Control method and device in game, electronic equipment and readable storage medium

By displaying the predicted release trajectory of virtual props and projection logos of obstacles in the game, it solves the problem that players find it difficult to accurately control the landing point of the equipment penetrating obstacles, and improves the control accuracy and visual experience.

CN119565148APending Publication Date: 2025-03-07NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411899539.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-12-20
Publication Date
2025-03-07

AI Technical Summary

Technical Problem

In the game, when players use equipment that penetrates obstacles, it is difficult to accurately control the position of the equipment at the landing point after penetration, which is limited by the visual obstruction of the obstacles.

Method used

The graphical user interface displays the predicted release trajectory of virtual props and the projection logo of obstacles, helping players intuitively judge the status of virtual props when they are released, and adjust the release operation to achieve the expected effect.

Benefits of technology

It improves the player's control accuracy, reduces visual inconvenience caused by obstacles, and enhances the visual experience of the game.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a control method and device in a game, electronic equipment and a readable storage medium, and the method comprises the steps: displaying at least part of a virtual scene of the game through a graphical user interface, and the virtual scene comprises a virtual item controlled by a first virtual character; in response to a release operation for the virtual item, when the release operation is kept, displaying an information panel through a graphical user interface, and displaying a track projection identifier corresponding to a predicted release track on a preset plane when the virtual item is to be released in the information panel; when the virtual obstacle exists in the to-be-released release direction of the virtual prop, displaying an obstacle projection identifier corresponding to the virtual obstacle on a preset plane in the information panel; the track projection identifier and the obstacle identifier are used for indicating a release state in which the virtual prop is to be released to the virtual obstacle. According to the method, the player can more accurately control the virtual item to be released.
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Description

Technical Field

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

[0002] Currently, in some games, equipment that can penetrate obstacles is provided, that is, after using the equipment, a certain number of obstacles can be penetrated. However, due to the visual obstruction of the obstacles, the player cannot accurately control the landing position of the equipment after penetrating the obstacles.

[0003] It should be noted that the information disclosed in the above background technology section is only used to enhance the understanding of the background of the present application, and therefore may include information that does not constitute the prior art known to ordinary technicians in the field. Summary of the invention

[0004] In view of this, the present application provides a control method, device, electronic device and computer-readable storage medium in a game, which can improve the release accuracy of a virtual prop when a player controls the release.

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

[0006] Displaying at least part of a virtual scene of the game through a graphical user interface, wherein the virtual scene includes virtual props controlled by the first virtual character;

[0007] In response to a release operation on the virtual prop, while the release operation is maintained, an information panel is displayed through a graphical user interface, and a trajectory projection mark corresponding to a predicted release trajectory of the virtual prop when it is to be released on a preset plane is displayed in the information panel;

[0008] When there is a virtual obstacle in the release direction of the virtual prop to be released, the obstacle projection mark corresponding to the virtual obstacle on the preset plane is displayed in the information panel; the trajectory projection mark and the obstacle mark are used to indicate the release state of the virtual prop to be released toward the virtual obstacle.

[0009] In a second aspect, an embodiment of the present application provides a control device in a game, the device comprising: a first display unit and a second display unit;

[0010] A first display unit, configured to display at least a portion of a virtual scene of the game through a graphical user interface, wherein the virtual scene includes virtual props controlled by a first virtual character;

[0011] A second display unit is used to respond to a release operation on the virtual prop, and when the release operation is maintained, display an information panel through a graphical user interface, and display a trajectory projection mark corresponding to a predicted release trajectory of the virtual prop when it is to be released on a preset plane in the information panel;

[0012] The second display unit is also used to display the obstacle projection mark corresponding to the virtual obstacle on the preset plane in the information panel when there is a virtual obstacle in the release direction of the virtual prop to be released; the trajectory projection mark and the obstacle mark are used to indicate the release state of the virtual prop to be released toward the virtual obstacle.

[0013] In a third aspect, an embodiment of the present application provides an electronic device, including:

[0014] Processor; and

[0015] 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 of the first aspect is executed.

[0016] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium storing a data processing program, which is executed by a processor to perform the method of the first aspect.

[0017] The control method in the game provided by the present application can display at least part of the virtual scene of the game through a graphical user interface, and the virtual scene includes a virtual prop controlled by a first virtual character; in response to a release operation for the virtual prop, and while maintaining the release operation, an information panel is displayed through the graphical user interface, and a trajectory projection mark corresponding to the predicted release trajectory of the virtual prop when it is to be released on a preset plane is displayed on the information panel; and when there is a virtual obstacle in the release direction of the virtual prop to be released, an obstacle projection mark corresponding to the virtual obstacle on the above-mentioned preset plane is displayed in the information panel; the trajectory projection mark and the obstacle projection mark are used to indicate the release state of the virtual prop to be released toward the virtual obstacle.

[0018] It can be seen that by displaying the trajectory projection mark and obstacle projection mark of the virtual prop in the information panel, the player can intuitively and conveniently pre-judge the release state of the virtual prop when it is released to the virtual obstacle, and then can refer to the release state to quickly adjust the relevant release operation for the virtual prop, so that the release state of the virtual prop meets the player's expectations. In this way, when releasing the virtual prop, the player's vision is not affected by the occlusion of the virtual obstacle, which makes it easier for the player to accurately control the release process of the virtual prop, and improves the player's visual experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0019] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the description of the embodiments of the present application will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative labor.

[0020] Figure 1 A schematic diagram of a game system for implementing a control method in a game provided in an embodiment of the present application;

[0021] Figure 2 A flowchart of an example of a control method in a game provided in an embodiment of the present application;

[0022] Figure 3 A schematic diagram showing an example of an information panel provided in an embodiment of the present application;

[0023] Figure 4 Another display schematic diagram of the information panel provided in the embodiment of the present application;

[0024] Figure 5 A schematic diagram of an example of a skill configuration control provided in an embodiment of the present application;

[0025] Figure 6 A schematic diagram of an interface display of a control method in a game provided in an embodiment of the present application;

[0026] Figure 7 A schematic diagram of an interface display example showing an information panel and a release trajectory mark at the same time provided in an embodiment of the present application;

[0027] Figure 8 A schematic diagram of another example of an interface display that simultaneously displays an information panel and a release trajectory identifier provided in an embodiment of the present application;

[0028] Fig. 9 A schematic diagram showing an example of displaying a projection mark of an area in an information panel provided in an embodiment of the present application;

[0029] Fig.10 Another example of displaying a projection mark of an area in an information panel provided in an embodiment of the present application;

[0030] Fig.11 A schematic diagram of a skill adjustment control provided in an embodiment of the present application;

[0031] Fig.12 A schematic diagram of an interface display example of an update display trajectory projection identifier, a release trajectory identifier, and an area projection identifier provided in an embodiment of the present application;

[0032] Fig.13A schematic diagram of an example of displaying a role projection identifier in an information panel provided in an embodiment of the present application;

[0033] Fig.14 A schematic diagram showing an example of displaying a second virtual character in a preset visible manner provided in an embodiment of the present application;

[0034] Fig.15 A schematic diagram of the structure of a control device in a game provided by an embodiment of the present application;

[0035] Fig.16 A structural block diagram of an electronic device for implementing a control method in a game is provided for an embodiment of the present application. DETAILED DESCRIPTION

[0036] Many specific details are described in the following description to facilitate a full understanding of the present application. However, the present application can be implemented in many other ways than those described herein, and those skilled in the art can make similar generalizations without violating the connotation of the present application, so the present application is not limited by the specific implementation disclosed below.

[0037] 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.

[0038] It should be understood that in the embodiments of the present application, "at least one" refers to one or more, "several" refers to one or more, and "multiple" refers to two or more. "And / or" is only a way to describe the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. "Including A, B and / or C" means including any one, any two, or any three of A, B, and C.

[0039] It should be understood that in the embodiments of the present application, "B corresponding to A", "B corresponding to A", "A corresponds to B", or "B corresponds to A" means that B is associated with A, and B can be determined according to A. Determining B according to A does not mean determining B only according to A, and B can also be determined according to A and / or other information.

[0040] Based on the problems existing in the related technologies introduced above, the embodiments of the present application provide a control method, device, electronic device and computer-readable storage medium in a game.

[0041] The control method in the game provided by the embodiment of the present application can be performed by an electronic device, which can be a terminal or a server. The terminal can be a terminal device such as a smart phone, a tablet computer, or a laptop computer. The server can be an independent physical server, or a server cluster or a distributed system composed of multiple physical servers, or a cloud server providing 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. The server can be hardware or software. When the server is hardware, it can be implemented as a distributed server cluster composed of multiple servers, or it can be implemented as a single server. When the server is software, it can be implemented as multiple software or software modules (such as software or software modules for providing distributed services), or it can be implemented as a single software or software module. The embodiment of the present application does not specifically limit this.

[0042] In an optional embodiment, when the control method in the game 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 user interface. The terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal device, or the graphical user interface may be presented through holographic projection.

[0043] In an optional embodiment, when the control method in the game runs on the server, the method can be implemented and executed based on the cloud game system. The cloud game system refers to a game method based on cloud computing. The cloud game system includes a server and a client device. The running body of the game application and the game screen presentation body are separated, and the storage and operation of the control 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.

[0044] It should be noted that in the embodiments of the present application, the execution subject of the control method in the game 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.

[0045] For example, in combination with the above introduction, Figure 1 A game system 1000 for implementing a control method in a game provided by an embodiment of the present application is shown. The game system 1000 may include at least one terminal 1001, at least one server 1002, at least one database 1003, and a network. The terminal 1001 held by the player can be connected to 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.

[0046] In the above-mentioned game system 1000, the terminal 1001 is used to install and run the game application. In some cases, the game application may not be installed in advance in the terminal 1001, and the player can directly access the game through a client such as a browser. The player uses the registered game account to log in to the game application, and can control the virtual character corresponding to the game account to participate in the game. When the player logs in to the game application, the terminal 1001 will send a login request to the server 1002, and the server 1002 will verify the game account used by the player. At the same time, the server 1002 determines the game mechanism corresponding to the game account according to the login request, and the verification will return a login success notification to the terminal 1001. In the process of the player participating in the game through the game application, the terminal 1001 and the server 1002 interact with each other, and the terminal 1001 sends various information to the server 1002. The server 1002 determines the display data of the terminal 1001 according to the stored game mechanism (such as the control method in the game provided by this application) and the received information, and sends the display data to the terminal 1001, so as to display the display data sent by the server 1002 to the player through the terminal 1001.

[0047] In possible application scenarios, different terminals 1001 may be served by different servers 1002. Therefore, in order to distinguish the servers 1002 corresponding to different game terminals 1001, the first and second methods will be used for description when involved in the embodiments of the present application. In fact, the servers 1002 corresponding to different game terminals 1001 may be the same server 1002. Therefore, without distinguishing between the first and the second, it can be understood that the terminals 1001 corresponding to the virtual characters in the same game scene are served by the same server 1002.

[0048] In addition, when the game system 1000 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 game system 1000 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.

[0049] It should be noted that Figure 1The game system diagram shown is only an example. The game system 1000 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.

[0050] It should be noted that the operations that occur in the subsequent detailed introduction of the control method in the game provided by 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.

[0051] Furthermore, the operation types of each operation appearing in this embodiment may include, but are not limited to: click operations, sliding operations, pressing operations, voice command operations, air gesture operations, shortcut key operations, etc. The different operations appearing in this embodiment may be operations of the same type or operations of different types, and may be set according to actual conditions, as long as the operations that trigger different game functions are different, without limiting the different operation types.

[0052] It should be noted that in the embodiments of the present application, there is no restriction on whether the terminal device providing the graphical user interface is placed horizontally or vertically, that is, there is no specific restriction on whether the virtual game is a horizontal screen game or a vertical screen game. In this embodiment, the virtual game is a horizontal screen game, and the terminal device is placed horizontally as an example to introduce the solution. However, it does not mean that the control method in the game provided by this application is not applicable to vertical screen games. The control method in the game provided by this application can be applied to horizontal screen games and vertical screen games, that is, the operation mode set in the virtual game and the corresponding game logic are consistent in horizontal screen games and vertical screen games, and there are only slight differences in the layout of the interface elements in the graphical user interface.

[0053] 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.

[0054] like Figure 2 As shown, Figure 2This is a flow chart of an example of a control method in a game 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 flow chart of the method. The method may include the following steps S110 to S130.

[0055] Step S110: displaying at least a portion of a virtual scene of the game through a graphical user interface, wherein the virtual scene includes virtual props controlled by the first virtual character.

[0056] Step S120: In response to a release operation on the virtual prop, while the release operation is maintained, an information panel is displayed through a graphical user interface, and a trajectory projection mark corresponding to a predicted release trajectory of the virtual prop to be released on a preset plane is displayed in the information panel;

[0057] Step S130: When there is a virtual obstacle in the release direction of the virtual prop to be released, an obstacle projection mark corresponding to the virtual obstacle on the preset plane is displayed in the information panel; the trajectory projection mark and the obstacle mark are used to indicate the release state of the virtual prop to be released toward the virtual obstacle.

[0058] Next, the relevant concepts and optional implementation methods involved in the above steps S110 to S130 are introduced in detail.

[0059] With respect to the above step S110, in this embodiment, the above graphical user interface can be provided by any terminal device described above, and at least a portion of the virtual scene corresponding to a certain game account in the game can be displayed by the graphical user interface.

[0060] Among them, the graphical user interface is the visual representation and operation interface for players to interact with virtual games, which includes the game's virtual scenes, control components, social elements, etc., which are used to display the style of the game world and to guide user operations.

[0061] In a graphical user interface, multiple interface contents to be displayed are usually presented in layers. Layers refer to a layered display method in a graphical user interface. Different interface contents can be placed on different layers to better control the display and hiding of each interface content. For example, the game scene can be placed on the scene layer, that is, the scene layer is mainly used to render the game world and the objects therein, including characters, environments, dynamic elements, etc. The display of various UI (User Interface) elements is placed on the UI layer. For example, UI elements can include but are not limited to various operation controls, information panels for displaying various game information (such as chat interfaces, character status panels, etc.), game thumbnail maps, and other elements. Since UI elements are interface elements for players to interact with games, generally, the display level of the UI layer where UI elements are placed is higher than the scene layer of the game scene. That is, the display level of each UI element is higher than the display level of the scene screen.

[0062] Optionally, at least part of the virtual scene is captured by a virtual camera at a specific viewing angle. The viewing angle is the angle at which the virtual scene is observed by the virtual camera in the virtual scene.

[0063] Optionally, the virtual camera automatically follows the virtual character in the virtual scene, that is, when the position of the virtual character in the virtual scene changes, the virtual camera follows the position of the virtual character in the virtual scene and changes simultaneously, and the virtual camera is always within a preset distance range of the virtual character in the virtual scene. Optionally, during the automatic following process, the relative position of the camera model and the virtual character does not change.

[0064] A virtual camera refers to a three-dimensional model located around a virtual character in a virtual scene. When the first-person perspective is adopted, the virtual camera is located near the head of the virtual character or at the head of the virtual character; when the third-person perspective is adopted, the virtual camera can be located behind the virtual character and bound to the virtual character, or can be located at any position at a preset distance from the virtual character, through which the virtual character located in the virtual scene can be observed from different angles. Optionally, when the third-person perspective is a first-person over-the-shoulder perspective, the virtual camera is located behind the virtual character (for example, the head and shoulders of the virtual character). Optionally, in addition to the first-person perspective and the third-person perspective, the perspective also includes other perspectives, such as a bird's-eye view; when the bird's-eye view is adopted, the virtual camera can be located above the head of the virtual character, and the bird's-eye view is a perspective for observing the virtual scene from an aerial perspective. Optionally, the virtual camera will not be actually displayed in the virtual scene, that is, the virtual camera is not displayed in the virtual scene displayed in the graphical user interface.

[0065] In this embodiment, the virtual character followed by the virtual camera shooting the virtual scene is referred to as the first virtual character. In addition, in this embodiment, the first-person perspective is used as an exemplary shooting perspective of the virtual camera, so the first virtual character may not be displayed in the virtual scene, and when the first virtual character controls the virtual props, only the corresponding character parts of the first virtual character may be displayed, for example, only the hands of the virtual character may be displayed.

[0066] It is understandable that in a first-person perspective game, although the currently controlled first virtual character may not be displayed, when the first virtual character uses a virtual prop, the virtual prop may be displayed in the virtual scene. The virtual props may include but are not limited to: virtual weapons, virtual vehicles, virtual medicines, virtual stunts, etc.

[0067] In some games, the above-mentioned virtual props can be permanently displayed in the virtual scene, that is, such games do not have the function of prop switching; or, in some games, the virtual props are not permanently displayed, for example, when the virtual character manipulates the other virtual props, the virtual props are not displayed in the virtual scene. In this case, the virtual props can be displayed in the virtual scene in response to the use operation of the virtual props.

[0068] The use operation may include but is not limited to the following exemplary operation modes:

[0069] Example 1: The graphical user interface includes a use control corresponding to a virtual prop, and the use operation may be the first trigger operation for the use control. Accordingly, the above-mentioned response to the use operation of the virtual prop to display the virtual prop in the virtual scene can be specifically achieved by: responding to the first trigger operation for the use control to display the virtual prop in the virtual scene. The first trigger operation may include but is not limited to: a click operation, a slide operation, a press operation, etc. For the specific example process of displaying the virtual prop, please refer to the following description of the process of displaying the virtual prop. Figure 6 An introduction to the specific examples provided.

[0070] Further, based on Example 1, after the virtual prop is displayed in the virtual scene through the first trigger operation on the usage control, if the first trigger operation is applied to the usage control again when the virtual prop is displayed, the virtual prop can be hidden, that is, the virtual prop is made invisible in the virtual scene.

[0071] Example 2: A shortcut number key 3 is set for the virtual item, and when the player presses the shortcut number key 3, the original virtual item currently used by the first virtual character can be switched to the virtual item. This will not be described in detail.

[0072] With respect to the above step S120, the above release operation refers to a control operation for controlling the virtual prop to move from the current position to the target position. The release operation may include but is not limited to: throwing operation, launching operation, releasing operation, pushing operation, etc., and there is no specific limitation on the method of releasing the virtual prop.

[0073] Optionally, in this embodiment, controlling the release of the virtual props may specifically be controlling the release of the entire virtual props, or controlling a certain accessory of the virtual props to be released, which may be determined specifically according to the type of the virtual props. For example, when the virtual props are virtual firearms, the release operation of the virtual firearms may control the release of the bullet accessories contained in the chamber of the virtual firearms; when the virtual props are virtual bows and arrows, the release operation of the virtual bows and arrows may control the release of the arrow accessories in the virtual bows and arrows; when the virtual props are virtual javelins, the release operation of the virtual javelin may control the release of the entire virtual javelin.

[0074] In this embodiment, the release operation may include the following exemplary operation modes, which are only examples and do not constitute a limitation on the release operation:

[0075] Example 1: By displaying the release control corresponding to the virtual prop in the graphical user interface, the above release operation is the second trigger operation for the release control. The second trigger operation may include but is not limited to: a click operation, a press operation, a slide operation, a hover operation, etc. for the release control. For the specific example process of the second trigger operation for the release control, please refer to the following Figure 6 An introduction to the specific examples provided.

[0076] Example 2: When the terminal is connected to an external keyboard device, the operation of clicking or pressing any number key among the number keys "0-9" or any letter key in the keyboard device can be determined as the above-mentioned release operation.

[0077] The above-mentioned hold release operation can be understood as: the release operation has not ended. For example, when the release operation is a click operation for the release control, then hold the release operation means that the finger touching the graphical user interface does not lift up when the player clicks the release control, and remains in the click state; when the release operation is a shortcut key operation, hold the release operation means that the finger pressing the shortcut key does not lift up; when the release operation is a hover operation for the release control, hold the release operation means that the finger or other medium hovering above the release control does not leave the display position of the release control.

[0078] In this embodiment, the information panel refers to a UI carrier element for displaying a projection mark representing the release state of a virtual prop when the virtual prop is to be released. In this embodiment, the display area of ​​the information panel can be any position in the graphical user interface and can be set according to actual interface layout requirements.

[0079] The predicted release trajectory of the virtual prop to be released refers to the release trajectory of the virtual prop to be released, which is simulated by comprehensively considering the initial release speed, release angle, preset release distance, gravity effect, and obstacle penetration ability preset for the virtual prop. The process of predicting the release trajectory of the virtual prop to be released is not described in detail in this embodiment. Normally, the predicted release trajectory of the virtual prop is a parabola. In addition, it can be understood that the end position of the predicted release trajectory is usually the collision position when the virtual prop collides with the obstacle, or the position where the virtual prop falls on the preset ground of the virtual scene.

[0080] The above-mentioned trajectory projection mark is a UI element that visualizes the trajectory projection of the three-dimensional predicted release trajectory of the virtual prop on a preset two-dimensional plane. Optionally, the above-mentioned trajectory projection mark may include but is not limited to: a straight line graph, a parabola graph, a mark composed of dynamic UI elements, etc. In addition, the straight line or parabola may be a solid line or a dotted line, which is not specifically limited in this embodiment.

[0081] The above-mentioned preset plane can be the preset ground plane of the virtual scene, or any plane perpendicular to the preset ground plane, etc., and there is no specific limitation. Among them, when the preset plane is a preset ground plane, it means that the horizontal plane projection of the predicted release trajectory is displayed in the information panel, so that the player can view the horizontal release distance of the virtual props when they are to be released through the trajectory projection mark, that is, it can represent the release distance of the virtual props in a top-down perspective; and when the preset plane is a plane perpendicular to the preset ground plane, it means that the vertical plane projection of the predicted release trajectory is displayed in the information panel, so that the release starting point, release end point, vertical release distance and horizontal release distance of the virtual props can be intuitively viewed, that is, the vertical plane projection can represent the release state of the virtual props in a side view. In this embodiment, preferably, the preset plane can adopt a plane perpendicular to the preset ground plane.

[0082] With respect to the above step S130, in this embodiment, the release direction of the virtual prop to be released is consistent with the shooting direction of the virtual camera shooting the virtual scene, or it can be said that the release direction is consistent with the field of view of the first virtual character. For example, when a direction control is displayed in the graphical user interface, a trigger operation is applied to the direction control, so that the shooting direction of the virtual camera shooting the virtual scene can be controlled to change, thereby causing the release direction of the virtual prop to change accordingly.

[0083] In this embodiment, virtual obstacles may include but are not limited to: virtual buildings, virtual vehicles, virtual objects, virtual plants, virtual mountains, etc., that is, the virtual obstacles are things belonging to non-virtual character classes in the virtual scene, and are not specifically limited.

[0084] When there is a virtual obstacle in the release direction of the virtual prop to be released, the obstacle projection mark corresponding to the virtual obstacle on the preset plane is displayed in the information panel; when there is no virtual obstacle in the release direction of the virtual prop to be released, the obstacle projection mark is not displayed in the information panel.

[0085] The preset plane can refer to the previous introduction and will not be repeated here. The obstacle projection mark is a UI element that visually indicates the projection of obstacles that may be encountered in the process of releasing virtual props on the preset plane. This embodiment does not specifically limit the specific style of the UI element, that is, the obstacle projection mark can be consistent with the projection of the obstacle's appearance outline on the preset plane, or it can be inconsistent with the projection of the obstacle's appearance outline on the preset plane, and it only needs to represent the obstacle size of the virtual obstacle.

[0086] In this way, when the preset plane is the preset ground plane, it means that the predicted release trajectory and the horizontal plane projection of the virtual obstacle are displayed in the information panel. In this way, the player can view the release distance of the virtual prop when it is to be released, and the spatial position relationship between the virtual prop and the obstacle in the horizontal direction through the trajectory projection mark and the obstacle mark, that is, the release state of the virtual prop in the top view can be represented; and when the preset plane is a plane perpendicular to the preset ground plane, it means that the predicted release trajectory and the vertical plane projection of the virtual obstacle are displayed in the information panel. In this way, the release starting point, release end point, release height change, and spatial position relationship with the obstacle in the vertical and horizontal directions of the virtual prop can be intuitively viewed, that is, the vertical plane projection can represent the release state of the virtual prop in the side view.

[0087] It can be seen that by displaying the trajectory projection mark and obstacle projection mark of the virtual prop in the information panel, the player can intuitively and conveniently pre-judge the release state of the virtual prop when it is released to the virtual obstacle, and then can refer to the release state to quickly adjust the relevant release operation for the virtual prop, so that the release state of the virtual prop meets the player's expectations. In this way, when releasing the virtual prop, the player's vision is not affected by the occlusion of the virtual obstacle, which makes it easier for the player to accurately control the release process of the virtual prop, and improves the player's visual experience.

[0088] Next, the control method in the game provided in the embodiment of the present application is described in further detail.

[0089] In some optional embodiments, the virtual prop to be released may be equipped with an obstacle penetration skill, and the obstacle penetration skill is used to indicate that the virtual prop has the ability to penetrate the virtual obstacle, that is, the obstacle penetration skill is used to indicate that the virtual prop can penetrate the obstacle during the release process. In this way, when the virtual prop is equipped with the obstacle penetration skill and when it is not equipped with the obstacle penetration skill, the predicted release trajectory corresponding to the virtual prop when it is to be released is different. Therefore, when the virtual prop is equipped with the obstacle penetration skill and when it is not equipped with the obstacle penetration skill, the trajectory projection mark displayed in the information panel may also be different.

[0090] In this embodiment, the trajectory projection identifier corresponding to the virtual prop equipped with the obstacle penetration skill can be called the first trajectory projection identifier, and the trajectory projection identifier corresponding to the virtual prop not equipped with the obstacle penetration skill can be called the second trajectory projection identifier. That is, the trajectory projection identifier recorded in the above step S120 can include the first trajectory projection identifier and the second trajectory projection identifier. Based on this, when the virtual obstacle is within the range of the virtual prop, the virtual prop can interact with the virtual obstacle when released, wherein the range of the virtual prop refers to the farthest distance that the virtual prop can be released according to the release operation applied by the player in an ideal situation without obstacles, that is, the range of the virtual prop matches the release operation. In this case, the above step S120 can be specifically implemented by the following steps S121 to S122.

[0091] Step S121: When the virtual prop is equipped with the obstacle penetration skill, a first trajectory projection mark is displayed in the information panel; the first trajectory projection mark is used to indicate that the predicted release trajectory can pass through the virtual obstacle.

[0092] Step S122: When the virtual prop is not equipped with the obstacle penetration skill, a second trajectory projection mark is displayed in the information panel; the second trajectory projection mark is used to indicate that the predicted release trajectory is located between the virtual prop to be released and the virtual obstacle.

[0093] In the above step S121, the first trajectory projection mark is used to indicate that the predicted release trajectory can pass through the virtual obstacle, that is, through the first trajectory projection mark, the player can intuitively understand that the virtual prop can penetrate the virtual obstacle when it is released to fall inside the virtual obstacle or behind the virtual obstacle.

[0094] like Figure 3 As shown, Figure 3 A schematic diagram showing an example of a first trajectory projection marker is provided. Figure 3 In the specific example shown, the preset plane is a plane perpendicular to the preset ground plane, that is, the player can observe the release state of the virtual props in the side view through the information panel.

[0095] Specifically, Figure 3 As shown, when the virtual prop is equipped with the obstacle penetration skill and the virtual obstacle is within the shooting range of the virtual prop, the first trajectory projection mark penetrates the obstacle projection mark, which means that the virtual prop can penetrate the two virtual obstacles in the release direction for release, and the position point indicated by the arrow in the first trajectory projection mark indicates the release landing point of the virtual prop. According to the positional relationship between the release landing point and the obstacle mark, it can be intuitively judged that the virtual prop can be released behind the virtual obstacle.

[0096] In the above step S122, the second trajectory projection mark is used to indicate that the predicted release trajectory is located between the virtual prop to be released and the virtual obstacle. That is, through the second trajectory projection mark, the player can intuitively understand that the virtual prop cannot penetrate the virtual obstacle when it is to be released, and can collide with the virtual obstacle.

[0097] like Figure 4 As shown, Figure 4 A schematic diagram showing an example of a second trajectory projection marker is provided. Figure 4 In the specific example shown, the preset plane is a plane perpendicular to the preset ground plane, that is, the player can observe the release state of the virtual props in the side view through the information panel.

[0098] Specifically, Figure 4 As shown, when the virtual prop is not equipped with the obstacle penetration skill and the virtual obstacle is within the shooting range of the virtual prop, the second trajectory projection mark intersects with the obstacle projection mark at position point A, indicating that the virtual prop does not have the ability to penetrate the virtual obstacle, and collides with the virtual obstacle at the corresponding position of position point A in the virtual scene.

[0099] Optionally, the first trajectory projection mark and the second trajectory projection mark may be displayed separately. In this way, based on the different display areas of the first trajectory projection mark and the second trajectory projection mark, they are further displayed separately, which reduces the visual fatigue of the player, further enables the player to obtain information more intuitively, reduces the burden of the player to obtain information from the information panel, and improves the player's gaming experience.

[0100] Optionally, the distinguishing display method may include but is not limited to: distinguishing display with different colors, distinguishing display with different display styles, distinguishing display with different display brightness, distinguishing display with static logo and dynamic logo, etc. For example, when different colors are used for distinguishing display, the first track projection logo can be displayed in blue and the second track projection logo can be displayed in red. In this way, when the player sees the blue first track projection logo, he can intuitively know that the virtual props are equipped with obstacle penetration skills at this time; and when he sees the red second track projection logo, he can intuitively know that the virtual props are not equipped with obstacle penetration skills at this time. It can be seen that this method enriches the player's visual experience and reduces the player's visual fatigue, so that the player can more intuitively judge whether the virtual props are equipped with obstacle penetration skills.

[0101] Below, the configuration method of virtual props to configure obstacle penetration skills is introduced in detail.

[0102] It is understandable that the obstacle penetration skill can be globally configured for virtual props, and the obstacle penetration skill can also be configured in real time for virtual props during the game.

[0103] Optionally, in some games, players can make global configurations in the configuration options set in the settings page before the game starts. For example, when the player chooses to equip the virtual prop with the obstacle penetration skill in the configuration options, the virtual prop is always equipped with the obstacle penetration skill during the global process of the game; when the player chooses not to equip the virtual prop with the obstacle penetration skill in the configuration options, the virtual prop is never equipped with the obstacle penetration skill during the global process of the game.

[0104] In some games, obstacle penetration skills can be configured for virtual props in real time during the game, which can be achieved through the following steps S140 to S160.

[0105] Step S140: Displaying a skill configuration control through a graphical user interface, where the skill configuration control includes a first configuration area and a second configuration area.

[0106] Step S150: In response to the selection operation, if the operation position of the selection operation is located within the first configuration area, equip the virtual prop with an obstacle penetration skill.

[0107] Step S160: If the operation position of the selection operation is located within the second configuration area, the obstacle penetration skill is canceled for the virtual item; the obstacle penetration skill is used to indicate that the virtual item has the ability to penetrate virtual obstacles.

[0108] In this embodiment, the skill configuration control is a UI element used to configure obstacle penetration skills for virtual props in real time during a game.

[0109] Optionally, the skill configuration control may include a first configuration area and a second configuration area, wherein the first configuration area is used to equip the virtual prop with an obstacle penetration skill, and the second configuration area is used to cancel the obstacle penetration skill equipped for the virtual prop.

[0110] The above selection operation is an operation for configuring the obstacle penetration skill for the virtual props. The selection operation may include but is not limited to: a click operation, a slide operation, a press operation, etc., and is not specifically limited.

[0111] The above-mentioned equipping of the virtual props with the obstacle penetration skill refers to enabling the virtual props to have the ability to penetrate virtual obstacles; the above-mentioned cancellation of the equipping of the virtual props with the obstacle penetration skill refers to enabling the virtual props to not have the ability to penetrate obstacles.

[0112] like Figure 5 As shown, Figure 5 A schematic diagram showing an example of a skill configuration control is provided. Figure 5 As shown, the skill configuration control includes a first configuration area and a second configuration area. When the selection operation is a click operation, when the player clicks the first configuration area, the penetration of the virtual prop is turned on, that is, the obstacle penetration skill is equipped for the virtual prop; when the player clicks the second configuration area, the penetration of the virtual prop is turned off, that is, the obstacle penetration skill is canceled for the virtual prop.

[0113] It can be seen that through the skill configuration control, players can freely control the obstacle penetration skills of virtual props in real time according to the game situation in the game, making the use of obstacle penetration skills more flexible, elastic and controllable.

[0114] In some games, the skill configuration control in the above step S140 may be permanently displayed in the graphical user interface, or may not be permanently displayed in the graphical user interface, but may be displayed only when certain conditions are met. For example, as described above, when the player applies a use operation to a virtual prop, the virtual prop can be displayed in the virtual scene. In this case, in a specific embodiment, the skill configuration control may be displayed in the graphical user interface according to the use operation. That is, when the player applies a use operation to a virtual prop, the virtual prop and the skill configuration control are displayed at the same time.

[0115] Next, combine Figure 6 And a specific example is provided to further introduce the control method in the game provided in the embodiment of the present application. Figure 6 An example interface display flow chart of a control method in a game is provided.

[0116] exist Figure 6 In the specific examples shown, taking the game as a first-person game as an example, the plane perpendicular to the preset ground plane is taken as a specific example of the preset plane; the virtual bow and arrow is taken as a specific example of the virtual props described above; and the clicking operation is taken as a specific example of the first trigger operation, the second trigger operation, and the selection operation described above.

[0117] like Figure 6 As shown, a virtual scene 100 , as well as a use control 12 and a release control 13 corresponding to a virtual bow and arrow are displayed in the graphical user interface 2000 ; wherein a virtual obstacle 11 is displayed in the virtual scene 100 .

[0118] Based on the graphical user interface 2000, when the player clicks the use control 12, the first virtual character can be controlled to use the virtual bow and arrow, that is, the graphical user interface 2000 can be switched to the graphical user interface 2001, and the virtual bow and arrow 10 controlled by the first virtual character and the skill configuration control 14 are displayed in the graphical user interface 2001; at this time, the release control 13 has the function of releasing the virtual arrow in the virtual bow and arrow 10. In the graphical user interface 2001, the use control 12 is displayed in a gray filled state, indicating that the use control 12 is triggered.

[0119] Based on the graphical user interface 2001, and assuming that the skill configuration control 14 selects the second configuration area by default, in this case, if the player applies a click operation to the release control 13 and keeps the click operation uninterrupted (i.e., the player's finger does not leave the graphical user interface 2001), the information panel can be displayed, that is, the graphical user interface 2001 can be switched to the graphical user interface 2002, and the information panel 15 is displayed directly above the graphical user interface 2002, and the second trajectory projection mark and the obstacle projection mark are displayed in the information panel 15. Through the information panel 15, the player can intuitively check that the virtual bow and arrow 10 is not currently equipped with the obstacle penetration skill, and the virtual arrow of the virtual bow and arrow 10 can collide with the virtual obstacle 11 at the position corresponding to the position point A when released.

[0120] Based on the graphical user interface 2002, if a click operation is applied to the first configuration area of ​​the skill configuration control 14 while the click operation on the release control 13 is maintained uninterrupted, it means that the obstacle penetration skill is equipped for the virtual bow and arrow; based on this, the graphical user interface 2002 can be switched to the graphical user interface 2003, in which the information panel 15 is hidden and the information panel 16 is displayed, and the first trajectory projection mark and the obstacle projection mark are displayed in the information panel 16. Through the information panel 16, the player can intuitively check that the virtual bow and arrow 10 is not currently equipped with the obstacle penetration skill, and the virtual arrow of the virtual bow and arrow 10 can penetrate the virtual obstacle 11 and fall behind the virtual obstacle 11 when released.

[0121] It can be seen that in Figure 6 In the specific example shown, before controlling the release of the virtual arrow of the virtual bow 10, the player can intuitively view the landing position of the virtual arrow through the information panel 15 or the information panel 16, and thus can adjust the current release state of the virtual bow 10 with reference to the landing position to make it more in line with the player's expectations.

[0122] In some optional implementations, the control method in the game provided by the present application may further include the following step S170.

[0123] Step S170: while the release operation is maintained, a release trajectory identifier is generated between the initial position of the virtual prop to be released in the virtual scene and the intersection position of the predicted release trajectory and the virtual obstacle.

[0124] That is, in this optional embodiment, in addition to displaying the trajectory projection identifier of the predicted release trajectory of the virtual prop to be released on the preset plane in the information panel, the release trajectory identifier corresponding to the predicted release trajectory can also be displayed in the virtual scene; that is, the information panel and the release trajectory identifier are displayed in the graphical user interface at the same time.

[0125] It should be noted that the above-mentioned trajectory projection mark refers to the two-dimensional result representation of projecting the three-dimensional predicted release trajectory onto a two-dimensional preset plane, which usually ignores the height information or depth information when the virtual prop is released; while the release trajectory mark refers to the direct display representation of the three-dimensional predicted release trajectory, which can reflect the actual moving path of the virtual prop.

[0126] The initial position of the virtual prop to be released in the virtual scene is the position of the virtual prop in the virtual scene before it is released. Usually, the initial position is the current position of the first virtual character.

[0127] It should be noted that since the virtual obstacles block the release path of the virtual props to be released, in order to improve the visual realism, the release trajectory identifier can be generated only between the initial position of the virtual props to be released in the virtual scene and the intersection position of the predicted release trajectory and the virtual obstacle, while the part blocked by the virtual obstacle is not displayed, indicating that the predicted release trajectory of the virtual props to be released can interact with the virtual obstacle.

[0128] Optionally, the target identifier corresponding to when the virtual prop is equipped with the obstacle penetration skill and the target identifier corresponding to when the virtual prop is not equipped with the obstacle penetration skill can be displayed differently; wherein the target identifier includes a trajectory projection identifier and / or a release trajectory identifier.

[0129] As described above, the trajectory projection mark when the virtual prop is equipped with the obstacle penetration skill is the first trajectory projection mark, and the trajectory projection mark when the virtual prop is not equipped with the obstacle penetration skill is the second trajectory projection mark. The first trajectory projection mark and the second trajectory projection mark can be displayed separately.

[0130] In addition, in an optional specific embodiment, the release trajectory mark when the virtual prop is equipped with the obstacle penetration skill and the release trajectory mark when the virtual prop is not equipped with the obstacle penetration skill can also be displayed separately. The specific distinguishing display method can refer to the previous description and will not be described in detail here.

[0131] It should be noted that the display methods for distinguishing the first trajectory projection identifier and the second trajectory projection identifier, and the display methods for distinguishing the release trajectory identifier when the virtual prop is equipped with the obstacle penetration skill and the release trajectory identifier when the virtual prop is not equipped with the obstacle penetration skill can be the same or different, and there is no specific limitation. For example, when the first trajectory projection identifier and the second trajectory projection identifier are displayed in different colors, the release trajectory identifier when the virtual prop is equipped with the obstacle penetration skill and the release trajectory identifier when the virtual prop is not equipped with the obstacle penetration skill can also be displayed based on different colors; for example, as in the above example, the first trajectory projection identifier can be displayed in blue and the second trajectory projection identifier can be displayed in red. Correspondingly, the release trajectory identifier when the virtual prop is equipped with the obstacle penetration skill can be displayed in blue, and the release trajectory identifier when the virtual prop is not equipped with the obstacle penetration skill can be displayed in red.

[0132] Next, combine Figure 7 , Figure 8 And a specific example is used to illustrate the display of the above release trajectory mark. It should be noted that Figure 7 or Figure 8 Related concepts not introduced in the specific examples shown can be referred to in the previous Figure 6The introduction of will not be repeated here.

[0133] like Figure 7 As shown, in the graphical user interface 2004, when the player applies a click operation to the release control 13 and applies a click operation to the second configuration area of ​​the skill configuration control 14, in addition to displaying the information panel 15 in the graphical user interface 2004, a release trajectory mark 17 can be generated between the position of the virtual arrow of the virtual bow and arrow 10 and the intersection position between the predicted release trajectory and the virtual obstacle. The release trajectory mark 17 can be used to represent the actual release trajectory of the virtual arrow of the virtual bow and arrow 10 when it is to be released. Among them, the intersection position between the above-mentioned predicted release trajectory and the virtual obstacle is usually the position of the aiming mark 18, that is, the release trajectory mark 17 can be generated between the position of the virtual arrow of the virtual bow and arrow 10 and the aiming mark 18. In addition, the release trajectory mark 17 is a dotted parabola figure with an arrow. When the player sees that the release trajectory mark 17 is a dotted parabola figure with an arrow, it can be conveniently inferred that the virtual bow and arrow 10 is not currently equipped with the obstacle penetration skill.

[0134] Or, if Figure 8 As shown, in the graphical user interface 2005, when the player applies a click operation to the release control 13 and applies a click operation to the first configuration area of ​​the skill configuration control 14, in addition to displaying the information panel 16 in the graphical user interface 2005, a release trajectory mark 19 can be generated between the position of the virtual arrow of the virtual bow and arrow 10 and the aiming mark 18, and the release trajectory mark 19 can be used to represent the actual release trajectory of the virtual arrow of the virtual bow and arrow 10 when it is to be released. The release trajectory mark 19 is a solid line parabola with an arrow. When the player sees that the release trajectory mark 19 is a solid line parabola with an arrow, it can be conveniently inferred that the virtual bow and arrow 10 is currently equipped with the obstacle penetration skill.

[0135] In summary, the information panel and the release trajectory identifier can be displayed simultaneously in the graphical user interface to enrich the player's visual experience.

[0136] In some optional implementations, the control method in the game provided by the present application may also include the following steps S180 to S190.

[0137] Step S180: while maintaining the release operation, determining the end position of the predicted release trajectory as the first position to which the virtual prop is to be released, and the first skill action area corresponding to the game skill of the virtual prop equipment at the first position.

[0138] Step S190: Displaying the area projection mark of the first skill action area on the preset plane through the information panel.

[0139] The first position is the target position to be released by the virtual prop, that is, the position where the virtual prop is to be released; in this embodiment, the end position of the predicted release trajectory is determined as the first position to be released by the virtual prop. That is, regardless of whether the virtual prop is equipped with the obstacle penetration skill, when the release operation is maintained, the end position indicated by the predicted release trajectory can be determined as the first position to be released by the virtual prop, that is, the end position indicated by the predicted release trajectory is the landing point of the virtual prop.

[0140] In this embodiment, in addition to equipping the virtual prop with the obstacle penetration skill, the virtual prop can also be equipped with a specific game skill, so that the game skill is released when the virtual prop is released to the first position. The game skill may include but is not limited to: an attack skill that inflicts damage to the enemy character, a recovery skill that gives a buff to the teammate character of the own camp, a character detection skill, an item detection skill, etc., which are not specifically limited in this embodiment.

[0141] It can be understood that when the virtual prop releases a game skill at the first position, the game skill corresponds to a skill action area, and the skill action area is an area with the first position as the geometric center.

[0142] In this embodiment, the skill action area corresponding to the end position of the predicted release trajectory of the game skill of the virtual prop equipment is called the first skill action area, and the first skill action area refers to the skill influence range of the game skill of the virtual prop equipment. The size of the skill action area can be set according to actual conditions, and this embodiment does not specifically limit it.

[0143] The purpose of the above steps S180 to S190 is to display the projection position of the first position of the virtual prop to be released on the preset plane and the regional projection mark of the skill action area of ​​the virtual prop on the preset plane through the information panel before releasing the virtual prop, so as to assist the player to understand the landing position and action range of the virtual prop more intuitively.

[0144] The preset plane can refer to the above description, which will not be repeated here. The above-mentioned area projection mark is a UI element that visually displays the projection of the skill action area of ​​the game skill on the preset plane in the information panel.

[0145] like Fig. 9 As shown, Fig. 9 A schematic diagram showing an example of a regional projection mark in an information panel is provided; Fig. 9 In the specific example shown, the virtual props are equipped with the obstacle penetration skill. Based on this, the regional projection mark can be displayed at the end position (arrow indicated position) of the first trajectory projection mark.

[0146] like Fig.10 As shown, Fig.10 Another example of displaying a regional projection mark in an information panel is provided; Fig.10 In the specific example shown, the virtual props are not equipped with the obstacle penetration skill. Based on this, the regional projection mark can be displayed at the end position of the second trajectory projection mark (the position point A indicated by the arrow).

[0147] Furthermore, the game control method provided by the present application may also update and display the trajectory projection identifier, release trajectory identifier, and / or area projection identifier described above.

[0148] Specifically, the trajectory projection identifier, the release trajectory identifier, and / or the area projection identifier may be updated through the following steps S1100 to S1110.

[0149] Step S1100: When the virtual prop is equipped with the obstacle penetration skill, in response to the skill adjustment operation, the critical position corresponding to the virtual prop when it is to be released is determined according to the skill adjustment operation; the critical position is the transition position where the skill state of the obstacle penetration skill is adjusted from a penetrable state to an impenetrable state.

[0150] Step S1110: updating the display trajectory projection identifier, the release trajectory identifier, and / or the area projection identifier according to the critical position.

[0151] It can be known from the above step S1100 that in the embodiment of the present application, the focus is on updating and displaying the first trajectory projection mark, the release trajectory mark and the area projection mark corresponding to the virtual prop equipped with the obstacle penetration skill.

[0152] The above-mentioned skill adjustment operation is used to determine the critical position operation in each position point of the predicted release trajectory. Among them, the critical position is the transition position where the skill state of the obstacle penetration skill equipped by the virtual prop is adjusted from a penetrable state to an impenetrable state. Among them, when the skill state of the obstacle penetration skill is a penetrable state, it means that the virtual prop can penetrate the virtual obstacle without being blocked. When the skill state of the obstacle penetration skill is an impenetrable state, it means that even if the virtual prop is equipped with the obstacle penetration skill, if the obstacle penetration skill is in an impenetrable state, the virtual prop cannot penetrate the virtual obstacle.

[0153] In an optional specific embodiment, the above-mentioned critical position corresponding to the virtual prop to be released is determined according to the skill adjustment operation, which can be specifically determined by the following exemplary operation method.

[0154] Example 1: Displaying a skill adjustment control through a graphical user interface; in response to a fourth trigger operation on the skill adjustment control, determining a critical position corresponding to when the virtual item is to be released according to the fourth trigger operation.

[0155] Example 2: In response to a click operation of the up and down arrow keys on the keyboard, a critical position corresponding to when the virtual prop is to be released is determined according to the click operation.

[0156] For the above example 1, in this example 1, the fourth trigger operation for the skill adjustment control is used as the above skill adjustment operation. The fourth trigger operation may include but is not limited to: a click operation, a slide operation, a press operation, etc., which are not specifically limited. Further, the above critical position can be determined according to the fourth trigger operation.

[0157] It is understandable that the skill adjustment control can be permanently displayed in the graphical user interface, or can be displayed in the graphical user interface when a specific display timing is reached. For example, the skill adjustment control can be displayed when the obstacle penetration skill is equipped for a virtual prop. Specifically, the skill adjustment control is displayed when the operation position of the selection operation described in the previous text is located in the first configuration area of ​​the configuration control.

[0158] For the above example 2, in this example 2, by clicking the up and down arrow keys, the transition point can be switched among the position points corresponding to the predicted release trajectory, and the position of the transition point in the virtual scene is used as the first position.

[0159] It can be seen that through this skill adjustment control, the penetration ability of the virtual props when equipped with the obstacle penetration skill can be set in real time, which makes it convenient for players to control the penetration distance of the virtual props, improves the player's operation upper limit for the virtual props, and enriches the player's skill experience for the obstacle penetration skill.

[0160] In some optional specific embodiments, the "determining the critical position corresponding to the virtual prop to be released according to the fourth trigger operation" described in the above example 1 can be specifically implemented through the following steps S1101 to S1102.

[0161] Step S1101: Determine the penetrable distance corresponding to the virtual prop according to the fourth trigger operation; the penetrable distance is less than or equal to the predicted range indicated by the predicted release trajectory.

[0162] Step S1102: Determine the critical position according to the initial position and the penetrable distance.

[0163] In this embodiment, the above-mentioned penetration distance refers to the maximum distance that the virtual prop to be released can pass through the virtual obstacle unimpeded from the initial position when the virtual prop is equipped with the obstacle penetration skill. It can be understood that the penetration distance is less than or equal to the predicted range indicated by the predicted release trajectory.

[0164] After determining the penetration distance, the critical position can be determined according to the initial position of the virtual prop to be released in the virtual scene and the penetration distance. Specifically, the coordinate components of the initial position in the release direction can be superimposed with the penetration distance to obtain the target coordinate component, and then the position point corresponding to the target coordinate component in the predicted release trajectory is used as the critical position, which is not described in detail in this embodiment.

[0165] In some optional specific embodiments, the skill adjustment control includes a distance prompt control and a slider control located at a preset starting point of the distance prompt control; the display length of the distance prompt control is used to characterize the predicted range indicated by the predicted release trajectory; the sliding operation is taken as a specific example of the fourth trigger operation; based on this, the "determining the penetrable distance corresponding to the virtual prop according to the fourth trigger operation" in the above step S1101 can be specifically implemented through the following steps S1101-1 to S1101-2.

[0166] Step S1101 - 1 : In response to a sliding operation on the slider control, the slider control is controlled to move from a preset starting point to a preset end point of the distance prompt control.

[0167] Step S1101-2: In response to the end of the sliding operation, the penetrable distance is determined according to a first length between a preset starting point and a current display position point of the slider control in the distance prompt control; the penetrable distance is negatively correlated with the first length.

[0168] In this embodiment, the skill adjustment control is a combined control, which may specifically include a distance prompt control and a slider control.

[0169] Among them, the display length of the above-mentioned distance prompt control is used to characterize the predicted range of the predicted release trajectory, which can be understood as: when no skill adjustment operation is performed, the distance prompt control is used to indicate that the end position of the predicted release trajectory can be used as the first position to which the virtual prop is to be released, that is, the penetrable distance corresponding to the virtual prop is equal to the predicted range indicated by the preset release trajectory.

[0170] The above-mentioned slider control is a control that can be slid between a preset starting point and a preset end point of the distance prompt control. The slider control is displayed at the preset starting point of the distance prompt control by default.

[0171] The preset starting point of the distance prompt control refers to the end point of the predicted release trajectory. When the slider control is located at the preset starting point, it can indicate that the virtual prop can penetrate the virtual obstacle and be released to the end point shown in the predicted release trajectory; correspondingly, the preset end point of the distance prompt control refers to the starting point of the predicted release trajectory. When the slider control is located at the preset end point, it can indicate that the virtual prop cannot penetrate the virtual obstacle.

[0172] The first length refers to the sliding distance of the slider control from the preset starting point. In this embodiment, the penetrable distance is negatively correlated with the first length. That is, when the first length is larger, the slider control is farther from the preset starting point, and the penetrable distance corresponding to the virtual prop is smaller; when the first length is smaller, the slider control is closer to the preset starting point, and the penetrable distance corresponding to the virtual prop is larger.

[0173] Specifically, the proportion of the first length in the display length of the distance prompt control can be determined, and then the penetrable distance is determined according to the proportion and the predicted range indicated by the predicted release trajectory. For example, when the ratio between the first length and the display length of the distance prompt control is 50%, and the predicted range is 50 meters, the penetrable distance is 50×50%=25 meters.

[0174] like Fig.11 As shown, Fig.11 Provides an example diagram of a skill adjustment control. Fig.11 In the specific example shown in (a), the distance prompt control is an arc-shaped control, the preset starting point of the distance prompt control is located at the top of the distance prompt control, the preset end point is located at the bottom of the distance prompt control, and the slider control is located at the preset starting point. When the player applies a downward sliding operation to the slider control, the slider control can be controlled to move from the preset starting point to the preset end point.

[0175] Assume that Fig.11 As shown in (b), when the sliding stops, the slider control is located at the current display position point. At this time, the first length between the preset starting point and the current display position point can be calculated, and then the current corresponding penetrable distance of the virtual prop can be calculated based on the first length and the predicted range.

[0176] In an optional specific embodiment, based on the above-mentioned steps S1101-1 and S1101-2, the control method in the game provided by the present application may also include the following step S1101-3.

[0177] Step S1101-3: According to the sliding operation, distinguish between the first control area and the second control area of ​​the distance prompt control; the first control area is the area between the preset starting point and the display position point, and the second control area is the area between the preset end point and the display position point of the distance prompt control.

[0178] That is, when the slider control is moved by sliding, the area passed by the slider control and the area not passed by the slider control in the distance prompt control are displayed differently.

[0179] It should be noted that the above-mentioned display position point is the position of the slider control at the end of the sliding operation. For details, please refer to the previous description and will not be repeated here.

[0180] The differentiating display methods of the first control area and the second control area of ​​the distance prompt control may include, but are not limited to: differentiating display with different fill colors, different display brightness, differentiating display with static logos and dynamic logos, differentiating display with different fill patterns, etc. For example, when differentiating display with different colors, the first control area is displayed in red, and the second control area is displayed in blue.

[0181] In some optional embodiments, the step S1110 of "updating the display trajectory projection identifier according to the critical position" can be specifically implemented through the following steps S1 to S2.

[0182] Step S1: Divide the trajectory projection mark into a first mark area and a second mark area according to the critical position.

[0183] Step S2: Displaying the first identification area and the second identification area differently; the first identification area is used to indicate the local trajectory between the critical position and the end position in the predicted release trajectory, and the second identification area is used to indicate the local trajectory between the starting position and the critical position in the predicted release trajectory.

[0184] Specifically, when determining the critical position in the predicted release trajectory, the projection position corresponding to the critical position in the preset plane is further determined, and the identification area after the projection position in the trajectory projection identification is determined as the first identification area, and the identification area before the projection position is determined as the second identification area.

[0185] The method for distinguishing the first identification area from the second identification area can refer to the method for distinguishing the first identification area from the second identification area described above, and will not be described in detail here.

[0186] It should be noted that the first identification area can be associated with the first control area in the distance prompt control; the second identification area can be associated with the second control area in the distance prompt control, so the distinguishing display method of the first identification area and the second identification area can be the same as the distinguishing display method of the first control area and the second control area. For example, when the first control area is displayed in red, the first identification area is also displayed in red, and when the second control area is displayed in blue, the second identification area is also displayed in blue.

[0187] In some optional implementations, the step S1110 of "updating the display of the release trajectory identifier according to the critical position" can be specifically implemented through the following step S3.

[0188] Step S3: According to the critical position, the release trajectory identifier is updated and displayed as a target release trajectory identifier, and the target release trajectory identifier includes a first release identifier and a second release identifier; the first release identifier is used to indicate a local trajectory located between the critical position and the end position in the predicted release trajectory, and the second release identifier is used to indicate a local trajectory located between the starting position and the critical position of the predicted release trajectory.

[0189] The purpose of step S3 is to update the release trajectory identifier corresponding to the virtual prop equipped with the obstacle penetration skill, so that the updated target release trajectory identifier can represent the local trajectory that can penetrate the virtual obstacle in the predicted release trajectory and the local trajectory that cannot penetrate the virtual obstacle in the predicted release trajectory. In this way, a strong visual connection can be established between the target release trajectory and the trajectory projection identifier displayed in the information panel, so that the player can more easily recognize the release state of the virtual prop when it is to be released in the current situation, reducing the cognitive burden of the player.

[0190] When the critical position in the predicted release trajectory is determined, a target release trajectory identifier including a first release identifier and a second release identifier is displayed, so that the target release trajectory identifier can respectively represent a local trajectory in the predicted release trajectory between the critical position and the end position, and a local trajectory in the predicted release trajectory between the initial position and the critical position of the virtual prop to be released in the virtual scene.

[0191] Optionally, when the release trajectory identifier is updated and displayed as a target release trajectory, the control method in the game provided by the present application may further include the following step S4:

[0192] Step S4: Distinguishing and displaying the first release mark and the second release mark.

[0193] The purpose of step S4 is to display the first release mark and the second release mark in the target release track mark in different display modes to improve the visual experience of the player. The display mode of displaying the first release mark and the second release mark can refer to the display mode described above, which will not be repeated here.

[0194] It should be noted that the first release mark can be associated with the first mark area described above and the first control area in the distance prompt control; the second release mark can be associated with the second mark area described above and the second control area in the distance prompt control. Therefore, the display method for distinguishing the first mark area from the second mark area can be the same as the display method for distinguishing the first control area from the second control area. For example, when the first control area is displayed in red, the first mark area and the first release mark are displayed in red at the same time, and when the second control area is displayed in blue, the second mark area and the second release mark are displayed in blue at the same time.

[0195] In some optional implementations, the step S1110 of "updating the display area projection identifier according to the critical position" can be specifically implemented through the following steps S5 to S6.

[0196] Step S5: According to the critical position, the first position to which the virtual prop is to be released is updated to obtain the updated first position, and the second skill action area corresponding to the game skill of the virtual prop equipment at the updated first position is determined.

[0197] Step S6: Hide the area projection mark of the first skill action area on the preset plane, and display the area projection mark of the second skill action area on the preset plane.

[0198] In this embodiment, since the obstacle penetration skill of the virtual prop is in an impenetrable state after the critical position, the virtual prop cannot penetrate the virtual obstacle after the critical position of the predicted release trajectory. Therefore, the virtual prop may collide with the virtual obstacle when it moves to the critical position. Therefore, the first position to which the virtual prop is to be released will change. Therefore, the purpose of the above step S5 is to update the first position and obtain the updated first position, which means that according to the above skill adjustment operation, the virtual prop is to be released to the updated first position, rather than the first position before the update.

[0199] In an optional specific embodiment, the third collision position where the virtual prop and the target virtual obstacle are to collide can be determined based on the critical position, and the third collision position can be determined as the updated first position; the target virtual obstacle is a virtual obstacle located after the critical position in the release direction. Specifically, the target virtual obstacle is the first virtual obstacle located after the critical position among all virtual obstacles. It should be noted that the first virtual obstacle can be a mobile obstacle currently moving to the predicted release trajectory, or it can be a fixed virtual obstacle, which is not specifically limited in this embodiment.

[0200] The third collision position where the virtual prop collides with the target virtual obstacle is the intersection of the predicted release trajectory of the virtual prop to be released and the target obstacle. The third collision position can be used as the new first position to which the virtual prop is to be released.

[0201] When the updated first position is determined, the area projection mark displayed in the graphical user interface is further updated. The specific updating process is: hiding the area projection mark corresponding to the first skill area at the first position in the information panel, and displaying the area projection mark corresponding to the second skill area at the updated first position.

[0202] Next, combine Fig.12 And a specific example is given to exemplarily introduce the steps of updating and displaying the trajectory projection mark, releasing the trajectory mark and the area projection mark when the virtual prop is equipped with the obstacle penetration skill.

[0203] like Fig.12 As shown, in the graphical user interface 2006, the release control 13 is displayed in a left-slash filled state, indicating that the release operation applied to the release control 13 is maintained; the first configuration area in the skill configuration control 14 is displayed in a right-slash filled state, indicating that the virtual prop is currently equipped with the obstacle penetration skill. In this case, the graphical user interface 2006 displays an information panel 20, a skill adjustment control 21, an aiming mark 18, and a release trajectory mark 19. Among them, the information panel 20 displays a first trajectory projection mark, an obstacle projection mark, and a display area projection mark at the end projection position C1 indicated by the first trajectory projection mark; the slider control in the skill adjustment control 21 is currently located at the top of the distance prompt control, indicating that the penetration distance of the virtual prop when it is to be released is equal to the predicted range indicated by the predicted release trajectory. In other words, the virtual prop can be released to the end position of the predicted release trajectory, and the projection of the end position in the preset plane is the end projection position C1.

[0204] In addition, in the graphical user interface 2006, the first trajectory projection mark and the release trajectory mark 19 displayed in the information panel 20 are both displayed in a solid parabola style with arrows, indicating that the virtual prop can currently pass through the virtual obstacle and be released behind the virtual obstacle.

[0205] Based on the graphical user interface 2006, if the player applies a downward sliding operation to the slider control in the skill adjustment control 21, the slider control can be controlled to move from the top to the bottom of the distance prompt control in the skill adjustment control 21. For example, in response to the sliding operation, the graphical user interface 2006 can be switched to the graphical user interface 2007. In the graphical user interface 2007, when the slider control is located at the position point A of the distance prompt control, the first control area between the top position of the distance prompt control and the position point A can be displayed in a dotted line filled state to distinguish it from the unfilled state of the second control area between the position point A and the bottom position of the distance prompt control. In addition, the first trajectory projection identifier and the area projection identifier displayed in the display information panel 20 can be updated, and the display trajectory release identifier 19 can be updated.

[0206] Specifically, in the information panel 20 of the graphical user interface 2007, the projection position point B1 is the projection of the critical position on the preset plane, therefore, the trajectory projection mark in the information panel 20 is divided into a first mark area B1C1 and a second mark area A1B1, based on which, the first mark area B1C1 is displayed in a dotted parabola style, and the second mark area A1B1 is displayed in a realized parabola style. In this way, the player can intuitively know through the information panel 20 that in the current state, the virtual props can no longer penetrate the virtual obstacles after being released to the trajectory position corresponding to the projection position point B1.

[0207] In addition, assuming that the projection of the intersection position of the predicted release trajectory of the virtual prop to be released with the target obstacle on the preset plane is the projection position point D1, it means that the first position to which the virtual prop is to be released is the trajectory position corresponding to the projection position point D1. At this time, a projection area identifier can be generated at the projection position point D1, and the projection area identifier originally displayed at the projection position point C1 in the information panel 20 in the graphical user interface 2006 is hidden.

[0208] Similarly, after the critical position is determined according to the above sliding operation, the release trajectory mark 19 displayed in the graphical user interface 2006 can be updated to the target release trajectory mark, that is, the target release trajectory mark 22 can be displayed in the graphical user interface 2007. The target release trajectory mark 22 may include a first release mark B2C2 and a second release mark A2B2. Based on this, the first release mark B2C2 is displayed in a dotted parabola style, and the second release mark A2B2 is displayed in a realized parabola style.

[0209] In this way, the display style of the first release mark B2C2 is the same as the display style of the first mark area B1C1 in the information panel, and the display style of the second release mark A2B2 is the same as the display style of the second mark area A1B1 in the information panel. A strong visual connection can be established between the target release trajectory and the trajectory projection mark displayed in the information panel. Players can more easily recognize the release status of the virtual props when they are to be released in the current situation, reducing the cognitive burden of players.

[0210] In some optional embodiments, the control method in the game provided by the present application may also include the following step S1120.

[0211] Step S1120: In response to the end of the release operation, the virtual prop is controlled to be released based on the predicted release trajectory.

[0212] In this embodiment, the end of the release operation can be understood as: the player stops applying the release operation. For example, when the release operation is a click operation on the release control, when the player lifts his finger so that the finger and the release control are not in contact, the click operation can be considered to be ended; for another example, when the release operation is a hover operation on the release control, when the player moves the finger or other media out of the display area of ​​the release control, the hover operation can be considered to be ended.

[0213] When the release operation is completed, the virtual prop can be controlled to be released based on the predicted release trajectory.

[0214] Controlling the virtual prop to release based on the predicted release trajectory means controlling the virtual prop to move to each position point indicated in the predicted release trajectory until it is released to the first position described above or the updated first position.

[0215] In some optional implementations, when the information panel and the release trajectory identifier are displayed in the graphical user interface, the control method in the game provided by the present application may further include the following step S1130.

[0216] Step S1130: In response to the hiding instruction, hiding the information panel and / or releasing the track mark.

[0217] The hiding instruction is a processing instruction for making the information panel and / or the release track mark invisible. The hiding instruction can be generated by any of the following exemplary methods:

[0218] Example 1: In response to the end of the release operation, a hidden instruction is generated.

[0219] Example 2: In response to the display time of the information panel reaching a preset time after the virtual prop is released to the first position, a hiding instruction is generated.

[0220] For this example 1, as described above, when the release operation is maintained, the information panel and / or the release track mark are displayed. This example 1 is limited to hiding the information panel and / or the release track mark when the release operation ends. That is, the hiding or display of the information panel and / or the release track mark is controlled by the release operation. In this way, the display of the information panel and the release operation of the virtual props can be closely associated, the correlation between the information panel and the release operation can be improved, the player can obtain information more intuitively, and the player's visual experience is improved.

[0221] In addition, in combination with the above step S1120, when the release operation ends, the information panel and / or the release track mark may be hidden while the virtual item is released.

[0222] For the above example 2, after the above virtual prop is released to the first position, the display time of the information panel reaches the preset time, which means that when the release operation is completed, no hiding instruction is generated, that is, the information panel is not hidden. In this case, the display time of the information panel after the virtual prop is released to the first position based on the predicted release trajectory is detected, and when the display time reaches the preset time, the information panel is hidden. In short, the information panel is hidden after the virtual prop is released based on the predicted release trajectory.

[0223] In some optional embodiments, the game skills of the virtual props equipment described above may include a character detection skill, which is a game skill for detecting whether there are other second virtual characters other than the first virtual character near the virtual props; based on the virtual props equipment character detection skill, and the timing of generating the hidden instruction in Example 2, the embodiment of the present application may also include the following step S1130.

[0224] Step S1130: When the virtual prop is released to the first position according to the predicted release trajectory, if there is a second virtual character in an invisible state in the first skill action area corresponding to the character detection skill, the character projection mark of the second virtual character on the preset plane is displayed in the information panel.

[0225] In this embodiment, the above-mentioned second virtual character refers to one or more virtual characters other than the first virtual character, and the second virtual character and the first virtual character may belong to the same camp or different camps, that is, the second virtual character and the first virtual character may be teammates or enemies of each other, which is not specifically limited in this embodiment.

[0226] The second virtual character in the invisible state can be understood as follows: the second virtual character is invisible relative to the first virtual character, for example, the second virtual character is blocked by a virtual obstacle, or the second virtual character is displayed with a preset transparency, and the preset transparency makes the virtual character invisible. In layman's terms, the preset transparency makes the second virtual character "invisible". In the case where the second virtual character is invisible in the skill action area corresponding to the character detection skill, the second virtual character can be made visible relative to the first virtual character by displaying the character projection logo of the second virtual character on the information panel.

[0227] Among them, the character projection mark of the second virtual character on the preset plane can be a schematic diagram of any graphic representing the position projection of the character position of the second virtual character in the virtual scene, such as a dot, a triangle, etc., or it can be a two-dimensional image matching the character model of the second virtual character, and there is no specific limitation on this.

[0228] It should be noted that the second virtual character corresponds to the character projection identifier one by one, that is, when there is one second virtual character in the skill action area, one character projection identifier is displayed in the information panel, and when there are multiple second virtual characters in the skill action area, multiple character projection identifiers are displayed in the information panel. It should be further explained that when the character projection identifiers of multiple second virtual characters on the preset plane overlap, the multiple character identifiers can be displayed with an offset when the character projection identifiers are displayed so that the character projection identifiers do not overlap in the information panel, so that the player can intuitively view the number of second virtual characters in the skill action area at the first position through the information panel.

[0229] Specifically, after the virtual prop is released to the first position, if a second virtual character is detected in the first skill action area, the character projection identifier of the second virtual character displayed in the information panel is located in the area projection identifier corresponding to the first skill action area.

[0230] By displaying the above-mentioned character projection logo in the information panel, it can assist players in observing whether there is a second virtual character at the first position where the virtual prop is released. Even if the virtual obstacle blocks the second virtual character, the virtual prop equipped with the character detection skill can be released to check whether there is a second virtual character behind the virtual obstacle, thereby further enriching the player's gaming experience.

[0231] like Fig.13 As shown, in Fig.13In the area identification displayed in the information panel of the specific example shown, two character projection identifications are displayed, and the display positions of the two character projection identifications have only a slight visual displacement. According to the information panel, the player can intuitively see that there are two second virtual characters in the designated area at the first position behind the virtual obstacle to which the virtual prop is released; in this way, even if the virtual obstacles in the virtual scene do not change, the number of invisible second virtual characters located behind the virtual obstacles can be viewed through the information panel, thereby improving the player's gaming fun while ensuring the realism of the game.

[0232] In an optional embodiment, when the game skills of the virtual prop equipment include character detection skills, in addition to using the method of displaying the character projection identifier of the second virtual character in the first skill area through the information panel in the above step S1130 to check whether there is a second virtual character in the designated area, in an embodiment of the present application, the following step S1140 can also be used to check whether there is a second virtual character in the designated area at the first position where the virtual prop is released.

[0233] Step S1140: When the virtual prop is released to the first position according to the predicted release trajectory, if there is a second virtual character in an invisible state in the first skill action area corresponding to the character detection skill, the second virtual character is displayed in a preset visible manner in the virtual scene, so that the second virtual character is visible relative to the first virtual character.

[0234] In this embodiment, the second virtual character is displayed in a preset visible manner in the virtual scene instead of displaying the character projection identifier of the second virtual character in the information panel. The hiding timing of the information panel may not be limited, that is, even if the information panel is hidden immediately after the release operation is completed, the position and number of the second virtual characters located in the first skill action area can be viewed through the method provided in step 1140, thereby enriching the playability of the game and improving the realism of the game, that is, simulating the display method of characters with perspective obstructed in the real world.

[0235] The preset visibility mode can be specifically designed according to the actual situation. For example, when the second virtual character is blocked by a virtual occluder and the second virtual character is located in the first skill action area of ​​the character detection skill, in addition to displaying the role projection logo of the second virtual character in the information panel, the second virtual character blocked by the virtual occluder can also be displayed in the virtual scene in a perspective manner; for another example, when the second virtual character is displayed with a preset transparency, resulting in the second virtual character being invisible, the transparency of the second virtual character can be adjusted from the preset transparency to the target transparency to make the second virtual character visible.

[0236] Next, combine Fig.14 And a specific example is given to introduce the control method in the game provided by this application in detail.

[0237] like Fig.14 As shown, based on the graphical user interface 2006, if the player stops the click operation applied to the release control 13, the virtual arrow in the virtual bow 10 can be controlled to be released; that is, the graphical user interface 2006 can be switched to be displayed as the graphical user interface 2008, or the graphical user interface 2006 can be switched to be displayed as the graphical user interface 2009.

[0238] As shown in the graphical user interface 2008 , the release control 13 is displayed in an unfilled state, indicating that no operation is currently applied to the release control 13 . On this basis, the information panel 20 originally displayed in the graphical user interface 2006 is hidden.

[0239] In addition, assuming that in the graphical user interface 2008, the virtual arrow has been released to the first position behind the virtual obstacle 11, and when it is detected that there are two second virtual characters in the first skill action area corresponding to the character detection skill of the virtual prop equipment at the first position, the two second virtual characters can be displayed in the virtual scene in a perspective manner so that the two second virtual characters are visible relative to the first virtual character. For example, as shown in area 23 in the graphical user interface 2008, two second virtual characters are displayed, so that it can be intuitively known that there are two second virtual characters in the designated area behind the virtual obstacle 11, and the approximate location of each second virtual character.

[0240] Alternatively, when the graphical user interface 2006 is switched to the graphical user interface 2009, the release control 13 is displayed in an unfilled state in the graphical user interface 2009, indicating that no operation is currently applied to the release control 13. In addition, assuming that the virtual arrow has been released to the first position behind the virtual obstacle 11, and it is detected that there are two second virtual characters in the first skill action area corresponding to the character detection skill of the virtual prop equipment at the first position, the character projection identifiers of the two second virtual characters can be displayed in the information panel 24 displayed in the graphical user interface 2009, and the two second virtual characters can be displayed in the virtual scene in a perspective manner as shown in the area 23, so that the two second virtual characters are visible relative to the first virtual character.

[0241] In this way, as shown in the graphical user interface 2009, a way is added for the player to view the second virtual character located in the designated area at the first position to which the virtual prop is to be released, thereby improving the game experience of the player.

[0242] So far, the method provided by this embodiment has been described. By displaying the trajectory projection mark and obstacle projection mark of the virtual prop in the information panel, the player can intuitively and conveniently pre-judge the release state of the virtual prop when it is released to the virtual obstacle, and then can refer to the release state to quickly adjust the relevant release operation for the virtual prop, so that the release state of the virtual prop meets the player's expectations. In this way, when releasing the virtual prop, the player's vision is not affected by the occlusion of the virtual obstacle, which facilitates the player to accurately control the release process of the virtual prop, and improves the player's visual experience.

[0243] It should be noted that Fig.11 , Fig.12 as well as Fig.14 The dotted lines in the figure are fictitious lines for the sake of ease of understanding and do not exist on the graphical user interface displayed on the terminal device.

[0244] In addition, it can be understood that the above is similar to Figure 3 to Figure 14 The size, appearance, layout, display text and other information of each element in the schematic diagram are exemplary and are not intended to limit the actual graphical user interface.

[0245] It should be noted that in each drawing, the same pattern represents the same element. Therefore, each pattern is labeled when it first appears, and when it appears in subsequent drawings, although it is not labeled, the description in the previous drawings can be referred to.

[0246] Corresponding to the control method in the game provided in the embodiment of the present application, the embodiment of the present application also provides a control device 3000 in the game, such as Fig.15 As shown, the device 3000 includes: a first display unit 3001 and a second display unit 3002;

[0247] The first display unit 3001 is used to display at least part of the virtual scene of the game through a graphical user interface, where the virtual scene includes virtual props controlled by the first virtual character;

[0248] The second display unit 3002 is used to respond to the release operation of the virtual prop, and when the release operation is maintained, display an information panel through a graphical user interface, and display in the information panel a trajectory projection mark corresponding to the predicted release trajectory of the virtual prop when it is to be released on a preset plane;

[0249] The second display unit 3002 is also used to display the obstacle projection mark corresponding to the virtual obstacle on the preset plane in the information panel when there is a virtual obstacle in the release direction of the virtual prop to be released; the trajectory projection mark and the obstacle mark are used to indicate the release state of the virtual prop to be released toward the virtual obstacle.

[0250] Optionally, the preset plane is a plane perpendicular to a preset ground plane of the virtual scene.

[0251] Optionally, the first display unit 3001 is further configured to generate a release trajectory identifier between an initial position of the virtual prop to be released in the virtual scene and an intersection position of the predicted release trajectory and the virtual obstacle while maintaining the release operation.

[0252] Optionally, the second display unit 3002 is also used to determine the end position of the predicted release trajectory as the first position to which the virtual prop is to be released, and the first skill action area corresponding to the game skill of the virtual prop equipment at the first position while maintaining the release operation; and display the area projection mark of the first skill action area on the preset plane through the information panel.

[0253] Optionally, the first display unit 3001 is also used to display a skill configuration control through a graphical user interface, the skill configuration control including a first configuration area and a second configuration area; in response to a selection operation, if the operation position of the selection operation is located within the first configuration area, the obstacle penetration skill is equipped for the virtual prop; if the operation position of the selection operation is located within the second configuration area, the obstacle penetration skill is unequipped for the virtual prop; the obstacle penetration skill is used to indicate that the virtual prop has the ability to penetrate virtual obstacles.

[0254] Optionally, the trajectory projection identifier includes a first trajectory projection identifier and a second trajectory projection identifier, the virtual obstacle is located within a predicted range indicated by the predicted release trajectory, and the predicted range matches the release operation;

[0255] The second display unit 3002 is also used to display a first trajectory projection identifier in the information panel when the virtual prop is equipped with an obstacle penetration skill; the first trajectory projection identifier is used to indicate that the predicted release trajectory can pass through the virtual obstacle; when the virtual prop is not equipped with the obstacle penetration skill, the second trajectory projection identifier is displayed in the information panel; the second trajectory projection identifier is used to indicate that the predicted release trajectory is located between the virtual prop to be released and the virtual obstacle.

[0256] Optionally, the second display unit 3002 is also used to respond to a skill adjustment operation when the virtual prop is equipped with an obstacle penetration skill, and determine the critical position corresponding to the time when the virtual prop is to be released according to the skill adjustment operation; the critical position is the transition position where the skill state of the obstacle penetration skill is adjusted from a penetrable state to an impenetrable state; according to the critical position, update the display trajectory projection identifier, the release trajectory identifier, and / or the area projection identifier.

[0257] Optionally, the second display unit 3002 is specifically used to display a skill adjustment control through a graphical user interface; in response to a fourth trigger operation on the skill adjustment control, determine a critical position corresponding to when the virtual item is to be released according to the fourth trigger operation.

[0258] Optionally, the second display unit 3002 is further specifically used to determine the penetrable distance corresponding to the virtual prop according to the fourth trigger operation; the penetrable distance is less than or equal to the predicted range indicated by the predicted release trajectory; and the critical position is determined according to the initial position and the penetrable distance.

[0259] Optionally, the skill adjustment control includes a distance prompt control and a slider control located at a preset starting point of the distance prompt control; the display length of the distance prompt control is used to represent the predicted range indicated by the predicted release trajectory; the fourth trigger operation includes a sliding operation;

[0260] The second display unit 3002 is also specifically used to control the slider control to move from a preset starting point to a preset end point of the distance prompt control in response to a sliding operation on the slider control; in response to the end of the sliding operation, determine the penetrable distance according to a first length between the preset starting point and the current display position point of the slider control in the distance prompt control; the penetrable distance is negatively correlated with the first length.

[0261] Optionally, the second display unit 3002 is also specifically used to distinguish between a first control area and a second control area for displaying a distance prompt control according to a sliding operation; the first control area is the area between a preset starting point and a display position point, and the second control area is the area between a preset end point and a display position point of the distance prompt control.

[0262] Optionally, the second display unit 3002 is further used to divide the trajectory projection marker into a first marker area and a second marker area according to the critical position; and display the first marker area and the second marker area separately; the first marker area is used to indicate a local trajectory in the predicted release trajectory located between the critical position and the end position, and the second marker area is used to indicate a local trajectory in the predicted release trajectory located between the starting position and the critical position of the predicted release trajectory.

[0263] Optionally, the second display unit 3002 is specifically used to update the release trajectory identifier to a target release trajectory identifier based on the critical position, and the target release trajectory identifier includes a first release identifier and a second release identifier; the first release identifier is used to indicate a local trajectory located between the critical position and the end position in the predicted release trajectory, and the second release identifier is used to indicate a local trajectory located between the starting position and the critical position of the predicted release trajectory.

[0264] Optionally, the second display unit 3002 is further specifically used to distinguish and display the first release mark and the second release mark;

[0265] Optionally, the second display unit 3002 is specifically used to update the first position to which the virtual prop is to be released according to the critical position, obtain the updated first position, and determine the second skill action area corresponding to the game skill equipped with the virtual prop at the updated first position; hide the area projection mark of the first skill action area on the preset plane, and display the area projection mark of the second skill action area on the preset plane.

[0266] Optionally, the second display unit 3002 is further specifically used to determine, based on the critical position, a third collision position where the virtual prop and the target virtual obstacle are to collide, and determine the third collision position as the updated first position; the target virtual obstacle is a virtual obstacle located after the critical position in the release direction.

[0267] Optionally, the second display unit 3002 is also used to distinguish between the target identification when the virtual prop is equipped with the obstacle penetration skill and the target identification when the virtual prop is not equipped with the obstacle penetration skill; the target identification includes a trajectory projection identification and / or a release trajectory identification.

[0268] Optionally, the above device 3000 further includes a control unit 3002;

[0269] The control unit 3002 is used to control the virtual prop to be released based on the predicted release trajectory in response to the end of the release operation.

[0270] Optionally, the second display unit 3002 is further used to hide the information panel and / or the release trajectory mark in response to a hide instruction. The hide instruction is generated in any of the following ways: generating a hide instruction in response to the end of the release operation; generating a hide instruction in response to the display time of the information panel reaching a preset time after the virtual prop is released to the first position.

[0271] Optionally, the game skills of the virtual prop equipment include character detection skills; in response to the virtual prop being released to the first position, the display time of the information panel reaches a preset time and a hiding instruction is generated, the second display unit 3002 is also used to display the character projection identifier of the second virtual character on the preset plane in the information panel when the virtual prop is released to the first position according to the predicted release trajectory and if there is a second virtual character in an invisible state in the first skill action area corresponding to the character detection skill.

[0272] Optionally, the game skills of the virtual prop equipment include character detection skills; the second display unit 3002 is also used to display the second virtual character in a preset visible manner in the virtual scene when the virtual prop is released to the first position according to the predicted release trajectory, if there is a second virtual character in an invisible state in the first skill action area corresponding to the character detection skill, so that the second virtual character is visible relative to the first virtual character.

[0273] Corresponding to the control method in a game provided in the embodiment of the present application, the embodiment of the present application also provides an electronic device 4000 for implementing the control method in the game, such as Fig.16 As shown, the electronic device 4000 includes: a processor 4001; and a memory 4002, which is used to store the program of the control method in the game. After the device is powered on and runs the program of the control method in the game through the processor, any steps in the method embodiment of the above-mentioned game control method are executed. For example, the following steps can be executed:

[0274] Displaying at least part of a virtual scene of the game through a graphical user interface, wherein the virtual scene includes virtual props controlled by the first virtual character;

[0275] In response to a release operation on the virtual prop, while the release operation is maintained, an information panel is displayed through a graphical user interface, and a trajectory projection mark corresponding to a predicted release trajectory of the virtual prop when it is to be released on a preset plane is displayed in the information panel;

[0276] When there is a virtual obstacle in the release direction of the virtual prop to be released, the obstacle projection mark corresponding to the virtual obstacle on the preset plane is displayed in the information panel; the trajectory projection mark and the obstacle mark are used to indicate the release state of the virtual prop to be released toward the virtual obstacle.

[0277] Corresponding to the control method in the game provided by the embodiment of the present application, the embodiment of the present application further provides a computer-readable storage medium storing a program of the control method in the game, the program is executed by a processor to perform any steps in the method embodiment of the above-mentioned game control method, for example, the following steps may be performed:

[0278] Displaying at least part of a virtual scene of the game through a graphical user interface, wherein the virtual scene includes virtual props controlled by the first virtual character;

[0279] In response to a release operation on the virtual prop, while the release operation is maintained, an information panel is displayed through a graphical user interface, and a trajectory projection mark corresponding to a predicted release trajectory of the virtual prop when it is to be released on a preset plane is displayed in the information panel;

[0280] When there is a virtual obstacle in the release direction of the virtual prop to be released, the obstacle projection mark corresponding to the virtual obstacle on the preset plane is displayed in the information panel; the trajectory projection mark and the obstacle mark are used to indicate the release state of the virtual prop to be released toward the virtual obstacle.

[0281] It should be noted that for the detailed description of the device, electronic device and computer-readable storage medium provided in the embodiments of the present application, reference can be made to the relevant description of the method embodiment of the control method in the game provided in the embodiments of the present application, which will not be repeated here.

[0282] 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.

[0283] In a typical configuration, an electronic device includes one or more processors (CPU), input / output interfaces, network interfaces, and memory.

[0284] The memory may include non-permanent storage in a computer-readable medium, random access memory (RAM) and / or non-volatile memory in the form of read-only memory (ROM) or flash RAM. The memory is an example of a computer-readable medium.

[0285] 1. Computer-readable media includes permanent and non-permanent, removable and non-removable media that can be used to store information by any method or technology. Information can be computer-readable operations, data structures, program modules or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technology, compact disk read-only memory (CD-ROM), digital versatile disk (DVD) or other optical storage, magnetic cassettes, magnetic tape magnetic disk storage or other magnetic storage devices or any other non-transmission media that can be used to store information that can be accessed by a computing device. As defined in this article, computer-readable media does not include non-transitory media such as modulated data signals and carrier waves.

[0286] 2. Those skilled in the art should understand that the embodiments of the present application can be provided as methods, systems or computer program products. Therefore, the present application can take the form of a complete hardware embodiment, a complete software embodiment or an embodiment combining software and hardware. Moreover, the present application can take the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.

[0287] 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.

Claims

1. A control method in a game, characterized in that: The method comprises: Displaying at least part of a virtual scene of the game through a graphical user interface, wherein the virtual scene includes virtual props controlled by the first virtual character; In response to a release operation on the virtual item, while maintaining the release operation, an information panel is displayed through the graphical user interface, and a trajectory projection mark corresponding to a predicted release trajectory of the virtual item when it is to be released on a preset plane is displayed in the information panel; When there is a virtual obstacle in the release direction of the virtual prop to be released, an obstacle projection mark corresponding to the virtual obstacle on the preset plane is displayed in the information panel; the trajectory projection mark and the obstacle mark are used to indicate the release state of the virtual prop to be released toward the virtual obstacle.

2. The method according to claim 1, characterized in that The preset plane is a plane that is perpendicular to the preset ground plane of the virtual scene.

3. The method according to claim 1, characterized in that The method further comprises: While the release operation is maintained, a release trajectory identifier is generated between an initial position of the virtual prop to be released in the virtual scene and an intersection position of the predicted release trajectory and the virtual obstacle.

4. The method according to claim 3, characterized in that The method further comprises: While maintaining the release operation, determining the end position of the predicted release trajectory as the first position to which the virtual item is to be released, and a first skill action area corresponding to the game skill equipped by the virtual item at the first position; The information panel displays the area projection mark of the first skill action area on the preset plane.

5. The method according to claim 4, characterized in that The method further comprises: displaying, via the graphical user interface, a skill configuration control, the skill configuration control comprising a first configuration area and a second configuration area; In response to a selection operation, if the operation position of the selection operation is located within the first configuration area, equipping the virtual item with the obstacle penetration skill; If the operation position of the selection operation is located in the second configuration area, the obstacle penetration skill is unequipped for the virtual item; the obstacle penetration skill is used to indicate that the virtual item has the ability to penetrate the virtual obstacle.

6. The method according to claim 5, characterized in that The trajectory projection identifier includes a first trajectory projection identifier and a second trajectory projection identifier, the virtual obstacle is located within a predicted range indicated by the predicted release trajectory, and the predicted range matches the release operation; The displaying in the information panel a trajectory projection mark corresponding to the predicted release trajectory of the virtual prop to be released on the preset plane includes: When the virtual item is equipped with the obstacle penetration skill, the first trajectory projection mark is displayed in the information panel; the first trajectory projection mark is used to indicate that the predicted release trajectory can pass through the virtual obstacle; When the virtual item is not equipped with the obstacle penetration skill, the second trajectory projection identifier is displayed in the information panel; the second trajectory projection identifier is used to indicate that the predicted release trajectory is located between the virtual item to be released and the virtual obstacle.

7. The method according to claim 5, characterized in that The method further comprises: When the virtual item is equipped with the obstacle penetration skill, in response to a skill adjustment operation, a critical position corresponding to when the virtual item is to be released is determined according to the skill adjustment operation; the critical position is a transition position where the skill state of the obstacle penetration skill is adjusted from a penetrable state to an impenetrable state; According to the critical position, the trajectory projection mark, the release trajectory mark, and / or the area projection mark are updated and displayed.

8. The method according to claim 7, characterized in that: In response to the skill adjustment operation, determining the critical position corresponding to when the virtual item is to be released according to the skill adjustment operation includes: displaying skill adjustment controls via the graphical user interface; In response to a fourth trigger operation on the skill adjustment control, a critical position corresponding to when the virtual item is to be released is determined according to the fourth trigger operation.

9. The method according to claim 8, characterized in that The determining, according to the fourth trigger operation, a critical position corresponding to when the virtual item is to be released includes: Determining a penetrable distance corresponding to the virtual item according to the fourth trigger operation; the penetrable distance is less than or equal to the predicted range indicated by the predicted release trajectory; The critical position is determined according to the initial position and the penetrable distance.

10. The method according to claim 9, characterized in that The skill adjustment control includes a distance prompt control and a slider control located at a preset starting point of the distance prompt control; the display length of the distance prompt control is used to represent the predicted range indicated by the predicted release trajectory; The fourth trigger operation includes a sliding operation; The determining the penetrable distance corresponding to the virtual prop according to the fourth trigger operation includes: In response to a sliding operation on the slider control, controlling the slider control to move from the preset starting point to a preset end point of the distance prompt control; In response to the end of the sliding operation, the penetrable distance is determined according to a first length between the preset starting point and a current display position of the slider control in the distance prompt control; the penetrable distance is negatively correlated with the first length.

11. The method according to claim 10, characterized in that The method further comprises: According to the sliding operation, a first control area and a second control area of ​​the distance prompt control are displayed distinguishably; the first control area is the area between the preset starting point and the display position point, and the second control area is the area between the preset end point of the distance prompt control and the display position point.

12. The method according to claim 7, characterized in that The updating and displaying of the trajectory projection mark according to the critical position includes: According to the critical position, the trajectory projection mark is divided into a first mark area and a second mark area; The first identification area and the second identification area are displayed distinctively; the first identification area is used to indicate a local trajectory in the predicted release trajectory located between the critical position and the end position, and the second identification area is used to indicate a local trajectory in the predicted release trajectory located between the starting position and the critical position of the predicted release trajectory.

13. The method according to claim 7, characterized in that The step of updating and displaying the release trajectory identifier according to the critical position includes: According to the critical position, the release trajectory identifier is updated to a target release trajectory identifier, and the target release trajectory identifier includes a first release identifier and a second release identifier; the first release identifier is used to indicate a local trajectory in the predicted release trajectory between the critical position and the end position, and the second release identifier is used to indicate a local trajectory between the starting position of the predicted release trajectory and the critical position.

14. The method according to claim 13, characterized in that The method further comprises: The first release indicator and the second release indicator are displayed distinctively.

15. The method according to claim 7, characterized in that The step of updating and displaying the regional projection mark according to the critical position includes: According to the critical position, the first position to which the virtual prop is to be released is updated to obtain an updated first position, and a second skill action area corresponding to the game skill of the virtual prop equipment at the updated first position is determined; The regional projection mark of the first skill action area on the preset plane is hidden, and the regional projection mark of the second skill action area on the preset plane is displayed.

16. The method according to claim 15, characterized in that The updating the first position to be released of the virtual prop according to the critical position to obtain the updated first position includes: According to the critical position, a third collision position where the virtual prop and the target virtual obstacle are to collide is determined, and the third collision position is determined as the updated first position; the target virtual obstacle is a virtual obstacle located after the critical position in the release direction.

17. The method according to claim 5, characterized in that The method further comprises: The target identifier when the virtual item is equipped with the obstacle penetration skill and the target identifier when the virtual item is not equipped with the obstacle penetration skill are displayed differently; the target identifier includes the trajectory projection identifier and / or the release trajectory identifier.

18. The method according to claim 1, characterized in that The method further comprises: In response to the end of the release operation, the virtual prop is controlled to be released based on the predicted release trajectory.

19. The method according to claim 1, characterized in that The method further comprises: In response to a hiding instruction, the information panel and / or the release trajectory mark are hidden. The hidden instruction is generated by any of the following methods: In response to the end of the release operation, generating the hidden instruction; In response to the display time of the information panel reaching a preset time after the virtual prop is released to the first position, the hiding instruction is generated.

20. The method according to claim 19, characterized in that The game skills of the virtual prop equipment include character detection skills; In response to the virtual item being released to the first position and the display time of the information panel reaching a preset time, when the hiding instruction is generated, the method further includes: When the virtual prop is released to the first position according to the predicted release trajectory, if there is a second virtual character in an invisible state in the first skill action area corresponding to the character detection skill, the character projection identifier of the second virtual character on the preset plane is displayed in the information panel.

21. The method according to claim 18, characterized in that The game skills of the virtual prop equipment include character detection skills; the method also includes: When the virtual prop is released to the first position according to the predicted release trajectory, if there is a second virtual character in an invisible state in the first skill action area corresponding to the character detection skill, the second virtual character is displayed in the virtual scene in a preset visible manner so that the second virtual character is visible relative to the first virtual character.

22. A control device in a game, characterized in that: The device comprises: a first display unit and a second display unit; The first display unit is used to display at least part of the virtual scene of the game through a graphical user interface, wherein the virtual scene includes virtual props controlled by the first virtual character; The second display unit is used to respond to a release operation on the virtual item, and while maintaining the release operation, display an information panel through the graphical user interface, and display in the information panel a trajectory projection mark corresponding to a predicted release trajectory of the virtual item to be released on a preset plane; The second display unit is further used to display an obstacle projection mark corresponding to the virtual obstacle on the preset plane in the information panel when there is a virtual obstacle in the release direction of the virtual prop to be released; the trajectory projection mark and the obstacle mark are used to indicate the release state of the virtual prop toward the virtual obstacle to be released.

23. 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 according to any one of claims 1 to 21 is executed.

24. 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 21.