Game control method and device, electronic equipment and readable storage medium

By providing skill combination controls in the graphical user interface, users can control the direction of virtual character release skills by operating skill markers, solving the problem of uncontrollable skill release direction in the existing technology, and achieving more flexible operation and cleaner interface.

CN119406055APending Publication Date: 2025-02-11NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411274444.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-09-11
Publication Date
2025-02-11

AI Technical Summary

Technical Problem

In the prior art, multiple skills integrated into a skill combination control cannot be controlled during the release process, resulting in the user being unable to flexibly adjust the release direction of the skill.

Method used

A skill combination control is provided in a graphical user interface, the control comprising a plurality of skill components, each skill component corresponding to at least one preset skill. The skill identification of the preset skill corresponding to the skill component is displayed through the first operation, the skill identification is activated by the second operation, and the third operation is performed in the activated state to control the controlled virtual character to release the preset skill in the specified direction.

Benefits of technology

The control of the direction of the skill release of multiple skills integrated into a skill combination control during the release process is realized, which enhances the user's operational flexibility and reduces the obstruction of the game scenes in the graphical user interface by the skill control.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a game control method and device, electronic equipment and a readable storage medium, and the method comprises the steps that a skill combination control is provided in a graphical user interface, the skill combination control comprises a plurality of skill components, and each skill component corresponds to at least one preset skill; in response to the first operation, a skill identifier of a preset skill corresponding to the first skill component is displayed in the graphical user interface, and the skill identifier is in a first state which is not activated; in response to the second operation, activating a skill identifier, and converting the skill identifier from the first state to an activated second state; and in response to a third operation acting on the skill identifier in the second state, controlling the controlled virtual character to release the preset skill according to a first direction which is a direction indicated by the third operation. According to the method, the skill release directions of a plurality of skills integrated into one skill combination control can be controlled in the release process.
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Description

Technical Field

[0001] The present application relates to the field of game technology, and in particular to a game control method, device, electronic device and readable storage medium. Background Art

[0002] In fighting games, each character has at least one skill, which plays a very important role in the game process. In order to facilitate users to quickly access these skills, skill controls are usually placed in the graphical user interface, and users can release skills through the skill controls in the graphical user interface.

[0003] When there are many skill controls in the graphical user interface, these skill controls will block the game scene in the graphical user interface. In order to reduce the blockage of the game scene in the graphical user interface, multiple skills are usually integrated into one skill control, which can also keep the graphical user interface neat and leave more space for other important information. When you need to release a skill, press and hold the skill control and slide in the direction of the skill control where the skill is located. The skill will be selected and released in the default direction, but the release direction of the selected skill cannot be controlled. Summary of the invention

[0004] The present application provides a game control method, device, electronic device and readable storage medium, which solves the problem in the prior art that the skill release direction cannot be controlled during the release process of multiple skills integrated into a skill combination control.

[0005] In a first aspect, an embodiment of the present application provides a method for controlling a game, the method comprising:

[0006] Providing a skill combination control in a graphical user interface, the skill combination control comprising a plurality of skill components, each of the skill components corresponding to at least one preset skill;

[0007] In response to the first operation, a skill identifier of the preset skill corresponding to a first skill component is displayed in the graphical user interface, and the skill identifier is in a first inactive state; wherein the first skill component is any one of the multiple skill components;

[0008] In response to a second operation, the skill identifier is activated, and the skill identifier is changed from the first state to an activated second state;

[0009] In response to a third operation acting on the skill identifier in the second state, the controlled virtual character is controlled to release the preset skill in a first direction, where the first direction is the direction indicated by the third operation.

[0010] In a second aspect, an embodiment of the present application further provides a game control device, comprising:

[0011] A skill combination control display module, used for providing a skill combination control in a graphical user interface, wherein the skill combination control includes a plurality of skill components, each of which corresponds to at least one preset skill;

[0012] a skill identification display module, configured to display, in response to a first operation, a skill identification of the preset skill corresponding to a first skill component in the graphical user interface, wherein the skill identification is in a first inactive state; wherein the first skill component is any one of the plurality of skill components;

[0013] an activation module, configured to activate the skill identifier in response to a second operation, so that the skill identifier changes from the first state to an activated second state;

[0014] The control module is used to respond to the third operation acting on the skill identifier in the second state, and control the controlled virtual character to release the preset skill in a first direction, where the first direction is the direction indicated by the third operation.

[0015] In a third aspect, an embodiment of the present application further provides an electronic device, including:

[0016] Processor; and

[0017] The memory is used to store a data processing program. After the electronic device is powered on and the program is run by the processor, the method described in the first aspect is executed.

[0018] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium storing a data processing program, which is executed by a processor to perform the method described in the first aspect.

[0019] Compared with the prior art, this application has the following advantages:

[0020] The game control method provided in the embodiment of the present application provides a skill combination control in a graphical user interface, wherein the skill combination control includes multiple skill components, each of which corresponds to at least one preset skill; in response to a first operation, a skill identifier of the preset skill corresponding to the first skill component is displayed in the graphical user interface, and the skill identifier is in an unactivated first state; wherein the first skill component is any one of the multiple skill components; in response to a second operation, the skill identifier is activated, and the skill identifier is changed from the first state to an activated second state; in response to a third operation acting on the skill identifier in the second state, the controlled virtual character is controlled to release the preset skill in a first direction, and the first direction is the direction indicated by the third operation.

[0021] That is, in the embodiment of the present application, the player can display the skill identifier of the preset skill corresponding to the first skill component in the graphical user interface through the first operation, then activate the skill identifier through the second operation, and then perform a third operation on the activated skill identifier to control the controlled virtual character to release the preset skill in the direction indicated by the third operation. It is achieved that the skill release direction of multiple skills integrated into a skill combination control can be controlled during the release process, and while the skill release direction can be controlled, multiple skills can also be integrated into one skill control, reducing the occlusion of the game scene in the graphical user interface by the skill control. BRIEF DESCRIPTION OF THE DRAWINGS

[0022] Figure 1 This is a schematic diagram of displaying skill controls in a graphical user interface provided by the present application;

[0023] Figure 2 It is a schematic diagram of integrating multiple skills in a skill combination control provided by the present application;

[0024] Figure 3 A game system for implementing a game control method provided by an embodiment of the present application;

[0025] Figure 4 It is a flowchart of a game control method provided in an embodiment of the present application;

[0026] Figure 5 is another schematic diagram of a graphical user interface provided in an embodiment of the present application;

[0027] Figure 6 This is a schematic diagram of interface changes of a fifth operation provided by the present application;

[0028] Figure 7 is a schematic diagram of interface changes of yet another fifth operation provided by the implementation of the present application;

[0029] Figure 8 This is a schematic diagram of interface changes for a first selection operation provided by the present application;

[0030] Fig. 9 This is a schematic diagram of an interface for editing a skill component provided in an embodiment of the present application;

[0031] Fig.10 This is a schematic diagram of an interface for setting the release order of all skills in a skill combination control provided in an embodiment of the present application;

[0032] Fig.11 This is a schematic diagram of an interface for a controlled virtual character to enter a combat mode provided by an embodiment of the present application;

[0033] Fig.12 is a schematic diagram of a graphical user interface in a vertical screen mode provided in an embodiment of the present application;

[0034] Fig.13 is a schematic diagram of an interface for selecting a first skill component provided in an embodiment of the present application;

[0035] Fig.14 This is a schematic diagram of an interface for a pressing operation of a skill combination control provided in an embodiment of the present application;

[0036] Fig.15 is a schematic diagram of an interface for a second trigger operation of a first skill component provided in an embodiment of the present application;

[0037] Fig.16 It is an interface intention of a third operation for a skill identifier provided in an embodiment of the present application;

[0038] Fig.17 It is a schematic diagram of the distance between the touch point position and the skill identification center of a third operation provided by the present application, and the preset skill release distance or strength;

[0039] Fig.18 is a schematic diagram of a game control device provided in an embodiment of the present application;

[0040] Fig.19 It is a structural schematic diagram of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0041] In order to enable those skilled in the art to better understand the present application, the technical solutions in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in this field without creative work should fall within the scope of protection of this application.

[0042] It should be noted that the terms "first", "second", "third", etc. in the claims, description and drawings of the present application are used to distinguish similar objects and are not used to describe a specific order or sequence. The data used in this way are interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein. In addition, the terms "including", "having" and their variants are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0043] In fighting games, each character has at least one skill, which plays a very important role in the game process. In order to facilitate users to quickly access these skills, skill controls are usually placed in the graphical user interface, and users can use the skill controls in the graphical user interface to release skills. Figure 1 As shown, a schematic diagram of displaying skill controls in a graphical user interface provided for the implementation of the present application is shown in the graphical user interface, in which skill controls 10-1, skill controls 10-2, skill controls 10-3, skill controls 10-4 and skill controls 10-5 corresponding to a virtual character A controlled by the current player and some of the skills possessed by the virtual character A are displayed.

[0044] When there are many skill controls in the graphical user interface, these skill controls will block the game scene in the graphical user interface. In order to reduce the obstruction of the game scene in the graphical user interface, multiple skills are usually integrated into one skill control, which can also keep the graphical user interface neat and leave more space for other important information. When you need to release a skill, press and hold the skill control and slide it in the direction of the skill control where the skill is located. The skill in that direction in the skill control will be selected and released in the default direction. The release direction of the selected skill cannot be controlled. Figure 2 As shown, it is a schematic diagram of integrating multiple skills in a skill combination control provided by the present application. Figure 2 The skill combination control shown in 20 will Figure 1The skills 20-1, 20-2, 20-3 and 20-5 corresponding to the skill controls 10-1, 10-2, 10-3 and 10-5 are integrated to reduce the occlusion of the game scene in the graphical user interface by the skill controls. Assuming that the user wants to release skill 20-1, the user presses and slides the skill control upwards in the graphical user interface, and skill 20-1 is selected and released in the default direction. However, in this process, pressing and sliding the skill combination control 20 upwards selects skill 20-1, and cannot control the release direction of skill 20-1.

[0045] Based on the problems existing in the above-mentioned related technologies, in order to solve the problem in the prior art that the skill release direction cannot be controlled during the release process of multiple skills integrated into a skill combination control, the present application provides a game control method, a game control device corresponding to the method, an electronic device that can implement the game control method, and a computer-readable storage medium. The following provides embodiments to describe the above-mentioned method, device, electronic device, and computer-readable storage medium in detail.

[0046] The game control method provided in the embodiment of the present application can be executed by an electronic device, which can be a terminal or server with a display screen. The terminal can be a terminal device such as a smart phone, a tablet computer, a laptop computer, a smart wearable device, etc. The server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.

[0047] In an optional embodiment, when the game control method is run on a terminal device, the terminal device stores a game application and a game virtual scene. The terminal device interacts with the player through a graphical player interface. The terminal device may provide the graphical player interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal device, or the graphical player interface may be presented through holographic projection.

[0048] In an optional embodiment, when the control method of the game is run on the server, the method can be implemented and executed based on the cloud gaming system. The cloud gaming system refers to a gaming method based on cloud computing. The cloud gaming system includes a server and a client device. The operating body of the game application and the game screen presentation body are separated, and the storage and operation of the game video display method in the game are completed on the server. The game screen presentation is completed on the client, and the client is mainly used for receiving and sending game data and presenting the game screen. For example, the client can be a display device with data transmission function close to the player side, such as a mobile terminal, a TV, a computer, a handheld computer, a personal digital assistant, a head-mounted display device, etc., but the terminal device for processing game data is a server in the cloud. When playing the game, the player operates the client to send instructions to the server, and the server controls the running of the game according to the instructions, encodes and compresses the game screen and other data, and returns it to the client through the network. Finally, the client decodes and outputs the game screen.

[0049] It should be noted that in the embodiments of the present application, the execution subject of the game control method can be a terminal device or a server, wherein the terminal device can be a local terminal device or a client device in the aforementioned cloud game. The embodiments of the present application do not limit the type of the execution subject.

[0050] For example, in combination with the above introduction, Figure 3 A game system 100 for implementing a game control method provided by an embodiment of the present application is shown. The game system 100 may include at least one terminal 110, at least one server 120, at least one database 130, and a network. The terminal 110 held by the player can be connected to the servers of different games through the network. The terminal is any device with computing hardware that can support and execute software application tools corresponding to the game.

[0051] The terminal 110 includes a display screen and a processor, wherein the display screen is used to present a game screen and receive operations generated by players acting on the game screen. The game screen may include a portion of a virtual game scene, which is a virtual world in which virtual characters carry out activities. The processor is used to run the game, generate a game screen, respond to operations, and control the display of the game screen on the display screen. When the player operates the game screen through the display screen, the game screen can control the local content of the terminal by responding to the received operation instructions, and can also control the content of the opposite server by responding to the received operation instructions.

[0052] In addition, when the game system 100 includes multiple terminals, multiple servers, and multiple networks, different terminals can be connected to each other through different networks and different servers. The network can be a wireless network or a wired network, such as a wireless network such as a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, different terminals can also use their own Bluetooth network or hotspot network to connect to other terminals or to servers, etc. In addition, the system 100 may include multiple databases, multiple databases are coupled to different servers, and game-related information can be continuously stored in the database when different players play multi-player games online.

[0053] It should be noted that Figure 3 The game system diagram shown is only an example. The game system 100 described in the embodiment of the present application is to more clearly illustrate the technical solution of the embodiment of the present application, and does not constitute a limitation on the technical solution provided in the embodiment of the present application. A person of ordinary skill in the art can know that with the evolution of the game system and the emergence of new business scenarios, the technical solution provided in the embodiment of the present application is also applicable to similar technical problems.

[0054] It should be noted that the operations that appear in the subsequent detailed introduction of the game control method provided in the embodiment of the present application can all be regarded as operations performed by the player through fingers or controlling a medium such as a mouse, keyboard, or stylus. The specific medium to be used can be determined according to the type of electronic device. For example, when the electronic device is a touch screen device such as a mobile phone, a tablet computer, or a game console, the player can operate on the touch screen through any suitable object or accessory such as a finger or stylus. When the terminal device is a non-touch screen terminal device such as a desktop computer or a laptop computer, the player can operate through an external device such as a mouse or keyboard.

[0055] The technical solution of the present application is described in detail below through specific embodiments. It should be noted that the following specific embodiments can be combined with each other, and the same or similar concepts or processes may not be described in detail in some embodiments.

[0056] like Figure 4 As shown, Figure 4 This is a flowchart of a game control method provided by an embodiment of the present application. It should be noted that the steps shown can be performed in a logical order different from that shown in the flowchart of the method. The method may include the following steps S410 to S440.

[0057] Step S410, providing a skill combination control in a graphical user interface, wherein the skill combination control includes a plurality of skill components, each of which corresponds to at least one preset skill;

[0058] In an embodiment of the present application, a skill combination control is provided in a graphical user interface, and the skill combination control may include multiple skill components, each skill component corresponding to at least one preset skill. The preset skill may be at least one skill possessed by the player.

[0059] Skills are special actions or abilities that players can perform, such as increasing shields, restoring health, emergency healing, teleporting, slowing down enemies, or enhancing other abilities. Skills can be acquired through accumulating experience points, completing tasks, purchasing or discovering skill books, and completing challenges.

[0060] All skills of the player may be divided into at least one skill set, each skill set includes at least one skill, and a skill component in the skill combination control corresponds to a skill in at least one skill set.

[0061] For example, Figure 5 As shown, another graphical user interface schematic diagram provided by an embodiment of the present application is provided in a graphical user interface 501. A skill combination control 502 is provided in the skill combination control 502, and the skill combination control 502 includes a skill component 502-a, a skill component 502-b, a skill component 502-c, and a skill component 502-d. The current display of each skill component in the graphical user interface may be an identifier of a skill in at least one corresponding skill set, such as an identifier of a skill E in at least one preset skill corresponding to the skill component 502-a is displayed in the skill component 502-a, an identifier of a skill F in at least one preset skill corresponding to the skill component 502-b is displayed in the skill component 502-b, an identifier of a skill G in at least one preset skill corresponding to the skill component 502-c is displayed in the skill component 502-c, and an identifier of a skill H in at least one preset skill corresponding to the skill component 502-d is displayed in the skill component 502-d. The identifiers of all skills corresponding to each skill component may also be displayed in the skill component.

[0062] It should be noted that the skills can be presented in the form of virtual weapons or virtual props, etc. The presentation form of virtual weapons is not limited to guns, swords, sticks, etc.

[0063] In some embodiments, the method further comprises selecting a style of the skillset control.

[0064] Among them, a setting control is displayed in the graphical user interface; the style of the skill combination selection control includes:

[0065] In response to a fifth operation on the setting control, displaying a setting bar in the graphical user interface, wherein the setting bar includes a key position setting component;

[0066] In response to a fourth operation on the key position setting component, a skill combination control setting page is displayed in the graphical user interface, wherein the skill combination control setting page includes a control style component, wherein the control style component corresponds to at least one skill combination control style, and the skill combination control style is the number of skill components included in the skill combination control, the shape of each skill component, and the layout of all skill components;

[0067] In response to a first selection operation for the skill combination control style, a style of the skill combination control is determined.

[0068] In an embodiment of the present application, by performing the fifth operation on the setting control, a setting bar in the game is called up, and the setting bar includes a key setting component, wherein the key setting component is a specific area in the graphical user interface, and the player can customize or select a preset button layout in this area.

[0069] It should be noted that the setting page may also include keyboard key settings, mouse button settings, game controller button settings, etc.

[0070] The fourth operation is performed on the key setting component, and a skill combination control setting page is displayed in the graphical user interface. The skill combination control setting page includes a control style component. The control style component can customize or select a preset skill combination control style. The skill combination control style is the number of skill components contained in the skill combination control, the shape of each skill component, and the layout of all skill components. Players can customize the number of skill components contained in the skill combination control, the shape of each skill component, and the layout of all skill components in the skill combination control style, or select one from the preset skill combination control styles to replace the original skill combination control style in the graphical user interface.

[0071] It should be noted that the shape of a skill component refers to the appearance of the interface element of the skill component in the graphical user interface, which can be a circle, triangle, sector, rectangle, ring, or custom shape, etc.; the layout of all skill components refers to the arrangement or organization of the skill components.

[0072] Among them, the fifth operation, the first selection operation and the fourth operation can be various gesture operations such as a single-click operation, a double-click operation, a sliding operation, a pressing operation, etc. This embodiment does not specifically limit it. In the subsequent specific diagrams, a single-click operation is used as an example for explanation.

[0073] For example, Figure 6 As shown, it is a schematic diagram of the interface change of the fifth operation provided by the present application. Figure 6 The graphical user interface shown in (a) shows a setting control 601. A single click operation is performed on the setting control 601. Figure 6 The graphical user interface shown in (b) displays a setting bar 602, which includes a key position setting component 6021. Figure 7 As shown, it is a schematic diagram of the interface change of another fifth operation provided by the present application, for Figure 7 (a) shows a key setting component 6021 in the graphical user interface for single click operation. Figure 7 The graphical user interface shown in (b) displays a skill combination control setting page 701, which includes a control style component 701a. Figure 8 As shown, it is a schematic diagram of the interface change of a first selection operation provided by the present application, for Figure 8 (a) shows a control style component 701a, which is clicked. Figure 8 All the skill combination control styles preset in the control style component 701a in the graphical user interface shown in (b), such as skill combination control style 702a, skill combination control style 702b, skill combination control style 702c, skill combination control style 702d, skill combination control style 702e, ..., can be determined from all the preset skill combination control styles, such as replacing skill combination control style 702a Figure 6 (a) The original skill combination control style in the interface.

[0074] Alternatively, in the control style component 701a, the player can customize the number of skill components contained in the skill combination control, the shape of each skill component and the layout of all skill components, and replace the skill combination control style with a customized one. Figure 6 (a) The original skill combination control style in the interface.

[0075] It is understandable that the above-mentioned Figure 7-8 The size of the skill combination control setting page 701 in (a) and (b) can be part or all of the setting interface corresponding to the skill combination control. In actual applications, the size of the skill combination control setting page 701 displayed on the display screen of the electronic device depends on the display ratio set by the player, and this embodiment does not limit this.

[0076] It should be noted that Figure 6 The dotted lines in the subsequent diagrams are intended to illustrate that the skill combination control setting interface contains a display area of ​​multiple modules. They are fictitious lines for ease of understanding. These dotted lines do not exist on the skill combination control setting interface displayed on the display interface of the electronic device.

[0077] In some embodiments, the method further comprises:

[0078] Set the type and number of preset skills corresponding to each skill component.

[0079] The skill combination control setting page also includes a skill setting component;

[0080] The setting of the skill type and quantity corresponding to each skill component includes:

[0081] In response to a fourth selection operation on the skill setting component, all skill components and a skill library of the currently selected skill combination control style are displayed in the graphical user interface, wherein the skill library contains all skills that the controlled virtual character possesses; the currently selected skill combination control style is the skill combination control style currently displayed in the graphical user interface;

[0082] In response to a second selection operation on the second skill component, controlling the second skill component to enter an editing state, the second skill component being any one of the multiple skill components;

[0083] In response to a third selection operation on at least one skill in the skill library, configuring the selected skill as a preset skill of the second skill component;

[0084] The skill identifier corresponding to the preset skill is displayed on the second skill component.

[0085] In an embodiment of the present application, the skill combination control setting page also includes a skill setting component. By performing a second setting operation on the skill setting component, a skill component setting interface is entered. The skill component setting interface includes all skill components and skill libraries of the skill combination control style currently displayed in the graphical user interface. The skills in the skill library are all skills possessed by the virtual character controlled by the terminal device. One of the skill components is selected from all skill components through the second selection operation to enter the editing state, and then a third selection operation is performed on the skill in the skill library to select the skill in the skill library for the skill component entering the editing state, so as to edit the skill type and quantity in the skill component entering the editing state, and synchronize the editing result to the skill component corresponding to the skill component in the current graphical user interface.

[0086] It should be noted that the above-mentioned fourth selection operation, second selection operation and third selection operation can be various gesture operations such as clicking operations, sliding operations, pressing operations, or voice command operations, shortcut key operations, etc., or the selection of each function group label can be achieved. This embodiment does not specifically limit it. In the subsequent specific diagrams, a single-click operation is used as an example for explanation.

[0087] For example, Fig. 9 As shown, it is a schematic diagram of an interface for editing a skill component provided in an embodiment of the present application. Fig. 9 The skill combination control setting page shown in (a) also includes a skill setting component 701b. Click the skill setting component 701b to enter Fig. 9 (b) shows a graphical user interface, Fig. 9 The graphical user interface shown in (b) displays all skill components and skill libraries contained in the skill combination control style currently displayed in the graphical user interface. Fig. 9 (b) The skill components in the graphical user interface are clicked to select one of the skill components, and the selected skill component enters the editing state, such as Fig. 9 (c) shows the graphical user interface. Fig. 9 A single click operation is performed on a skill in the skill library in the graphical user interface shown in (c), so that the skill is configured as the skill corresponding to the skill component, and the identifier of the skill is displayed in the skill component.

[0088] Optionally, the skill identifiers corresponding to all skills in the skill component are in a stacked state.

[0089] In the embodiment of the present application, by stacking all the skills in each skill component, more skills can be stored in each skill component, and then more skills than the number of skill components can be stored in each skill combination control, which is more conducive to the space utilization of the graphical user interface. Alternatively, each skill component can be divided into multiple display areas, each display area corresponding to a skill identifier.

[0090] In some embodiments, the method further comprises:

[0091] Set the skill release order of all preset skills corresponding to the skill combination control.

[0092] The skill combination control setting page also includes a skill release order component;

[0093] Set the skill release order of all skills corresponding to the skill combination control, including:

[0094] In response to a fifth selection operation on the skill release order component, displaying a skill release order setting page in the graphical user interface;

[0095] In response to the sixth operation on the skill release sequence setting page, the skill release sequence of all skills in the skill combination control is obtained.

[0096] In the embodiment of the present application, the skill release sequence refers to the strategic arrangement of the player's skills. When setting the skill release sequence, it can be set to maximize damage output, control the enemy, protect teammates, or achieve quick kills. For example, in a team battle, using range control skills first can disrupt the enemy's formation, and then immediately follow up with high-damage skills, and finally use healing or defense skills to ensure the survival of yourself and your teammates.

[0097] Different game characters may have different skills, so the optimal skill release order for each character may be different. Players can adjust the skill release order according to the game mechanism and battlefield situation.

[0098] It should be noted that in the embodiment of the present application, the fifth selection operation and the sixth operation can be various gesture operations such as click operations, sliding operations, pressing operations, etc., or voice command operations, shortcut key operations, etc. can be used to realize the selection of each function group label. The click operation is used as an example for explanation in the following example.

[0099] For example, Fig.10 As shown, it is a schematic diagram of an interface for setting the release order of all skills in a skill combination control provided in an embodiment of the present application. Fig.10 The skill combination control setting page shown in (a) also includes a skill release sequence component 701c. Click the skill release sequence component 701c to enter Fig.10 (b) is a skill release order setting page in the graphical user interface shown in FIG. On the skill release order setting page, the player can set the release order of all skills in the skill combination control. After setting, when the skill combination control is used during the game, all skills in the skill combination control can be released according to the set release order.

[0100] It should be noted that the skill release order setting page includes a default release order option, and the sixth operation for the default release order option can be a click operation, through which the default release order is selected as the release order of all skills in the skill combination control. It can also be that the player customizes the release order of all skills in the skill combination control.

[0101] In some embodiments, a skill release order editing component is displayed in the skill release order setting page;

[0102] In response to the sixth operation on the skill release sequence setting page, obtaining the skill release sequence of all skills in the skill combination control includes:

[0103] In response to a sixth selection operation on the skill release order editing component, displaying a skill component sorting component and a skill ranking component on the graphical user interface;

[0104] In response to a seventh operation of the skill component sorting component, obtaining a first release priority of the skill component;

[0105] In response to an eighth operation on the skill sorting component, a second release priority of skills in each skill component is obtained.

[0106] In the embodiment of the present application, the release priority refers to the order of release. The higher the first release priority of a skill component, the earlier the skills in the skill component will be released; the higher the second release priority of a skill, the earlier the skill will be released.

[0107] Exemplarily, assuming that the skill combination control contains 4 skill components, including skill component 1, skill component 2, skill component 3 and skill component 4, the first release priority of skill components 1-4 can be set, such as the first release priority of skill components is skill component 1> skill component 2> skill component 3> skill component 4, skill component 1> skill component 3> skill component 2> skill component 4, ..., the first release priority of skill components can be one or more of the combinations of all skill components in the skill combination control. Assuming that each skill component contains 4 skills, the player can set the second release priority of the skills in each skill component, such as skill 1> skill 2> skill 3> skill 4, skill 1> skill 2> skill 3> skill 4, ..., wherein the second release priority can be one or more of the combinations of all skills in each skill component. As shown in Table 1, a schematic diagram of the first release priority of some skill components and the second release priority of skills in each skill component provided in an embodiment of the present application is provided:

[0108] Table 1: Schematic diagram of the first release priority of some skill components and the second release priority of skills in each skill component

[0109]

[0110] In some embodiments, a skill position adjustment component is displayed in the skill release order setting page;

[0111] In response to the sixth operation on the skill release sequence setting page, obtaining the skill release sequence of all skills in the skill combination control includes:

[0112] In response to a seventh selection operation on the skill position adjustment component, displaying on the graphical user interface all skill components of the current skill combination control style of the skill component and skill identifiers of all preset skills in each skill component;

[0113] In response to a drag operation on the skill identifier, the skill identifiers of the preset skills in the skill component are exchanged to adjust the release order of all preset skills in all skill components.

[0114] In an embodiment of the present application, if the release priority of all skill components is fixed, the skill identifiers in different skill components can be swapped by dragging to adjust the skill release priority.

[0115] It should be noted that in the embodiment of the present application, when setting the skill type and quantity corresponding to each skill component, it is considered which skills are reasonably combined together to avoid conflicts between skills when skills are released continuously. When setting the skill release order of all skills contained in the skill combination control, ensure the smooth connection between skills when skills are released continuously, so that the skill release order logic is clear, easy to understand and execute. By setting the skill type and quantity corresponding to each skill component and the release order of all preset skills in all skill components, all preset skills can be released smoothly when released continuously.

[0116] In some embodiments, providing a skill combination control in a graphical user interface includes:

[0117] It is determined that the controlled virtual character is in a first game state, and a skill combination control is provided in the graphical user interface.

[0118] In the embodiment of the present application, the controlled virtual character being in the first game state means that the controlled virtual character is in a non-combat mode. The non-combat mode is those parts of the game that do not involve direct combat or confrontation, and emphasizes other non-confrontational gameplay in the game. The non-combat mode covers other game activities and functions besides combat, aiming to provide players with a diverse gaming experience. For example, players can freely explore the game world, discover hidden places, collect items or solve puzzles. In some business simulation games, players can build bases, manage resources, develop the economy, etc. Some games provide social elements that allow players to communicate, trade, cooperate, etc. with other players without involving direct combat behavior. For example, the player is in a running mode. Or the player is in a wild monster clearing mode, that is, the player needs to eliminate small monsters or wild monsters that are not controlled by the player to obtain experience points, gold coins or other resources.

[0119] Determine that the controlled virtual character is in a non-combat state, and display the skill combination controls in the graphical user interface, such as Figure 5 The graphical user interface shown has a skillset control 502 displayed.

[0120] In some embodiments, after the step of providing a skill combination control in the graphical user interface, the method further comprises:

[0121] In response to the controlled virtual character entering the second game state, the skill combination control is split into the multiple skill components, and the multiple skill components are displayed on the graphical user interface.

[0122] In the implementation of this application, the controlled virtual character entering the second game state means that the controlled virtual character enters the combat mode. Combat mode refers to the part where the player fights or fights. In combat mode, the game will enable specific rules or mechanisms to increase the intensity of the battle, such as faster reaction time requirements, more complex skill combinations, etc. Combat mode may occur on specific maps, which are designed with terrain and structures suitable for combat to facilitate interaction between players. In combat mode, players can obtain specific weapons or skills to improve combat effectiveness, or use a predefined set of weapons and skills. Combat mode can be a confrontation between players (PvP) or a joint fight between players against AI-controlled enemies (PvE). Combat mode is designed to allow players to experience a more intense and exciting combat experience. For example, in some multiplayer online tactical games, combat mode may be a short match; in role-playing games, it may be an encounter with a powerful enemy.

[0123] After the controlled virtual character enters combat mode, Figure 5 The skill combination control 502 shown includes a skill component 502-a, a skill component 502-b, a skill component 502-c, and a skill component 502-d which are displayed separately in the graphical user interface. Fig.11 As shown, it is a schematic diagram of an interface for a controlled virtual character to enter combat mode provided in an embodiment of the present application, in which skill component 502-a, skill component 502-b, skill component 502-c and skill component 502-d are displayed separately in the graphical user interface, so that the user can see the type of skill component more intuitively and trigger the skill component more conveniently.

[0124] In some embodiments, in response to the controlled virtual character entering the second game state, the skill combination control is split into the multiple skill components, and after the step of displaying the multiple skill components on the graphical user interface, the method further includes:

[0125] In response to the controlled virtual character returning to the first game state, the plurality of skill components are aggregated into the skill combination control.

[0126] In the embodiment of the present application, after the controlled virtual character enters the non-combat mode from the combat mode, Fig.11 The skill component 502-a, the skill component 502-b, the skill component 502-c and the skill component 502-d separately displayed in the graphical user interface are aggregated into the skill combination control, such as Figure 5 The graphical user interface shown.

[0127] Step S420, in response to the first operation, displaying a skill identifier of the preset skill corresponding to a first skill component in the graphical user interface, wherein the skill identifier is in a first inactive state; wherein the first skill component is any one of the multiple skill components;

[0128] In an embodiment of the present application, the first operation may be a mouse input operation, a keyboard input operation, a touch screen operation, a voice command, etc. After the graphical user interface detects the first operation, the skill identifier of the preset skill corresponding to the first skill component is displayed in the graphical user interface.

[0129] In some embodiments, in response to the first operation, displaying the skill identifier of the preset skill corresponding to the first skill component in the graphical user interface includes:

[0130] In response to a first trigger operation on the first skill component, a skill identifier of the preset skill corresponding to the first skill component is displayed in the graphical user interface.

[0131] In the embodiment of the present application, the first trigger operation can be a single-click operation, a double-click operation, a long press operation, a drag operation, a sliding operation, and a rotation operation, etc. The specific form of the first trigger operation is not specifically limited in the embodiment of the present application. The sliding operation is used as an example for illustration in the embodiment of the present application.

[0132] The first trigger operation for the first skill component includes a sliding operation in which the sliding start point is located in the skill combination control, a sliding operation in which the sliding end point is located in the skill combination control, and a sliding operation in which the sliding path passes through the skill combination control. Among them, the sliding operation can be a sliding of the finger in any direction in the graphical user interface, such as a left sliding, a right sliding, an up sliding, a down sliding, a diagonal sliding, etc. The sliding direction of the sliding operation can be obtained through the user's finger actions such as the touch event listener and the gesture recognizer, such as when the user starts to touch the screen, the position of the initial contact point is recorded; when the user moves the finger, the sliding direction is obtained.

[0133] In response to a first trigger operation for a first skill component, a skill identifier of the preset skill corresponding to the first skill component is displayed in the graphical user interface, and the first skill component in the skill combination control is selected based on the first trigger operation. Exemplarily, a mapping relationship between the position of the skill component in the skill combination control and the sliding direction is pre-established. If the first trigger operation is a sliding operation, the sliding direction of the sliding operation is obtained. The position of the skill component in the skill combination control is obtained through the mapping relationship between the sliding direction and the position of the skill component in the skill combination control and the sliding direction, and then the skill component at this position is determined as the first skill component. As shown in Table 2, it is a schematic diagram of the mapping relationship between some sliding directions and the positions of skill components in the skill combination control provided in an embodiment of the present application.

[0134] Table 2 Schematic diagram of the mapping relationship between some sliding directions and the positions of skill components in the skill combination control provided in the application embodiment

[0135]

[0136]

[0137] In some embodiments, the first trigger operation includes a pressing operation on the skill combination control and a first sliding operation toward the first skill component;

[0138] In response to the first trigger operation on the first skill component, displaying the skill identifier of the preset skill corresponding to the first skill component in the graphical user interface includes:

[0139] Receiving a press operation on the skill combination control;

[0140] In response to a first sliding operation toward the first skill component, a skill identifier of the preset skill corresponding to the first skill component is displayed in the graphical user interface.

[0141] In some embodiments, after receiving a pressing operation on the skill combination control, the method further comprises:

[0142] In response to a pressing operation on the skill combination control, the skill combination control is controlled to be adjusted from a third state to a fourth state, wherein the fourth state is that the multiple skill components are displayed separately from each other.

[0143] In the implementation of the present application, after receiving a press operation acting on a skill combination control, multiple skill components contained in the skill combination control are displayed separately from each other.

[0144] Exemplarily, the multiple skill components included in the skill combination control are displayed separately from each other, and the skill combination control may be a control including multiple display areas, each display area corresponding to at least one skill component. After receiving a pressing operation acting on the skill combination control, the skill combination control is cancelled, and the multiple skill components included in the skill combination control are displayed in the graphical user interface.

[0145] The skill combination control includes multiple skill components that are displayed separately from each other, or the skill combination control is composed of multiple skill components spliced ​​together. After receiving a press operation on the skill combination control, the display positions of the multiple skill components change from the spliced ​​skill combination control to the multiple skill components that are displayed separately.

[0146] In some embodiments, after receiving a pressing operation on the skill combination control, the method further comprises:

[0147] In response to a pressing operation on the skill combination control, the skill combination control is controlled to maintain a third state.

[0148] In an embodiment of the present application, after receiving a press operation on a skill combination control, the state of the skill combination control may remain unchanged. If the skill combination control is a control including multiple display areas, when receiving a press operation, the skill combination control is still a control including multiple display areas. If the skill combination control is composed of multiple skill components spliced ​​together, when receiving a press operation, the multiple skill components are still spliced ​​together, and the display position of the skill components does not change.

[0149] It should be noted that, in response to a pressing operation on the skill combination control, controlling the skill combination control to maintain the third state is more suitable for the situation where the graphical user interface is in the vertical screen mode. That is, all skill components are compactly displayed in the graphical user interface to reduce screen occlusion. Fig.12 As shown, a schematic diagram of a graphical user interface in portrait mode provided in an embodiment of the present application, after receiving a press operation on a skill combination control, the state of the skill combination control remains unchanged, thereby reducing screen obstruction.

[0150] In an embodiment of the present application, the skill combination control is first pressed, and all skill components contained in the skill combination control will become independent of each other. Then, without releasing the finger that is pressing, the first sliding operation is continued in a certain direction, and the first skill component corresponding to the direction will be selected.

[0151] Among them, a press operation refers to an operation in which a user touches a graphical user interface with a finger or a stylus and keeps it motionless for a period of time, including: a long press operation, a hard press operation, and a click operation, etc. The specific form of the press operation is not specifically limited in the embodiments of the present application. The following is an explanation using the press operation as an example.

[0152] For example, Fig.13 As shown, it is a schematic diagram of an interface for selecting a first skill component provided in an embodiment of the present application. Fig.13 The graphical user interface shown in (a) displays a skill combination control R, and the skill combination control R displays skill component a, skill component b, skill component c, and skill component d. Press the skill combination control R, such as Fig.13 In the graphical user interface shown in (b), skill components a, skill components b, skill components c, and skill components d will be independent of each other. If the finger pressing the skill components continues to slide upward, as shown in FIG. Fig.13 As shown in (c), if the upward slide can be an upward slide with a starting point of M and an end point of N, then skill component a is selected, such as Fig.13 Assume that skill component a corresponds to 5 preset skills, namely skill 1, skill 2, skill 3, skill 4 and skill 5, then the skill identifiers corresponding to skill 1, skill 2, skill 3, skill 4 and skill 5 will also be displayed in Fig.13 (d) and all skills are in the first inactive state.

[0153] In some embodiments, after the step of decomposing the skill combination control in response to a pressing operation on the skill combination control so that each of the skill components are independent of each other, the method further comprises:

[0154] In response to canceling the pressing operation on the skill combination control, the controlled virtual character is controlled to release all preset skills corresponding to each skill component in sequence according to a first preset release order.

[0155] In an embodiment of the present application, after pressing the skill combination control, release the finger that pressed the skill combination control, and all preset skills in the skill combination control will be released in a first preset release order, wherein the first preset release order can be any release order set in the release order setting process in the above embodiment.

[0156] For example, in Fig.13 In the graphical user interface shown in (b), after pressing the skill combination control and releasing the pressing finger, all preset skills corresponding to skill component a, skill component b, skill component c and skill component d will be released.

[0157] It should be noted that when setting the skills and skill release order of all skill components in the skill combination control, it can be set according to the needs of combos. When all skill components are in an independent state, it means that all skills in the skill combination control are selected. If the pressing operation is canceled, all skills are released in the preset order, which will form a combo, thereby helping the player to cause a lot of damage to the enemy in a short time. Among them, canceling the pressing operation can be releasing the finger that pressed the operation.

[0158] In some embodiments, before the step of displaying the skill identifier of the preset skill corresponding to the first skill component in the graphical user interface in response to the first sliding operation toward the first skill component, the method further includes:

[0159] displaying a cancel skill control on the graphical user interface;

[0160] In response to a second sliding operation toward the cancel skill control, the decomposition of the skill combination control is canceled.

[0161] In the embodiment of the present application, a skill combination control is pressed, and all skill components in the skill combination control are independent of each other, and a cancel skill control is displayed on the graphical user interface. If you want to cancel the skill release at this time, you do not release the finger pressing the skill combination control and continue to slide the cancel skill control for a second time, and the skill release will be canceled.

[0162] For example, Fig.14 As shown, it is a schematic diagram of an interface for a pressing operation of a skill combination control provided in an embodiment of the present application. Fig.14 After a pressing operation is performed in the graphical user interface shown in (a), the skill components a, b, c and d in the skill combination control are independent of each other, and a cancel skill control 1201 is displayed in the graphical user interface. Fig.14 In the graphical user interface shown in (b), if the finger pressing the skill combination control 1201 is continuously slid toward the cancel skill control 1201 without releasing the finger pressing the skill combination control, the release of the preset skill in the skill combination control will be prevented, the decomposition of the skill combination control will be canceled, and the skill combination control will be restored to the state before the pressing operation, such as Fig.14 (c) The graphical user interface shown.

[0163] In some embodiments, the first skill component corresponds to a plurality of preset skills;

[0164] In response to the first trigger operation on the first skill component, displaying the skill identifier of the preset skill corresponding to the first skill component in the graphical user interface includes:

[0165] In response to a first trigger operation on a first skill component, a skill identifier of each preset skill corresponding to the first skill component is displayed in the graphical user interface.

[0166] In an embodiment of the present application, when each skill component corresponds to multiple preset skills, after a first trigger operation is performed on one of the skill components, skill identifiers of all preset skills corresponding to the skill component are displayed in a graphical interface.

[0167] Step S430, in response to the second operation, activating the skill identifier, and the skill identifier changes from the first state to an activated second state;

[0168] In the embodiment of the present application, after the skill identifier is displayed on the graphical user interface, a second operation is performed, and after the second operation is detected, the skill identifier is activated.

[0169] In some embodiments, the activating the skill identifier in response to the second operation includes:

[0170] In response to a second trigger operation for the first skill identifier, the first skill identifier is activated; the second trigger operation is a fifth sliding operation from the first skill component to the first skill identifier, and the first skill identifier is any one of the skill identifiers of each preset skill corresponding to the first skill component.

[0171] In this embodiment, the skill identifier corresponding to the preset skill in the first skill component can be activated through the second trigger operation, and when the skill identifier is in an activated state, the skill identifier can be triggered.

[0172] Among them, the second trigger operation includes a single-click operation, a double-click operation, a long press operation, a drag operation, a sliding operation, and a rotation operation, etc. The specific form of the first trigger operation is not specifically limited in the embodiments of the present application, and the sliding operation is used as an example for explanation in the following embodiments.

[0173] In some embodiments, in response to a second trigger operation for the first skill identifier, activating the skill identifier includes:

[0174] In response to dragging the first skill component to a first skill identifier, the first skill identifier is activated.

[0175] In an embodiment of the present application, after the player selects the skill identifier of the preset skill to be released, the player drags the first skill component directly to the selected skill identifier without releasing the first sliding operating finger, and the skill identifier will be activated.

[0176] For example, Fig.15As shown, it is a schematic diagram of an interface for a second trigger operation of a first skill component provided in an embodiment of the present application. After the first skill component a is selected, the skill identifiers corresponding to all preset skills in the first skill component a are displayed in the graphical user interface, such as Fig.15 In the graphical user interface shown in (a), if the finger does not release the first sliding operation and continues to perform a fifth sliding operation on one of the skill identifiers, such as continuing to slide on the skill identifier corresponding to skill 5, the skill identifier corresponding to the fifth skill will enter the activated state from the unactivated state, such as Fig.15 (b) shows the graphical user interface. The controlled virtual character A can perform the virtual behavior corresponding to skill 5. Alternatively, the first skill component a is directly dragged to the skill mark corresponding to skill 5, and the skill mark corresponding to skill 5 enters the activated state, such as Fig.15 (b) The graphical user interface shown.

[0177] In some embodiments, after the step of displaying the skill identifier of the preset skill corresponding to the first skill component in the graphical user interface in response to the first sliding operation toward the first skill component, the method further includes:

[0178] In response to a third sliding operation toward the cancel skill control, the skill identifier disappears from the graphical user interface, and the decomposition of the skill combination control is canceled.

[0179] In this embodiment, after selecting the first skill component, if you want to prevent the skill from being released, you can continue to perform a third sliding operation towards the skill cancel component without releasing the finger of the first sliding operation sliding from the skill combination control to the first skill component. The skill icon on the graphical user interface will disappear, and the decomposition of the skill combination control will also be canceled.

[0180] For example, in Fig.15 After selecting the first skill component a in the graphical user interface shown in (a), without releasing your finger, continue to perform a third sliding operation towards canceling the skill component, the skill icon on the graphical user interface will disappear, and the decomposition of the skill combination control will also be cancelled.

[0181] In some embodiments, after activating the skill identifier in response to the second operation, the method further includes:

[0182] In response to a fourth sliding operation toward the cancel skill control, the skill identifier disappears from the graphical user interface, and the decomposition of the skill combination control is canceled.

[0183] In an embodiment of the present application, after activating the skill identifier, if you want to prevent the skill from being released, you can continue to perform a fourth sliding operation toward the cancel skill component without releasing the finger of the second trigger operation, and the skill release will be prevented, the skill identifier on the graphical user interface will disappear, and the decomposition of the skill combination control will also be canceled.

[0184] In some embodiments, after the step of displaying, in response to the first trigger operation on the first skill component, the skill identifier of each preset skill corresponding to the first skill component in the graphical user interface, the method further includes:

[0185] In response to canceling the first trigger operation for the first skill component, the controlled virtual character is controlled to release each preset skill corresponding to the first skill component in sequence according to a second preset release order.

[0186] In an embodiment of the present application, after selecting the first skill component, releasing the finger of the first trigger operation on the first skill component, all preset skills corresponding to the first skill component will be released. When releasing, they can be released according to any release order set in the above embodiment.

[0187] In some embodiments, after the step of activating the skill identification in response to a second triggering operation for the first skill identification, the method further includes:

[0188] In response to terminating the fifth sliding operation, the controlled virtual character is controlled to release each preset skill corresponding to the first skill component in sequence according to a second preset release order.

[0189] In the embodiment of the present application, when the fifth sliding operation from the first skill component to the first skill identifier has not yet reached the first skill identifier, releasing the finger will also release all preset skills corresponding to the first skill component.

[0190] Step S440, in response to a third operation acting on the skill identifier in the second state, controlling the controlled virtual character to release the preset skill in a first direction, where the first direction is the direction indicated by the third operation.

[0191] In the embodiment of the present application, the third operation refers to the behavior of the player controlling and changing the release direction of the skill currently executed by the game character through an input device such as a game controller, keyboard, mouse, touch screen or somatosensory device. For example, the release direction of the currently selected skill can be changed by using the arrow keys or WASD keys of the keyboard, the left joystick of the game controller, and touch operation.

[0192] The third operation for the skill identifier in the second state is that the player controls the selected skill to be released in a certain direction. After adjusting the release direction of the selected skill to a certain direction, the controlled virtual character controlled by the player performs a virtual behavior corresponding to the skill in the adjusted skill release direction to fight with the controlled virtual characters in different camps.

[0193] The third operation includes a sliding operation, a clicking operation, a lightly touching graphical user interface operation, and a dragging operation, etc. In the embodiment of the present application, the sliding operation is taken as an example for description.

[0194] For example, Fig.16 As shown, it is an interface intention of a third operation for skill identification provided by an embodiment of the present application. Fig.16 In the graphical user interface shown in (a), a sliding operation is performed on the selected skill 5 to change the release direction of the skill 5, such as Fig.16 (b) shows the graphical user interface, and controls the controlled virtual character to release skill 5 according to the adjusted skill release direction.

[0195] In some embodiments, in response to the third operation acting on the skill identifier in the second state, controlling the controlled virtual character to release the preset skill in the first direction includes:

[0196] In response to a third operation on the skill identifier in the second state, acquiring an operation direction of the third operation;

[0197] The controlled virtual character is controlled to release the preset skill according to the operation direction.

[0198] In some embodiments, the step of controlling the controlled virtual character to release the preset skill according to the operation direction includes:

[0199] Acquire an angle between the operation direction and a preset direction;

[0200] determining a first direction according to the angle;

[0201] The controlled virtual character is controlled according to the first direction to release the preset skill.

[0202] In the embodiment of the present application, the preset direction refers to a direction set in the game as a reference or target, such as a right direction based on the graphical user interface, a left direction based on the graphical user interface, an upward direction based on the graphical user interface, and a downward direction based on the graphical user interface.

[0203] The angle between the touch point of the third operation and the preset direction refers to the angle between the direction formed by the position of the touch point of the third operation and the center of the skill identifier and the preset direction. After obtaining the position of the touch point corresponding to the third operation, convert it into a direction formed with the center of the skill identifier, and then calculate the angle between the direction and the preset direction, which can be a clockwise angle relative to the preset direction or a counterclockwise angle relative to the preset direction.

[0204] After obtaining the angle between the position of the touch point and the preset direction, the release direction of the skill corresponding to the skill identifier is adjusted to the direction relative to the angle of the preset direction, so that the controlled virtual character controlled by the player through the terminal device can release the skill in the release direction.

[0205] In some embodiments, the controlling the controlled virtual character to release the preset skill in the first direction in response to the third operation acting on the skill identifier in the second state further includes:

[0206] In response to a third operation on the skill identifier in the second state, acquiring a distance between a touch point of the third operation and the skill identifier;

[0207] Determining a first release distance based on the distance between the touch point of the third operation and the skill identifier;

[0208] The controlled virtual character is controlled to release the preset skill according to the first release distance.

[0209] In the embodiment of the present application, the skill release distance refers to the range within which the player can effectively cast a specific skill by controlling the controlled virtual character. The skill release distance helps maintain the balance and diversity of the game.

[0210] The distance between the position of the touch point of the third operation and the center of the skill logo refers to the length of the straight line segment connecting the two points in the graphical user interface.

[0211] Then, the touch point position and the matching release distance are obtained, and the release distance that matches the distance is determined as the release distance of the skill.

[0212] Optionally, the touch point position is obtained, which may be the distance between the touch point position and the center of the skill identifier.

[0213] The release intensity of a skill refers to the strength of the effect produced by the skill during combat or execution, including damage output, healing effect, control effect, auxiliary effect, etc.

[0214] In some embodiments, the controlling the controlled virtual character to release the preset skill in the first direction in response to the third operation acting on the skill identifier in the second state further includes:

[0215] In response to a third operation on the skill identifier in the second state, acquiring a distance between a touch point of the third operation and a center of the skill identifier;

[0216] determining a first release strength based on a distance between a touch point of the third operation and a center of the skill identifier;

[0217] The controlled virtual character is controlled to release the preset skill according to the first release strength.

[0218] In an embodiment of the present application, after obtaining the distance between the position of the third operation touch point and the center of the skill identification, the release strength matching the distance is obtained, and the release strength is determined as the release distance of the preset skill.

[0219] In some embodiments, the larger the distance, the longer the first release distance;

[0220] and / or,

[0221] The first release intensity is stronger.

[0222] For example, Fig.17 As shown, it is a schematic diagram of the distance between the touch point position and the center of the skill mark, and the preset skill release distance or strength of a third operation provided by the present application. Assuming that the center of the skill mark is Q, if the distance between the touch point of the sliding operation and the center Q is within the first circle, the corresponding release distance and / or release strength can be shown as q1; if the distance between the touch point of the sliding operation and the center Q is within the second circle, the corresponding release distance and / or release strength can be shown as q2; if the distance between the touch point of the sliding operation and the center Q is within the third circle, the corresponding release distance and / or release strength can be shown as q3, wherein the first release distance is q3>q2>q1; the first release strength is q3>q2>q1.

[0223] In some embodiments, after step S440, the method further includes:

[0224] Step S450: The skill identifier of the preset skill corresponding to the first skill component disappears from the graphical user interface.

[0225] In an embodiment of the present application, after the skill corresponding to the selected skill identifier is released, the skill identifier corresponding to the first skill component will disappear in the graphical user interface, the decomposition of the skill combination control will be canceled, and the skill component control will be restored to the state before the pressing operation.

[0226] The game control method provided in the embodiment of the present application provides a skill combination control in a graphical user interface, wherein the skill combination control includes multiple skill components, each of which corresponds to at least one preset skill; in response to a first operation, a skill identifier of the preset skill corresponding to the first skill component is displayed in the graphical user interface, and the skill identifier is in an unactivated first state; wherein the first skill component is any one of the multiple skill components; in response to a second operation, the skill identifier is activated, and the skill identifier is changed from the first state to an activated second state; in response to a third operation acting on the skill identifier in the second state, the controlled virtual character is controlled to release the preset skill in a first direction, and the first direction is the direction indicated by the third operation.

[0227] That is, in the embodiment of the present application, the player can display the skill identifier of the preset skill corresponding to the first skill component in the graphical user interface through the first operation, then activate the skill identifier through the second operation, and then perform a third operation on the activated skill identifier to control the controlled virtual character to release the preset skill in the direction indicated by the third operation. It is achieved that the skill release direction of multiple skills integrated into a skill combination control can be controlled during the release process, and while the skill release direction can be controlled, multiple skills can also be integrated into one skill control, reducing the occlusion of the game scene in the graphical user interface by the skill control.

[0228] Corresponding to the game control method provided in the embodiment of the present application, the embodiment of the present application also provides a game control device, such as Fig.18 As shown, the device 1600 includes:

[0229] The skill combination control display module 1601 is used to display, in response to a first operation, a skill identifier of the preset skill corresponding to a first skill component in the graphical user interface, wherein the skill identifier is in a first inactive state; wherein the first skill component is any one of the multiple skill components;

[0230] A skill identification display module 1602 is used to display, in response to a first operation, a skill identification of the preset skill corresponding to a first skill component in the graphical user interface, wherein the skill identification is in a first inactive state; wherein the first skill component is any one of the multiple skill components;

[0231] An activation module 1603 is used to activate the skill identifier in response to a second operation, so that the skill identifier changes from the first state to an activated second state;

[0232] The control module 1604 is used to respond to the third operation acting on the skill identifier in the second state, and control the controlled virtual character to release the preset skill in a first direction, where the first direction is the direction indicated by the third operation.

[0233] In some embodiments, the skill combination control display module is further used to:

[0234] It is determined that the controlled virtual character is in a first game state, and a skill combination control is provided in the graphical user interface.

[0235] In some embodiments, the apparatus further comprises:

[0236] A splitting module is used for splitting the skill combination control into the multiple skill components in response to the controlled virtual character entering the second game state, and displaying the multiple skill components on the graphical user interface.

[0237] In some embodiments, the apparatus further comprises:

[0238] An aggregation module is used to aggregate the multiple skill components into the skill combination control in response to the controlled virtual character returning to the first game state.

[0239] In some embodiments, the skill identification display module is further used to:

[0240] In response to a first trigger operation on the first skill component, a skill identifier of the preset skill corresponding to the first skill component is displayed in the graphical user interface.

[0241] In some embodiments, the first trigger operation includes a pressing operation on the skill combination control and a first sliding operation toward the first skill component;

[0242] The skill identification display module is also used to:

[0243] Receiving a press operation on the skill combination control;

[0244] In response to a first sliding operation toward the first skill component, a skill identifier of the preset skill corresponding to the first skill component is displayed in the graphical user interface.

[0245] In some embodiments, the apparatus further comprises:

[0246] The first adjustment module is used to respond to a pressing operation on the skill combination control to control the skill combination control to adjust from a third state to a fourth state, wherein the fourth state is that the multiple skill components are displayed separately from each other.

[0247] In some embodiments, the apparatus further comprises:

[0248] The second adjustment module is used to control the skill combination control to maintain a third state in response to a pressing operation on the skill combination control.

[0249] In some embodiments, the apparatus further comprises:

[0250] The first canceling module is used to control the controlled virtual character to release all preset skills corresponding to each skill component in sequence according to a first preset release order in response to canceling the pressing operation acting on the skill combination control.

[0251] In some embodiments, the apparatus further comprises:

[0252] A second cancel module, configured to display a cancel skill control on the graphical user interface;

[0253] In response to a second sliding operation toward the cancel skill control, the decomposition of the skill combination control is canceled.

[0254] In some embodiments, the apparatus further comprises:

[0255] A third canceling module is used to respond to a third sliding operation toward the cancel skill control, so that the skill identifier disappears from the graphical user interface and the decomposition of the skill combination control is canceled.

[0256] In some embodiments, the apparatus further comprises:

[0257] A fourth canceling module is used to respond to a fourth sliding operation toward the cancel skill control, causing the skill identifier to disappear from the graphical user interface and canceling the decomposition of the skill combination control.

[0258] In some embodiments, the first skill component corresponds to a plurality of preset skills;

[0259] The skill identification display module is also used to:

[0260] In response to a first trigger operation on a first skill component, a skill identifier of each preset skill corresponding to the first skill component is displayed in the graphical user interface.

[0261] In some embodiments, the activation module is further configured to:

[0262] In response to a second trigger operation for the first skill identifier, the first skill identifier is activated; the second trigger operation is a fifth sliding operation from the first skill component to the first skill identifier, and the first skill identifier is any one of the skill identifiers of each preset skill corresponding to the first skill component.

[0263] In some embodiments, the activation module is further configured to:

[0264] In response to dragging the first skill component to a first skill identifier, the first skill identifier is activated.

[0265] In some embodiments, the apparatus further comprises:

[0266] The fifth canceling module is used to control the controlled virtual character to release each preset skill corresponding to the first skill component in sequence according to a second preset release order in response to canceling the first triggering operation for the first skill component.

[0267] In some embodiments, the apparatus further comprises:

[0268] The sixth canceling module is used to control the controlled virtual character to release each preset skill corresponding to the first skill component in sequence according to a second preset release order in response to terminating the fifth sliding operation.

[0269] In some embodiments, the control module is further configured to:

[0270] In response to a third operation on the skill identifier in the second state, acquiring an operation direction of the third operation;

[0271] The controlled virtual character is controlled to release the preset skill according to the operation direction.

[0272] In some embodiments, the control module is further configured to:

[0273] Acquire an angle between the operation direction and a preset direction;

[0274] determining a first direction according to the angle;

[0275] The controlled virtual character is controlled according to the first direction to release the preset skill.

[0276] In some embodiments, the control module is further configured to:

[0277] In response to a third operation on the skill identifier in the second state, acquiring a distance between a touch point of the third operation and a center of the skill identifier;

[0278] Determining a first release distance based on a distance between a touch point of the third operation and a center of the skill identifier;

[0279] The controlled virtual character is controlled to release the preset skill according to the first release distance.

[0280] In some embodiments, the control module is further configured to:

[0281] In response to a third operation on the skill identifier in the second state, acquiring a distance between a touch point of the third operation and the skill identifier;

[0282] determining a first release strength based on a distance between a touch point of the third operation and the skill identifier;

[0283] The controlled virtual character is controlled to release the preset skill according to the first release strength.

[0284] In some embodiments, the apparatus further comprises:

[0285] A first setting module, configured to display a setting bar in the graphical user interface, wherein the setting bar includes a key position setting component;

[0286] In response to a fourth operation on the key position setting component, a skill combination control setting page is displayed in the graphical user interface, wherein the skill combination control setting page includes a control style component, wherein the control style component corresponds to at least one skill combination control style, and the skill combination control style is the number of skill components included in the skill combination control, the shape of each skill component, and the layout of all skill components;

[0287] In response to a first selection operation for the skill combination control style, a style of the skill combination control is determined.

[0288] In some embodiments, the apparatus further comprises:

[0289] A second setting module, configured to control a second skill component to enter an editing state in response to a second selection operation on the second skill component, wherein the second skill component is any one of the plurality of skill components;

[0290] In response to a third selection operation on at least one skill in the skill library, configuring the selected skill as a preset skill of the second skill component;

[0291] The skill identifier corresponding to the preset skill is displayed on the second skill component.

[0292] In some embodiments, the apparatus further comprises:

[0293] A display cancellation module is used to make the skill identifier of the preset skill corresponding to the first skill component disappear from the graphical user interface.

[0294] Corresponding to the game control method provided in the embodiment of the present application, the embodiment of the present application also provides an electronic device. Fig.19As shown, the electronic device includes: a processor 1701; and a memory 1702, which is used to store a program of a game control method. After the electronic device is powered on and runs the program storing the game control method through the processor, the following steps are performed:

[0295] Providing a skill combination control in a graphical user interface, the skill combination control comprising a plurality of skill components, each of the skill components corresponding to at least one preset skill;

[0296] In response to the first operation, a skill identifier of the preset skill corresponding to a first skill component is displayed in the graphical user interface, and the skill identifier is in a first inactive state; wherein the first skill component is any one of the multiple skill components;

[0297] In response to a second operation, the skill identifier is activated, and the skill identifier is changed from the first state to an activated second state;

[0298] In response to a third operation acting on the skill identifier in the second state, the controlled virtual character is controlled to release the preset skill in a first direction, where the first direction is the direction indicated by the third operation.

[0299] Corresponding to the game control method provided in the embodiment of the present application, the embodiment of the present application further provides a computer-readable storage medium storing a program of the game control method, the program is executed by a processor to perform the following steps:

[0300] Providing a skill combination control in a graphical user interface, the skill combination control comprising a plurality of skill components, each of the skill components corresponding to at least one preset skill;

[0301] In response to the first operation, a skill identifier of the preset skill corresponding to a first skill component is displayed in the graphical user interface, and the skill identifier is in a first inactive state; wherein the first skill component is any one of the multiple skill components;

[0302] In response to a second operation, the skill identifier is activated, and the skill identifier is changed from the first state to an activated second state;

[0303] In response to a third operation acting on the skill identifier in the second state, the controlled virtual character is controlled to release the preset skill in a first direction, where the first direction is the direction indicated by the third operation.

[0304] Corresponding to the game control method provided in the embodiment of the present application, the embodiment of the present application further provides a computer program product, the program product comprising: a computer program, the computer program is stored in a readable storage medium, at least one processor of the electronic device can read the computer program from the readable storage medium, and at least one processor executes the computer program so that the electronic device performs the following steps:

[0305] Providing a skill combination control in a graphical user interface, the skill combination control comprising a plurality of skill components, each of the skill components corresponding to at least one preset skill;

[0306] In response to the first operation, a skill identifier of the preset skill corresponding to a first skill component is displayed in the graphical user interface, and the skill identifier is in a first inactive state; wherein the first skill component is any one of the multiple skill components;

[0307] In response to a second operation, the skill identifier is activated, and the skill identifier is changed from the first state to an activated second state;

[0308] In response to a third operation acting on the skill identifier in the second state, the controlled virtual character is controlled to release the preset skill in a first direction, where the first direction is the direction indicated by the third operation.

[0309] It should be noted that for the detailed description of the apparatus, electronic device, computer-readable storage medium and computer program product provided in the embodiments of the present application, reference can be made to the relevant description of the method in the embodiments of the present application, which will not be repeated here.

[0310] Although the present application is disclosed as above in the form of a preferred embodiment, it is not intended to limit the present application. Any technical personnel in this field may make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the scope of protection of the present application shall be based on the scope defined by the claims of the present application.

[0311] In the several embodiments provided in the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are only schematic. For example, the division of the modules is only a logical function division. There may be other division methods in actual implementation, such as multiple modules can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be an indirect coupling or communication connection through some interfaces, devices or modules, which can be electrical, mechanical or other forms.

[0312] The above-mentioned integrated module implemented in the form of a software function module can be stored in a computer-readable storage medium. The above-mentioned software function module is stored in a storage medium, including a number of instructions for enabling an electronic device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to perform some steps of the method described in each embodiment of the present application.

[0313] It should be understood that the processor may be a central processing unit (CPU), or other general-purpose processors, digital signal processors (DSP), application-specific integrated circuits (ASIC), etc. A general-purpose processor may be a microprocessor or any conventional processor. The steps of the method disclosed in the invention may be directly implemented as being executed by a hardware processor, or may be implemented by a combination of hardware and software modules in the processor.

[0314] The memory may include a high-speed RAM memory, and may also include a non-volatile storage NVM, such as at least one disk memory, and may also be a USB flash drive, a mobile hard disk, a read-only memory, a magnetic disk or an optical disk, etc.

[0315] The bus may be an Industry Standard Architecture (ISA) bus, a Peripheral Component Interconnect (PCI) bus, or an Extended Industry Standard Architecture (EISA) bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, the bus in the drawings of the present application is not limited to only one bus or one type of bus.

[0316] The above storage medium can be implemented by any type of volatile or non-volatile storage device or a combination thereof, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic memory, flash memory, magnetic disk or optical disk. The storage medium can be any available medium that can be accessed by a general or special purpose computer.

[0317] Those skilled in the art can understand that all or part of the steps of implementing the above-mentioned method embodiments can be completed by hardware related to program instructions. The aforementioned program can be stored in a computer-readable storage medium. When the program is executed, the steps of the above-mentioned method embodiments are executed; and the aforementioned storage medium includes: ROM, RAM, disk or optical disk and other media that can store program codes.

[0318] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present application, rather than to limit it. Although the present application has been described in detail with reference to the aforementioned embodiments, those skilled in the art should understand that they can still modify the technical solutions described in the aforementioned embodiments, or replace some or all of the technical features therein with equivalents. However, these modifications or replacements do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of the present application.

Claims

1. A game control method, characterized in that: The method comprises: Providing a skill combination control in a graphical user interface, the skill combination control comprising a plurality of skill components, each of the skill components corresponding to at least one preset skill; In response to the first operation, a skill identifier of the preset skill corresponding to a first skill component is displayed in the graphical user interface, and the skill identifier is in a first inactive state; wherein the first skill component is any one of the multiple skill components; In response to a second operation, the skill identifier is activated, and the skill identifier is changed from the first state to an activated second state; In response to a third operation acting on the skill identifier in the second state, the controlled virtual character is controlled to release the preset skill in a first direction, where the first direction is the direction indicated by the third operation.

2. The game control method according to claim 1, characterized in that: The providing of a skill combination control in a graphical user interface includes: It is determined that the controlled virtual character is in a first game state, and a skill combination control is provided in the graphical user interface.

3. The game control method according to claim 2, characterized in that: After the step of providing a skill combination control in the graphical user interface, the method further comprises: In response to the controlled virtual character entering the second game state, the skill combination control is split into the multiple skill components, and the multiple skill components are displayed on the graphical user interface.

4. The game control method according to claim 3, characterized in that: After the step of splitting the skill combination control into the multiple skill components in response to the controlled virtual character entering the second game state and displaying the multiple skill components on the graphical user interface, the method further includes: In response to the controlled virtual character returning to the first game state, the plurality of skill components are aggregated into the skill combination control.

5. The game control method according to claim 1, characterized in that: In response to the first operation, displaying the skill identifier of the preset skill corresponding to the first skill component in the graphical user interface includes: In response to a first trigger operation on the first skill component, a skill identifier of the preset skill corresponding to the first skill component is displayed in the graphical user interface.

6. The game control method according to claim 5, characterized in that: The first trigger operation includes a pressing operation on the skill combination control and a first sliding operation toward the first skill component; In response to the first trigger operation on the first skill component, displaying the skill identifier of the preset skill corresponding to the first skill component in the graphical user interface includes: Receiving a press operation on the skill combination control; In response to a first sliding operation toward the first skill component, a skill identifier of the preset skill corresponding to the first skill component is displayed in the graphical user interface.

7. The game control method according to claim 6, characterized in that: After the step of receiving a pressing operation on the skill combination control, the method further includes: In response to a pressing operation on the skill combination control, the skill combination control is controlled to be adjusted from a third state to a fourth state, wherein the fourth state is that the multiple skill components are displayed separately from each other.

8. The game control method according to claim 6, characterized in that: After the step of receiving a pressing operation on the skill combination control, the method further includes: In response to a pressing operation on the skill combination control, the skill combination control is controlled to maintain a third state.

9. The game control method according to claim 6, characterized in that: After the step of receiving a pressing operation on the skill combination control, the method further includes: In response to canceling the pressing operation on the skill combination control, the controlled virtual character is controlled to release all preset skills corresponding to each skill component in sequence according to a first preset release order.

10. The game control method according to claim 6, characterized in that: Before the step of displaying the skill identifier of the preset skill corresponding to the first skill component in the graphical user interface in response to the first sliding operation toward the first skill component, the method further includes: displaying a cancel skill control on the graphical user interface; In response to a second sliding operation toward the cancel skill control, the decomposition of the skill combination control is canceled.

11. The game control method according to claim 10, characterized in that: After the step of displaying the skill identifier of the preset skill corresponding to the first skill component in the graphical user interface in response to the first sliding operation toward the first skill component, the method further includes: In response to a third sliding operation toward the cancel skill control, the skill identifier disappears from the graphical user interface, and the decomposition of the skill combination control is canceled.

12. The game control method according to claim 10, characterized in that: After the step of activating the skill identifier in response to the second operation, the method further includes: In response to a fourth sliding operation toward the cancel skill control, the skill identifier disappears from the graphical user interface, and the decomposition of the skill combination control is canceled.

13. The game control method according to claim 5, characterized in that: The first skill component corresponds to a plurality of preset skills; In response to the first trigger operation on the first skill component, displaying the skill identifier of the preset skill corresponding to the first skill component in the graphical user interface includes: In response to a first trigger operation on a first skill component, a skill identifier of each preset skill corresponding to the first skill component is displayed in the graphical user interface.

14. The game control method according to claim 13, characterized in that: The activating the skill identifier in response to the second operation includes: In response to a second trigger operation for the first skill identifier, the first skill identifier is activated; the second trigger operation is a fifth sliding operation from the first skill component to the first skill identifier, and the first skill identifier is any one of the skill identifiers of each preset skill corresponding to the first skill component.

15. The game control method according to claim 13, characterized in that: The step of activating the skill identifier in response to a second trigger operation on the first skill identifier includes: In response to dragging the first skill component to a first skill identifier, the first skill identifier is activated.

16. The game control method according to claim 13, characterized in that: After the step of displaying, in the graphical user interface, a skill identifier of each preset skill corresponding to the first skill component in response to a first trigger operation on the first skill component, the method further includes: In response to canceling the first trigger operation for the first skill component, the controlled virtual character is controlled to release each preset skill corresponding to the first skill component in sequence according to a second preset release order.

17. The game control method according to claim 14, characterized in that: After the step of activating the skill identifier in response to a second trigger operation for the first skill identifier, the method further includes: In response to terminating the fifth sliding operation, the controlled virtual character is controlled to release each preset skill corresponding to the first skill component in sequence according to a second preset release order.

18. The game control method according to claim 1, characterized in that: The step of responding to the third operation on the skill identifier in the second state, controlling the controlled virtual character to release the preset skill in the first direction, comprises: In response to a third operation on the skill identifier in the second state, acquiring an operation direction of the third operation; The controlled virtual character is controlled to release the preset skill according to the operation direction.

19. The game control method according to claim 18, characterized in that: The step of controlling the controlled virtual character to release the preset skill according to the operation direction comprises: Acquire an angle between the operation direction and a preset direction; determining a first direction according to the angle; The controlled virtual character is controlled according to the first direction to release the preset skill.

20. The game control method according to claim 18, characterized in that: The step of responding to the third operation on the skill identifier in the second state, controlling the controlled virtual character to release the preset skill in the first direction, further includes: In response to a third operation on the skill identifier in the second state, acquiring a distance between a touch point of the third operation and the skill identifier; Determining a first release distance based on the distance between the touch point of the third operation and the skill identifier; The controlled virtual character is controlled to release the preset skill according to the first release distance.

21. The game control method according to claim 18, characterized in that: The step of responding to the third operation on the skill identifier in the second state, controlling the controlled virtual character to release the preset skill in the first direction, further includes: In response to a third operation on the skill identifier in the second state, acquiring a distance between a touch point of the third operation and a center of the skill identifier; determining a first release strength based on a distance between a touch point of the third operation and a center of the skill identifier; The controlled virtual character is controlled to release the preset skill according to the first release strength.

22. The game control method according to claim 1, characterized in that: Before the step of displaying the skill identifier of the preset skill corresponding to the first skill component in the graphical user interface in response to the first operation, the method includes: Displaying a setting bar in the graphical user interface, wherein the setting bar includes a key position setting component; In response to a fourth operation on the key position setting component, a skill combination control setting page is displayed in the graphical user interface, wherein the skill combination control setting page includes a control style component, wherein the control style component corresponds to at least one skill combination control style, and the skill combination control style is the number of skill components included in the skill combination control, the shape of each skill component, and the layout of all skill components; In response to a first selection operation for the skill combination control style, a style of the skill combination control is determined.

23. The game control method according to claim 22, characterized in that: The skill combination control setting page also includes a skill setting component, in which all skill components and a skill library corresponding to the currently selected skill combination control style are included, and the skill library contains all skills that the controlled virtual character possesses; The currently selected skill combination control style is the skill combination control style currently displayed in the graphical user interface; the method further includes: In response to a second selection operation on a second skill component, controlling the second skill component to enter an editing state, the second skill component being any one of the multiple skill components; In response to a third selection operation on at least one skill in the skill library, configuring the selected skill as a preset skill of the second skill component; The skill identifier corresponding to the preset skill is displayed on the second skill component.

24. The game control method according to claim 1, characterized in that: After the step of controlling the controlled virtual character to release the preset skill in a first direction in response to a third operation acting on the skill identifier in the second state, the method includes: The skill identifier of the preset skill corresponding to the first skill component disappears from the graphical user interface.

25. A game control device, characterized in that: The device comprises: A skill combination control display module, used for providing a skill combination control in a graphical user interface, wherein the skill combination control includes a plurality of skill components, each of which corresponds to at least one preset skill; a skill identification display module, configured to display, in response to a first operation, a skill identification of the preset skill corresponding to a first skill component in the graphical user interface, wherein the skill identification is in a first inactive state; wherein the first skill component is any one of the plurality of skill components; an activation module, configured to activate the skill identifier in response to a second operation, so that the skill identifier changes from the first state to an activated second state; The control module is used to respond to the third operation acting on the skill identifier in the second state, and control the controlled virtual character to release the preset skill in a first direction, where the first direction is the direction indicated by the third operation.

26. An electronic device, characterized in that: include: processor; as well as The memory is used to store a data processing program. After the electronic device is powered on and the program is run by the processor, the method as described in any one of claims 1 to 24 is executed.

27. A computer-readable storage medium, characterized in that: A data processing program is stored, and the program is run by a processor to execute the method according to any one of claims 1 to 24.