,确定受控虚拟对象的目标射门参数的步骤,包括:响应以射门触发操作的触点位置为起点的、且作用于射门控制区域的滑动操作,监听滑动操作的触点位置;基于触点位置及射门控制区域,确定受控虚拟对象的目标射门参数。
可选的,上述目标射门参数包括射门高度参数及射门平面方向参数;射门控制区域以射门触发操作的触点位置为中心位置;基于触点位置及射门指示标识,确定受控虚拟对象的目标射门参数的步骤,包括:基于触点位置与射门控制区域的中心位置的距离,确定受控虚拟对象的射门高度参数;基于触点位置与射门控制区域的中心位置的连线的方向,确定受控虚拟对象的射门平面方向参数。
可选的,上述基于触点位置与射门控制区域的中心位置的距离,确定受控虚拟对象的射门高度参数的步骤,包括:将触点位置与射门控制区域的中心位置的距离与预设的高度比例参数相乘,得到相乘结果;将相乘结果确定为受控虚拟对象的射门高度参数。
可选的,上述基于触点位置与射门控制区域的中心位置的连线的方向,确定受控虚拟对象的射门平面方向参数的步骤,包括:将触点位置与射门控制区域的中心位置的连线的方向转换至至足球游戏场景中的球场平面中,得到转换后的方向;将转换后的方向确定为受控虚拟对象的射门平面方向参数。
可选的,上述显示目标射门参数对应的射门指示标识的步骤,包括:在场景画面中,以受控虚拟对象为轨迹起点,以目标射门参数对应的球门入射位置为终点,显示目标射门参数对应的射门指示标识。
参见图7所示,该电子设备包括处理器100和存储器101,该存储器101存储有能 够被处理器100执行的机器可执行指令,该处理器100执行机器可执行指令以实现上述足球游戏的交互控制方法。
进一步地,图7所示的电子设备还包括总线102和通信接口103,处理器100、通信接口103和存储器101通过总线102连接。
其中,存储器101可能包含高速随机存取存储器(RAM,Random Access Memory),也可能还包括非不稳定的存储器(non-volatile memory),例如至少一个磁盘存储器。通过至少一个通信接口103(可以是有线或者无线)实现该系统网元与至少一个其他网元之间的通信连接,可以使用互联网,广域网,本地网,城域网等。总线102可以是ISA总线、PCI总线或EISA总线等。所述总线可以分为地址总线、数据总线、控制总线等。为便于表示,图7中仅用一个双向箭头表示,但并不表示仅有一根总线或一种类型的总线。
处理器100可能是一种集成电路芯片,具有信号的处理能力。在实现过程中,上述方法的各步骤可以通过处理器100中的硬件的集成逻辑电路或者软件形式的指令完成。上述的处理器100可以是通用处理器,包括中央处理器(Central Processing Unit,简称CPU)、网络处理器(Network Processor,简称NP)等;还可以是数字信号处理器(Digital Signal Processor,简称DSP)、专用集成电路(Application Specific Integrated Circuit,简称ASIC)、现场可编程门阵列(Field-Programmable Gate Array,简称FPGA)或者其他可编程逻辑器件、分立门或者晶体管逻辑器件、分立硬件组件。可以实现或者执行本公开实施例中的公开的各方法、步骤及逻辑框图。通用处理器可以是微处理器或者该处理器也可以是任何常规的处理器等。结合本公开实施例所公开的方法的步骤可以直接体现为硬件译码处理器执行完成,或者用译码处理器中的硬件及软件模块组合执行完成。软件模块可以位于随机存储器,闪存、只读存储器,可编程只读存储器或者电可擦写可编程存储器、寄存器等本领域成熟的存储介质中。该存储介质位于存储器101,处理器100读取存储器101中的信息,结合其硬件完成前述实施例的方法的步骤。
本实施例还提供一种机器可读存储介质,机器可读存储介质存储有机器可执行指令,机器可执行指令在被处理器调用和执行时,机器可执行指令促使处理器实现上述足球游戏的交互控制方法。
本公开实施例所提供的一种足球游戏的交互控制方法、装置以及电子设备,包括存储了程序代码的计算机可读存储介质,所述程序代码包括的指令可用于执行前面方法实施例中所述的方法,例如:
响应于射门触发操作,显示射门控制区域;其中,射门控制区域位于:相对于射门触发操作的触点位置的指定区域;射门控制区域包括:至少一种射门参数对应的操作区域;响应以射门触发操作的触点位置为起点的、且作用于射门控制区域的滑动操作,确定受控虚拟对象的目标射门参数,显示目标射门参数对应的射门指示标识;响应于滑动操作的结束事件,控制受控虚拟对象按照目标射门参数进行射门。
上述方式简化了玩家对射门过程的操作方式,并在射门之前显示了该射门操作对应的轨迹,使玩家能够更为精确地控制射门轨迹,提高了玩家的游戏体验。
可选的,上述图形用户界面显示预先设置的射门控件;响应于射门触发操作,显示射门控制区域的步骤,包括:响应作用于射门控件的选中操作,显示射门控制区域。
可选的,上述响应于射门触发操作,显示射门控制区域的步骤,包括:如果受控虚拟对象处于射门状态,响应作用于图形用户界面的点击操作,显示射门控制区域。
可选的,上述射门控制区域包括圆形控制区域;响应于射门触发操作,显示射门控制区域的步骤,包括:响应于射门触发操作,以射门触发操作的触点位置为中心显示圆形控制区域。
可选的,上述圆形控制区域包括圆形区域、第一圆环区域及第二圆环区域;圆形区域、第一圆环区域及第二圆环区域的中心相同;射门参数包括射门高度参数;以射门触发操作的触点位置为中心显示圆形控制区域的步骤,包括:以射门触发操作的触点位置为中心,以第一显示格式显示圆形区域;第一显示格式指示圆形区域对应于第一射门高度参数范围;以第二显示格式显示第一圆环区域;第二显示格式指示第一圆环区域对应于第二射门高度参数范围;以第三显示格式显示第二圆环区域;第三显示格式指示第二圆环区域对应于第三射门高度参数范围。
可选的,上述响应以射门触发操作的触点位置为起点的、且作用于射门控制区域的滑动操作,确定受控虚拟对象的目标射门参数的步骤,包括:响应以射门触发操作的触点位置为起点的、且作用于射门控制区域的滑动操作,监听滑动操作的触点位置;基于触点位置及射门控制区域,确定受控虚拟对象的目标射门参数。
可选的,上述目标射门参数包括射门高度参数及射门平面方向参数;射门控制区域以射门触发操作的触点位置为中心位置;基于触点位置及射门指示标识,确定受控虚拟对象的目标射门参数的步骤,包括:基于触点位置与射门控制区域的中心位置的距离,确定受控虚拟对象的射门高度参数;基于触点位置与射门控制区域的中心位置的连线的方向,确定受控虚拟对象的射门平面方向参数。
可选的,上述基于触点位置与射门控制区域的中心位置的距离,确定受控虚拟对象的射门高度参数的步骤,包括:将触点位置与射门控制区域的中心位置的距离与预设的高度比例参数相乘,得到相乘结果;将相乘结果确定为受控虚拟对象的射门高度参数。
可选的,上述基于触点位置与射门控制区域的中心位置的连线的方向,确定受控虚拟对象的射门平面方向参数的步骤,包括:将触点位置与射门控制区域的中心位置的连线的方向转换至至足球游戏场景中的球场平面中,得到转换后的方向;将转换后的方向确定为受控虚拟对象的射门平面方向参数。
可选的,上述显示目标射门参数对应的射门指示标识的步骤,包括:在场景画面中,以受控虚拟对象为轨迹起点,以目标射门参数对应的球门入射位置为终点,显示目标射门参数对应的射门指示标识。
所属领域的技术人员可以清楚地了解到,为描述的方便和简洁,上述描述的系统和装置的具体工作过程,可以参考前述方法实施例中的对应过程,在此不再赘述。
另外,在本公开实施例的描述中,除非另有明确的规定和限定,术语“安装”、“相连”、“连接”应做广义理解,例如,可以是固定连接,也可以是可拆卸连接,或一体地连接;可以是机械连接,也可以是电连接;可以是直接相连,也可以通过中央区域媒介间接相连,可以是两个元件内部的连通。对于本领域技术人员而言,可以具体情况理解上述术语在本公开中的具体含义。
所述功能如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在一个计算机可读取存储介质中。基于这样的理解,本公开的技术方案本质上或者说对相关技术做出贡献的部分或者所述技术方案的部分可以以软件产品的形式体现出来,所述计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机,服务器,或者网络设备等)执行本公开各个实施例所述方法的全部或部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(ROM,Read-Only Memory)、随机存取存储器(RAM,Random Access Memory)、磁碟或者光盘等各种可以存储程序代码的介质。
在本公开的描述中,需要说明的是,术语“中心”、“上”、“下”、“左”、“右”、“竖直”、“水平”、“内”、“外”等指示的方位或位置关系为基于附图所示的方位或位置关系,仅是为了便于描述本公开和简化描述,而不是指示或暗示所指的装置或元件必须具有特定的方位、以特定的方位构造和操作,因此不能理解为对本公开的限制。此外,术语“第一”、“第二”、“第三”仅用于描述目的,而不能理解为指示或暗示相对重要性。
最后应说明的是:以上实施例,仅为本公开的具体实施方式,用以说明本公开的技术方案,而非对其限制,本公开的保护范围并不局限于此,尽管参照前述实施例对本公开进行了详细的说明,本领域技术人员应当理解:任何熟悉本技术领域的技术人员在本公开揭露的技术范围内,其依然可以对前述实施例所记载的技术方案进行修改或可轻易想到变化,或者对其中部分技术特征进行等同替换;而这些修改、变化或者替换,并不使相应技术方案的本质脱离本公开实施例技术方案的精神和范围,都应涵盖在本公开的保护范围之内。因此,本公开的保护范围应以权利要求的保护范围为准。

Claims (13)

  1. 一种足球游戏的交互控制方法,通过终端设备提供一图形用户界面;所述图形用户界面显示受控虚拟对象所在的足球游戏场景的场景画面;所述方法包括:
    响应于射门触发操作,显示射门控制区域;其中,所述射门控制区域位于:相对于所述射门触发操作的触点位置的指定区域;所述射门控制区域包括:至少一种射门参数对应的操作区域;
    响应作用于所述射门控制区域的滑动操作,确定所述受控虚拟对象的目标射门参数,显示所述目标射门参数对应的射门指示标识;
    响应于所述滑动操作的结束事件,控制所述受控虚拟对象按照所述目标射门参数进行射门。
  2. 根据权利要求1所述的方法,其中,所述图形用户界面显示预先设置的射门控件;
    响应于射门触发操作,显示射门控制区域的步骤,包括:
    响应作用于所述射门控件的选中操作,显示射门控制区域。
  3. 根据权利要求1所述的方法,其中,响应于射门触发操作,显示射门控制区域的步骤,包括:
    如果所述受控虚拟对象处于射门状态,响应作用于所述图形用户界面的触控操作,显示射门控制区域。
  4. 根据权利要求1所述的方法,其中,所述射门控制区域包括圆形控制区域;
    响应于射门触发操作,显示射门控制区域的步骤,包括:
    响应于射门触发操作,以所述射门触发操作的触点位置为中心显示圆形控制区域。
  5. 根据权利要求4所述的方法,其中,所述圆形控制区域包括圆形区域、第一圆环区域及第二圆环区域;所述圆形区域、所述第一圆环区域及所述第二圆环区域的中心相同;所述射门参数包括射门高度参数;
    以所述射门触发操作的触点位置为中心显示圆形控制区域的步骤,包括:
    以所述射门触发操作的触点位置为中心,以第一显示格式显示所述圆形区域;所述第一显示格式指示所述圆形区域对应于第一射门高度参数范围;
    以第二显示格式显示所述第一圆环区域;所述第二显示格式指示所述第一圆环区域对应于第二射门高度参数范围;
    以第三显示格式显示所述第二圆环区域;所述第三显示格式指示所述第二圆环区域对应于第三射门高度参数范围。
  6. 根据权利要求1所述的方法,其中,响应作用于所述射门控制区域的滑动操作,确定所述受控虚拟对象的目标射门参数的步骤,包括:
    响应以所述射门触发操作的触点位置为起点的、且作用于所述射门控制区域的滑动操作,监听所述滑动操作的触点位置;
    基于所述触点位置及所述射门控制区域,确定所述受控虚拟对象的目标射门参数。
  7. 根据权利要求6所述的方法,其中,所述目标射门参数包括射门高度参数及射门平面方向参数;所述射门控制区域以所述射门触发操作的触点位置为中心位置;
    基于所述触点位置及所述射门控制区域,确定所述受控虚拟对象的目标射门参数的步骤,包括:
    基于所述触点位置与所述射门控制区域的中心位置的距离,确定所述受控虚拟对象的射门高度参数;
    基于所述触点位置与所述射门控制区域的中心位置的连线的方向,确定所述受控虚拟对象的射门平面方向参数。
  8. 根据权利要求7所述的方法,其中,基于所述触点位置与所述射门控制区域的中心位置的距离,确定所述受控虚拟对象的射门高度参数的步骤,包括:
    将所述触点位置与所述射门控制区域的中心位置的距离与预设的高度比例参数相乘,得到相乘结果;
    将所述相乘结果确定为所述受控虚拟对象的射门高度参数。
  9. 根据权利要求7所述的方法,其中,基于所述触点位置与所述射门控制区域的中心位置的连线的方向,确定所述受控虚拟对象的射门平面方向参数的步骤,包括:
    将所述触点位置与所述射门控制区域的中心位置的连线的方向转换至至所述足球游戏场景中的球场平面中,得到转换后的方向;
    将转换后的方向确定为所述受控虚拟对象的射门平面方向参数。
  10. 根据权利要求1所述的方法,其中,显示所述目标射门参数对应的射门指示标识的步骤,包括:
    在所述场景画面中,以所述受控虚拟对象为轨迹起点,以所述目标射门参数对应的球门入射位置为终点,显示所述目标射门参数对应的射门指示标识。
  11. 一种足球游戏的交互控制装置,通过终端设备提供一图形用户界面;所述图形用户界面显示受控虚拟对象所在的足球游戏场景的场景画面;所述装置包括:
    射门控制区域显示模块,被配置为执行响应于射门触发操作,显示射门控制区域;其中,所述射门控制区域位于:相对于所述射门触发操作的触点位置的指定区域;所述射门控制区域包括:至少一种射门参数对应的操作区域;
    目标射门参数确定模块,被配置为执行响应作用于所述射门控制区域的滑动操作,确定所述受控虚拟对象的目标射门参数,显示所述目标射门参数对应的射门指示标识;
    射门控制模块,被配置为执行响应于所述滑动操作的结束事件,控制所述受控虚拟对象按照所述目标射门参数进行射门。
  12. 一种电子设备,包括处理器和存储器,所述存储器存储有能够被所述处理器执行的机器可执行指令,所述处理器执行所述机器可执行指令以实现权利要求1-10任一项所述的足球游戏的交互控制方法。
  13. 一种机器可读存储介质,所述机器可读存储介质存储有机器可执行指令,所述机器可执行指令在被处理器调用和执行时,所述机器可执行指令促使所述处理器实现权利要求1-10任一项所述的足球游戏的交互控制方法。
PCT/CN2023/102499 2022-11-04 2023-06-26 足球游戏的交互控制方法、装置及电子设备 WO2024093276A1 (zh)

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