Interactive method and related product for releasing skills in games
Patent Information
- Application Number
- HK42024086865
- Authority / Receiving Office
- HK · HK
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-02-07
- Publication Date
- 2026-10-09
- Estimated Expiration
- 2042-04-14
AI Technical Summary
In the game, the skill icons of virtual objects take up a lot of screen space, affecting the visual experience, and the skill release operation is cumbersome, resulting in a boring and mechanical experience for players.
By integrating the release status of different skills into the character icons of virtual objects, and using different display effects to indicate the release status of skills, players can identify releaseable skills by the display effects of the character icons and release skills directly by triggering operations.
The interaction of skill release has been simplified, the game experience has been improved, the player's field of vision has been expanded, system resource consumption has been reduced, and the processing speed of the game has been increased.
Smart Images

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Abstract
Description
Technical Field
[0001] This application relates to the field of game interaction technology, and in particular to an interactive method for releasing skills in a game and related products. Background Technology
[0002] To enhance gameplay, many gaming platforms now offer a wide variety of virtual objects within the same game. These virtual objects can be selected by the player and perform corresponding actions based on the player's in-game controls. For example, in a tower defense game, players can choose 3 to 5 different cards from a pool of available virtual objects; these selected virtual objects will then be deployed to perform game missions. Figure 1 This is a preview image of a card pool. Figure 1 In the game, cards 1, 2, and 3 are selected by the player. When the player touches the "OK" control on the card selection page, the virtual objects of cards 1, 2, and 3 are deployed to perform game tasks.
[0003] In games, players can unleash skills by touching the skill icons of virtual objects. Taking mobile games as an example, the display area of the virtual scene is limited by the screen size, resulting in a small display area. If there are many skill icons for virtual objects, they will occupy a large area of the player's field of vision in the virtual scene, affecting the player's gaming experience.
[0004] Besides the visual impact mentioned above, the cumbersome interactive controls in the game are another issue affecting the gaming experience. In the game, players need to first select a virtual object and then click its skill icon to release the skill. When skill release is frequent or there are many skills, players need to repeatedly select virtual objects, which is not only time-consuming but also tedious and mechanical, diminishing the player's enjoyment of controlling the game. Summary of the Invention
[0005] This application provides an interactive method and related products for releasing skills in games, in order to solve the problems of icons occupying a lot of screen space, poor visual experience, and cumbersome interactive operations when triggering skill release.
[0006] The first aspect of this application provides an interactive method for releasing skills in a game, the method comprising:
[0007] Display character icons of virtual objects in a virtual scene; the display effect of the character icons corresponds to the release status of different skills of the virtual objects;
[0008] If a first trigger operation is received for the character icon and the display effect of the character icon indicates that the first skill is in a releaseable state, then the release effect of the first skill is displayed according to the first trigger operation; if a second trigger operation is received for the character icon and the display effect of the character icon indicates that the second skill is in a releaseable state, then the release effect of the second skill is displayed according to the second trigger operation.
[0009] In a second aspect, this application provides a game skill release system, which includes: an interaction system, a processing system, and a skill system; wherein each of the interaction system, the processing system, and the skill system is interconnected in communication.
[0010] The interactive system is used to display character icons of virtual objects in a virtual scene; when a first trigger operation is received for the character icon, a first notification message is sent to the processing system; when a second trigger operation is received for the character icon, a second notification message is sent to the processing system; the display effect of the character icon corresponds to the release state of different skills of the virtual object.
[0011] The processing system is configured to query the skill system for the release conditions corresponding to the first skill based on the first notification message, and when it is determined that the first skill meets the corresponding release conditions, control the interaction system to display the release effect of the first skill; and to query the skill system for the release conditions corresponding to the second skill based on the second notification message, and when it is determined that the second skill meets the corresponding release conditions, control the interaction system to display the release effect of the second skill.
[0012] A third aspect of this application provides an interactive device, the interactive device comprising a processor, a display unit, and a memory:
[0013] The memory is used to store program code and transmit the program code to the processor;
[0014] The processor is configured to execute the steps of the interactive method for releasing skills in a game provided in any embodiment of the first aspect according to the instructions in the program code, and to control the display unit to display the content to be displayed.
[0015] In a fourth aspect, this application provides a computer-readable storage medium for storing program code for performing the steps of an interactive method for releasing skills in a game provided in any embodiment of the first aspect.
[0016] In a fifth aspect, this application provides a computer program product, including a computer program or instructions that, when executed by an interactive device, implement the steps of the interactive method for releasing skills in a game provided in any embodiment of the first aspect of this invention.
[0017] As can be seen from the above technical solutions, the embodiments of this application have the following advantages:
[0018] The interactive method for releasing skills in a game provided in this application integrates different skills of a virtual object into the virtual object's character icon, and indicates the release status of different skills through different display effects. That is, the display effect of the character icon corresponds to the release status of the different skills of the virtual object. Taking a virtual object with two skills as an example, the display effect of the character icon differs when the first skill of the virtual object is in a release status and when the second skill of the virtual object is in a release status. Therefore, players can determine which skills are releaseable based on the display effect of the character icon. For example, when the display effect of the character icon indicates that the first skill is in a release status, the first skill can be released; and when the display effect of the character icon indicates that the second skill is in a release status, the second skill can be released. In the game skill release interaction method provided in this application, if a first trigger operation is received for the character icon and the display effect of the character icon indicates that the first skill is in a releaseable state, then the release effect of the first skill is displayed according to the first trigger operation, so that the player can see the first trigger operation taking effect in the virtual scene; if a second trigger operation is received for the character icon and the display effect of the character icon indicates that the second skill is in a releaseable state, then the release effect of the second skill is displayed according to the second trigger operation, so that the player can see the second trigger operation taking effect in the virtual scene. By integrating different skills into the character icon and indicating the releaseable state of different skills with different display effects, players can intuitively and accurately know the releaseable state of multiple skills through the character icon, while also reducing the burden on the game screen, making the screen look cleaner, expanding the player's field of view in the game, and further saving the consumption of system resources, which can improve the system's processing speed during game operation. In addition, since the skill and character are integrated on the icon, the character icon also has the attributes of the skill, and there is no need to repeatedly select the virtual object when releasing skills in the game, simplifying the interactive operation of releasing skills. Therefore, the interactive method for releasing skills in games provided in this application can significantly enhance the player's gaming experience. Attached Figure Description
[0019] Figure 1 This is a rendering of a card pool.
[0020] Figure 2 This is a schematic diagram of a virtual scene with multiple virtual objects and multiple skill icons;
[0021] Figure 3A A network architecture diagram of a game skill release system provided in this application embodiment;
[0022] Figure 3B A flowchart illustrating an interactive method for releasing skills in a game, provided as an embodiment of this application;
[0023] Figure 3C A flowchart illustrating another interactive method for releasing skills in a game, provided as an embodiment of this application;
[0024] Figure 4 A schematic diagram of a character icon provided in an embodiment of this application;
[0025] Figure 5 A schematic diagram of a first preset graphic in a character icon provided in an embodiment of this application;
[0026] Figure 6 A schematic diagram of the masking effect of the first preset graphic provided in the embodiments of this application;
[0027] Figure 7 A schematic diagram showing the remaining cooldown time of a first skill represented by numbers on a first preset graphic provided in this application embodiment;
[0028] Figure 8A A schematic diagram illustrating the display effect of the character icon's border when the first skill is in a releaseable state, as provided in an embodiment of this application;
[0029] Figure 8B A schematic diagram illustrating the display effect of the character icon's border when the first skill is in a cooldown state, as provided in this application embodiment;
[0030] Figure 9A This application provides an embodiment of a schematic diagram illustrating the display of remaining virtual resource information in a virtual scene.
[0031] Figure 9B A schematic diagram illustrating the virtual resource information required to release the second skill of different virtual objects, provided as an embodiment of this application;
[0032] Figure 10A A schematic diagram showing the character icons of each virtual object positioned at the second position p2, provided in an embodiment of this application;
[0033] Figure 10B A schematic diagram showing a partial virtual object's character icon positioned at the first position p1, provided in an embodiment of this application;
[0034] Figure 10C A schematic diagram showing the character icons of each virtual object positioned at the second position k2, provided in an embodiment of this application;
[0035] Figure 10D A schematic diagram showing a partial virtual object's character icon positioned at the first position k1, provided in an embodiment of this application;
[0036] Figure 11 A schematic diagram of a virtual scene provided for an embodiment of this application;
[0037] Figure 12 A schematic diagram of another virtual scene provided in an embodiment of this application;
[0038] Figure 13 A schematic diagram of another character icon provided in an embodiment of this application;
[0039] Figure 14 This is a structural diagram of the game's skill release system;
[0040] Figure 15 This is a schematic diagram of the server structure in an embodiment of this application;
[0041] Figure 16 This is a schematic diagram of the structure of a terminal device in an embodiment of this application. Detailed Implementation
[0042] In many games, there's a one-to-one relationship between virtual objects' skills and their icons. When there are many virtual objects, the display of multiple skill icons for different objects can obscure the game screen, easily interfering with the player's enjoyment of the visuals and hindering gameplay. In other words, the virtual scene can appear cluttered due to the display of character and skill icons, obstructing the player's field of vision. For easier understanding, let's combine... Figure 2 Please provide an explanation. Figure 2 This is a schematic diagram of a virtual scene with multiple virtual objects and multiple skill icons. Figure 2 In the virtual scene displayed, character icon 1 and character icon 2 respectively show the character graphics of two virtual objects that the player can control. To the right of each character icon are displayed the two skill icons for the corresponding virtual object. Figure 2 It's easy to see that character icons and skill icons occupy a large portion of the player's field of vision in the virtual scene.
[0043] In addition, the release of skills requires the selection of virtual objects in advance. When skills are released frequently, the operation of selecting game objects takes extra time and is inconvenient to interact with, which affects the player's gaming experience.
[0044] To address the above issues, this application provides an interactive method and related product for releasing skills in games. This application proposes using a virtual object's character icon to display the releaseable state of different skills, thereby reducing the number of skill icons displayed in the virtual scene. When a player needs to release a skill of a virtual object in the game, they only need to provide the corresponding trigger operation when the character icon shows that the skill is in a releaseable state to trigger the skill's release. The interactive operation required for releasing skills in the game is simpler and more convenient, improving the player's gaming experience.
[0045] First, a brief introduction to several terms used in the embodiments of this application will be provided.
[0046] Virtual scene: This refers to a virtual scene displayed (or provided) by an application when it runs on a terminal. The virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional 3D scene, or a purely fictional 3D scene. A virtual scene can be any of a 2D, 2.5D, or 3D virtual scene. The following examples use a 3D virtual scene as an illustration, but this is not a limitation. Optionally, the virtual scene can also be used for virtual scene battles between at least two virtual objects.
[0047] Virtual objects refer to movable objects in a virtual scene. These movable objects can be at least one of virtual characters, virtual animals, or anime characters. Optionally, when the virtual scene is a three-dimensional virtual scene, the virtual objects can be three-dimensional models created based on animation skeletal technology. Each virtual object has its own shape and volume in the three-dimensional virtual scene, occupying a portion of the space within the scene.
[0048] The executing entity of the interactive method for releasing skills in the game according to the embodiments of this application can be a device or system with human-computer interaction functions that allows players to experience the game. As an example, the executing entity of this method can be a terminal device, such as a smartphone, desktop computer, laptop, tablet, or in-vehicle terminal. Furthermore, the executing entity of this method can also be a device that communicates with a device or system with human-computer interaction functions that allows players to experience the game, such as a server communicating with a smartphone. When the executing entity of this method is a server, the display operation in the method can be performed by the server sending control commands to the device or system, and then the device or system performing the display operation according to the control commands. As an example, the server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers. Additionally, the server can also be a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.
[0049] It should be understood that the interactive method for releasing skills in a game provided in this application can be applied to programs on terminal devices that include the interactive method for releasing skills in a game. Figure 3A A network architecture diagram of a game skill release system provided in this application embodiment. The interactive program for releasing skills in the game can run on, for example... Figure 3A In the terminal devices of the network architecture shown. Figure 3A The document shows various terminal devices, including mobile phones, desktop computers, tablets, laptops, and PDAs. In real-world scenarios, more or fewer types of terminal devices may participate in the skill-releasing interaction process in the game. The specific number and types depend on the actual scenario and are not limited here. Additionally, Figure 3A Only one server is shown in the example, but in real-world scenarios, multiple servers may be involved, and the specific number of servers depends on the actual scenario. Figure 3A The terminal devices shown can serve as interactive devices or carriers of an interactive system within a game skill release system. These terminal devices can display character icons of virtual objects in a virtual scene; upon receiving a first trigger operation on the character icon, they send a first notification message to the processing system; upon receiving a second trigger operation on the character icon, they send a second notification message to the processing system. Figure 3A The server in the system can host a processing system and / or a skill system. For example, when the server hosts a processing system, it queries the skill system for the release conditions corresponding to the first skill based on the first notification message. When it is determined that the first skill meets the corresponding release conditions, it controls the terminal device to display the release effect of the first skill. Similarly, it queries the skill system for the release conditions corresponding to the second skill based on the second notification message. When it is determined that the second skill meets the corresponding release conditions, it controls the terminal device to display the release effect of the second skill.
[0050] To facilitate understanding, we will use a terminal device as an example to introduce the interaction method for releasing skills in the game.
[0051] Figure 3B A flowchart illustrating an interactive method for releasing skills in a game, as provided in this application embodiment. Figure 3C A flowchart of another interactive method for releasing skills in a game, provided as an embodiment of this application.
[0052] exist Figure 3B The method shown includes the following steps: S01: Display the character icon of the virtual object in the virtual scene. The display effect of the character icon corresponds to the release state of different skills of the virtual object.
[0053] S02: If a first trigger operation is received for the character icon and the display effect of the character icon indicates that the first skill is in a releaseable state, then the release effect of the first skill is displayed according to the first trigger operation; if a second trigger operation is received for the character icon and the display effect of the character icon indicates that the second skill is in a releaseable state, then the release effect of the second skill is displayed according to the second trigger operation.
[0054] This method allows players to identify available skills based on the character icon's display. It provides players with a clear and accurate understanding of multiple skill availability, while also reducing the visual burden on the game screen, making it appear cleaner, expanding the player's field of view, conserving system resources, and improving game processing speed. Because the skill and character icons are integrated, the character icon also carries the skill's attributes, simplifying the interaction of skill activation. Therefore, it significantly enhances the player's gaming experience.
[0055] To facilitate understanding of the specific implementation process of the solution, the following will be combined with... Figure 3C It provides a detailed explanation of the interaction methods for releasing skills in the game.
[0056] exist Figure 3C The method shown includes the following steps:
[0057] S301: Display the character icon of a virtual object in a virtual scene.
[0058] In this embodiment, the virtual object is a virtual object existing in the game, possessing various skills. Players can trigger the release of these skills through manipulation, enabling combat against enemies via the virtual object. As an example, the virtual object can be an animal or a human. If the virtual object is a human, its form could be a knight-errant, a vagabond, a poet, etc. In one example, these virtual objects in the game can be called "heroes" or "warriors." It should be noted that the type, form, and name of the virtual object depend on the game's settings. The virtual objects in the game are displayed in three dimensions or two dimensions. Through the displayed virtual object images, players can obtain a rich gaming experience.
[0059] In the example implementation, the terminal device provides a game login interface after the game starts. After logging into the game, the player selects at least one virtual object from multiple virtual objects to participate in the duel, based on the duel objective. Specifically, the player can select a suitable virtual object to participate in the duel based on attributes such as appearance, attack power, and health. Once the player confirms the selected virtual object to participate in the duel, the player can then enter the duel screen.
[0060] During a match, the terminal device displays the character icon of the virtual object that the player entered the match on the virtual scene. The shape of the character icon can be round, oval, rectangular, etc., or it can be a shape that matches the outline of the virtual object's character graphic. In some games, each virtual object has a corresponding character graphic. Figure 4 Several different virtual object character icons are displayed. (Through...) Figure 4 The displayed character icons show the character graphics they contain. These character graphics correspond to virtual objects presented in the game. For example, the character graphic might be a cartoon version of a virtual object, or it might be the head graphic of a virtual object. Players can identify the virtual object to which the icon belongs based on the displayed character icon.
[0061] In this embodiment, the skill triggering of virtual objects is also implemented through character icons. That is, the character icon not only represents the virtual object but also functions as a skill triggerer. As mentioned earlier, a virtual object has multiple skills. For ease of explanation, the first skill and the second skill described below represent two different skills of the same virtual object. It should be noted that in this embodiment, the display effect of the virtual object's character icon corresponds to the releaseable state of the virtual object's different skills. For example, the display effect of the character icon differs when the virtual object's first skill is in a releaseable state versus when its second skill is in a releaseable state. Therefore, players can accurately identify the state of the first and second skills solely through the display effect of the virtual object's character icon. The following description will provide a more detailed explanation of various implementation methods for distinguishing the display effects of the first and second skills when they are in a releaseable state; these will not be elaborated upon here.
[0062] S302: Receive a trigger operation for the character icon of a virtual object.
[0063] Here, the triggering operation is performed by the player. In a possible implementation, when a player creates a game account and enters the game for the first time, the game system will guide the player through graphical instructions on the correct operation to trigger skill release. From this, the player can learn how to trigger the first and second skills. The first and second triggering operations mentioned below are used to trigger the release of the first skill and the release of the second skill by triggering the virtual object through the character icon, respectively. When the terminal device receives a triggering operation for the character icon of the virtual object, in order to confirm which skill release requirement the triggering operation is provided for, the following step S303 needs to be performed to identify the triggering operation.
[0064] The first and second trigger operations are not specifically limited here and can be set according to actual needs. In one possible implementation, the first and second trigger operations are of different types; for example, the first trigger operation is a click operation, and the second trigger operation is a drag operation. In another possible implementation, the first and second trigger operations are of the same type but different in direction; for example, both the first and second trigger operations are drag operations, but the first trigger operation is an upward drag operation, and the second trigger operation is a downward drag operation.
[0065] The types of the first and second trigger actions can be set based on the frequency of skill usage. For example, if the first skill is used frequently, the first trigger action can be set to a click action, which is easier to apply. If the second skill is used less frequently but represents greater skill damage (or skill power), it can be set to a drag action, which does not conflict with the first trigger action type. Different types of actions do not conflict, allowing the terminal device to more accurately recognize the player's skill release intentions.
[0066] S303: Identify whether the received trigger operation is a first trigger operation or a second trigger operation. If it is a first trigger operation, proceed to S304; if it is a second trigger operation, proceed to S307.
[0067] In practice, the terminal device can identify whether the received operation is a first trigger operation or a second trigger operation based on the type, direction, and duration of the trigger operation. If it is neither a first nor a second trigger operation, then there is no need to proceed to the subsequent steps of this method.
[0068] S304: Determine whether the character icon display indicates that the first skill is available for use. If yes, proceed to S305; otherwise, proceed to S306.
[0069] Understandably, if the character icon's display indicates that the first skill is available for use, and the received trigger operation is also the first trigger operation for the first skill, then this operation can be responded to, and the player can observe the release effect of the first skill through the display effect. That is, proceed to S305. Conversely, even if the trigger operation is the first trigger operation for the first skill, if the first skill is not available for use, then the first trigger operation will not be responded to, i.e., proceed to S306. In this case, the player cannot see the actual release effect of the first skill by the virtual object through the terminal device.
[0070] The effect of the first skill depends on the game settings. For example, if the first skill reduces the opponent's health and the opponent does not have the ability to completely resist the skill, the effect of the opponent's health being reduced can be displayed on the terminal device, such as "losing health" or the effect of the health bar shortening.
[0071] S305: Display the release effect of the first skill based on the first triggered action.
[0072] S306: Do not respond to the first trigger operation.
[0073] S307: Determine whether the character icon display indicates that the second skill is available for use. If yes, proceed to S308; otherwise, proceed to S309.
[0074] Understandably, if the character icon's display indicates that the second skill is in a releaseable state, and the received trigger operation is also a second trigger operation targeting the second skill, then this operation can be responded to, and the player can observe the release effect of the second skill through the display effect. That is, proceed to S308. Conversely, even if the trigger operation is a second trigger operation targeting the second skill, if the second skill is not in a releaseable state, then the second trigger operation will not be responded to, i.e., proceed to S309. In this case, the player cannot see the actual release effect of the second skill by the virtual object through the terminal device.
[0075] Similar to the first skill, the release effect of the second skill mentioned in this application embodiment depends on the game settings. As an example, if the second skill is a skill that provides a one-turn shield to the virtual object itself, then the effect of the virtual object being protected by the shield for one turn can be displayed on the terminal device.
[0076] S308: Display the release effect of the second skill based on the second trigger operation.
[0077] S309: Do not respond to the second trigger operation.
[0078] The interactive method for releasing skills in games provided in this application integrates different skills of virtual objects into the character icon of the virtual object, and indicates the release status of different skills through different display effects. Taking a virtual object with two skills as an example, the display effect of the character icon is different when the first skill of the virtual object is in a release status and when the second skill of the virtual object is in a release status. Thus, players can know which skills can be released based on the display effect of the character icon. For example, when the display effect of the character icon indicates that the first skill is in a release status, the first skill can be released; and when the display effect of the character icon indicates that the second skill is in a release status, the second skill can be released. By integrating different skills into the character icon and indicating the release status of different skills with different display effects, players can intuitively and accurately know the release status of multiple skills through the character icon. At the same time, it can also reduce the burden on the game screen, making the screen look cleaner, expanding the player's field of view in the game, and further saving the consumption of system resources, thereby improving the system's processing speed during game operation.
[0079] As mentioned earlier, the character icon displays differently when the virtual object's first skill is available and when its second skill is available. This will be explained in detail below. This differentiation in character icon display can be achieved through multiple levels; examples of four levels are given below. It should be noted that the terms "first," "second," "third," and "fourth" used below are for distinction only and do not restrict the order or priority of the objects being defined.
[0080] The first level: The status of the first and second skills is displayed through changes in specific areas of the character icon. For example, the character icon includes a first display area and a second display area. The first display area indicates whether the first skill is available or on cooldown. A cooldown state means it cannot be used. The second display area indicates whether the second skill is available or on cooldown.
[0081] Therefore, in step S304 of the above embodiment, the first skill can be determined to be either available or on cooldown by using the first display area. In step S307 of the above embodiment, the second skill can be determined to be either available or on cooldown by using the second display area.
[0082] The following describes an example implementation of displaying the first skill's status through a first display area. In this example, the first skill is a skill subject to a cooldown period after activation. For example, the cooldown period after each activation is 5 seconds, meaning the first skill cannot be activated again within 5 seconds of activation. In this example, the first display area includes a first preset graphic corresponding to the first skill. In one example, if the virtual object's first skill requires a sword, the first preset graphic could be a sword graphic. In another example, the first preset graphic for the first skills (skills subject to a cooldown period after activation) of different virtual objects is the same graphic. Of course, the first preset graphics for the first skills of different virtual objects can also be different, for example, set according to the characteristics of the skill or the form of the virtual item used by the skill.
[0083] Figure 5 This is a schematic diagram of a first preset graphic in a character icon provided in an embodiment of this application. For example... Figure 5 As shown, the spherical shape in the upper right corner of the character icon for different virtual objects serves as the first preset shape. The first display area shows the releaseable state of the first skill by fully displaying the first preset shape to indicate that the first skill is in a releaseable state. When the first skill is in a cooldown state, the method further includes: displaying an overlay effect on the first preset shape, so that the remaining cooldown time of the first skill is represented by the overlay area of the first preset shape; or, when the first skill is in a cooldown state, the remaining cooldown time of the first skill is represented by a number displayed on the first preset shape. Figure 6 This is a schematic diagram illustrating the masking effect of the first preset graphic. Figure 6 In the middle, from left to right, is a diagram showing the remaining cooldown time of the first skill decreasing sequentially, as shown. Figure 6 As shown, as the cooldown time gradually decreases, the area covered by the first preset graphic also gradually decreases. Correspondingly, when the remaining cooldown time is zero, the first preset graphic can be fully displayed, and the first skill is in a releaseable state. Figure 7 This is a diagram illustrating the remaining cooldown time of the first skill represented by the numbers on the first preset graphic. It can be understood that a larger number on the first preset graphic indicates a longer remaining cooldown time, and vice versa.
[0084] In summary Figure 6 and Figure 7It is easy to see that, in this embodiment, the first skill being in a releaseable state can be visualized through the completeness of the first preset graphic. The cooldown state can be visualized through the occlusion effect of the first preset graphic or a countdown timer. Therefore, players can accurately determine whether the first skill can be released simply by viewing the first preset graphic; if it cannot be released, they can also infer the future release opportunity by viewing the first preset graphic. This enhances the player's gaming experience.
[0085] Besides displaying changing coverage area or changing numbers on the first preset graphic to show the remaining cooldown time of the first skill, other methods can also be used to display the cooldown time when the first skill is on cooldown. For example, changing colors of the first preset graphic or a changing progress bar can be displayed on the first preset graphic. The coverage area, the number, the color, and the progress bar are all related to the remaining cooldown time. For color, as an example, higher color saturation indicates a shorter remaining cooldown time. For the progress bar, a longer progress bar indicates a shorter remaining cooldown time. The above is merely an example implementation of displaying the remaining cooldown time of the first skill through dynamic display effects on the first preset graphic. In other implementation scenarios, other types of dynamic display effects can be set according to requirements, which are not limited here.
[0086] As mentioned earlier, the status of the first skill can be made visible to the player through the effect of a first preset graphic display in the first display area. This application embodiment also provides another display method. The first display area further includes a border of the character icon; the first display area displays the first skill's status as a releaseable state, and further includes: displaying the border through a first preset method to indicate that the first skill is in a releaseable state. When the first skill is in a cooldown state, the method further includes: displaying the border through a second preset method. The second preset method and the first preset method are used to achieve different display effects on the border. That is, the border is displayed differently depending on the first skill's status. As an example, different display methods of the border can be different colors or brightness, etc. For example, when the first skill is in a releaseable state, the border of the character icon is displayed in gray; when the first skill is in a cooldown state, the border of the character icon is black. Figure 8A and Figure 8BThis section demonstrates different border effects for the character icon when the first skill is available and when it's on cooldown. In other examples, when the first skill is available, the border flashes or light flows along it clockwise or counterclockwise; when the first skill is on cooldown, the border is a solid color. There are no restrictions on the first or second preset methods. These different border displays, as supplementary to the first preset graphic, allow players to visually and accurately identify the specific skill state or changes in skill state.
[0087] As mentioned earlier, the state of the second skill can be displayed through a second display area. This second display area includes a second preset graphic corresponding to the second skill. The second preset graphic for the second skill of different virtual objects can be the same or different. For example, if the second skill of a virtual object is a fire attribute skill, the second preset graphic can be a flame-shaped graphic; if the second skill is a water attribute skill, the second preset graphic can be a wave-shaped graphic. There are no restrictions on the second preset graphic for the second skill of a virtual object. The display of the second skill's state in the second display area can be specifically implemented through the second preset graphic. In one example, the second display area displays the second skill as being in a releaseable state, including: dynamically displaying a second preset graphic with a background color of the first background color. When the second skill is in a cooldown state, the interaction method for releasing the skill in the game also includes: statically displaying a second preset graphic with a background color of the second background color; the second background color is different from the first background color. For example, if the second preset graphic is a flame-shaped graphic, when the second skill is in a releaseable state, the flame flickers and displays a red background color; while when the second skill is in a cooldown state (cannot be released), the flame is statically displayed, does not flicker, and the background color of the flame is gray. Thus, by distinguishing between static and dynamic states and by different background colors, players can accurately determine the status of the second skill.
[0088] In one alternative implementation, the second skill is a skill whose release is limited by virtual resource information. Specifically, as virtual objects accumulate time or rewards in the game, virtual resource information continuously increases, and decreases when virtual resources need to be consumed. Releasing the second skill requires consuming virtual resources, and correspondingly, the remaining virtual resource information decreases. The virtual resource information required for the second skills of different virtual objects may be the same or different. In a possible implementation, the interactive method for releasing skills in a game provided in this application embodiment further includes displaying the remaining virtual resource information in the virtual scene. Figure 9A This is a diagram illustrating the display of remaining virtual resource information in a virtual scene. Figure 9AIn the current display area, the remaining virtual resource information is 4, and the maximum remaining virtual resource information is 20. The remaining virtual resource information can be counted per round or per game. If different virtual objects participate in the game, the remaining virtual resource information can be used by different virtual objects to release skills that consume virtual resource information. The second display area also includes virtual resource information displayed on a second preset graphic representing the virtual resource information required to release the second skill. For example, the second preset graphic is a flame-shaped graphic, and the virtual resource information required to release the second skill is also displayed on the flame-shaped graphic. Figure 9B This displays information about the virtual resources required to unleash the second skill of different virtual objects. Figure 9B The virtual resource information displayed on the flame-shaped second preset graphic in the upper left corner of the character icons of the multiple virtual objects is 3, 4, and 5 respectively. The unit of virtual resource information is not limited in this embodiment. For example, the unit of virtual resource information is points. That is, remaining virtual resource information can be understood as remaining virtual resource points, and the virtual resource information required to release the second skill can be understood as the virtual resource points required to release the second skill. To facilitate understanding of the game's virtual scene, in Figure 9A and Figure 9B The image also exemplifies various game elements, such as a minimap and a control wheel. The game elements shown are not intended to limit the game elements that can be displayed in a virtual scene.
[0089] The second display area indicates that the second skill is in a releaseable state, specifically including: the virtual resource information displayed in the second display area is less than or equal to the remaining virtual resource information. In other words, if the virtual resource information displayed on the second preset graphic is less than or equal to the remaining virtual resource information in the virtual scene, it means that the remaining virtual resources can support the release of the virtual object's second skill. Simultaneously or after displaying the release effect of the second skill based on the second trigger operation, the method also includes: updating the remaining virtual resource information based on the virtual resource information displayed in the second display area.
[0090] To more accurately reflect the state of the second skill, this application embodiment may also display it through a second level, a third level, or a fourth level.
[0091] The second level: The status of the second skill is displayed through changes in the character icon's position. The display effect of the character icon indicates whether the second skill is available for use, including: the character icon being in the first position of the virtual scene; and further, when the second skill changes from a cooldown state to a usable state, the character icon moves from the second position to the first position in the virtual scene; when the second skill changes from a usable state to a cooldown state, the character icon moves from the first position to the second position. For example, the character icon jumping up represents the second skill being usable, and returning to its original position represents the second skill being on cooldown. Combined with... Figures 10A-10B , Figure 10A This diagram illustrates the character icons of various virtual objects positioned in the second position (p2). Figure 10B This diagram illustrates how some virtual object character icons are positioned in the first position (p1). Figures 10A-10B In the example, the first position p1 has a vertical displacement compared to the second position p2. In other alternative implementations, the second position may also have a horizontal displacement compared to the first position. See also... Figures 10C-10D . Figure 10C This diagram illustrates the character icons of various virtual objects positioned in the second position (k2). Figure 10D This diagram illustrates how the character icon of a virtual object is positioned in the first position (k1). Figures 10C-10D In this embodiment, the second position k2 has undergone a horizontal displacement compared to the first position k1. This application does not limit the direction of the relative displacement between the first and second positions.
[0092] by Figure 10A and Figure 10B The example shows the effect of a character icon changing position due to a second skill's status. In this scenario, the second trigger action could be an upward drag. Figure 10C and Figure 10D The example shows how the character icon's position changes due to the second skill's status. In this scenario, the second trigger action can be a dragging motion to the right. To illustrate further, when the second skill changes from a cooldown state to a castable state, for... Figures 10A-10B In this scenario, the character icon jumps upwards. Players can then simply drag the character icon in the direction it jumped to trigger the release of a second skill. This skill status display method increases the fun of the game and enhances the player's experience of skill activation.
[0093] The third level: Indicating the second skill's availability through changes in the overall display effect of the character icon. One possible implementation involves the character icon's display effect indicating the second skill's availability, including displaying the character icon with a breathing effect. This means the character icon displays a dynamic opening and closing effect that is repeatedly shown. If the character icon includes a virtual object's graphic, then the character icon is displayed with a breathing effect, specifically including displaying the graphic with a breathing effect. For example, if the graphic is a virtual object's portrait, the breathing effect could be reflected in the virtual object's hair flowing within the graphic. Indicating the second skill's availability through changes in the overall display effect of the character icon makes the second skill's state more vivid and flexible, enriching the player's gaming experience and helping players more accurately identify the virtual object's second skill's state.
[0094] The fourth level: The dynamic preview of the second skill's effects demonstrates that the second skill is ready to be used. The character icon's display indicates that the second skill is available, including showing the corresponding dynamic preview effect within the character icon. For example, if the second skill is a sword skill, when the second skill is ready to be used, the character icon will display a dynamic sword piercing effect. By dynamically previewing the second skill's effects, players can experience the fun of using the second skill in advance, gaining a more realistic and immersive skill-casting experience.
[0095] The four levels of character icon display described above are mutually exclusive. Terminal devices can use one or more of these four levels to display skill status.
[0096] While or after displaying the release effect of the first skill according to the first trigger operation, the interactive method for releasing skills in the game provided in this application embodiment further includes: if the first skill does not meet the corresponding release conditions, then displaying the effect of the first skill being in a cooldown state through the character icon. For example, after the first skill is released, the first preset graphic is covered so that it cannot be fully displayed.
[0097] Similarly, while or after displaying the release effect of the second skill according to the second trigger operation, the interactive method for releasing skills in the game provided in this application embodiment further includes: if the second skill does not meet the corresponding release conditions, then displaying the effect of the second skill being in a cooldown state through the character icon. For example, after the second skill is released, if the remaining consumption information is less than the consumption information required to release the second skill, then the character icon returns to its original position.
[0098] In this example implementation, the character icons are specifically character cards. The shape and size of the character cards are not limited here. The virtual scene includes a first card display area and a second card display area. The first card display area displays the character cards of virtual objects that can be deployed; the second card display area displays the character cards of virtual objects that are already deployed. Figure 11 This is a schematic diagram of a virtual scene. Figure 11 In the middle, both the first and second card display areas are shown at the bottom of the page. The page may also include a remaining virtual resource display area, showing information about the remaining virtual resources, such as... Figure 12 As shown. Character icons can also include the virtual object's character information and buff information. For example... Figure 13 As shown, the lower left corner of the character icon displays character information, and the lower right corner displays buff information. The character information for the virtual objects mentioned above may differ across different game systems, depending on the gameplay or game mechanics. For example, character information might represent the sect or faction the virtual object belongs to; it could also represent the magic system it practices, such as fire, wood, healing, or combat. There are no restrictions on the content represented by the character information here.
[0099] To facilitate understanding of the interaction methods provided in the above embodiments, an embodiment of a game where players control skill release through interactive operations is described below. Players can view a virtual scene, virtual objects within the scene, and character icons for those virtual objects on the game interface displayed on their terminal device. The display effect of the character icon corresponds to the releaseable states of different skills of that virtual object. After a player's account logs in for the first time, the game system can demonstrate the correspondence between the display effect of the character icon and the releaseable states of different skills through short videos or animations. This allows players to grasp the above correspondence through the demonstration videos or animations and accurately determine the releaseable states of different skills based on the effects displayed by the character icons during subsequent gameplay, or accurately determine the timing of skill state switching based on the changes in the effects displayed by the character icons. Furthermore, the game system can also demonstrate the triggering operations for releasing different skills of virtual objects through short videos or animations. For example, if the hand-shaped graphic in the image changes brightness at the same location as the character icon, it means the first skill is activated by clicking; if the hand-shaped graphic in the image has up and down arrows near the character icon, it means the second skill is activated by dragging in the up and down direction.
[0100] In this example, if the first preset graphic is fully displayed in the first display area of the character icon, and the border of the character icon is lit, the player can know that the first skill of the virtual object being controlled is in a releaseable state. The player can click on the character icon of the virtual object to trigger the release of the first skill. If the character icon moves from the second position to the first position, the player can know that the second skill of the virtual object being controlled is in a releaseable state. The player can drag the character icon of the virtual object in the same direction as moving from the second position to the first position to trigger the release of the second skill. Of course, if the player performs a trigger operation that matches the skill to be released, but the current display effect of the character icon does not indicate that the skill is in a releaseable state, the game will not respond to the above trigger operation to trigger the release of the skill.
[0101] Furthermore, it should be noted that in this embodiment, the character icon can display more than two skills in a releaseable state. For example, different display effects can also indicate the releaseable state of a third skill, a fourth skill, a fifth skill, and so on. If a third trigger operation is received for the character icon and the display effect of the character icon indicates that the third skill is in a releaseable state, then the release effect of the third skill is displayed according to the third trigger operation. This applies to other skills as well. Therefore, the technical solution provided in this embodiment can significantly simplify the game screen for games with numerous virtual object skills, avoiding a cluttered visual experience caused by a large number of skill icons.
[0102] Based on the interactive method for releasing skills in games provided in the foregoing embodiments, this application also provides a game skill release system. Figure 14 This is a schematic diagram of the game's skill release system. (Example:) Figure 14 As shown, the game's skill release system 140 includes: an interaction system 141, a processing system 142, and a skill system 143. Each of the three systems—interaction system 141, processing system 142, and skill system 143—is interconnected.
[0103] The skill system 143 is pre-configured with different release conditions for different skills of different virtual objects.
[0104] Interactive system 141 is used to display character icons of virtual objects in a virtual scene; when a first trigger operation is received for the character icon, a first notification message is sent to processing system 142; when a second trigger operation is received for the character icon, a second notification message is sent to processing system 142; the display effect of the character icon of the virtual object corresponds to the release state of different skills of the virtual object.
[0105] The processing system 142 is used to query the skill system 143 for the release conditions corresponding to the first skill based on the first notification message. When it is determined that the first skill meets the corresponding release conditions, the control interaction system 141 displays the release effect of the first skill. The processing system 142 is also used to query the skill system 143 for the release conditions corresponding to the second skill based on the second notification message. When it is determined that the second skill meets the corresponding release conditions, the control interaction system 141 displays the release effect of the second skill.
[0106] Optionally, the skill system 143 is also used to respond to configuration operations for the release conditions corresponding to the first skill, and to respond to configuration operations for the release conditions corresponding to the second skill.
[0107] In this embodiment, the interactive system 141 has a display function. As an example, the interactive system 141 may include an interactive device, a memory, etc. The interactive device receives external trigger operations and displays virtual scenes, character icons, skill effects, etc.
[0108] The skill system 143 is also used to control the interaction system 141 to display the effect that the first skill is in a releaseable state when the first skill is determined to meet the corresponding release conditions according to the notification from the processing system 142; and to control the interaction system 141 to display the effect that the first skill is in a cooldown state when the first skill is determined not to meet the corresponding release conditions according to the notification from the processing system 142. The skill system 143 is also used to control the interaction system 141 to display the effect that the second skill is in a releaseable state when the second skill is determined to meet the corresponding release conditions according to the notification from the processing system 142; and to control the interaction system 141 to display the effect that the second skill is in a cooldown state when the second skill is determined not to meet the corresponding release conditions according to the notification from the processing system 142.
[0109] Since the various display effects of character icons when skills are in a releaseable state and a cooldown state have already been described extensively in the preceding text, they will not be repeated here. In this embodiment of the application, the interaction system 141 in the game skill release system 140 can execute the steps of any of the interactive methods for releasing skills in the game provided in the foregoing method embodiments.
[0110] As can be seen, in this embodiment, the interaction system 141, processing system 142, and skill system 143 can accurately respond to the player's triggering operation and the specific state of the skill, and display this information visually, making it easy for the player to see the skill release status and skill state changes. By integrating different skills into the character icon and indicating the release status of different skills with different display effects, players can intuitively and accurately learn about the release status of multiple skills through the character icon. This also reduces the burden on the game screen, making the screen look cleaner, expanding the player's field of view in the game, and further saving system resource consumption, thus improving the system's processing speed during game operation. Furthermore, since the skill and character are integrated on the icon, the character icon also possesses the attributes of the skill. When releasing a skill in the game, it is not necessary to repeatedly select a virtual object, simplifying the interactive operation of releasing skills. Therefore, the game skill release system 140 provided in this application can significantly improve the player's gaming experience.
[0111] The following sections describe the structure of interactive devices for releasing skills in the game, specifically in server and terminal device formats.
[0112] Figure 15 This is a schematic diagram of a server structure provided in an embodiment of this application. The server 900 can vary significantly due to different configurations or performance. It may include one or more central processing units (CPUs) 922 (e.g., one or more processors) and memory 932, and one or more storage media 930 (e.g., one or more mass storage devices) for storing application programs 942 or data 944. The memory 932 and storage media 930 can be temporary or persistent storage. The program stored in the storage media 930 may include one or more modules (not shown in the diagram), each module may include a series of instruction operations on the server. Furthermore, the CPU 922 may be configured to communicate with the storage media 930 and execute the series of instruction operations in the storage media 930 on the server 900.
[0113] Server 900 may also include one or more power supplies 926, one or more wired or wireless network interfaces 950, one or more input / output interfaces 958, and / or one or more operating systems 941, such as Windows Server. TM Mac OS X TM Unix TM Linux TM FreeBSD TM etc.
[0114] The steps performed by the server in the above embodiments can be based on this Figure 15 The server structure shown.
[0115] CPU 922 is used to perform the following steps:
[0116] Display character icons of virtual objects in a virtual scene; the display effect of the character icon is different when the first skill of the virtual object is in a release state and when the second skill of the virtual object is in a release state.
[0117] If a first trigger operation is received for the character icon and the display effect of the character icon indicates that the first skill is in a releaseable state, then the release effect of the first skill is displayed according to the first trigger operation; if a second trigger operation is received for the character icon and the display effect of the character icon indicates that the second skill is in a releaseable state, then the release effect of the second skill is displayed according to the second trigger operation.
[0118] This application also provides another interactive device, such as... Figure 16 As shown, for ease of explanation, only the parts related to the embodiments of this application are shown. For specific technical details not disclosed, please refer to the method section of the embodiments of this application. The terminal can be any terminal device including mobile phones, tablets, personal digital assistants (PDAs), point-of-sale (POS) terminals, in-vehicle computers, etc. Taking a mobile phone as an example:
[0119] Figure 16 This is a block diagram illustrating a portion of the structure of a mobile phone related to the terminal provided in the embodiments of this application. (Reference) Figure 16 The mobile phone includes: a radio frequency (RF) circuit 1010, a memory 1020, an input unit 1030, a display unit 1040, a sensor 1050, an audio circuit 1060, a wireless fidelity (WiFi) module 1070, a processor 1080, and a power supply 1090, etc. Those skilled in the art will understand that... Figure 16 The mobile phone structure shown does not constitute a limitation on the mobile phone and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0120] The following is combined Figure 16 A detailed introduction to each component of a mobile phone:
[0121] The RF circuit 1010 can be used for receiving and transmitting signals during information transmission or calls. Specifically, it receives downlink information from the base station and processes it with the processor 1080; additionally, it transmits uplink data to the base station. Typically, the RF circuit 1010 includes, but is not limited to, an antenna, at least one amplifier, a transceiver, a coupler, a low-noise amplifier (LNA), a duplexer, etc. Furthermore, the RF circuit 1010 can also communicate wirelessly with networks and other devices. The aforementioned wireless communications may use any communication standard or protocol, including but not limited to Global System for Mobile Communications (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, and Short Messaging Service (SMS).
[0122] The memory 1020 can be used to store software programs and modules. The processor 1080 executes various mobile phone functions and data processing by running the software programs and modules stored in the memory 1020. The memory 1020 may mainly include a program storage area and a data storage area. The program storage area may store the operating system, applications required for at least one function (such as sound playback function, image playback function, etc.), etc.; the data storage area may store data created according to the use of the mobile phone (such as audio data, phonebook, etc.). In addition, the memory 1020 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.
[0123] The input unit 1030 can be used to receive input numerical or character information, and to generate key signal inputs related to user settings and function control of the mobile phone. Specifically, the input unit 1030 may include a touch panel 1031 and other input devices 1032. The touch panel 1031, also known as a touch screen, can collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel 1031), and drive the corresponding connection devices according to a pre-set program. Optionally, the touch panel 1031 may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch position and the signal generated by the touch operation, and transmits the signal to the touch controller; the touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 1080, and can also receive and execute commands sent by the processor 1080. In addition, the touch panel 1031 can be implemented using various types such as resistive, capacitive, infrared, and surface acoustic wave. In addition to the touch panel 1031, the input unit 1030 may also include other input devices 1032. Specifically, other input devices 1032 may include, but are not limited to, one or more of the following: physical keyboard, function keys (such as volume control buttons, power buttons, etc.), trackball, mouse, joystick, etc.
[0124] The display unit 1040 can be used to display information input by the user or information provided to the user, as well as various menus of the mobile phone. The display unit 1040 may include a display panel 1041, which may optionally be configured as a Liquid Crystal Display (LCD), Organic Light-Emitting Diode (OLED), or similar display panel 1041. Further, a touch panel 1031 may cover the display panel 1041. When the touch panel 1031 detects a touch operation on or near it, it transmits the information to the processor 1080 to determine the type of touch event. Subsequently, the processor 1080 provides corresponding visual output on the display panel 1041 according to the type of touch event. Although in Figure 16 In this embodiment, the touch panel 1031 and the display panel 1041 are two separate components to realize the input and output functions of the mobile phone. However, in some embodiments, the touch panel 1031 and the display panel 1041 can be integrated to realize the input and output functions of the mobile phone.
[0125] The mobile phone may also include at least one sensor 1050, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor may include an ambient light sensor and a proximity sensor. The ambient light sensor can adjust the brightness of the display panel 1041 according to the ambient light level, and the proximity sensor can turn off the display panel 1041 and / or the backlight when the phone is moved to the ear. As a type of motion sensor, an accelerometer sensor can detect the magnitude of acceleration in various directions (generally three axes). When stationary, it can detect the magnitude and direction of gravity and can be used for applications that recognize the phone's posture (such as landscape / portrait switching, related games, magnetometer posture calibration), vibration recognition-related functions (such as pedometer, taps), etc. Other sensors that may be configured in the mobile phone, such as gyroscopes, barometers, hygrometers, thermometers, and infrared sensors, will not be described in detail here.
[0126] The audio circuit 1060, speaker 1061, and microphone 1062 provide an audio interface between the user and the mobile phone. The audio circuit 1060 converts the received audio data into electrical signals and transmits them to the speaker 1061, where the speaker 1061 converts them into sound signals for output. On the other hand, the microphone 1062 converts the collected sound signals into electrical signals, which are then received by the audio circuit 1060, converted into audio data, and then processed by the processor 1080 before being transmitted via the RF circuit 1010 to, for example, another mobile phone, or the audio data can be output to the memory 1020 for further processing.
[0127] WiFi is a short-range wireless transmission technology. Through the WiFi module 1070, mobile phones can help users send and receive emails, browse web pages, and access streaming media, providing users with wireless broadband internet access. Although Figure 16 The WiFi module 1070 is shown, but it is understood that it is not an essential component of a mobile phone and can be omitted as needed without changing the essence of the invention.
[0128] The processor 1080 is the control center of the mobile phone, connecting various parts of the phone through various interfaces and lines. It executes software programs and / or modules stored in the memory 1020 and calls data stored in the memory 1020 to perform various functions and process data, thereby collecting overall data and information from the phone. Optionally, the processor 1080 may include one or more processing units; preferably, the processor 1080 may integrate an application processor and a modem processor, wherein the application processor mainly handles the operating system, user interface, and applications, and the modem processor mainly handles wireless communication. It is understood that the modem processor may not be integrated into the processor 1080.
[0129] The mobile phone also includes a power supply 1090 (such as a battery) that supplies power to various components. Preferably, the power supply can be logically connected to the processor 1080 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system.
[0130] Although not shown, mobile phones may also include a camera, Bluetooth module, etc., which will not be described in detail here.
[0131] In this embodiment of the application, the processor 1080 included in the terminal also has the following functions:
[0132] Display character icons of virtual objects in a virtual scene; the display effect of the character icon is different when the first skill of the virtual object is in a release state and when the second skill of the virtual object is in a release state.
[0133] If a first trigger operation is received for the character icon and the display effect of the character icon indicates that the first skill is in a releaseable state, then the release effect of the first skill is displayed according to the first trigger operation; if a second trigger operation is received for the character icon and the display effect of the character icon indicates that the second skill is in a releaseable state, then the release effect of the second skill is displayed according to the second trigger operation.
[0134] This application also provides a computer-readable storage medium for storing program code that executes any one of the interactive methods for releasing skills in a game as described in the foregoing embodiments.
[0135] This application also provides a computer program product including instructions that, when run on a computer, cause the computer to execute any one of the interactive methods for releasing skills in a game as described in the foregoing embodiments.
[0136] Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working process of the system and equipment described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0137] In the several embodiments provided in this application, it should be understood that the disclosed systems and methods can be implemented in other ways. For example, the system embodiments described above are merely illustrative. For instance, the division of the system is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple systems may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be an indirect coupling or communication connection through some interfaces, devices, or units, and may be electrical, mechanical, or other forms.
[0138] The system described as separate components may or may not be physically separate. Components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment, depending on actual needs.
[0139] Furthermore, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or as a software functional unit.
[0140] If the integrated unit is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or all or part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes: USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, optical disks, and other media capable of storing program code.
[0141] The above embodiments are only used to illustrate the technical solutions of this application, and are not intended to limit them. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that modifications can still be made to the technical solutions described in the foregoing embodiments, or equivalent substitutions can be made to some of the technical features. Such modifications or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application.
Claims
1. An interactive method for releasing skills in a game, characterized in that, include: Display character icons for virtual objects within a virtual scene; The display effect of the character icon corresponds to the release state of different skills of the virtual object; If a first trigger operation is received for the character icon and the display effect of the character icon indicates that the first skill is in a releaseable state, then the release effect of the first skill is displayed according to the first trigger operation; If a second trigger operation is received for the character icon and the display effect of the character icon indicates that the second skill is in a releaseable state, then the release effect of the second skill is displayed according to the second trigger operation; when the operation types of the first trigger operation and the second trigger operation are different, the first trigger operation is a click operation and the second trigger operation is a drag operation.
2. The interactive method for releasing skills in a game according to claim 1, characterized in that, The character icon includes: a first display area and a second display area; the first display area is used to display whether the first skill is in a release state or a cooldown state, and the second display area is used to display whether the second skill is in a release state or a cooldown state; The display effect of the character icon indicates that the first skill is in a releaseable state, including: the first display area displays that the first skill is in a releaseable state; The display effect of the character icon indicates that the second skill is in a releaseable state, including: the second display area displays that the second skill is in a releaseable state.
3. The interactive method for releasing skills in a game according to claim 2, characterized in that, The first display area includes a first preset graphic corresponding to the first skill; The first display area shows the first skill as being in a releaseable state, including: The first preset graphic is fully displayed to indicate that the first skill is in a releaseable state; When the first skill is in a cooldown state, the method further includes: The remaining cooldown time of the first skill is displayed by dynamically displaying the first preset graphic; wherein, the dynamic display effect of the first preset graphic is related to the remaining cooldown time.
4. The interactive method for releasing skills in a game according to claim 3, characterized in that, The dynamic display effect of the first preset graphic includes any of the following: The varying coverage area, varying numbers, varying colors of the first preset graphic, or varying progress bars are displayed on the first preset graphic; the coverage area, the numbers, the colors, and the progress bars are all associated with the remaining cooling time.
5. The interactive method for releasing skills in a game according to claim 3, characterized in that, The first display area also includes a border for the character icon; the first display area shows that the first skill is in a releaseable state, and also includes: The border is displayed in a first preset manner to indicate that the first skill is in a releaseable state; When the first skill is in a cooldown state, the method further includes: The border is displayed using a second preset method; the second preset method and the first preset method are used to achieve different display effects on the border.
6. The interactive method for releasing skills in a game according to claim 2, characterized in that, The second display area includes a second preset graphic corresponding to the second skill; The second display area shows the second skill as being in a castable state, including: Dynamically display the second preset graphic with the first background color; When the second skill is on cooldown, the method further includes: The second preset graphic is statically displayed with a background color of the second background color; the second background color is different from the first background color.
7. The interactive method for releasing skills in a game according to claim 6, characterized in that, The second display area also includes virtual resource information displayed on the second preset graphic, representing the resources required to release the second skill; Before receiving the second trigger operation for the character icon, the method further includes: The remaining virtual resource information is displayed in the virtual scene; The second display area shows that the second skill is in a castable state, specifically including: The virtual resource information displayed in the second display area is less than or equal to the remaining virtual resource information; While or after displaying the release effect of the second skill according to the second trigger operation, the method further includes: The remaining virtual resource information is updated based on the virtual resource information displayed in the second display area.
8. The interactive method for releasing skills in a game according to claim 1, characterized in that, The display effect of the character icon indicates that the second skill is in a releaseable state, including: the character icon is located in a first position in the virtual scene; The method further includes: When the second skill changes from a cooldown state to a release state, the character icon moves from the second position in the virtual scene to the first position; When the second skill changes from a releaseable state to a cooldown state, the character icon moves from the first position to the second position.
9. The interactive method for releasing skills in a game according to claim 1, characterized in that, The display effect of the character icon indicates that the second skill is in a usable state, including: The character icon is displayed with a breathing effect.
10. The interactive method for releasing skills in a game according to claim 9, characterized in that, The character icon includes the character graphic of the virtual object; displaying the character icon with a breathing effect specifically includes: The character graphic is displayed using a breathing effect.
11. The interactive method for releasing skills in a game according to claim 1, characterized in that, The display effect of the character icon indicates that the second skill is in a usable state, including: The dynamic preview effect corresponding to the second skill is displayed within the character icon.
12. The interactive method for releasing skills in a game according to any one of claims 1-11, characterized in that, The method further includes, simultaneously with or after, displaying the release effect of the first skill based on the first triggering operation: If the first skill does not meet the corresponding release conditions, the effect of the first skill being in a cooldown state will be displayed through the character icon; While or after displaying the release effect of the second skill according to the second trigger operation, the method further includes: If the second skill does not meet the corresponding release conditions, the effect of the second skill being in a cooldown state will be displayed through the character icon.
13. The interactive method for releasing skills in a game according to any one of claims 1-11, characterized in that, The character icons are specifically character cards.
14. The interactive method for releasing skills in a game according to claim 13, characterized in that, The virtual scene includes a first card display area and a second card display area. The first card display area displays the character cards of virtual objects that can be deployed. The second card display area displays the character cards of virtual objects that have already been deployed.
15. The interactive method for releasing skills in a game according to any one of claims 1-11, characterized in that, Also includes: If a third trigger operation is received for the character icon and the display effect of the character icon indicates that the third skill is in a releaseable state, then the release effect of the third skill is displayed according to the third trigger operation.
16. A game skill release system, characterized in that, include: An interaction system, a processing system, and a skill system; each of the three systems—the interaction system, the processing system, and the skill system—is interconnected and communicates with each other. The interactive system is used to display character icons of virtual objects in a virtual scene; When a first trigger operation is received for the character icon, a first notification message is sent to the processing system; When a second trigger operation is received for the character icon, a second notification message is sent to the processing system; the display effect of the virtual object's character icon corresponds to the release state of different skills of the virtual object; the processing system is used to query the skill system for the release condition corresponding to the first skill according to the first notification message, and when it is determined that the first skill meets the corresponding release condition, it controls the interaction system to display the release effect of the first skill; According to the second notification message, the system queries the skill system for the release conditions corresponding to the second skill. When it is determined that the second skill meets the corresponding release conditions, the interactive system is controlled to display the release effect of the second skill. When the operation types of the first trigger operation and the second trigger operation are different, the first trigger operation is a click operation and the second trigger operation is a drag operation.
17. An interactive device, characterized in that, The interactive device includes a processor, a display unit, and a memory: The memory is used to store program code and transmit the program code to the processor; The processor is configured to execute the steps of the interactive method for releasing skills in the game according to any one of claims 1 to 15, based on the instructions in the program code, and to control the display unit to display the content to be displayed.
18. A computer-readable storage medium, characterized in that, The computer-readable storage medium is used to store program code for performing the steps of the interactive method for releasing skills in a game as described in any one of claims 1 to 15.
19. A computer program product, characterized in that, The computer program product includes instructions that, when executed on a computer device, cause the computer device to perform the steps of the interactive method for releasing skills in a game as described in any one of claims 1 to 15.