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

By displaying a global map and skill range indicators on the game interface, the accuracy problem of players casting large-area game skills has been solved, achieving more precise skill casting effects.

CN114146411BActive Publication Date: 2025-11-04NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202111466778.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-12-03
Publication Date
2025-11-04
Estimated Expiration
2041-12-03

AI Technical Summary

Technical Problem

Players experience lower accuracy when controlling game objects to unleash skills with a large range of effect.

Method used

By displaying a global game map on the graphical user interface and using a skill range indicator to select the skill's effective range on the global game map, the game object is controlled to cast game skills within the skill's effective range in response to the end of the selection operation.

Benefits of technology

It improves the precision of players controlling game objects to cast game skills, ensuring that the skill's range of action is more accurately within the player's expectations.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses a game object control method and device, electronic equipment and a storage medium. The application can display a global game map on a graphical user interface in response to an enabling operation on a skill control. A skill range indicator corresponding to a game skill is displayed so as to select a skill action range on the global game map according to the skill range indicator. The skill action range is determined in response to a selection operation on the global game map starting. The game object is controlled to cast the game skill into the skill action range in response to the selection operation on the global game map ending. In the application, the global game map can be displayed when a game skill with a large skill action range is used to control the game object. The player can accurately select the skill action range on the global game map through the skill range indicator, which can improve the accuracy of casting the game skill. Therefore, the application can improve the accuracy of casting the game skill.
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Description

Technical Field

[0001] This invention relates to the field of video games, and more specifically to methods, devices, electronic devices, and storage media for controlling game objects. Background Technology

[0002] A Graphical User Interface (GUI) displays the game interface of a video game in a graphical way, allowing users to interact with the game by manipulating the interface. For example, the game interface can include various game controls, such as skill controls (which correspond to game skills) and item controls (which correspond to game items). Players can manipulate specific game controls to control game objects to perform specific game actions; for example, players can manipulate skill controls to control the casting of corresponding game skills.

[0003] Currently, for game skills with a wide range of effects, players have relatively low precision in controlling game objects to cast these skills. Summary of the Invention

[0004] This invention provides a method, apparatus, electronic device, and storage medium for controlling game objects, which can improve the accuracy of casting game skills.

[0005] This invention provides a game object control method, which provides a graphical user interface (GUI) via a terminal. The GUI displays content that at least partially includes a game scene and game objects within it. The GUI also provides a skill control corresponding to a game skill, including:

[0006] In response to the activation of skill controls, a global game map is displayed on the graphical user interface;

[0007] Displays the skill range indicator corresponding to the game skill, so that the skill's effective range can be selected on the global game map according to the skill range indicator;

[0008] The skill's effective range is determined in response to the initial selection of the global game map.

[0009] In response to the completion of the selection operation on the global game map, control the game object to cast the game skill within the skill's range.

[0010] The present invention also provides a game object control device, which provides a graphical user interface (GUI) via a terminal. The GUI displays content that at least partially includes a game scene and game objects therein. The GUI provides a skill control corresponding to a game skill, including:

[0011] The display unit is used to display the global game map on the graphical user interface in response to the activation of skill controls;

[0012] The acquisition unit is used to display the skill range indicator corresponding to the game skill, so that the skill's effective range can be selected on the global game map according to the skill range indicator;

[0013] The determination unit is used to determine the skill's effective range in response to a selection operation on the global game map.

[0014] The control unit is used to control game objects to release game skills within the skill's range in response to the completion of the selection operation on the global game map.

[0015] In some embodiments, the enabling operation includes an enabling operation start and an enabling operation end, and the display unit is specifically used for:

[0016] In response to the activation of the skill control, a map control is displayed on the graphical user interface;

[0017] In response to the end of the enable operation of the map control, the global game map is displayed on the graphical user interface.

[0018] In some embodiments, the display unit is further configured to:

[0019] Display operation indicator;

[0020] Move the operation indicator based on the activation action;

[0021] In response to the end of the enable operation for the map control, a global game map is displayed on the graphical user interface, including:

[0022] When the action indicator overlaps with the map control, the global game map is displayed on the graphical user interface in response to the end of the enable operation on the map control.

[0023] In some embodiments, the obtaining unit is specifically used for:

[0024] Obtain the skill parameters of game skills;

[0025] Based on skill parameters, determine the skill range indicator corresponding to the game skill;

[0026] Displays the skill range indicator corresponding to the game skill.

[0027] In some embodiments, the skill parameters include skill type, and the acquisition unit is specifically used for:

[0028] When the skill type is regional, the skill range indicator is set as the regional range indicator;

[0029] When the skill type is linear, the skill range indicator is set to a linear range indicator.

[0030] In some embodiments, the determining unit is specifically used for:

[0031] In response to the start of a selection operation on the global game map, determine the touch point of the selection operation on the global game map;

[0032] Determine the scene points in the game scene where the touch points are mapped;

[0033] Determine the scope of the skill's effect based on the scene location.

[0034] In some embodiments, the determining unit is specifically used for:

[0035] Based on the scene location, determine the direction of game skill release;

[0036] The range of effect of a skill is determined by the direction in which it is cast.

[0037] In some embodiments, the determining unit is specifically used for:

[0038] Determine the effective range of game skills;

[0039] The effective range of a skill is determined based on the effective distance and the location of the scene.

[0040] In some embodiments, the determining unit is further configured to:

[0041] Based on scene points, the target game scene is displayed on the graphical user interface. The target game scene is used to assist in selecting the range of skill effects on the global game map.

[0042] The present invention also provides an electronic device, including a memory and a processor, wherein the memory stores a plurality of instructions; the processor loads instructions from the memory to execute steps in any of the game object control methods provided by the present invention.

[0043] The present invention also provides a computer-readable storage medium storing a plurality of instructions adapted for loading by a processor to execute steps in any of the game object control methods provided by the present invention.

[0044] In response to the activation of a skill control, the present invention can display a global game map on a graphical user interface; display a skill range indicator corresponding to a game skill, so as to select the skill's effective range on the global game map according to the skill range indicator; determine the skill's effective range in response to the start of the selection operation on the global game map; and control the game object to release the game skill within the skill's effective range in response to the end of the selection operation on the global game map.

[0045] In this invention, for game skills with a large range of effect, when a player controls a game object to use the skill, a global game map is displayed in response to the activation of the skill control. The player can then precisely select the skill's range of effect on the global game map using the skill range indicator. Casting the skill based on this range allows the player to control its effect as closely as possible to their desired area. This improves the accuracy of the player's skill casting. Attached Figure Description

[0046] To more clearly illustrate the technical solutions in this invention, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of this invention. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0047] Figure 1 This is a flowchart illustrating the game object control method provided by the present invention;

[0048] Figure 2a This is a flowchart illustrating the application of the game object control method provided by this invention in a MOBA game scenario;

[0049] Figure 2b This is a schematic diagram of the map control provided by the present invention;

[0050] Figure 2c This is a schematic diagram of the global game map provided by the present invention;

[0051] Figure 2d This is a schematic diagram of the straight line range indicator provided by the present invention;

[0052] Figure 2e This is a schematic diagram of the area range indicator provided by the present invention;

[0053] Figure 3 This is a schematic diagram of a game object control device provided by the present invention;

[0054] Figure 4 This is a schematic diagram of the structure of the electronic device provided by the present invention. Detailed Implementation

[0055] The technical solutions of this invention will now be clearly and completely described with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this invention, and not all of them. All other embodiments obtained by those skilled in the art based on the embodiments of this invention without creative effort are within the scope of protection of this invention.

[0056] This invention provides a method, apparatus, electronic device, and storage medium for controlling game objects.

[0057] Specifically, the game object control device can be integrated into an electronic device, such as a terminal or server. The terminal can be a mobile phone, tablet, smart Bluetooth device, laptop, or personal computer (PC); the server can be a single server or a server cluster consisting of multiple servers.

[0058] In some embodiments, the game object control device can also be integrated into multiple electronic devices, such as multiple servers, with multiple servers implementing the game object control method of the present invention.

[0059] In some embodiments, the server may also be implemented as a terminal.

[0060] In some embodiments, the electronic device can be a mobile terminal running a video game. The video game provides a graphical user interface (GUI) through the mobile terminal. The GUI displays content that at least partially includes the game scene and game objects therein. The GUI provides a skill control corresponding to a game skill. In response to an activation operation of the skill control, the terminal displays a global game map on the GUI; displays a skill range indicator corresponding to the game skill, so as to select the skill's effective range on the global game map according to the skill range indicator; in response to the start of a selection operation on the global game map, determines the skill's effective range; and in response to the end of a selection operation on the global game map, controls the game object to release the game skill within the skill's effective range.

[0061] In one embodiment of this disclosure, a game object control method can run on a terminal device or a server. The terminal device can be a local terminal device. When the game object control method runs on a server, the method can be implemented and executed based on a cloud interaction system, which includes a server and client devices.

[0062] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of game object control methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user (player), such as a mobile terminal, television, computer, or PDA; however, the terminal device for controlling game objects is the cloud gaming server in the cloud. When playing the game, the user operates the client device to send operation commands to the cloud gaming server. The cloud gaming server executes the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0063] In an optional implementation, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the user through a graphical user interface, that is, conventionally downloading, installing, and running the game program via a terminal. The local terminal device can provide the graphical user interface to the user in various ways, such as rendering it on the mobile terminal's display screen, or providing it to the player through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.

[0064] A game scene (or virtual scene) is a virtual environment displayed (or provided) by an application while it is running on a terminal or server. Optionally, this virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A virtual scene can be either a two-dimensional or three-dimensional virtual scene. The virtual environment can be sky, land, ocean, etc., where land includes environmental elements such as deserts and cities. The virtual scene provides the complete game logic for players to control virtual objects. For example, in a sandbox-style 3D shooting game, the virtual scene is a 3D game world for users to control virtual objects in combat. Instances of virtual scenes can include at least one element from: mountains, plains, rivers, lakes, oceans, deserts, sky, plants, buildings, and vehicles.

[0065] A game interface refers to the interface of an application provided or displayed through a graphical user interface. This interface includes a graphical user interface for user interaction and game screens, which are the scenes in the game.

[0066] In an optional implementation, the game interface may include game controls (e.g., skill controls, item controls, behavior controls, etc.), indicators (e.g., direction indicators, character indicators, etc.), information display areas (e.g., number of kills, match time, etc.), or game settings controls (e.g., system settings, shop, gold coins, etc.).

[0067] For example, in some embodiments, the graphical user interface may include a skill control.

[0068] In an optional implementation, the game screen is the display screen corresponding to the virtual scene displayed on the terminal device. The game screen may include virtual objects such as game objects, (Non-Player Character, NPC) characters, and artificial intelligence (AI) characters that execute game logic in the virtual scene.

[0069] For example, in some embodiments, the content displayed in the graphical user interface at least partially includes a game scene, wherein the game scene contains at least one game object.

[0070] In some embodiments, game objects in a game scene include virtual objects controlled by the player.

[0071] Game objects refer to virtual objects within a virtual scene, including game characters. Game characters are controllable, dynamic objects, i.e., dynamic virtual objects. Optionally, these dynamic objects can be virtual characters, virtual animals, anime characters, etc. The game character is either a character controlled by the user through an input device, an artificial intelligence character trained and set up for battle in a virtual environment, or a non-virtual character set up for battle in a virtual scene.

[0072] Optionally, the game character is a virtual character that competes in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset or dynamically determined according to the number of clients joining the battle; this embodiment of the application does not limit this.

[0073] In one possible implementation, the user can control virtual objects to perform game behaviors in the virtual scene. Game behaviors can include moving, casting skills, using items, and talking. For example, the user can control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills and virtual items provided by the application to fight against other virtual objects.

[0074] Virtual cameras are an essential component of game scene visuals, used to present game scene visuals. Each game scene corresponds to at least one virtual camera, and depending on actual needs, there can be two or more. As a game rendering window, they capture and present the game world visuals to the user. By setting the parameters of the virtual camera, the user's viewing angle of the game world can be adjusted, such as first-person view or third-person view.

[0075] In one optional implementation, this embodiment provides a game object control method, which provides a graphical user interface (GUI) via a terminal. The GUI displays content that at least partially includes a game scene and game objects within it, and provides skill controls corresponding to a game skill. The terminal can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0076] The following sections provide detailed descriptions of each example. It should be noted that the sequence numbers of the following embodiments are not intended to limit the preferred order of the embodiments.

[0077] In this embodiment, a game object control method is provided, such as... Figure 1 As shown, the specific flow of this game object control method can be as follows:

[0078] 110. In response to the activation of skill controls, display the global game map on the graphical user interface.

[0079] Each skill control can correspond to a game skill, and there are no restrictions on the specific display form of the skill control in the graphical user interface; for example, the skill control can be displayed as a circle-enclosed icon of the game skill (image, text, line drawing, etc.).

[0080] Game skills can be methods in video games that cause effects such as attack, defense, and support through gameplay. In some embodiments, the skill type can include, but is not limited to, area-based or linear skills. Area-based skills mean that the skill's effective range can be an area on the global game map, such as a circle, square, or sector centered on a specific location within the game scene selected by the player or the game object. Linear skills mean that the skill's effective range can be the area between two straight lines drawn from the game object; the length of the lines is not limited, for example, it can be infinitely long; the distance between the lines is also not limited, and can range from zero to infinite width.

[0081] Enabling an action can be a player's operation on the graphical user interface based on the game scenario. Enabling actions can include, but are not limited to, touch, drag, swipe, long press, short press, double tap, click, and ending drag. For example, in some embodiments, the enabling action can be a short press; in some embodiments, the enabling action can be a long press; and in some embodiments, the enabling action can be a drag.

[0082] In addition, in some embodiments, the enable operation can be a combination of a series of sub-operations, which may include touch, drag, swipe, long press, short press, double tap, click, end drag, etc.

[0083] For example, in some embodiments, the enable operation may include, but is not limited to, an enable operation start and an enable operation end, wherein the enable operation start and enable operation end may be the same sub-operation or different sub-operations. For example, the enable operation start may be a drag operation, and the enable operation end may be an end drag operation.

[0084] When an activation action includes the start and end of the activation action, in response to the activation action on the skill control, displaying a global game map on the graphical user interface may include the following steps:

[0085] In response to the activation of the skill control, a map control is displayed on the graphical user interface. The map control can correspond to the map in the game scene, such as the global game map. The specific display form of the map control in the graphical user interface is not limited. For example, the map control can be displayed using a map icon (image, text, sketch, etc.) surrounded by a circle.

[0086] In response to the end of the enable operation of the map control, a global game map is displayed on the graphical user interface. The global game map (also known as a minimap) can be a thumbnail of the game scene, indicating the player's location, the location of game resources, NPC locations, enemy player locations, etc. This global game map can be refreshed in real time to update the player's position within the game scene. To facilitate smooth player actions, the global game map displayed after the enable operation of the map control can be displayed next to or overlay the skill controls. For example, when the skill controls are located on the right side of the graphical user interface, the global game map can be displayed on the right side of the graphical user interface, above the skill controls, or overlay the skill controls.

[0087] In some embodiments, when the map control is displayed in response to the start of the skill control activation operation, an operation indicator may also be displayed; wherein, the operation indicator can be used to prompt the player about the scope of the activation operation in the graphical user interface; the specific display form of the operation indicator in the graphical user interface is not limited; in some embodiments, the operation indicator can be a semi-transparent circle, concentric circles, etc., and can be represented by different colors; in some embodiments, the operation indicator can be a highlighted indicator that is the same as or similar to the icon of the skill control.

[0088] Based on the activation action, the movement indicator is moved; for example, when the activation action starts as a drag operation, as the player drags the skill control in the graphical user interface, the position of the touch point of the drag operation changes continuously, and the position of the action indicator changes with the change of the touch point position.

[0089] When the action indicator overlaps with the map control, the global game map is displayed on the graphical user interface in response to the end of the enable operation on the map control. For example, the end of the enable operation is the end of the drag operation. If the drag operation ends when the player drags the action indicator to overlap with the map control, the global game map is displayed on the graphical user interface in response to the end of the drag operation.

[0090] In some embodiments, the graphical user interface may not provide an operation indicator. That is, when the map control is displayed in response to the activation operation of the skill control, the operation indicator is not displayed. The activation operation ends after the touch point for the activation operation moves to the map control, and the global game map is displayed on the graphical user interface.

[0091] In some embodiments, a map control may not be provided, and the global game map may be displayed directly in response to the activation of the skill control. When a map control is provided, if the skill target is nearby, the player can activate the skill control without affecting the map control, thus avoiding the use of the global game map to select the skill's effective range and instead selecting it using the existing method. In the solution without a map control, the player can only select the skill's effective range through the global game map after activating the skill control.

[0092] 120. Display the skill range indicator corresponding to the game skill so that the skill's effective range can be selected on the global game map based on the skill range indicator.

[0093] Among them, the skill range indicator can be used to indicate the maximum range within which a game skill can have an effect in the game scene.

[0094] In some embodiments, skill parameters of game skills can be obtained; skill parameters may include skill type, maximum range of effect, skill identifier, attack strength, etc.

[0095] Based on skill parameters, a skill range indicator corresponding to a game skill is determined. In some embodiments, when the skill type is area-based, the skill range indicator is determined to be an area range indicator; the specific display form of the area range indicator in the graphical user interface is not limited, for example, it can be a transparent or semi-transparent circle, sector, rectangle, etc., and its edge can be represented by a colored solid line; the size of the area range indicator can be determined according to the maximum effective range of the skill. When the skill type is linear, the skill range indicator is determined to be a linear range indicator; the specific display form of the linear range indicator in the graphical user interface is not limited, and it can consist of two colored straight lines, the area between which can be the area where the game skill can produce an effect. In some embodiments, the skill parameters may include parameters of the skill range indicator (such as shape, size, color, etc.), and the skill range indicator corresponding to the game skill can be directly determined based on these parameters.

[0096] Displays a skill range indicator corresponding to the game skill. In some embodiments, when the skill type is linear, a linear range indicator is displayed. In some embodiments, when the skill type is area-based, an area range indicator is displayed.

[0097] In some embodiments, the skill range indicator may not be displayed depending on the player's settings.

[0098] 130. In response to the selection operation on the global game map, the range of skill effect is determined.

[0099] The skill's effective range can be either the actual range within which the skill takes effect in the game scene after it is cast, or the range within which the skill selected by the player takes effect in the game scene.

[0100] The selection operation can be a player's action on the graphical user interface based on the game scene. The selection operation can include, but is not limited to, touch, drag, swipe, long press, short press, double tap, click, and end drag operation. For example, in some embodiments, the selection operation can be a short press; in some embodiments, the selection operation can be a long press; and in some embodiments, the selection operation can be a drag operation.

[0101] In addition, in some embodiments, the selection operation can be a combination of a series of sub-operations, which may include touch, drag, swipe, long press, short press, double tap, click, end drag, etc.

[0102] For example, in some embodiments, the selection operation may include, but is not limited to, a selection operation start and a selection operation end, wherein the selection operation start and the selection operation end may be the same sub-operation or different sub-operations. For example, in some embodiments, the selection operation start may be a drag operation, and the selection operation end may be the end of a drag operation.

[0103] In some embodiments, in response to the commencement of a selection operation on the global game map, the touch point of the selection operation in the global game map is determined; then, the scene point in the game scene mapped to the touch point is determined.

[0104] The skill's effective range is determined based on the scene point. In some embodiments, when the skill type is linear, the casting direction of the game skill is determined based on the scene point; the skill's effective range is then determined based on the casting direction. For example, the casting direction can be the direction of the line connecting the game object's position and the scene point, and the skill's effective range can be the area between two straight lines drawn from the game object as the starting point, based on the casting direction; the distance between the two straight lines is not limited. In some embodiments, when the skill type is area-based, the effective distance of the game skill is determined; the skill's effective range is determined based on this effective distance and the scene point; for example, the skill's effective range can be a circular area centered on the scene point selected by the player in the game scene, with the effective distance as the radius. In some embodiments, the game skill can also act on a single point, such as casting the game skill at a scene point. Therefore, by selecting the skill's effective range based on the global game map, players can more accurately select the scene point and casting direction.

[0105] In some embodiments, a target game scene can be displayed on the graphical user interface based on a scene point. This target game scene assists in selecting the skill's effective range on the global game map. The target game scene can be a game scene within a preset range of the scene point, and this preset range can be customized according to the actual application. For example, a player can select the skill's effective range on the global game map through a short press. Based on the touch point of the short press on the global game map, a scene point mapped to that scene is determined. The scene within the preset range of that scene point is then displayed on the graphical user interface. This provides real-time prompts to the player regarding the game scene corresponding to the short press, assisting the player in selecting the skill's effective range on the global game map more accurately.

[0106] 140. In response to the completion of the selection operation on the global game map, control the game object to cast the game skill within the skill's range.

[0107] In some embodiments, once the player finishes selecting the global game map, they control a game object to cast a game skill within its effective range. This action, in turn, inflicts attack, defense, or support effects on other game objects within the skill's range. These other game objects can be friendly or hostile. Because the global game map allows for more precise selection of the skill's effective range, it improves the accuracy of the player's control over the casting of game skills.

[0108] In some embodiments, the activation and selection operations can be continuous touch operations. For example, a player activates a skill control (tap, long press, hard press, drag, etc.), and after the global game map is brought up (if a map control is provided, the activation operation also applies to the map control before the global game map is brought up), the finger that performed the activation operation does not leave the touch screen and continues to select the global game map (which can be a drag operation). After determining the skill's effective range, the selection operation stops, thereby controlling the game object to cast the game skill within the skill's effective range. Selecting the skill's effective range through continuous touch operations can greatly improve the player's operational efficiency.

[0109] The method provided by this invention can, in response to the activation operation of a skill control, display a global game map on a graphical user interface; display a skill range indicator corresponding to a game skill, so as to select the skill's effective range on the global game map according to the skill range indicator; determine the skill's effective range in response to the start of the selection operation on the global game map; and control the game object to release the game skill within the skill's effective range in response to the end of the selection operation on the global game map.

[0110] In this embodiment, for game skills with a large range of effect, when a player controls a game object to use the skill, a global game map can be displayed in response to the activation of the skill control. The player can then precisely select the skill's range of effect on the global game map using the skill range indicator. Casting the skill based on this range allows the player to control its effect as closely as possible to their desired area. This improves the accuracy of the player's skill casting.

[0111] The game object control scheme provided by this invention can be applied to various scenarios where game objects release game skills. For example, taking the release of game skills by game objects in a Multiplayer Online Battle Arena (MOBA) as an example, where the MOBA game is installed on a mobile terminal, the method of this invention will be described in detail below.

[0112] like Figure 2aAs shown, the specific process of a game object control method is as follows:

[0113] 210. In response to the start of the skill control enable operation, display the map control on the graphical user interface.

[0114] In some embodiments, the enabled operation is a drag-and-drop operation. When the player begins to drag the skill control, the mobile terminal responds to the start of the drag-and-drop operation by displaying a map control on the graphical user interface, such as... Figure 2b The image shown is a schematic diagram of a map control provided by the present invention.

[0115] In some embodiments, the mobile terminal may also display an operation indicator on a graphical user interface in response to the initiation of a drag operation on a skill control.

[0116] 220. In response to the end of the enable operation of the map control, display the global game map on the graphical user interface.

[0117] In some embodiments, Figure 2b As shown, the player drags the skill control 02 towards the map control 01, and the operation indicator 03 moves accordingly. When the operation indicator 03 overlaps with the map control 01, the player ends the dragging operation; the mobile terminal responds to the end of the dragging operation on the map control by displaying the global game map on the graphical user interface, as shown. Figure 2c As shown.

[0118] 230. Display the skill range indicator corresponding to the game skill so that the skill's effective range can be selected on the global game map based on the skill range indicator.

[0119] In some embodiments, skill parameters of game skills are obtained; skill parameters may include skill type. When the skill type is linear, the mobile terminal displays a linear range indicator on the global game map. In some embodiments, when the skill type is area-based, the mobile terminal displays an area range indicator on the global game map. Players can select the skill's effective range on the global game map based on the skill range indicator; selecting the skill's effective range based on the global game map allows for greater precision.

[0120] 240. In response to the selection operation on the global game map, the range of skill effect is determined.

[0121] In some embodiments, such as Figure 2dAs shown, when the skill type is linear, the player can drag the linear range indicator 04 to select the direction of the skill's release. Upon initiation of the drag operation, the mobile terminal determines the touch point on the global game map; then, it determines the scene point mapped to the touch point within the game scene. Based on the scene point, the skill's release direction is determined; and based on the release direction, the skill's effective range is determined.

[0122] In some embodiments, such as Figure 2e As shown, when the skill type is area-based, players can select a point within the area indicated by the area indicator 05 by short-pressing. The mobile terminal responds to the short-press operation by determining the touch point on the global game map; determining the skill's effective range; and based on this range and the scene point corresponding to the touch point, determining the skill's effective area. By selecting the skill's effective area based on the global game map, players can more accurately select the scene point and casting direction, thus precisely choosing the skill's effective area.

[0123] 250. In response to the completion of the selection operation on the global game map, control the game object to cast the game skill within the skill's range.

[0124] In some embodiments, when the player finishes dragging or pressing, the mobile terminal responds by controlling the game object to release a game skill within the skill's effective range, thereby inflicting attack, defense, or support effects on other game objects within the skill's range through the corresponding game action. Because the skill's effective range can be selected more precisely through the global game map, the accuracy of the player's control over the game object's skill release can be improved.

[0125] As can be seen from the above, in this embodiment, for game skills with a large range of effect, when the player controls a game object to use the skill, a map control is displayed in response to the start of the skill control activation operation; in response to the end of the skill control activation operation, a global game map is displayed; and a skill range indicator is displayed on the global game map. The player can then use the skill range indicator to accurately select the skill's range of effect on the global game map. Releasing the game skill based on this range of effect can control the range of effect of the game skill as closely as possible to the player's desired range. This improves the accuracy of the player's control over the game object when releasing game skills.

[0126] To better implement the above methods, the present invention also provides a game object control device, which can be integrated into an electronic device, such as a terminal or server. The terminal can be a mobile phone, tablet computer, smart Bluetooth device, laptop computer, personal computer, etc.; the server can be a single server or a server cluster composed of multiple servers.

[0127] For example, in this embodiment, the method of the present invention will be described in detail by taking the game object control device specifically integrated into an electronic device as an example.

[0128] For example, such as Figure 3 As shown, the game object control device may include a display unit 301, an acquisition unit 302, a determination unit 303, and a control unit 304, as follows:

[0129] (a) Display unit 301

[0130] Display unit 301 is used to display a global game map on a graphical user interface in response to the activation operation of a skill control.

[0131] (II) Acquisition Unit 302

[0132] The acquisition unit 302 is used to display the skill range indicator corresponding to the game skill, so as to select the skill's effective range on the global game map according to the skill range indicator.

[0133] (3) Determine unit 303

[0134] Unit 303 is used to determine the range of skill effect in response to the start of a selection operation on the global game map.

[0135] (4) Control Unit 304

[0136] Control unit 304 is used to control game objects to release game skills within the skill's range in response to the completion of the selection operation on the global game map.

[0137] In some embodiments, the enabling operation includes an enabling operation start and an enabling operation end, and the display unit 301 is specifically used for:

[0138] In response to the activation of the skill control, a map control is displayed on the graphical user interface;

[0139] In response to the end of the enable operation of the map control, the global game map is displayed on the graphical user interface.

[0140] In some embodiments, the display unit 301 is further configured to:

[0141] Display operation indicator;

[0142] Move the operation indicator based on the activation action;

[0143] In response to the end of the enable operation for the map control, a global game map is displayed on the graphical user interface, including:

[0144] When the action indicator overlaps with the map control, the global game map is displayed on the graphical user interface in response to the end of the enable operation on the map control.

[0145] In some embodiments, the acquisition unit 302 is specifically used for:

[0146] Obtain the skill parameters of game skills;

[0147] Based on skill parameters, determine the skill range indicator corresponding to the game skill;

[0148] Displays the skill range indicator corresponding to the game skill.

[0149] In some embodiments, the skill parameters include the skill type, and the acquisition unit 302 is specifically used for:

[0150] When the skill type is regional, the skill range indicator is set as the regional range indicator;

[0151] When the skill type is linear, the skill range indicator is set to a linear range indicator.

[0152] In some embodiments, the determining unit 303 is specifically used for:

[0153] In response to the start of a selection operation on the global game map, determine the touch point of the selection operation on the global game map;

[0154] Determine the scene points in the game scene where the touch points are mapped;

[0155] Determine the scope of the skill's effect based on the scene location.

[0156] In some embodiments, the determining unit 303 is specifically used for:

[0157] Based on the scene location, determine the direction of game skill release;

[0158] The range of effect of a skill is determined by the direction in which it is cast.

[0159] In some embodiments, the determining unit 303 is specifically used for:

[0160] Determine the effective range of game skills;

[0161] The effective range of a skill is determined based on the effective distance and the location of the scene.

[0162] In some embodiments, the determining unit 303 is further configured to:

[0163] Based on scene points, the target game scene is displayed on the graphical user interface. The target game scene is used to assist in selecting the range of skill effects on the global game map.

[0164] In practice, each of the above units can be implemented as an independent entity or can be arbitrarily combined to be implemented as the same or several entities. For the specific implementation of each of the above units, please refer to the previous method embodiments, which will not be repeated here.

[0165] As can be seen from the above, the game object control device of this embodiment can, in response to the activation operation of the skill control, display a global game map on the graphical user interface; display a skill range indicator corresponding to the game skill, so as to select the skill's effective range on the global game map according to the skill range indicator; determine the skill's effective range in response to the start of the selection operation on the global game map; and control the game object to release the game skill within the skill's effective range in response to the end of the selection operation on the global game map.

[0166] In this embodiment, for game skills with a large range of effect, when a player controls a game object to use the skill, a global game map can be displayed in response to the activation of the skill control. The player can then precisely select the skill's range of effect on the global game map using the skill range indicator. Casting the skill based on this range allows the player to control its effect as closely as possible to their desired area. This improves the accuracy of the player's skill casting.

[0167] Accordingly, embodiments of this application also provide an electronic device, such as... Figure 4 As shown, Figure 4 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. The electronic device 400 includes a processor 401 with one or more processing cores, a memory 402 with one or more computer-readable storage media, and a computer program stored in the memory 402 and executable on the processor. The processor 401 and the memory 402 are electrically connected. Those skilled in the art will understand that the electronic device structure shown in the figure does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0168] The processor 401 is the control center of the electronic device 400. It connects various parts of the electronic device 400 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 402, and calling data stored in the memory 402, it performs various functions of the electronic device 400 and processes data, thereby monitoring the electronic device 400 as a whole.

[0169] In this embodiment, the processor 401 in the electronic device 400 loads the instructions corresponding to the processes of one or more applications into the memory 402 according to the following steps, and the processor 401 runs the applications stored in the memory 402 to realize various functions:

[0170] In response to the activation of skill controls, a global game map is displayed on the graphical user interface;

[0171] Displays the skill range indicator corresponding to the game skill, so that the skill's effective range can be selected on the global game map according to the skill range indicator;

[0172] The skill's effective range is determined in response to the initial selection of the global game map.

[0173] In response to the completion of the selection operation on the global game map, control the game object to cast the game skill within the skill's range.

[0174] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0175] Optional, such as Figure 4 As shown, the electronic device 400 also includes: a touch display screen 403, a radio frequency circuit 404, an audio circuit 405, an input unit 406, and a power supply 407. The processor 401 is electrically connected to the touch display screen 403, the radio frequency circuit 404, the audio circuit 405, the input unit 406, and the power supply 407. Those skilled in the art will understand that... Figure 4 The electronic device structure shown does not constitute a limitation on the electronic device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0176] The touch display screen 403 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The touch display screen 403 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the electronic device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. Optionally, the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar technologies. The touch panel can be used to 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), generate corresponding operation commands, and execute the corresponding program according to the operation commands. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting 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 401. It can also receive and execute commands from the processor 401. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 401 to determine the type of touch event. Subsequently, the processor 401 provides corresponding visual output on the display panel based on the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the touch display screen 403 to achieve input and output functions. However, in some embodiments, the touch panel and the touch display screen 403 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 403 can also be used as part of the input unit 406 to achieve input functions.

[0177] In this embodiment, a game application is executed by processor 401 to generate a graphical user interface (GUI) on touch display screen 403. The virtual scene on the GUI includes at least one skill control area, and the skill control area includes at least one skill control. The touch display screen 403 is used to present the GUI and receive operation commands generated by the user interacting with the GUI.

[0178] The radio frequency circuit 404 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other electronic devices, and to transmit and receive signals with network devices or other electronic devices.

[0179] Audio circuit 405 can be used to provide an audio interface between a user and an electronic device via a speaker and a microphone. Audio circuit 405 can convert received audio data into electrical signals and transmit them to the speaker, where the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuit 405, converted back into audio data, and then processed by processor 401 before being transmitted via radio frequency circuit 404 to, for example, another electronic device, or output to memory 402 for further processing. Audio circuit 405 may also include an earphone jack to provide communication between peripheral headphones and electronic devices.

[0180] The input unit 406 can be used to receive input numbers, characters, or user characteristic information (such as fingerprints, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.

[0181] Power supply 407 is used to supply power to various components of electronic device 400. Optionally, power supply 407 can be logically connected to processor 401 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 407 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.

[0182] although Figure 4 As not shown in the diagram, the electronic device 400 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.

[0183] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.

[0184] As can be seen from the above, the electronic device provided in this embodiment can, in response to the activation operation of the skill control, display a global game map on the graphical user interface; display a skill range indicator corresponding to the game skill, so as to select the skill's effective range on the global game map according to the skill range indicator; determine the skill's effective range in response to the start of the selection operation on the global game map; and control the game object to release the game skill within the skill's effective range in response to the end of the selection operation on the global game map.

[0185] In this embodiment, for game skills with a large range of effect, when a player controls a game object to use the skill, a global game map can be displayed in response to the activation of the skill control. The player can then precisely select the skill's range of effect on the global game map using the skill range indicator. Casting the skill based on this range allows the player to control its effect as closely as possible to their desired area. This improves the accuracy of the player's skill casting.

[0186] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by instructions, or by instructions controlling related hardware. These instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.

[0187] Therefore, embodiments of this application provide a computer-readable storage medium storing a plurality of computer programs that can be loaded by a processor to execute steps in any of the game object control methods provided in embodiments of this application. For example, the computer program can execute the following steps:

[0188] In response to the activation of skill controls, a global game map is displayed on the graphical user interface;

[0189] Displays the skill range indicator corresponding to the game skill, so that the skill's effective range can be selected on the global game map according to the skill range indicator;

[0190] The skill's effective range is determined in response to the initial selection of the global game map.

[0191] In response to the completion of the selection operation on the global game map, control the game object to cast the game skill within the skill's range.

[0192] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0193] The storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.

[0194] Since the computer program stored in the storage medium can execute the steps in any of the game object control methods provided in the embodiments of this application, the beneficial effects that any of the game object control methods provided in the embodiments of this application can achieve can be realized. For details, please refer to the previous embodiments, which will not be repeated here.

[0195] The above provides a detailed description of a game object control method, device, storage medium, and electronic device provided in the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The description of the above embodiments is only for the purpose of helping to understand the method and core ideas of this application. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this application. Therefore, the content of this specification should not be construed as a limitation of this application.

Claims

1. A method for controlling game objects, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal, wherein the GUI displays content that at least partially includes a game scene and game objects therein, and the GUI provides skill controls corresponding to a game skill. In response to the activation operation of the skill control, a map control is displayed on the graphical user interface; In response to the end of the enable operation of the map control, a global game map is displayed on the graphical user interface; Display the skill range indicator corresponding to the game skill, so that the skill's effective range can be selected on the global game map according to the skill range indicator; In response to the commencement of a selection operation on the global game map, the touch point of the selection operation in the global game map is determined; The touch point is mapped to a scene point in the game scene; The scope of the skill's effect is determined based on the specified scene location; Wherein, if the skill type of the game skill is linear, the casting direction of the game skill is determined based on the scene point, and the range of action of the skill is determined based on the casting direction; if the skill type of the game skill is area-based, the range of action of the game skill is determined, and the range of action of the skill is determined based on the range of action and the scene point. In response to the completion of the selection operation on the global game map, the game object is controlled to release the game skill within the skill's range.

2. The game object control method as described in claim 1, characterized in that, After displaying a map control on the graphical user interface in response to an activation operation of the skill control, the method further includes: Display operation indicator; Based on the activation operation, move the operation indicator; The step of displaying a global game map on the graphical user interface in response to the end of the enable operation of the map control includes: When the operation indicator overlaps with the map control, in response to the end of the enable operation of the map control, a global game map is displayed on the graphical user interface.

3. The game object control method as described in claim 1, characterized in that, The skill range indicator that displays the game skill includes: Obtain the skill parameters of the game skill; Based on the skill parameters, determine the skill range indicator corresponding to the game skill; Displays the skill range indicator corresponding to the game skill.

4. The game object control method as described in claim 3, characterized in that, The skill parameters include skill type, and the step of determining the skill range indicator corresponding to the game skill based on the skill parameters includes: When the skill type is regional, the skill range indicator is determined to be a regional range indicator; When the skill type is linear, the skill range indicator is determined to be a linear range indicator.

5. The game object control method as described in claim 1, characterized in that, After determining that the touch point is mapped to a scene point in the game scene, the method further includes: Based on the scene point, the target game scene is displayed on the graphical user interface, and the target game scene is used to assist in selecting the skill's range of action on the global game map.

6. A game object control device, characterized in that, A graphical user interface (GUI) is provided via a terminal. The GUI displays content that at least partially includes a game scene and game objects within it. The GUI provides skill controls corresponding to a game skill, including: A display unit is configured to display a map control on the graphical user interface in response to an activation operation of the skill control. The display unit is configured to display a global game map on the graphical user interface in response to the end of the enable operation of the map control; The acquisition unit is used to display a skill range indicator corresponding to the game skill, so as to select the skill's effective range on the global game map according to the skill range indicator; A determining unit is configured to, in response to the commencement of a selection operation on the global game map, determine the touch point of the selection operation in the global game map, determine the scene point mapped by the touch point in the game scene, and determine the skill's effective range based on the scene point. Specifically, if the skill type of the game skill is linear, the casting direction of the game skill is determined based on the scene point, and the effective range of the skill is determined based on the casting direction. If the skill type of the game skill is area-based, the effective distance of the game skill is determined, and the effective range of the skill is determined based on the effective distance and the scene point. A control unit is configured to, in response to the completion of the selection operation on the global game map, control the game object to release the game skill within the skill's range.

7. An electronic device, characterized in that, It includes a processor and a memory, the memory storing multiple instructions; the processor loads instructions from the memory to perform the steps in the game object control method as described in any one of claims 1 to 5.

8. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a plurality of instructions adapted for loading by a processor to perform the steps of the game object control method according to any one of claims 1 to 5.

Citation Information

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