Game skill casting method, device, electronic device and storage medium
By displaying the logo of the game skill control at the target virtual object in MOBA games, players can simplify the skill casting process through touch marking, solving the problem of complex skill casting operations in the existing technology, and improving the gaming experience.
Patent Information
- Application Number
- CN202111182406.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-10-11
- Publication Date
- 2025-04-08
- Estimated Expiration
- 2041-10-11
AI Technical Summary
In existing MOBA games, players need complex operational processes when casting skills, including touch skill controls, sliding to determine the casting direction and position, and letting go, resulting in high reaction speed and operation difficulty, affecting the game experience.
By displaying the corresponding game skill control logo at the target virtual object, players can cast skills by just touching the logo, simplifying the skill casting process.
It reduces the difficulty of using game skills and the difficulty of getting started, and improves the player's game experience effect.
Smart Images

Figure CN113893534B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of computer technology, and in particular to a method, device, electronic device and storage medium for casting game skills. Background Art
[0002] Multiplayer Online Battle Arena (MOBA) is a popular game. During the game, users can control virtual objects through terminals to fight against target virtual objects in different camps controlled by other users or servers.
[0003] In existing MOBA games, when a player casts a skill on a target virtual object that appears in the game field of view, he or she first needs to touch the skill control to trigger the skill, then slide the finger on the skill control to select the direction and position of the skill, and finally release the finger to complete the skill casting. The above operation process is very complicated and difficult, and requires a high reaction speed and operation difficulty of the player, which is not conducive to improving the player's gaming experience. Summary of the invention
[0004] The purpose of the present invention is to provide a method, device, electronic device and storage medium for casting game skills in order to realize the rapid casting of game skills in view of the deficiencies in the above-mentioned prior art.
[0005] To achieve the above purpose, the technical solution adopted by the embodiment of the present invention is as follows:
[0006] In a first aspect, an embodiment of the present invention provides a method for casting a game skill, wherein the game includes a virtual scene providing a battle environment and a plurality of virtual objects located in the virtual scene, and the method includes:
[0007] Providing a graphical user interface through a terminal device, wherein the graphical user interface displays content including a game skill control corresponding to the first virtual object and a game field of view screen determined according to a position of the first virtual object in the virtual scene and / or a game field of view adjustment operation;
[0008] In response to a target virtual object appearing in the game field of view, controlling the display of a first identifier corresponding to a first game skill control at the target virtual object, wherein the first game skill control is a game skill control capable of triggering the casting of a first game skill to the target virtual object or the location of the target virtual object;
[0009] In response to a trigger operation acting on the first identifier, a first game skill corresponding to the first identifier is controlled to be cast toward the target virtual object or toward the position of the target virtual object in the virtual scene.
[0010] Optionally, after the step of responding to the target virtual object appearing in the game field of view screen, the method includes:
[0011] Obtaining a skill effective range of a first game skill corresponding to the first game skill control;
[0012] When the distance between the first virtual object and the target virtual object is within the skill effective range, executing the step of controlling to display a first identifier corresponding to a first game skill control at the target virtual object;
[0013] When the distance between the first virtual object and the target virtual object is outside the skill effective range, the step of controlling the display of the first identifier corresponding to the first game skill control at the target virtual object is not performed.
[0014] Optionally, after the step of controlling display of a first identifier corresponding to a first game skill control at the target virtual object in response to the target virtual object appearing in the game field of view, the method further includes:
[0015] Determining a skill effective range of a first game skill corresponding to the first identifier;
[0016] When the distance between the first virtual object and the target virtual object is within the skill effective range of the first game skill, a first indicator corresponding to the first game skill is controlled to be highlighted.
[0017] Optionally, after the step of responding to the target virtual object appearing in the game field of view screen, the method includes:
[0018] Obtaining a skill state of a first game skill corresponding to the first game skill control;
[0019] When the skill state of the first game skill is in a non-cooling state, executing a step of controlling to display a first identifier corresponding to the first game skill control at the target virtual object;
[0020] When the skill state of the first game skill is in a cooling state, the step of controlling the display of the first identifier corresponding to the first game skill control at the target virtual object is not performed.
[0021] Optionally, the step of controlling, in response to a trigger operation acting on the first identifier, to cast a first game skill corresponding to the first identifier to the target virtual object or to a position of the target virtual object in the virtual scene includes:
[0022] In response to a trigger operation acting on the first identifier, determining a skill effective range of a first game skill corresponding to the first identifier;
[0023] When the distance between the first virtual object and the target virtual object is within the effective range of the skill, control is performed to cast the first game skill toward the target virtual object or toward the position of the target virtual object in the virtual scene.
[0024] Optionally, the method further includes:
[0025] When the distance between the first virtual object and the target virtual object is outside the skill effective range, controlling the first virtual object to move toward the target virtual object;
[0026] When the first virtual object moves into the effective range of the skill, a step of controlling the first game skill to be cast toward the target virtual object or toward the position of the target virtual object in the virtual scene is executed.
[0027] Optionally, after the step of controlling the first game skill to be cast toward the target virtual object or toward the position of the target virtual object in the virtual scene, the method further includes:
[0028] Obtaining the cooling time of the first game skill;
[0029] The first mark corresponding to the first game skill is hidden during the cooling time, and the first mark corresponding to the first game skill is redisplayed when the cooling time ends.
[0030] Optionally, the method comprises:
[0031] In response to a perspective locking operation applied to the graphical user interface, control is performed to lock a game perspective image displayed in the graphical user interface.
[0032] In a second aspect, the present invention further provides a device for casting game skills, wherein the game includes a virtual scene providing a battle environment and a plurality of virtual objects located in the virtual scene, and the device includes:
[0033] An interface display module, configured to provide a graphical user interface through a terminal device, wherein the graphical user interface displays content including a game skill control corresponding to the first virtual object and a game field of view screen determined according to a position of the first virtual object in the virtual scene and / or a game field of view adjustment operation;
[0034] an identification display module, configured to control displaying a first identification corresponding to a first game skill control at the target virtual object in response to the target virtual object appearing in the game field of view, wherein the first game skill control is a game skill control capable of triggering the casting of a first game skill to the target virtual object or the location of the target virtual object;
[0035] The first skill casting module is used to respond to the trigger operation acting on the first identifier and control the casting of the first game skill corresponding to the first identifier to the target virtual object or to the position of the target virtual object in the virtual scene.
[0036] Optionally, the identification display module includes:
[0037] A first skill effective range acquisition unit, used to acquire a skill effective range of a first game skill corresponding to the first game skill control;
[0038] The first identification display unit is used to execute the step of controlling the display of the first identification corresponding to the first game skill control at the target virtual object when the distance between the first virtual object and the target virtual object is within the effective range of the skill; when the distance between the first virtual object and the target virtual object is outside the effective range of the skill, not executing the step of controlling the display of the first identification corresponding to the first game skill control at the target virtual object.
[0039] Optionally, after the identification display module, the device further includes:
[0040] A second skill effective range acquisition unit, used to determine a skill effective range of the first game skill corresponding to the first identifier;
[0041] The identification highlighting unit is used to control the highlighting of a first identification corresponding to the first game skill when the distance between the first virtual object and the target virtual object is within the effective skill range of the first game skill.
[0042] Optionally, the identification display module includes:
[0043] A skill state acquisition unit, used to acquire the skill state of the first game skill corresponding to the first game skill control;
[0044] The second identification display unit is used to execute the step of controlling the display of the first identification corresponding to the first game skill control at the target virtual object when the skill state of the first game skill is in a non-cooling state; and not execute the step of controlling the display of the first identification corresponding to the first game skill control at the target virtual object when the skill state of the first game skill is in a cooling state.
[0045] Optionally, the first skill casting module includes:
[0046] A third skill effective range acquisition unit, configured to determine a skill effective range of a first game skill corresponding to the first identifier in response to a trigger operation acting on the first identifier;
[0047] The skill casting unit is used to control the casting of the first game skill to the target virtual object or to the position of the target virtual object in the virtual scene when the distance between the first virtual object and the target virtual object is within the effective range of the skill.
[0048] Optionally, the device further comprises:
[0049] a movement control module, configured to control the first virtual object to move toward the target virtual object when the distance between the first virtual object and the target virtual object is outside the skill effective range;
[0050] The second skill casting module is used to execute the step of controlling the casting of the first game skill to the target virtual object or to the position of the target virtual object in the virtual scene when the first virtual object moves into the effective range of the skill.
[0051] Optionally, after the first skill casting module or the second skill casting module, the device further includes:
[0052] A cooling time acquisition module, used to acquire the cooling time of the first game skill;
[0053] The identification hiding and displaying module is used to hide the first identification corresponding to the first game skill during the cooling time, and to redisplay the first identification corresponding to the first game skill when the cooling time ends.
[0054] Optionally, the device further comprises:
[0055] The viewing angle locking module is used to respond to the viewing angle locking operation acting on the graphical user interface and control the locking of the game viewing angle screen displayed in the graphical user interface.
[0056] In a third aspect, an embodiment of the present invention further provides an electronic device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores program instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium through the bus, and the processor executes the program instructions to perform the steps of the game skill casting method as described in any of the above embodiments.
[0057] In a fourth aspect, an embodiment of the present invention further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the game skill casting method as described in any of the above embodiments are executed.
[0058] The beneficial effects of the present invention are:
[0059] The present invention provides a method, device, electronic device and storage medium for casting a game skill. The game includes a virtual scene providing a battle environment and multiple virtual objects located in the virtual scene. The method for casting a game skill includes: providing a graphical user interface through a terminal device, and the content displayed by the graphical user interface includes a game skill control corresponding to a first virtual object and a game field of view screen determined according to the position of the first virtual object in the virtual scene and / or the game field of view adjustment operation; in response to the target virtual object appearing in the game field of view screen, controlling to display a first identifier corresponding to the first game skill control at the target virtual object, the first game skill control being a game skill control that can trigger the casting of a first game skill to the target virtual object or the position where the target virtual object is located; in response to a trigger operation acting on the first identifier, controlling to cast a first game skill corresponding to the first identifier to the target virtual object or the position where the target virtual object is located in the virtual scene. The present invention indicates that a player can cast a skill to the target virtual object by displaying an identifier corresponding to the game skill control at the target virtual object, and by a trigger operation acting on the identifier, the player can accurately cast a skill to the target virtual object without aiming, thereby simplifying the skill casting process, reducing the difficulty of getting started with the game and the requirements for player operation, and helping to improve the game experience effect of the player. BRIEF DESCRIPTION OF THE DRAWINGS
[0060] In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the drawings required for use in the embodiments are briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present invention and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without creative work.
[0061] Figure 1 This is a schematic diagram of a common MOBA game graphical user interface;
[0062] Figure 2 A schematic diagram of an interface for virtual objects to cast skills in existing MOBA games;
[0063] Figure 3 A method flow chart of a first embodiment of a method for casting a game skill according to the present invention;
[0064] Figure 4 A method flow chart of a second embodiment of a method for casting a game skill according to the present invention;
[0065] Figure 5 A method flow chart of a third embodiment of a method for casting a game skill according to the present invention;
[0066] Figure 6 A method flow chart of a fourth embodiment of a method for casting a game skill according to the present invention;
[0067] Figure 7 A method flow chart of a fifth embodiment of a method for casting a game skill according to the present invention;
[0068] Figure 8 A schematic diagram of an interface of a skill casting range provided in an embodiment of a method for casting a game skill of the present invention;
[0069] Fig. 9 A method flow chart of a sixth embodiment of a method for casting a game skill according to the present invention;
[0070] Fig.10 A method flow chart of a seventh embodiment of a method for casting a game skill according to the present invention;
[0071] Fig.11 It is a structural schematic diagram of the game skill casting device of the present invention;
[0072] Fig.12 A schematic diagram of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION
[0073] In order to make the purpose, technical solutions and advantages of the embodiments of the present invention clearer, the technical solutions in the embodiments of the present invention will be clearly and completely described below in conjunction with the drawings in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, rather than all of the embodiments.
[0074] Therefore, the following detailed description of the embodiments of the present invention provided in the accompanying drawings is not intended to limit the scope of the invention claimed for protection, but merely represents selected embodiments of the present invention. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present invention.
[0075] In the description of the present invention, it should be noted that if the terms "upper", "lower", etc. appear, the orientation or position relationship indicated is based on the orientation or position relationship shown in the accompanying drawings, or is the orientation or position relationship in which the product of the application is usually placed when used. It is only for the convenience of describing the present invention and simplifying the description, and does not indicate or imply that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as a limitation on the present invention.
[0076] In addition, the terms "first", "second", etc. in the specification and claims of the present invention and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the data used in this way can be interchanged where appropriate, so that the embodiments of the present invention described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any variations thereof 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 that are clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0077] It should be noted that, in the absence of conflict, the features in the embodiments of the present invention may be combined with each other.
[0078] In order to better understand the technical solution of the present invention, the related technologies involved in the present invention are further introduced in detail below.
[0079] With the development of mobile communication technology, more and more multiplayer online tactical competitive games have emerged, such as the common MOBA games. MOBA games generally include a virtual scene that provides a battle environment and multiple virtual objects located in the virtual scene. The multiple virtual objects usually belong to different game teams and are in a hostile state. Multiple game teams can occupy their respective areas in the virtual scene provided by the game to fight until a game team finally destroys the enemy's specific building to win the game and declare the game over.
[0080] For easier understanding, please refer to Figure 1 , which is a schematic diagram of the graphical user interface of a common MOBA game, such as Figure 1 As shown, the graphical user interface of a MOBA game generally includes a virtual object 11 located in a virtual scene and controlled by a certain player, a moving joystick 12 for controlling the movement of the virtual object 11 in the virtual scene, a game thumbnail map 13 for displaying changes in game elements in the game scene, one or more skill controls 14 (one normal attack skill control and four special skill controls are shown in the figure) for triggering the virtual object 11 to cast corresponding game skills, and a field of view adjustment area 15 for switching the game field of view displayed in the graphical user interface in response to the player's touch operation.
[0081] like Figure 1 As shown, the graphical user interface of a MOBA game can usually be divided into two areas: the left and the right. Among them:
[0082] The moving joystick 12 is usually located in the lower left area of the graphical user interface, and is used to respond to the player's touch operation to control the virtual object 11 to move in different directions, such as responding to the player's up, down, left, and right sliding operation in the left area to control the virtual object 11 to move up, down, left, and right. The moving joystick 12 may be displayed or not, for example, the moving joystick 12 may be displayed in a circular shape in the lower left area of the graphical user interface.
[0083] The game thumbnail map 13 is generally displayed in the upper left area of the graphical user interface, and is used to present in real time the changes in elements such as the positions of different virtual objects in the game scene, the status of buildings in the game, and map marks marked by players in the game.
[0084] The skill control 14 is usually located in the lower right area of the graphical user interface, and is used to respond to the player's trigger operation to control the virtual object 11 to cast the corresponding game skill. Among them, the skill control 14 generally includes a normal attack skill control and a special skill control. The normal attack skill control is used to trigger and control the virtual object 11 to cast the normal attack skill. The normal attack skills possessed by the virtual objects 11 controlled by different players are generally the same. The special skill control is used to trigger and control the virtual object 11 to cast the special attack skill. The special skills possessed by the virtual objects 11 controlled by different players are generally different. In addition, for some special skills that require aiming, the special skill control can also be used to respond to the player's sliding operation on the special skill control to control the aiming direction of the skill.
[0085] The field of view adjustment area 15 is usually located in the middle area on the right side of the graphical user interface, that is, the area outside the skill control 14, and is used to switch the game field of view screen displayed in the graphical user interface in response to the player's sliding operation, so as to view the screen that is not within the field of view of the virtual object, for example, in response to the player's sliding operation up, down, left, right, and right in the field of view adjustment area 15, the graphical user interface is controlled to switch and display different game field of view screens in the up, down, left, and right directions. Among them, the field of view adjustment area 15 can be displayed or not, for example, the field of view adjustment area 15 is located in the middle area on the right side of the graphical user interface in a transparent form, and the player cannot see the exact position of the field of view adjustment area 15 with the naked eye.
[0086] It should be noted that the positions of the above-mentioned mobile joystick 12, game thumbnail map 13, skill control 14, and field of view adjustment area 15 in the graphical user interface are not limited. Usually, players can also customize the design according to their own operating habits. For example, players can swap the positions of the controls on the left and right sides of the graphical user interface according to the operating habits of their left and right hands.
[0087] In a MOBA game, when the target virtual object 16 appears in the game field of view of the virtual object 11 controlled by the player (for example, the player controls the virtual object 11 to approach the target virtual object 16 through the above-mentioned moving joystick 12, so that the target virtual object 16 appears in the game field of view, or the player switches the game field of view displayed in the graphical user interface through the above-mentioned field of view adjustment area 15, so that the target virtual object 16 appears in the game field of view), the player can cast skills on the target virtual object 16 to cause damage or control the target virtual object.
[0088] Please refer to Figure 2 , is a schematic diagram of an interface for a virtual object 11 to cast skills in an existing MOBA game. Figure 2 As shown, generally, the process of a player casting a certain game skill on a target virtual object 16 generally includes at least the following steps: first, the player needs to touch the skill control to trigger the corresponding game skill; second, slide the finger on the skill control to select the skill casting direction and casting position; finally, release the finger to complete the casting of the game skill. The operation of the entire skill casting process is complicated, and the player's reaction speed and operation difficulty are relatively high. It is difficult to get started with the game, which is not conducive to the promotion of the game and the game experience of the player.
[0089] In response to the above-mentioned problems in the prior art, the present invention proposes the following technical concept: by directly displaying the game skill icon of the virtual object 11 controlled by the player at the target virtual object 16, when the player casts a skill, he only needs to touch the icon at the target virtual object 16 to trigger the corresponding game skill to be cast to the target virtual object 16 or the position where the target virtual object 16 is located, thereby reducing the difficulty of game skill casting operation and the difficulty of players getting started in the game, thereby improving the gaming experience.
[0090] Based on the above introduction, the game skill casting method, device, electronic device and storage medium provided by the present invention are introduced in detail below.
[0091] Firstly, the present invention provides a method for casting game skills.
[0092] like Figure 3 FIG. 1 is a flowchart of a method for performing a game skill according to a first embodiment of the present invention. In this embodiment, the method for performing a game skill includes:
[0093] S10: Providing a graphical user interface through a terminal device, wherein the graphical user interface displays content including a game skill control corresponding to the first virtual object and a game field of view screen determined according to the position of the first virtual object in the virtual scene and / or a game field of view adjustment operation.
[0094] Generally, players install and run a client that supports virtual scene display through a terminal device. The client can be an application for the game. When the terminal device runs the client, the graphical user interface of the client is displayed on the screen of the terminal device. In this embodiment, the content displayed by the graphical user interface provided by the terminal device includes the first virtual object controlled by the player through the terminal device, the game skill control corresponding to the first virtual object, and the game field of view screen determined according to the position of the first virtual object in the virtual scene and / or the game field of view adjustment operation. Among them, the game skill control corresponding to the first virtual object is a plurality of controls corresponding to the multiple game skills possessed by the first virtual object displayed on the graphical user interface. Players can trigger the use of different game skills by clicking on different game skill controls.
[0095] As mentioned above, when casting a game skill, the player can generally adjust the skill casting direction by sliding on the game skill control. During the game, the game field of view displayed on the graphical user interface can be, on the one hand, a game field of view corresponding to the position of the first virtual object displayed according to the position of the first virtual object in the virtual scene, and on the other hand, it can also be a game field of view determined based on the game field of view adjustment operation performed by the player in the field of view adjustment area.
[0096] S20: In response to the target virtual object appearing in the game field of view, controlling the display of a first identifier corresponding to the first game skill control at the target virtual object.
[0097] Generally, in addition to the first virtual object operated by the player, the virtual scene also includes multiple other virtual objects controlled by other players. Among them, the target virtual object of this embodiment can be any one or more of the other virtual objects. Usually, when the target virtual object appears in the game field of view, the player can control the first virtual object to cast a game skill on the target virtual object to cause damage or control the target virtual object.
[0098] It can be understood that there are generally two ways for the target virtual object to appear in the game field of view: first, the player controls the joystick to move the first virtual object in the virtual scene, for example, controlling the first virtual object to move in the direction close to the target virtual object, etc. The game field of view changes with the movement position of the first virtual object. When the distance between the first virtual object and the target virtual object is close enough, the target virtual object will appear in the changed game field of view. Second, the player directly adjusts and switches the game field of view displayed on the graphical user interface by sliding in the perspective adjustment area on the graphical user interface, so that the target virtual object appears in the switched game field of view displayed on the graphical user interface.
[0099] It can be understood that the first game skill control is one or more game skill controls among the multiple game skill controls corresponding to the first virtual object, and the determination of the first game skill control can be determined by the player's customization or by the game's default. In some optional embodiments, the determination of the first game skill control can be determined with reference to the difficulty of casting the corresponding game skill, preferably a game skill control corresponding to a game skill with complex operation and high casting difficulty. For example, a game skill control corresponding to a game skill with a large effective range and a long skill casting distance. For example, assuming that the first virtual object controlled by the player includes 4 game skills, namely: Q skill, W skill, E skill and R skill, wherein the R skill is a game skill cast at an ultra-long distance, then this embodiment can select the game skill control corresponding to the R skill as the first game skill control. Among them, the first game skill control may include a game skill control that can trigger the casting of the first game skill to the target virtual object, or a game skill control that casts the first game skill to the location of the target virtual object.
[0100] In this embodiment, when the target virtual object appears in the game field of view, a first identifier corresponding to the first game skill control can be displayed at the target virtual object. The first identifier can be displayed on the target virtual object, or it can be displayed within the effective attack range of the target virtual object, such as a preset model area of the target virtual object. Furthermore, the first identifier is preferably a corresponding game skill icon. When there are more than one first game skills, in order to avoid blocking the target virtual object, the size of the first identifier displayed at the target virtual object can be adjusted according to the needs of the game, such as reducing the size of the displayed first identifier, etc., which is not limited by the present invention.
[0101] It should be added that when the number of target virtual objects is more than one, that is, when there are multiple target virtual objects appearing in the game field of view, this embodiment may display the first identifier corresponding to the first game skill control at multiple target virtual objects, or may determine one or more target virtual objects from multiple target virtual objects as the display target of the first identifier to display the first identifier corresponding to the first game skill control according to a pre-set first identifier display strategy. Among them, the first identifier display strategy may determine the display target of the first identifier based on the distance between the first virtual object and the target virtual object, such as only displaying the first identifier at the target virtual object with the closest distance. Further, the first identifier display strategy may also determine the display target of the first identifier based on the type of the target virtual object (such as whether the target virtual object is an output type, a treatment type, or a tank type), such as only displaying the first identifier at a target virtual object of a specific type (such as a treatment type), etc. In addition, the first identifier display strategy may also determine the display target of the first identifier based on the current state of the target virtual object, such as only displaying the first identifier at the target virtual object with the worst current state (such as the lowest health value and the highest absorbed damage), etc.
[0102] S30: In response to a trigger operation acting on the first identifier, control the first game skill corresponding to the first identifier to be cast toward the target virtual object or the position of the target virtual object in the virtual scene.
[0103] Generally, there are two types of game skills: locked game skills and non-locked game skills. Among them, locked game skills refer to skills that can lock the attack target and can directly hit the attack target after casting; non-locked game skills refer to skills that cannot lock the attack target, can only be cast in the general direction of the attack target, and cannot guarantee that they can directly hit the attack target. At the same time, game skills generally have specific casting actions or skill animations during the casting process. Players can judge whether the corresponding game skills will attack the game character they control based on the casting actions or skill animations of the game skills, and then control the game character to move and evade. Among them, locked skills cannot be evaded, while non-locked skills can be evaded.
[0104] In this regard, in order to maintain the balance of the game, in this embodiment, when the player touches the first identifier to trigger the first game skill corresponding to the first identifier to be cast on the target virtual object, if the first game skill is a locked game skill, this embodiment can directly cast the first game skill on the target virtual object, that is, the casting of the game skill is not affected by the movement and avoidance operation of the target virtual object. On the contrary, if the first game skill is a non-locked game skill, this embodiment can only cast the first game skill to the position of the target virtual object when the first identifier is triggered, that is, the casting of the game skill is affected by the movement and avoidance operation of the target virtual object.
[0105] Through the above steps S10-S30, the game skill casting method provided by the present invention, in response to the target virtual object appearing in the game field of view during the game, controls the display of the first identifier corresponding to the first game skill control at the target virtual object, and when the first identifier is triggered, directly controls the casting of the first game skill corresponding to the first identifier to the target virtual object or to the position of the target virtual object in the virtual scene, thereby simplifying the game skill casting process in the game, reducing the difficulty of getting started in the game and the requirements for player operation, and helping to improve the player's gaming experience.
[0106] Based on the above-mentioned embodiments of the present invention, a second embodiment of the method for casting a game skill described in the present invention is further proposed.
[0107] Please refer to Figure 4 , is a method flow chart of the second embodiment of the method for casting a game skill according to the present invention. As shown in the figure, in this embodiment, the method for casting a game skill comprises steps S10, S21-S23, and S30, wherein steps S10 and S30 are respectively the same as those in the first embodiment, and are not described in detail here.
[0108] Specifically, the game skill casting method includes:
[0109] S10: Providing a graphical user interface through a terminal device, wherein the graphical user interface displays content including a game skill control corresponding to the first virtual object and a game field of view screen determined according to the position of the first virtual object in the virtual scene and / or a game field of view adjustment operation.
[0110] S21: In response to the target virtual object appearing in the game field of view, obtaining a skill effective range of a first game skill corresponding to a first game skill control.
[0111] Generally, game skills have a corresponding skill effective range. When the virtual object controlled by the player casts a game skill on a friend or enemy within the effective range of the skill, the game skill will generally be judged to be effective, and thus produce the corresponding game skill effect; conversely, when the game character controlled by the player casts a game skill outside the effective range of the skill, the game skill will either fail to be cast or will be judged to be invalid, and thus no corresponding game skill effect will be produced.
[0112] Therefore, in order to avoid wasting game skill resources, this embodiment can first obtain the skill effective range of the game skill corresponding to each game skill control of the first virtual object when the target virtual object appears in the game field of view, and then display the corresponding logo according to the effective range of the first game skill to prevent the player from triggering and casting the game skill outside the effective range of the skill, thereby wasting game skill resources.
[0113] S22: When the distance between the first virtual object and the target virtual object is within the effective range of the skill, control the display of a first identifier corresponding to the first game skill control at the target virtual object.
[0114] It can be understood that when the distance between the first virtual object and the target virtual object is within the effective skill range of the first game skill, the player controls the first virtual object to cast the first game skill on the target virtual object, which can basically ensure the effective casting of the first game skill. Therefore, in this embodiment, the first identifier corresponding to the first game skill control is displayed at the target virtual object only when the distance between the first virtual object and the target virtual object is within the effective skill range of the first game skill. In this way, on the one hand, it can remind the player that the target virtual object is within the effective skill range of the first game skill, and on the other hand, it can avoid displaying the first identifier in advance, which may cause the player to trigger the first game skill corresponding to the first identifier in advance, thereby resulting in invalid casting of the first game skill and wasting game skill resources.
[0115] It should be noted that when there is more than one first game skill, in the case where there are multiple first game skills, the skill effective ranges of different first game skills may be the same or different, and each game skill is determined separately. That is, if the distance between the first virtual object and the target virtual object is within the skill effective range of one or more first game skills, the corresponding one or more first identifiers may be displayed at the target virtual object.
[0116] S23: When the distance between the first virtual object and the target virtual object is outside the effective range of the skill, control the first identifier corresponding to the first game skill control not to be displayed at the target virtual object.
[0117] As can be seen from the foregoing, if the distance between the first virtual object and the target virtual object is outside the effective range of the skill, the player controls the first virtual object to cast the first game skill on the target virtual object, which is generally judged as an invalid casting of the game skill. Therefore, in this embodiment, when the distance between the first virtual object and the target virtual object is outside the effective range of the skill, the first logo corresponding to the first game skill control is not displayed at the target virtual object. On the one hand, the graphical user interface is kept clean, and on the other hand, it is also convenient to remind the player that although the target virtual object is already in his game field of view, the target virtual object is not within the attackable range of his skill. The player needs to control the first virtual object to move in the virtual scene to reduce the distance between the first virtual object and the target virtual object until the distance between the first virtual object and the target virtual object is within the effective range of the skill before the game skill can be cast on the target virtual object.
[0118] S30: In response to a trigger operation acting on the first identifier, control the first game skill corresponding to the first identifier to be cast toward the target virtual object or the position of the target virtual object in the virtual scene.
[0119] Through the above steps S10, S21-S23, and S30, the game skill casting method provided by the second embodiment of the present invention further determines the effective skill range of the first game skill corresponding to the first game skill control after the target virtual object appears in the game field of view. Only when the distance between the first virtual object and the target virtual object is within the effective skill range, the first mark corresponding to the first game skill control is controlled to be displayed at the target virtual object. On the one hand, the simplicity of the game screen is ensured, and on the other hand, the effective casting of game skills is ensured, which reduces the frustration of players caused by ineffective skill casting and helps to improve the game experience of players.
[0120] Based on the above-mentioned embodiments of the present invention, a third embodiment of the method for casting a game skill described in the present invention is further proposed.
[0121] Please refer to Figure 5 , which is a method flow chart of the third embodiment of the method for casting a game skill according to the present invention. As shown in the figure, in this embodiment, the method for casting a game skill includes S10, S20, S24-S25, and S30, wherein steps S10 and S30 are respectively the same as those in the first embodiment, and are not described in detail here.
[0122] Specifically, the game skill casting method includes:
[0123] S10: Providing a graphical user interface through a terminal device, wherein the graphical user interface displays content including a game skill control corresponding to the first virtual object and a game field of view screen determined according to the position of the first virtual object in the virtual scene and / or a game field of view adjustment operation.
[0124] S20: In response to the target virtual object appearing in the game field of view, controlling the display of a first identifier corresponding to the first game skill control at the target virtual object.
[0125] S24: Determine the skill effective range of the first game skill corresponding to the first identifier.
[0126] It can be understood that when the target virtual object appears in the game field of view, after the first identifier is displayed at the target virtual object, the skill effective range of the first game skill corresponding to each first identifier can also be determined.
[0127] S25: When the distance between the first virtual object and the target virtual object is within the effective skill range of the first game skill, control to highlight a first indicator corresponding to the first game skill.
[0128] It can be understood that due to the limitation of the effective range of the game skill, after the target virtual object appears in the game field of view and the first mark is displayed at the target virtual object, the player cannot determine whether the first game skill corresponding to the first mark can be effectively cast by triggering the first mark at this time. Therefore, this embodiment can continuously determine the distance between the first virtual object and the target virtual object after the first mark is displayed at the target virtual object. When it is detected that the distance between the first virtual object and the target virtual object is within the effective range of the skill of the first game skill, the first mark corresponding to the target virtual object is highlighted to prompt the player that the distance between the player and the enemy is within the casting range of the first game skill corresponding to the first mark. At this time, the first mark can be triggered to effectively cast the first game skill.
[0129] It should be added that if multiple first identifiers are displayed at the target virtual object, it is necessary to confirm the effective skill range of each first game skill corresponding to each first identifier, and when the distance between the first virtual object and the target virtual object is within the effective skill range of one or more first game skills, the corresponding one or more first identifiers will be highlighted.
[0130] S30: In response to a trigger operation acting on the first identifier, control the first game skill corresponding to the first identifier to be cast toward the target virtual object or the position of the target virtual object in the virtual scene.
[0131] Through the above steps S10, S20, S24-S25, and S30, the game skill casting method provided in the third embodiment of the present invention further judges the effective range of the first game skill corresponding to the first identifier after displaying the first identifier corresponding to the first game skill control at the target virtual object. Only when the distance between the first virtual object and the target virtual object is within the effective range of the skill, the first identifier corresponding to the first game skill is controlled to be highlighted to ensure that the player receives the indication that the first identifier can be triggered in time, thereby reducing the player's reaction time, increasing the player's operation speed, and helping to improve the player's gaming experience.
[0132] Based on the above-mentioned embodiments of the present invention, a fourth embodiment of the method for casting a game skill described in the present invention is further proposed.
[0133] Please refer to Figure 6 , which is a method flow chart of the fourth embodiment of the method for casting a game skill according to the present invention. As shown in the figure, in this embodiment, the method for casting a game skill comprises steps S10, S26-S28, and S30, wherein steps S10 and S30 are respectively the same as those in the first embodiment, and are not described in detail here.
[0134] Specifically, the game skill casting method includes:
[0135] S10: Providing a graphical user interface through a terminal device, wherein the graphical user interface displays content including a game skill control corresponding to the first virtual object and a game field of view screen determined according to the position of the first virtual object in the virtual scene and / or a game field of view adjustment operation.
[0136] S26: In response to the target virtual object appearing in the game field of view, obtaining a skill state of the first game skill corresponding to the first game skill control.
[0137] Generally, the skill state of a game skill often includes a cooling state and a non-cooling state, wherein when the skill state of a game skill is a cooling state, the game skill cannot be cast, and at this time, the game skill control corresponding to the game skill in the graphical user interface will display the corresponding cooling waiting time, and the player cannot trigger the casting of the corresponding game skill by clicking the game skill control; when the skill state of a game skill is a non-cooling state, the game skill can be cast, and at this time, when the game skill control in the graphical user interface is clicked by the player, the casting of the corresponding game skill can be triggered. Therefore, in this embodiment, when the first game skill is in a cooling state, the player cannot trigger the casting of the first game skill by displaying the first identifier. Therefore, it can be understood that when the first game skill is in a cooling state, the first identifier displayed at the target virtual object has no meaning, but will reduce the simplicity of the graphical user interface.
[0138] S27: When the skill state of the first game skill is in a non-cooling state, control the display of a first identifier corresponding to the first game skill control at the target virtual object.
[0139] As can be seen from the foregoing, when it is detected that the skill state of the first game skill is a non-cooling state, the first game skill can be cast. In this non-cooling state, the casting of the first game skill can be triggered by the first identifier. Therefore, the first identifier corresponding to the first game skill control can be displayed at the target virtual object to indicate to the player that the first game skill can be cast at this time. The player can cast the first game skill to the target virtual object by clicking the first identifier.
[0140] S28: When the skill state of the first game skill is in a cooling state, control the first identifier corresponding to the first game skill control not to be displayed at the target virtual object.
[0141] As can be seen from the foregoing, when it is detected that the skill state of the first game skill is in a cooling state, the first game skill cannot be cast, and displaying the first identifier is not conducive to maintaining the simplicity of the game interface. Therefore, the first identifier is not displayed at the target virtual object. On the one hand, the graphical user interface remains simple, and on the other hand, it also allows the player to determine whether the next moving direction is to move away from the target virtual object first, or gradually approach the target virtual object.
[0142] In an optional embodiment, without considering the simplicity of the graphical user interface, the first identifier can be displayed in grayscale at the target virtual object when the skill state of the first game skill is in a cooling state, and the first identifier can be highlighted at the target virtual object when the skill state of the first game skill is in a non-cooling state, so that when the first identifier is converted from a grayscale state to a highlighted state, the first identifier can be quickly triggered to cast the skill, thereby improving the gaming experience.
[0143] S30: In response to a trigger operation acting on the first identifier, control the first game skill corresponding to the first identifier to be cast toward the target virtual object or the position of the target virtual object in the virtual scene.
[0144] Through the above steps S10, S26-S28, and S30, the game skill casting method provided in the fourth embodiment of the present invention further determines the skill state of the first game skill corresponding to the first game skill control after the target virtual object appears in the game field of view. Only when the skill state of the first game skill is in a non-cooling state, the first logo corresponding to the first game skill control is controlled to be displayed at the target virtual object. On the one hand, the simplicity of the game interface is ensured, and on the other hand, it is ensured that the player can determine the change of the skill state in time, so as to quickly touch the first logo after the first logo is displayed, thereby improving the player's gaming experience.
[0145] Based on the above-mentioned embodiments of the present invention, a fifth embodiment of the method for casting a game skill described in the present invention is further proposed.
[0146] Please refer to Figure 7 , which is a method flow chart of the fifth embodiment of the method for casting a game skill according to the present invention. As shown in the figure, in this embodiment, the method for casting a game skill comprises steps S10, S20, S31-S34, wherein steps S10 and S20 are respectively the same as those in the first embodiment, and are not described in detail here.
[0147] Specifically, the game skill casting method includes:
[0148] S10: Providing a graphical user interface through a terminal device, wherein the graphical user interface displays content including a game skill control corresponding to the first virtual object and a game field of view screen determined according to the position of the first virtual object in the virtual scene and / or a game field of view adjustment operation.
[0149] S20: In response to the target virtual object appearing in the game field of view, controlling the display of a first identifier corresponding to the first game skill control at the target virtual object.
[0150] S31: In response to a trigger operation acting on a first identifier, determine a skill effective range of a first game skill corresponding to the first identifier.
[0151] Generally, when a player touches a game skill control, the aiming direction of the game skill will be displayed on the graphical user interface. The player can slide the game skill control according to the position of the target virtual object to adjust the aiming direction of the game skill. In an embodiment of the present invention, the player performs a trigger operation on the first identifier. Without letting go, the aiming direction of the first game skill toward the target virtual object and the effective range of the skill toward the aiming direction are displayed on the graphical user interface. Based on the trigger operation of the first identifier, the first game skill can be directly aimed at the target virtual object without the player adjusting the aiming direction.
[0152] S32: When the distance between the first virtual object and the target virtual object is within the effective range of the skill, control the first game skill to be cast toward the target virtual object or toward the position of the target virtual object in the virtual scene.
[0153] Generally, the player touches the game skill control to determine the effective skill range of the game skill, and casts the game skill when it is determined that the target virtual object is within the effective skill range of the game skill. Therefore, in an embodiment of the present invention, after determining the effective skill range of the first game skill through the trigger operation of the first identifier, it is determined whether the distance between the first virtual object and the target virtual object is within the effective skill range, that is, when the player determines in the graphical user interface whether the target virtual object is within the effective skill range of the first game skill, when the distance between the first virtual object and the target virtual object is within the effective skill range, the player releases the trigger operation of the first identifier to cast the first game skill to the target virtual object or to the position of the target virtual object in the virtual scene.
[0154] For example, Figure 8 A schematic diagram of an interface of a skill casting range provided by an embodiment of the present invention, such as Figure 8 As shown, the skill effective range 17 has a certain length and width. Figure 8 The target avatar is within the ability's effective range.
[0155] Based on the fifth embodiment, if the distance between the first virtual object and the target virtual object is outside the game skill range, Figure 7 As shown, the method also includes:
[0156] S33: When the distance between the first virtual object and the target virtual object is outside the skill effective range, control the first virtual object to move toward the target virtual object.
[0157] Generally, when a player touches a game skill control to cast a game skill at a target virtual object, if the distance between the first virtual object and the target virtual object is outside the skill effective range, the first virtual object cannot directly cast the game skill based on the player's casting operation on the game skill. Therefore, in an embodiment of the present invention, to ensure the effective casting of the first game skill, when the first identifier is triggered, if it is determined that the target virtual object is outside the skill effective range of the first game skill, the first virtual object is controlled to move toward the location of the target virtual object to reduce the distance between the first virtual object and the target virtual object.
[0158] S34: When the first virtual object moves into the effective range of the skill, control the first game skill to be cast toward the target virtual object or toward the position of the target virtual object in the virtual scene.
[0159] As can be seen from the foregoing, in this embodiment, when the first indicator is triggered and the distance between the first virtual object and the target virtual object is outside the skill game range, the first virtual object will move toward the location of the target virtual object. When the distance between the first virtual object and the target virtual object is within the skill effective range, this embodiment can cast the first game skill to the target virtual object or to the location of the target virtual object in the virtual scene, ensuring that the first game skill will not be cast in vain.
[0160] Through the above steps S10, S20, S31-S34, the game skill casting method provided by the fifth embodiment of the present invention further judges the skill effective range of the first game skill corresponding to the first identifier in response to the trigger operation acting on the first identifier after displaying the first identifier corresponding to the first game skill control at the target virtual object. Only when the distance between the first virtual object and the target virtual object is within the skill effective range, the first game skill is controlled to be cast toward the target virtual object or to the position of the target virtual object in the virtual scene. When the distance between the first virtual object and the target virtual object is outside the skill effective range, the first virtual object is automatically controlled to move toward the target virtual object until the first virtual object moves into the skill effective range, and then the first game skill is cast, so as to ensure that the game skill can be effectively cast, avoid the game skill not having a casting effect due to the distance between the first virtual object and the target virtual object being too far, reduce the player's frustration caused by ineffective skill casting, and help improve the player's operation certainty and game experience effect.
[0161] Based on the above-mentioned embodiments of the present invention, a sixth embodiment of the method for casting a game skill described in the present invention is further proposed.
[0162] Please refer to Fig. 9 , which is a method flow chart of the sixth embodiment of the method for casting a game skill according to the present invention. As shown in the figure, in this embodiment, the method for casting a game skill comprises steps S10, S20, S30, S41-S42, wherein steps S10, S20 and S30 are respectively the same as those in the first embodiment, and are not described in detail here.
[0163] Specifically, the game skill casting method includes:
[0164] S10: Providing a graphical user interface through a terminal device, wherein the graphical user interface displays content including a game skill control corresponding to the first virtual object and a game field of view screen determined according to the position of the first virtual object in the virtual scene and / or a game field of view adjustment operation.
[0165] S20: In response to the target virtual object appearing in the game field of view, controlling the display of a first identifier corresponding to the first game skill control at the target virtual object.
[0166] S30: In response to a trigger operation acting on the first identifier, control the first game skill corresponding to the first identifier to be cast toward the target virtual object or the position of the target virtual object in the virtual scene.
[0167] S41: Get the cooling time of the first game skill.
[0168] Generally, game skills cannot be cast continuously. After each casting of a game skill, the game skill will enter a cooling state. The duration of the cooling state is the cooling time. During the cooling time, the game skill cannot be released. After the cooling time is over, the skill state of the game skill is a non-cooling state, and the game skill can be cast. Therefore, in an embodiment of the present invention, after casting the first game skill, the preset cooling time of the first game skill can be obtained, and the cooling time is reduced in a countdown manner.
[0169] S42: hiding the first identifier corresponding to the first game skill during the cooling time, and redisplaying the first identifier corresponding to the first game skill when the cooling time ends.
[0170] As can be seen from the foregoing, when the skill state of a game skill is in a cooling state, the game skill cannot be cast. Therefore, in the embodiment of the present invention, when the first game skill is still in the cooling time, that is, before the cooling time ends, the player cannot trigger the casting of the first game skill by displaying the first mark. Therefore, it can be understood that displaying the first mark at the target virtual object during the cooling time is meaningless and will reduce the simplicity of the graphical user interface. Therefore, the first mark corresponding to the first game skill can be hidden at the target virtual object during the cooling time to ensure the simplicity of the graphical user interface. After the cooling time ends, the first mark is redisplayed, and the player can cast the first game skill again by touching the first mark.
[0171] Through the above steps S10-S30, S41-S42, the game skill casting method provided by the embodiment of the present invention further determines the cooling time of the first game skill after the step of casting the first game skill to the target virtual object or to the position of the target virtual object in the virtual scene, hides the first identifier corresponding to the first game skill during the cooling time, and redisplays the first identifier corresponding to the first game skill at the end of the cooling time, thereby avoiding the first identifier being displayed when the first game skill is cooling down and occupying the space of the graphical user interface, saving space resources, and improving the simplicity of the graphical user interface.
[0172] Based on the above-mentioned embodiments of the present invention, a seventh embodiment of the method for casting a game skill described in the present invention is further proposed.
[0173] Please refer to Fig.10 , is a method flow chart of the seventh embodiment of the method for casting a game skill according to the present invention. As shown in the figure, in this embodiment, the method for casting a game skill includes S10, S20, S29, and S30, wherein steps S10, S20, and S30 are respectively the same as those in the first embodiment, and are not described in detail here.
[0174] Specifically, the game skill casting method includes:
[0175] S10: Providing a graphical user interface through a terminal device, wherein the graphical user interface displays content including a game skill control corresponding to the first virtual object and a game field of view screen determined according to the position of the first virtual object in the virtual scene and / or a game field of view adjustment operation.
[0176] S20: In response to the target virtual object appearing in the game field of view, controlling the display of a first identifier corresponding to the first game skill control at the target virtual object.
[0177] S29: In response to the perspective locking operation applied to the graphical user interface, control is performed to lock the game perspective image displayed in the graphical user interface.
[0178] Generally, if the player adjusts the game field of view displayed in the graphical user interface by sliding in the perspective adjustment area so that the target virtual object appears in the game field of view displayed in the graphical user interface, at this time, since the player's right hand operates the perspective adjustment area, if the player lets go at this time, the graphical user interface will return to the game field of view where the first virtual object is located in the virtual scene. Therefore, in an embodiment of the present invention, if a touch operation is performed on the displayed first marker in the game field of view where the target virtual object is located to cast the corresponding first game skill, the player also needs to use another hand to trigger the first marker, but this operation method is more difficult, and the player's finger may not be able to accurately click the first marker, which is not conducive to the player's gaming experience.
[0179] Therefore, in the embodiment of the present invention, a more preferred operation method is to lock the game field of view displayed in the graphical user interface by performing a perspective locking operation on the graphical user interface. At this time, the player's right hand used for the perspective adjustment area can be freed to trigger the first mark, thereby reducing the player's operation difficulty and improving the game experience. For example, the perspective locking operation can be a screen pressing operation on the current game field of view.
[0180] S30: In response to a trigger operation acting on the first identifier, control the first game skill corresponding to the first identifier to be cast toward the target virtual object or the position of the target virtual object in the virtual scene.
[0181] Through the above steps S10, S20, S29, and S30, the game skill casting method provided in the seventh embodiment of the present invention further controls the locking of the game field of view displayed in the graphical user interface in response to the perspective locking operation on the graphical user interface after displaying the first identifier corresponding to the first game skill control at the target virtual object, so as to achieve locking of the displayed game field of view through the perspective locking operation, making it convenient for the player to trigger the first identifier, reducing the player's operating difficulty and improving the gaming experience.
[0182] Secondly, the present invention also provides a game skill casting device.
[0183] Please refer to Fig.11 , is a schematic diagram of the structure of the game skill casting device of the present invention. As shown in the figure, in this embodiment, the game skill casting device comprises:
[0184] The interface display module 100 is used to provide a graphical user interface through a terminal device, wherein the content displayed by the graphical user interface includes a game skill control corresponding to the first virtual object and a game field of view screen determined according to the position of the first virtual object in the virtual scene and / or the game field of view adjustment operation;
[0185] The identification display module 200 is used for controlling the display of a first identification corresponding to a first game skill control at the target virtual object in response to the target virtual object appearing in the game field of view, where the first game skill control is a game skill control that can trigger the casting of the first game skill to the target virtual object or the location of the target virtual object;
[0186] The first skill casting module 300 is used to respond to a trigger operation acting on the first identifier and control the casting of the first game skill corresponding to the first identifier to the target virtual object or to the position of the target virtual object in the virtual scene.
[0187] Optionally, the identification display module 200 includes:
[0188] A first skill effective range acquisition unit, used to acquire a skill effective range of a first game skill corresponding to a first game skill control;
[0189] The first identification display unit is used to execute the step of controlling the display of the first identification corresponding to the first game skill control at the target virtual object when the distance between the first virtual object and the target virtual object is within the effective range of the skill; when the distance between the first virtual object and the target virtual object is outside the effective range of the skill, the step of controlling the display of the first identification corresponding to the first game skill control at the target virtual object is not executed.
[0190] Optionally, after the identification display module 200, the device further includes:
[0191] A second skill effective range acquisition unit, used to determine a skill effective range of the first game skill corresponding to the first identifier;
[0192] The identification highlighting unit is used to control the highlighting of the first identification corresponding to the first game skill when the distance between the first virtual object and the target virtual object is within the skill effective range of the first game skill.
[0193] Optionally, the identification display module 200 includes:
[0194] A skill state acquisition unit, used to acquire the skill state of the first game skill corresponding to the first game skill control;
[0195] The second identification display unit is used to execute the step of controlling the display of the first identification corresponding to the first game skill control at the target virtual object when the skill state of the first game skill is in a non-cooling state; and not execute the step of controlling the display of the first identification corresponding to the first game skill control at the target virtual object when the skill state of the first game skill is in a cooling state.
[0196] Optionally, the first skill casting module 300 includes:
[0197] A third skill effective range acquisition unit, configured to respond to a trigger operation acting on the first identifier and determine a skill effective range of the first game skill corresponding to the first identifier;
[0198] The skill casting unit is used to control the casting of the first game skill to the target virtual object or to the position of the target virtual object in the virtual scene when the distance between the first virtual object and the target virtual object is within the effective range of the skill.
[0199] Optionally, the device further comprises:
[0200] A movement control module, used for controlling the first virtual object to move toward the target virtual object when the distance between the first virtual object and the target virtual object is outside the effective range of the skill;
[0201] The second skill casting module is used to execute the step of controlling the casting of the first game skill to the target virtual object or to the position of the target virtual object in the virtual scene when the first virtual object moves into the effective range of the skill.
[0202] Optionally, after the first skill casting module 300 or the second skill casting module, the device further includes:
[0203] A cooling time acquisition module, used to acquire the cooling time of the first game skill;
[0204] The identification hiding and displaying module is used to hide the first identification corresponding to the first game skill during the cooling time, and to redisplay the first identification corresponding to the first game skill when the cooling time ends.
[0205] Optionally, the device further comprises:
[0206] The viewing angle locking module is used to respond to the viewing angle locking operation on the graphical user interface and control the locking of the game viewing angle screen displayed in the graphical user interface.
[0207] The above-mentioned device is used to execute the method provided by the aforementioned embodiment, and its implementation principle and technical effect are similar, which will not be repeated here.
[0208] The above modules may be one or more integrated circuits configured to implement the above methods, such as one or more application specific integrated circuits (ASIC), or one or more digital singnal processors (DSP), or one or more field programmable gate arrays (FPGA). For another example, when a module is implemented in the form of a processing element scheduling program code, the processing element may be a general-purpose processor, such as a central processing unit (CPU) or other processor that can call program code. For another example, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).
[0209] Then, the present invention also provides an electronic device.
[0210] like Fig.12 As shown, it is a schematic diagram of an embodiment of an electronic device provided by the present invention. As shown in the figure, the electronic device 400 includes: a processor 401, a storage medium 402 and a bus. The storage medium 402 stores program instructions executable by the processor 401. When the electronic device 400 is running, the processor 401 and the storage medium 402 communicate through the bus, and the processor 401 executes the program instructions to execute the above-mentioned method embodiment. The specific implementation method and technical effect are similar and will not be repeated here.
[0211] Finally, optionally, the present invention also provides a computer-readable storage medium, on which a computer program is stored. The computer program is executed by a processor when it is run as in the above method embodiment. The specific implementation method and technical effect are similar and will not be repeated here.
[0212] In the several embodiments provided by the present invention, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are only schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.
[0213] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0214] In addition, each functional unit in each embodiment of the present invention may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of hardware plus software functional units.
[0215] The above-mentioned integrated unit implemented in the form of a software functional unit can be stored in a computer-readable storage medium. The above-mentioned software functional unit is stored in a storage medium, including a number of instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to perform some steps of the method described in each embodiment of the present invention. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (English: Read-Only Memory, abbreviated: ROM), random access memory (English: Random Access Memory, abbreviated: RAM), disk or optical disk and other media that can store program codes.
[0216] The above is only a specific embodiment of the present invention, but the protection scope of the present invention is not limited thereto. Any person skilled in the art who is familiar with the technical field can easily think of changes or substitutions within the technical scope disclosed by the present invention, which should be included in the protection scope of the present invention. Therefore, the protection scope of the present invention should be based on the protection scope of the claims.
Claims
1. A method for casting a game skill, characterized in that: The game includes a virtual scene providing a battle environment and a plurality of virtual objects located in the virtual scene, and the method includes: Providing a graphical user interface through a terminal device, wherein the graphical user interface displays content including a game skill control corresponding to the first virtual object and a game field of view screen determined according to a position of the first virtual object in the virtual scene and / or a game field of view adjustment operation; In response to the target virtual object appearing in the game field of view screen, obtaining a skill effective range of a first game skill corresponding to a first game skill control; When the distance between the first virtual object and the target virtual object is within the skill effective range, controlling to display a first identifier corresponding to the first game skill control at the target virtual object, wherein the first game skill control is a game skill control that can trigger the casting of the first game skill to the target virtual object or the position where the target virtual object is located; In response to a trigger operation acting on the first identifier, a first game skill corresponding to the first identifier is controlled to be cast toward the target virtual object or toward the position of the target virtual object in the virtual scene.
2. The method according to claim 1, characterized in that The method further comprises: When the distance between the first virtual object and the target virtual object is outside the skill effective range, the step of controlling the display of the first identifier corresponding to the first game skill control at the target virtual object is not performed.
3. The method according to claim 1, characterized in that After the step of controlling display of a first identifier corresponding to a first game skill control at the target virtual object in response to the target virtual object appearing in the game field of view, the method further includes: Determining a skill effective range of a first game skill corresponding to the first identifier; When the distance between the first virtual object and the target virtual object is within the skill effective range of the first game skill, a first indicator corresponding to the first game skill is controlled to be highlighted.
4. The method according to claim 1, characterized in that After the step of responding to the target virtual object appearing in the game field of view, the method includes: Obtaining a skill state of a first game skill corresponding to the first game skill control; When the skill state of the first game skill is in a non-cooling state, executing a step of controlling to display a first identifier corresponding to the first game skill control at the target virtual object; When the skill state of the first game skill is in a cooling state, the step of controlling the display of the first identifier corresponding to the first game skill control at the target virtual object is not performed.
5. The method according to claim 1, characterized in that The step of controlling, in response to a trigger operation acting on the first identifier, to cast a first game skill corresponding to the first identifier to the target virtual object or to the position of the target virtual object in the virtual scene comprises: In response to a trigger operation acting on the first identifier, determining a skill effective range of a first game skill corresponding to the first identifier; When the distance between the first virtual object and the target virtual object is within the effective range of the skill, control is performed to cast the first game skill toward the target virtual object or toward the position of the target virtual object in the virtual scene.
6. The method according to claim 5, characterized in that The method further comprises: When the distance between the first virtual object and the target virtual object is outside the skill effective range, controlling the first virtual object to move toward the target virtual object; When the first virtual object moves into the effective range of the skill, a step of controlling the first game skill to be cast toward the target virtual object or toward the position of the target virtual object in the virtual scene is executed.
7. The method according to claim 5 or 6, characterized in that: After the step of controlling the first game skill to be cast toward the target virtual object or toward the position of the target virtual object in the virtual scene, the method further includes: Obtaining the cooling time of the first game skill; The first mark corresponding to the first game skill is hidden during the cooling time, and the first mark corresponding to the first game skill is redisplayed when the cooling time ends.
8. The method according to claim 1, characterized in that The method comprises: In response to a perspective locking operation applied to the graphical user interface, control is performed to lock a game perspective image displayed in the graphical user interface.
9. A game skill casting device, characterized in that: The game includes a virtual scene providing a battle environment and a plurality of virtual objects located in the virtual scene, and the device includes: An interface display module, configured to provide a graphical user interface through a terminal device, wherein the graphical user interface displays content including a game skill control corresponding to the first virtual object and a game field of view screen determined according to a position of the first virtual object in the virtual scene and / or a game field of view adjustment operation; an identification display module, for obtaining, in response to the target virtual object appearing in the game field of view screen, a skill effective range of a first game skill corresponding to a first game skill control; when the distance between the first virtual object and the target virtual object is within the skill effective range, controlling to display a first identification corresponding to the first game skill control at the target virtual object, wherein the first game skill control is a game skill control capable of triggering the casting of the first game skill to the target virtual object or the position where the target virtual object is located; The skill casting module is used to respond to the trigger operation acting on the first identifier and control the casting of the first game skill corresponding to the first identifier to the target virtual object or to the position of the target virtual object in the virtual scene.
10. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores program instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the program instructions to perform the steps of the game skill casting method as described in any one of claims 1 to 8.
11. A computer-readable storage medium, characterized in that: The storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the game skill casting method according to any one of claims 1 to 8 are executed.
Citation Information
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