Game skill control method, device, storage medium and electronic device
By determining the target time point based on the game skill release frequency and the audio conversion device sampling frequency in the virtual shooting game, triggering the game skill release, the problem of inconsistent firing rate on different terminal devices is solved, and the fairness of the game and user experience are improved.
Patent Information
- Application Number
- CN202210203882.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-03-03
- Publication Date
- 2025-08-19
- Estimated Expiration
- 2042-03-03
AI Technical Summary
When running the same virtual shooting game on different terminal devices, the fire rate of virtual firearms is different due to unstable frame rates, which affects the fairness of the game and user experience.
By obtaining the release frequency of the continuously released game skills and the sampling frequency of the audio conversion device, the target time point is determined, and the release of the game skills is triggered when the sampling time of the audio conversion device reaches the target time point, so as to keep the frequency of the game skills consistent.
Ensure that the continuous release frequency of the same gaming skill on different terminal devices is fixed, improving the fairness of the game and user experience.
Smart Images

Figure CN114602176B_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of computer technology, and in particular, to a game skill control method, device, storage medium, and electronic device. Background Art
[0002] In FPS (Frames Per Second) games, the higher the number of frames per second, the smoother the action. In virtual shooting games in particular, the firing rate of virtual weapons is related to the terminal's frame rate. The higher the terminal's frame rate, the faster the firing rate, while the lower the frame rate, the slower the firing rate. When running the same virtual shooting game on different terminals, due to different frame rates or unstable transmission frame rates, the firing rate of the same virtual weapon on different terminals may vary, resulting in unfair gameplay and significantly affecting the user's gaming experience. Summary of the Invention
[0003] This summary is provided to briefly introduce concepts that will be described in detail in the detailed description below. This summary is not intended to identify key features or essential features of the claimed technical solution, nor is it intended to limit the scope of the claimed technical solution.
[0004] In a first aspect, the present disclosure provides a game skill control method, comprising:
[0005] In response to release instructions for continuously releasing the same game skill, determining a target time point for releasing the game skill once according to a release frequency of continuously releasing the game skill and a sampling frequency of an audio conversion device of the electronic device;
[0006] When the sampling time of the audio conversion device reaches the target time point, an event of releasing the game skill is triggered, so that the frequency of the game skills released continuously remains consistent.
[0007] In a second aspect, the present disclosure provides a game skill control device, comprising:
[0008] a determination module configured to, in response to release instructions for continuously releasing the same game skill, determine a target time point for releasing the game skill once based on a release frequency of continuously releasing the game skill and a sampling frequency of an audio conversion device of the electronic device;
[0009] The release module is configured to trigger an event of releasing the game skill when the sampling time of the audio conversion device reaches the target time point, so that the frequency of the game skills released continuously remains consistent.
[0010] In a third aspect, the present disclosure provides a computer-readable storage medium having a computer program stored thereon, which implements the steps of the method described in the first aspect when executed by a processing device.
[0011] In a fourth aspect, the present disclosure provides an electronic device, comprising:
[0012] a storage device having a computer program stored thereon;
[0013] A processing device is used to execute the computer program in the storage device to perform the steps of the method according to the first aspect.
[0014] Based on the above technical solution, when obtaining the release instruction for continuously releasing the same game skill, the target time point is determined according to the release frequency of the game skill and the sampling frequency of the audio conversion device, and when the sampling time of the audio conversion device reaches the target time point, the time of releasing the game skill is triggered, so that the frequency of continuously released game skills can be kept consistent. Since the sampling frequencies of the audio conversion devices of different electronic devices are consistent when running the same game, the sampling frequency of the audio conversion device can provide a stable timeline for the release of game skills, so that the frequency of continuous release of the same game skill on different electronic devices is fixed, thereby ensuring the fairness of the game and improving the user's gaming experience. For example, the firing rate of the same virtual firearm in the same virtual shooting game is consistent on different types of terminal devices, and the gaming experience will not be different due to performance differences of electronic devices.
[0015] Other features and advantages of the present disclosure will be described in detail in the following detailed description. BRIEF DESCRIPTION OF THE DRAWINGS
[0016] The above and other features, advantages and aspects of the various embodiments of the present disclosure will become more apparent with reference to the following detailed description in conjunction with the accompanying drawings. Throughout the drawings, the same or similar reference numerals represent the same or similar elements. It should be understood that the drawings are schematic and that the originals and elements are not necessarily drawn to scale. In the drawings:
[0017] Figure 1 The present invention is a flowchart of a method for controlling gaming skills according to an exemplary embodiment.
[0018] Figure 2 yes Figure 1 A detailed flow chart of step 110 is shown.
[0019] Figure 3 The figure is a module connection diagram of a gaming skill control device according to an exemplary embodiment.
[0020] Figure 4It is a structural diagram of an electronic device proposed according to an exemplary embodiment. DETAILED DESCRIPTION
[0021] The following describes embodiments of the present disclosure in more detail with reference to the accompanying drawings. Although certain embodiments of the present disclosure are shown in the accompanying drawings, it should be understood that the present disclosure can be implemented in various forms and should not be construed as limited to the embodiments described herein. Rather, these embodiments are provided to provide a more thorough and complete understanding of the present disclosure. It should be understood that the drawings and embodiments of the present disclosure are for illustrative purposes only and are not intended to limit the scope of protection of the present disclosure.
[0022] It should be understood that the various steps described in the method embodiments of the present disclosure may be performed in different orders and / or in parallel. In addition, the method embodiments may include additional steps and / or omit the steps shown. The scope of the present disclosure is not limited in this respect.
[0023] As used herein, the term "including" and its variations are open-ended, i.e., "including but not limited to." The term "based on" means "based, at least in part, on." The term "one embodiment" means "at least one embodiment," the term "another embodiment" means "at least one additional embodiment," and the term "some embodiments" means "at least some embodiments." Other terms are defined in the following description.
[0024] It should be noted that the concepts of "first" and "second" mentioned in this disclosure are only used to distinguish different devices, modules or units, and are not used to limit the order or interdependence of the functions performed by these devices, modules or units.
[0025] It should be noted that the modifications of "one" and "multiple" mentioned in the present disclosure are illustrative rather than restrictive, and those skilled in the art should understand that unless otherwise clearly indicated in the context, they should be understood as "one or more".
[0026] The names of the messages or information exchanged between multiple devices in the embodiments of the present disclosure are only used for illustrative purposes and are not used to limit the scope of these messages or information.
[0027] In the related art, the smoothness of the action displayed in FPS games is related to the image frame rate. Specifically for virtual shooting games, the frame rate determines the firing speed of the virtual gun. However, due to varying hardware performance across different terminal devices, the frame rate typically ranges from 30 to 120 frames per second. In virtual shooting games, the firing rate of virtual guns can often reach dozens or even tens of rounds. If the firing rate is determined based on the frame rate during continuous firing, the firing rate of the same virtual gun on different terminal devices will inevitably vary. For example, the firing rate of the same virtual gun on a 30-frame-per-second terminal device might differ by nearly double compared to that on a 60-frame-per-second terminal device. Furthermore, even on the same terminal device, the frame rate can be unstable, resulting in the firing rate of the same virtual gun varying between faster and slower.
[0028] In response to the above technical problems, an embodiment of the present disclosure provides a game skill control method, which determines a target time point according to the release frequency of the game skill and the sampling frequency of the audio conversion device when a release instruction for continuously releasing the same game skill is obtained, and triggers the time to release the game skill when the sampling time of the audio conversion device reaches the target time point, so that the frequency of continuously released game skills can be kept consistent. Since the sampling frequencies of the audio conversion devices of different electronic devices are consistent when running the same game, the sampling frequency of the audio conversion device can provide a stable timeline for the release of game skills, so that the frequency of continuous release of the same game skill on different electronic devices is fixed, thereby ensuring the fairness of the game and improving the user's gaming experience. For example, the firing rate of the same virtual firearm in the same virtual shooting game is consistent on different types of terminal devices, and the gaming experience will not be different due to performance differences of electronic devices.
[0029] The game skill control method proposed in the present disclosure is described in detail below with reference to the accompanying drawings.
[0030] Figure 1 This is a flow chart of a game skill control method proposed according to an exemplary embodiment. The game skill control method proposed in this disclosure can be executed by an electronic device, specifically by a game skill control device, which can be implemented by software and / or hardware and configured in the electronic device. Figure 1 As shown, the game skill control method may include the following steps.
[0031] In step 110, in response to a release instruction for continuously releasing the same game skill, a target time point for releasing the game skill once is determined according to the release frequency of continuously releasing the game skill and the sampling frequency of the audio conversion device of the electronic device.
[0032] Here, a game skill refers to a skill with a very short cooldown period that can be used continuously. For example, the game skill can refer to a shooting skill with a virtual gun, or a game skill similar to a light skill. It is worth noting that this disclosure defines a single shot with a virtual gun as the release of a game skill.
[0033] It should be understood that the game skill control method provided by the embodiment of the present disclosure is applicable to both game skills that can be released continuously and to the release of single game skills. For example, in a continuous shooting scenario of a virtual firearm, the firing rate of the continuous shooting of the virtual firearm can be controlled by the game skill control method provided by the present disclosure. For another example, in a burst shooting scenario of a virtual firearm, the firing rate of the burst shooting of the virtual firearm can also be controlled by the game skill control method provided by the present disclosure. In the subsequent embodiments, in order to facilitate the description of the embodiment of the present disclosure, only the continuous shooting scenario is used as an example. This does not mean that the game skill control method proposed in the present disclosure is only applicable to continuous shooting scenarios, it is also applicable to scenarios that release a single game skill.
[0034] Game players can send release instructions to the electronic device's processor to continuously release the same game skill by performing touch operations such as long pressing or re-pressing the skill control. The skill control can be a control in a graphical user interface. For example, in a virtual shooting game, the skill control can be a shooting control. Of course, the skill control can also be a button on a hardware control, for example, the game control can be a shooting button on a game controller.
[0035] It should be understood that after receiving a release command, the game continues to release the skill until a stop command is received or the skill enters a long cooldown state. For example, with a virtual firearm, the player holds down the fire control, causing the virtual firearm to fire continuously. The virtual firearm stops firing when the player stops holding down the fire control, or when all the bullets in the virtual firearm are fired. It should be understood that the number of times a virtual firearm can fire continuously is greater than or equal to one and less than or equal to the ammunition capacity.
[0036] In response to a release instruction for continuously releasing the same game skill, the electronic device determines a target time point for releasing each game skill according to a release frequency of continuously releasing the game skill and a sampling frequency of an audio conversion device of the electronic device.
[0037] The release frequency of a continuously released game skill refers to the frequency at which the skill is continuously released. For a virtual firearm shooting skill, the release frequency refers to the firing speed of the virtual firearm. Different virtual firearms have different corresponding firing speeds. For example, for virtual firearm A, the release frequency may be 10 rounds per second, while for virtual firearm B, the release frequency may be 20 rounds per second. It should be understood that the release frequency of a continuously released game skill is a fixed attribute of the game skill.
[0038] The audio conversion device of an electronic device is a device for realizing audio output of the electronic device, and the audio conversion device realizes audio output by converting a digital signal into an analog signal. An audio segment contains at least a channel parameter (1 represents mono, 2 represents stereo, etc.), a length parameter (representing the number of sampled frames in the audio segment), and a sampling frequency (the number of sampled frames per second). The sampling frequency of the audio conversion device refers to the number of audio frames obtained by the audio conversion device within one second when the audio is output. It should be understood that when the electronic device is running a game, the sampling frequency of the audio conversion device is determined by the sampling frequency set by the game itself. For example, when running Game A, the sampling frequency of the sampled audio of Game A is 48kHz, and the audio conversion device of the electronic device samples the audio according to the sampling frequency of 48kHz. Among them, 48kHz means that the number of sampled audio frames per second is 48,000 frames.
[0039] It's worth noting that the audio conversion device's sampling frequency is determined by the properties of the game running on the electronic device, and the device remains in a sampling state throughout the game. Therefore, the sampling frequency remains consistent across different models of electronic devices running the same game, providing a stable timeline for the continuous release of game skills.
[0040] The target time is the time when a single game skill is released in the game. For example, in a virtual shooting game, the single game skill is the shooting skill, and the target time is the time when the single shooting skill is triggered in the game.
[0041] For example, the target time point can be determined based on the quotient of the sampling frequency and the release frequency, so that the time interval between each release of a game skill remains consistent. For example, if the sampling frequency is 48,000 frames per second and the virtual gun's firing rate is 10 rounds per second, when the virtual gun fires continuously, the audio conversion device triggers a shot every 4,800 frames sampled.
[0042] In step 120, when the sampling time of the audio conversion device reaches the target time point, an event of releasing the game skill is triggered to keep the frequency of the game skills released continuously consistent.
[0043] Here, when the sampling time of the audio conversion device reaches the target time point, the game triggers an event to release a game skill, so that the frequency of continuously released game skills remains consistent. For example, in a virtual shooting game, the shooting speed of the virtual firearm is 10 rounds per second, and the sampling frequency of the audio conversion device is 48,000 frames per second. The interval between the target time point of the next shot and the target time point of the previous shot is the time required for the audio conversion device to sample 4,800 frames of audio frames. The moment when the game player triggers the release instruction is determined as the first target time point. At the first target time point, the game engine triggers the first shot. After the first target time point, when the audio conversion device samples 4,800 frames and determines that the second target time point has been reached, the game engine triggers the second shot. And so on, controlling the virtual firearm to fire continuously.
[0044] The event that triggers the release of the game skill at least includes triggering the action of the game skill through the action engine and triggering the game sound effect of the game skill through the sound engine.
[0045] As a result, because the sampling frequency of the audio conversion device is consistent across different electronic devices running the same game, the sampling frequency of the audio conversion device can provide a stable timeline for the release of game skills. This ensures that the frequency of continuous release of the same game skill on different electronic devices is fixed, thereby ensuring game fairness and improving the user's gaming experience. For example, the firing rate of the same virtual firearm in the same virtual shooting game is consistent across different types of terminal devices, and the gaming experience will not vary due to differences in electronic device performance.
[0046] Figure 2 yes Figure 1 Detailed flow chart of step 110 is shown in FIG. Figure 2 As shown, in some feasible implementations, in step 110, in response to the release instruction of continuously releasing the same game skill, the target time point for releasing the game skill once is determined according to the release frequency of continuously releasing the game skill and the sampling frequency of the audio conversion device of the electronic device, which may include the following steps.
[0047] In step 111 , a target time interval is determined according to a release frequency of continuously releasing the game skill and a sampling frequency of an audio conversion device of the electronic device.
[0048] Here, the target time interval refers to the time interval between two adjacent release times of a game skill, for example, the time interval between the Nth release of a game skill and the N-1th release of a game skill.
[0049] In some embodiments, the target time interval may be determined based on a quotient between a sampling frequency of the audio conversion device and a release frequency of continuously releasing the game skill.
[0050] For example, if the virtual firearm's firing rate is 10 rounds per second and the audio conversion device's sampling frequency is 48,000 frames per second, the target time interval is the time required for the audio conversion device to sample 4,800 frames. It should be understood that the time required for the audio conversion device to sample one frame is fixed, and since the audio conversion device is sampling continuously, the time required for the audio conversion device to sample 4,800 frames is also fixed.
[0051] In step 112, the initial moment when the release instruction is obtained and a plurality of target moments separated by the target time interval after the initial moment are determined as the target time points.
[0052] Here, the initial moment of receiving the release command refers to the moment when the game player triggers the release command for the continuous release of the game skill. For example, the initial moment can be the moment when the game player starts to perform a long press on the skill control. The initial moment is the time when the game triggers the first release of the game skill.
[0053] The target time is the time point after the initial time and at each target time interval. For example, if the target time interval is the time required for the audio conversion device to sample 4800 frames, which is A seconds, the first target time for the first use of a game skill is the initial time. After the initial time, the second target time for the second use of the game skill is "initial time + A seconds", and the third target time for the Nth use of the game skill is "initial time + (N-1) * A seconds".
[0054] It is worth noting that the number of times and the duration of consecutive releases of the same game skill are uncertain. For example, a game player long-presses the shooting control to trigger continuous shooting of a virtual gun, but the time when the game player stops pressing the shooting control is uncertain, so the electronic device does not actually know the total number of shots in a continuous shooting. Therefore, the target time point is actually continuously calculated after the game player triggers the release command, and the calculation of the new target time point stops when the game player issues a stop command. For example, when the game player triggers the release command by long-pressing the shooting control, the initial moment of triggering the release command is determined as the first target time point, and while the game player continues to long-press the shooting control, the second target time point and the Nth target time point are calculated in sequence according to the target time interval until the game player stops long-pressing the shooting control or the virtual gun runs out of bullets, at which time the calculation of the new target time point stops.
[0055] In other embodiments, the electronic device may also predetermine multiple target moments based on the target time interval, and use the initial moment and the multiple target moments determined as target time points. For example, the initial moment is A, the target time interval is B seconds, and the predetermined target time points are [A, A+B, A+2B, A+3B, ..., A+(N-1)B], where N can be the actual ammunition load of the virtual firearm. When the game player triggers the stop command, the target time point after the moment corresponding to the stop command is triggered will no longer trigger the release of the game skill. For example, the game player triggers the release command at moment A and the stop command at moment C. In the time period from moment A to moment C, the virtual firearm can trigger a total of three virtual firearm shots, then the shooting event is triggered at moment A, moment A+B, and moment A+2B. The shooting event is no longer triggered at the target time point after A+2B.
[0056] Thus, by determining the target time interval between two adjacent game skills based on the sampling frequency of the audio conversion device and the frequency of the continuous release of the game skills, and then determining the target time point for each game skill release during the continuous release of the game skills based on this target time interval, the frequency of continuous release of the same game skill on different electronic devices is constant, thereby ensuring game fairness and improving the user's gaming experience.
[0057] In some feasible implementations, when the target time point includes an initial moment and multiple target moments separated by the target time interval after the initial moment, the electronic device controls the game engine to trigger an event of releasing the game skill once at the initial moment, and obtains the sampling times of the audio conversion device through the game engine, and when the time interval between the sampling times and the moment of the last release of the game skill is the target time interval, determines that the sampling time of the audio conversion device reaches the target moment, and controls the game engine to trigger an event of releasing the game skill once.
[0058] The game engine can obtain the sampling frequency of the audio conversion device in real time. The sampling frequency refers to the number of audio frames sampled by the audio conversion device. The sampling frequency of the audio conversion device is 48,000 frames per second, which means that the audio conversion device samples 48,000 audio frames per second.
[0059] Exemplarily, the game engine may communicate with the audio conversion device to obtain the real-time sampling times of the audio conversion device.
[0060] At the initial moment, the electronic device controls the game engine to trigger an event to release a game skill. For example, in a virtual shooting game, when the game player long-presses the shooting control, the game engine triggers the first shooting event. If the target interval is the duration it takes for the audio conversion device to sample 4800 frames, then while the game player continues to long-press the shooting control, if the game engine detects that the audio conversion device has sampled 4800 frames after the first shooting event, the game engine triggers the second shooting event, and so on, until the game player triggers a stop command.
[0061] In some feasible implementations, during the continuous shooting of a virtual firearm, the electronic device can obtain the number of continuous shootings of the virtual firearm and dynamically adjust the shooting parameters of the virtual firearm based on the number of continuous shootings to trigger a shooting event of the virtual firearm according to the adjusted shooting parameters.
[0062] Here, the number of consecutive shots of a virtual firearm refers to the cumulative number of shots fired during a single continuous firing sequence. It should be understood that the number of consecutive shots changes dynamically based on the release command. For example, the number of consecutive shots triggered by a game player pressing the firing control for a long time will be different from the number of consecutive shots triggered by a short press of the firing control. During the process of the game engine triggering a shooting event for the virtual firearm, the shooting parameters of the virtual firearm are adjusted based on the number of consecutive shots corresponding to each firing event.
[0063] The shooting parameters of the virtual firearm may include at least one of recoil, bullet flight speed, bullet flight trajectory, damage amount, and range.
[0064] For example, different consecutive shooting times may correspond to different shooting parameters. For example, when triggering the fourth shooting event, the game engine obtains the corresponding first target shooting parameters based on the three consecutive shooting times, and triggers the fourth shooting event based on the first target shooting parameters. When triggering the fifth shooting event, the game engine obtains the corresponding second target shooting parameters based on the four consecutive shooting times, and triggers the fifth shooting event based on the second target shooting parameters.
[0065] It is worth noting that triggering a shooting event of a virtual gun based on the adjusted shooting parameters may involve adjusting game animations, sound effects, etc. For example, the jitter of the recoil animation of a virtual gun firing four consecutive shots may be greater than the jitter of the recoil animation of a virtual gun firing two consecutive shots.
[0066] Therefore, by adjusting the shooting parameters of the virtual firearm according to the number of continuous shooting, the shooting behavior of the virtual firearm during continuous shooting can be made more consistent with the continuous shooting effect in real scenes, thereby bringing a better gaming experience to game players.
[0067] Figure 3 FIG. 1 is a schematic diagram of module connections of a game skill control device according to an exemplary embodiment. Figure 3 As shown, the game skill control device 400 provided in the embodiment of the present disclosure may include:
[0068] a determination module configured to, in response to release instructions for continuously releasing the same game skill, determine a target time point for releasing the game skill once based on a release frequency of continuously releasing the game skill and a sampling frequency of an audio conversion device of the electronic device;
[0069] The release module is configured to trigger an event of releasing the game skill when the sampling time of the audio conversion device reaches the target time point, so that the frequency of the game skills released continuously remains consistent.
[0070] Optionally, the determining module includes:
[0071] an interval calculation unit configured to determine a target time interval based on a release frequency of continuously releasing the game skill and a sampling frequency of an audio conversion device of the electronic device;
[0072] The time determination unit is configured to determine an initial moment when the release instruction is acquired and a plurality of target moments separated by the target time interval after the initial moment as the target time points.
[0073] Optionally, the interval calculation unit is specifically configured as follows:
[0074] The target time interval is determined according to a quotient between a sampling frequency of the audio conversion device and a release frequency of continuously releasing the game skill.
[0075] Optionally, the release module includes:
[0076] A first skill releasing unit is configured to control the game engine to trigger an event of releasing the game skill once at the initial moment;
[0077] A first acquiring unit is configured to acquire the sampling times of the audio conversion device through the game engine;
[0078] The second skill release unit is configured to determine that the sampling time of the audio conversion device reaches the target time when the time interval between the sampling number and the time when the game skill was last released is the target time interval, and control the game engine to trigger an event to release the game skill once.
[0079] Optionally, the game skill is a shooting skill of a virtual firearm.
[0080] Optionally, the apparatus 400 further includes:
[0081] A second acquiring unit is configured to acquire the number of continuous shootings of the virtual firearm during the process of continuous shooting of the virtual firearm; and
[0082] The adjustment unit is configured to dynamically adjust the shooting parameters of the virtual firearm according to the number of continuous shootings.
[0083] The specific execution process of each functional module of the above-mentioned game skill control device 400 has been described in detail in the embodiment of the game skill control method, and will not be repeated here.
[0084] Reference below Figure 4 , which shows a schematic structural diagram of an electronic device 600 suitable for implementing the embodiments of the present disclosure. The terminal devices in the embodiments of the present disclosure may include, but are not limited to, mobile terminals such as mobile phones, laptop computers, digital broadcast receivers, PDAs (personal digital assistants), PADs (tablet computers), PMPs (portable multimedia players), in-vehicle terminals (e.g., in-vehicle navigation terminals), and fixed terminals such as digital TVs and desktop computers. Figure 4 The electronic device shown is only an example and should not limit the functions and scope of use of the embodiments of the present disclosure.
[0085] like Figure 4 As shown, the electronic device 600 may include a processing device (e.g., a central processing unit, a graphics processing unit, etc.) 601, which can perform various appropriate actions and processes according to a program stored in a read-only memory (ROM) 602 or a program loaded from a storage device 608 into a random access memory (RAM) 603. Various programs and data required for the operation of the electronic device 600 are also stored in the RAM 603. The processing device 601, the ROM 602, and the RAM 603 are connected to each other via a bus 604. An input / output (I / O) interface 605 is also connected to the bus 604.
[0086] Typically, the following devices may be connected to the I / O interface 605: an input device 606 including, for example, a touch screen, a touchpad, a keyboard, a mouse, a camera, a microphone, an accelerometer, a gyroscope, etc.; an output device 607 including, for example, a liquid crystal display (LCD), a speaker, a vibrator, etc.; a storage device 608 including, for example, a magnetic tape, a hard disk, etc.; and a communication device 609. The communication device 609 may allow the electronic device 600 to communicate with other devices wirelessly or by wire to exchange data. Although Figure 4 The electronic device 600 is shown with various devices, but it should be understood that it is not required to implement or possess all of the devices shown. More or fewer devices may be implemented or possessed instead.
[0087] In particular, according to an embodiment of the present disclosure, the process described above with reference to the flowchart can be implemented as a computer software program. For example, an embodiment of the present disclosure includes a computer program product, which includes a computer program carried on a non-transitory computer-readable medium, and the computer program includes a program code for executing the method shown in the flowchart. In such an embodiment, the computer program can be downloaded and installed from the network through the communication device 609, or installed from the storage device 608, or installed from the ROM 602. When the computer program is executed by the processing device 601, the above-mentioned functions defined in the method of the embodiment of the present disclosure are performed.
[0088] It should be noted that the computer-readable medium mentioned above in the present disclosure may be a computer-readable signal medium or a computer-readable storage medium, or any combination of the two. A computer-readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device, or component, or any combination of the above. More specific examples of computer-readable storage media may include, but are not limited to: an electrical connection with one or more wires, a portable computer disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the above. In the present disclosure, a computer-readable storage medium may be any tangible medium that contains or stores a program that can be used by or in conjunction with an instruction execution system, device, or component. In the present disclosure, a computer-readable signal medium may include a data signal propagated in baseband or as part of a carrier wave, which carries computer-readable program code. Such a propagated data signal may take a variety of forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the above. A computer-readable signal medium may also be any computer-readable medium other than a computer-readable storage medium that can transmit, propagate, or transport a program for use by or in conjunction with an instruction execution system, apparatus, or device. The program code contained on the computer-readable medium may be transmitted using any suitable medium, including but not limited to wires, optical cables, RF (radio frequency), etc., or any suitable combination thereof.
[0089] The computer-readable storage medium may be included in the electronic device, or may exist independently without being incorporated into the electronic device.
[0090] The computer-readable storage medium carries one or more programs, which, when executed by the electronic device, cause the electronic device to: in response to a release instruction for continuously releasing the same game skill, determine a target time point for releasing a single game skill based on a release frequency of continuously releasing the game skill and a sampling frequency of an audio conversion device of the electronic device;
[0091] When the sampling time of the audio conversion device reaches the target time point, an event of releasing the game skill is triggered, so that the frequency of the game skills released continuously remains consistent.
[0092] Computer program code for performing the operations of the present disclosure may be written in one or more programming languages, or a combination thereof, including, but not limited to, object-oriented programming languages such as Java, Smalltalk, C++, and conventional procedural programming languages such as "C" or similar programming languages. The program code may be executed entirely on the user's computer, partially on the user's computer, as a stand-alone software package, partially on the user's computer and partially on a remote computer, or entirely on the remote computer or server. In cases involving a remote computer, the remote computer may be connected to the user's computer through any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computer (e.g., through the Internet using an Internet service provider).
[0093] The flowcharts and block diagrams in the accompanying drawings illustrate the possible implementation architecture, functions and operations of the systems, methods and computer program products according to various embodiments of the present disclosure. In this regard, each box in the flowchart or block diagram can represent a module, program segment, or a part of code, and the module, program segment, or a part of code contains one or more executable instructions for realizing the specified logical function. It should also be noted that in some alternative implementations, the functions marked in the box can also occur in a different order than that marked in the accompanying drawings. For example, two boxes represented in succession can actually be executed substantially in parallel, and they can sometimes be executed in the opposite order, depending on the functions involved. It should also be noted that each box in the block diagram and / or flowchart, and the combination of the boxes in the block diagram and / or flowchart, can be implemented with a dedicated hardware-based system that performs the specified function or operation, or can be implemented with a combination of dedicated hardware and computer instructions.
[0094] The modules described in the embodiments of the present disclosure may be implemented in software or hardware, wherein the name of a module does not necessarily limit the module itself.
[0095] The functions described above herein may be performed, at least in part, by one or more hardware logic components. For example, and without limitation, exemplary types of hardware logic components that may be used include: field programmable gate arrays (FPGAs), application specific integrated circuits (ASICs), application specific standard products (ASSPs), systems on chip (SOCs), complex programmable logic devices (CPLDs), and the like.
[0096] In the context of the present disclosure, a machine-readable medium can be a tangible medium that can contain or store a program for use by or in conjunction with an instruction execution system, device or equipment. A machine-readable medium can be a machine-readable signal medium or a machine-readable storage medium. A machine-readable medium can include, but is not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, device or equipment, or any suitable combination of the foregoing. A more specific example of a machine-readable storage medium can include an electrical connection based on one or more lines, a portable computer disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.
[0097] The above description is merely a preferred embodiment of the present disclosure and an illustration of the technical principles employed. Those skilled in the art should understand that the scope of disclosure involved in the present disclosure is not limited to the technical solutions formed by the specific combination of the above-mentioned technical features, but also includes other technical solutions formed by any combination of the above-mentioned technical features or their equivalents without departing from the above-mentioned disclosed concepts. For example, a technical solution formed by replacing the above-mentioned features with (but not limited to) technical features with similar functions disclosed in this disclosure.
[0098] In addition, although each operation is described in a specific order, this should not be understood as requiring these operations to be performed in the specific order shown or in a sequential order. Under certain circumstances, multitasking and parallel processing may be advantageous. Similarly, although some specific implementation details have been included in the above discussion, these should not be interpreted as limiting the scope of the present disclosure. Some features described in the context of a separate embodiment can also be implemented in a single embodiment in combination. On the contrary, the various features described in the context of a single embodiment can also be implemented in multiple embodiments individually or in any suitable sub-combination mode.
[0099] Although the subject matter has been described using language specific to structural features and / or methodological logical acts, it should be understood that the subject matter defined in the appended claims is not necessarily limited to the specific features or acts described above. Rather, the specific features and acts described above are merely example forms of implementing the claims. Regarding the apparatus in the above-described embodiments, the specific manner in which each module performs operations has been described in detail in the embodiments related to the method and will not be elaborated upon here.
Claims
1. A game skill control method, characterized in that: include: In response to release instructions for continuously releasing the same game skill, determining a target time point for releasing the game skill once according to a release frequency of continuously releasing the game skill and a sampling frequency of an audio conversion device of the electronic device; When the sampling time of the audio conversion device reaches the target time point, an event of releasing the game skill is triggered, so that the frequency of the game skills released continuously remains consistent.
2. The game skill control method according to claim 1, characterized in that: The step of determining, in response to release instructions for continuously releasing the same game skill, a target time point for releasing the game skill once according to a release frequency of continuously releasing the game skill and a sampling frequency of an audio conversion device of the electronic device, includes: determining a target time interval based on a release frequency of continuously releasing the game skill and a sampling frequency of an audio conversion device of the electronic device; An initial time when the release instruction is acquired and a plurality of target time points separated by the target time interval after the initial time point are determined as the target time points.
3. The game skill control method according to claim 2, characterized in that: The determining of the target time interval according to the release frequency of continuously releasing the game skills and the sampling frequency of the audio conversion device of the electronic device includes: The target time interval is determined according to a quotient between a sampling frequency of the audio conversion device and a release frequency of continuously releasing the game skill.
4. The game skill control method according to claim 2, characterized in that: When the sampling time of the audio conversion device reaches the target time point, triggering the event of releasing the game skill includes: At the initial moment, controlling the game engine to trigger an event for releasing the game skill once; and Obtaining the sampling frequency of the audio conversion device through the game engine; When the time interval between the sampling times and the last time the game skill was released is the target time interval, it is determined that the sampling time of the audio conversion device reaches the target time, and the game engine is controlled to trigger an event of releasing the game skill once.
5. The game skill control method according to any one of claims 1 to 4, characterized in that: The game skill is a shooting skill of a virtual firearm.
6. The game skill control method according to claim 5, characterized in that: The method further comprises: During the process of continuous shooting of the virtual firearm, obtaining the number of continuous shootings of the virtual firearm; and According to the number of continuous shootings, the shooting parameters of the virtual firearm are dynamically adjusted.
7. A game skill control device, characterized in that: include: a determination module configured to, in response to release instructions for continuously releasing the same game skill, determine a target time point for releasing the game skill once based on a release frequency of continuously releasing the game skill and a sampling frequency of an audio conversion device of the electronic device; The release module is configured to trigger an event of releasing the game skill when the sampling time of the audio conversion device reaches the target time point, so that the frequency of the game skills released continuously remains consistent.
8. The game skill control device according to claim 7, characterized in that: The determination module includes: an interval calculation unit configured to determine a target time interval based on a release frequency of continuously releasing the game skill and a sampling frequency of an audio conversion device of the electronic device; The time determination unit is configured to determine an initial moment when the release instruction is acquired and a plurality of target moments separated by the target time interval after the initial moment as the target time points.
9. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the program is executed by a processing device, the steps of the method according to any one of claims 1 to 6 are implemented.
10. An electronic device, characterized in that: include: a storage device having a computer program stored thereon; A processing device, configured to execute the computer program in the storage device to implement the steps of the method according to any one of claims 1 to 6.
Citation Information
Patent Citations
Interface display method and equipment during shooting in virtual environment and storage medium
CN108815851A