A control method, device, electronic device, and storage medium in a game
By setting the first control area and the second control area in the game interface and combining preset conditions, the problem of confusion between derived actions and basic action triggering instructions in multiplayer online action games is solved, and higher operation accuracy and immersion are achieved.
Patent Information
- Application Number
- CN202210622124.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-06-01
- Publication Date
- 2025-07-04
- Estimated Expiration
- 2042-06-01
AI Technical Summary
In multiplayer online action games, triggering instructions between derived actions and basic actions are easily confused, resulting in misjudgment of operation and affecting control accuracy.
By setting the first control area and the second control area in the graphical user interface, respectively, it is used to control the movement of the virtual character and perform the game actions, and trigger the derived actions in combination with the combined operation of preset conditions.
Improve the accuracy of operation judgment, avoid misjudgment caused by triggering instructions, and improve the accuracy and immersion of virtual characters in performing derived actions.
Smart Images

Figure CN115025494B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technologies, and in particular, to a control method, device, electronic device, and storage medium in a game. Background Art
[0002] With the popularization of intelligent mobile terminals, people have various choices for entertainment during their leisure time. For this reason, game manufacturers have developed various types of games to meet people's entertainment needs. Among them, multiplayer online action games are favored by many players. In the game, players control virtual characters and conduct real-time online battles with other players or virtual characters controlled by the computer by casting skills or ordinary attacks.
[0003] Currently, the control form of multiplayer online action games is mostly that the left joystick controls movement and the right buttons control the virtual character to perform different actions. However, with the continuous enrichment of game play, in addition to basic actions such as running, jumping, and squatting for the control of virtual characters, derivative actions such as "blocking" and "weapon sheathing" that implement other functions on the basis of basic actions have emerged. The trigger commands between these derivative actions and basic actions are extremely easy to confuse. Therefore, it poses a new challenge to the control design of the game. Therefore, how to avoid the situation where the trigger commands between derivative actions and basic actions are confused and improve the accuracy of controlling the target virtual character to execute derivative actions has become an urgent problem to be solved. Summary of the Invention
[0004] In view of this, at least one control method, device, electronic device, and storage medium in a game are provided in the embodiments of this application, which can accurately control the virtual character to execute derivative actions and avoid misjudgment of operations caused by confusion of trigger commands.
[0005] This application mainly includes the following aspects:
[0006] In a first aspect, an embodiment of this application provides a control method in a game. A graphical user interface is provided through a terminal device. The graphical user interface includes a first control area and a second control area. At least part of the game scene is displayed in the graphical user interface, and the game scene includes a target virtual character controlled by the terminal device. The method includes:
[0007] Respond to a first operation acting on the first control area, and control the target virtual character to move in the game scene according to the first operation;
[0008] Respond to a second operation acting on the second control area, and control the target virtual character to execute a game action corresponding to the second operation in the game scene;
[0009] In response to a third operation acting on the first control area and the second control area respectively, and when the third operation acting on the first control area and the second control area respectively meets a preset condition, control the target virtual character to execute a derivative action corresponding to the third operation;
[0010] Wherein, the third operation is an operation different from the first operation.
[0011] In a possible implementation manner, the second control area at least includes a first sub-control area and a second sub-control area. The first sub-control area is configured to execute a first game action in response to the second operation, and the second sub-control area is configured to execute a second game action in response to the second operation;
[0012] The step of, in response to a third operation acting on the first control area and the second control area respectively, and when the third operation acting on the first control area and the second control area respectively meets a preset condition, controlling the target virtual character to execute a derivative action corresponding to the third operation, includes:
[0013] In response to a third operation acting on any one sub-control area in the first control area and the second control area respectively, and when the third operation acting on any one sub-control area in the first control area and the second control area respectively meets a preset condition, control the target virtual character to execute a derivative action corresponding to the third operation.
[0014] In a possible implementation manner, the second control area further includes a third sub-control area; the method further includes:
[0015] In response to a fourth operation acting on the third sub-control area, control the target virtual character to execute the derivative action according to the fourth operation.
[0016] In a possible implementation manner, the first control area and the second control area are oppositely arranged on the graphical user interface.
[0017] In a possible implementation manner, the method includes:
[0018] In response to the third operation being a preset operation, and when the time difference between the first occurrence time of the third operation acting on the first control area and the second occurrence time of the third operation acting on the second control area is not greater than a preset threshold, determine that the third operation acting on the first control area and the second control area respectively meets the preset condition.
[0019] In a possible implementation manner, the method includes:
[0020] If the third operation acting on the first control area and the second control area respectively does not meet the preset conditions, then according to the order of the first occurrence time and the second occurrence time, the target virtual character is sequentially controlled to perform game actions corresponding to the third operation in the game scene.
[0021] In a possible implementation manner, the second operation is a click operation or a long-press operation;
[0022] The step of responding to the second operation acting on the second control area and controlling the target virtual character to perform game actions corresponding to the second operation in the game scene includes:
[0023] Responding to a click operation acting on the second control area, controlling the target virtual character to perform a normal attack corresponding to the click operation in the game scene;
[0024] Responding to a long-press operation acting on the second control area, controlling the target virtual character to perform a charged attack corresponding to the long-press operation in the game scene.
[0025] In a possible implementation manner, if the target virtual character moves in the game scene before the third operation acting on the first control area and the second control area respectively is responded to, then before controlling the target virtual character to perform a derived action corresponding to the third operation, the method further includes:
[0026] Controlling the target virtual character to stop moving in the game scene.
[0027] In a possible implementation manner, the method further includes:
[0028] Responding to a fifth operation acting on the first control area, controlling the target virtual character to perform a jump action in the game scene according to the fifth operation;
[0029] The fifth operation is an operation different from the first operation.
[0030] In a possible implementation manner, the derived action is a preset defensive behavior; the defensive behavior includes at least one of the following: blocking, disarming, deflecting, and overpower.
[0031] In a second aspect, an embodiment of the present application further provides a control device in a game. By means of a terminal device, a graphical user interface is provided. The graphical user interface includes a first control area and a second control area. At least a part of the game scene is displayed in the graphical user interface. The game scene includes a target virtual character controlled by the terminal device; the device includes:
[0032] The first control module is configured to respond to a first operation acting on the first control area and control the target virtual character to move in the game scene according to the first operation;
[0033] The second control module is configured to respond to a second operation acting on the second control area and control the target virtual character to perform a game action corresponding to the second operation in the game scene;
[0034] The third control module is configured to respond to a third operation acting on the first control area and the second control area respectively, and when the third operations acting on the first control area and the second control area respectively meet a preset condition, control the target virtual character to perform a derived action corresponding to the third operation;
[0035] Wherein, the third operation is an operation different from the first operation.
[0036] In a third aspect, an embodiment of the present application further provides an electronic device, including: a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device runs, the processor communicates with the memory through the bus. When the machine-readable instructions are run by the processor, the steps of the control method in the game described in the first aspect or any possible implementation manner in the first aspect are executed.
[0037] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, the steps of the control method in the game described in the first aspect or any possible implementation manner in the first aspect are executed.
[0038] In a fifth aspect, an embodiment of the present application further provides a computer program product, including a computer program / instructions. When the computer program / instructions are executed by a processor, the steps of the control method in the game described in the first aspect or any possible implementation manner in the first aspect are implemented.
[0039] A control method, device, electronic device, and storage medium in a game provided by an embodiment of the present application. By responding to a first operation acting on a first control area, the target virtual character is controlled to move in the game scene according to the first operation; by responding to a second operation acting on a second control area, the target virtual character is controlled to perform a game action corresponding to the second operation in the game scene; by responding to a third operation acting on the first control area and the second control area respectively, and when the third operations acting on the first control area and the second control area respectively meet a preset condition, the target virtual character is controlled to perform a derived action corresponding to the third operation; wherein, the third operation is an operation different from the first operation. Compared with the control method in the prior art that easily confuses the triggering instructions of the basic action and the derived action, adopting the solution of the present application can avoid the situation of misjudgment of operations caused by the confusion of triggering instructions, can improve the accuracy of operation determination, and thus can accurately control the virtual character to perform game actions.
[0040] Further, in the control method in the game provided by the embodiment of the present application, the second control area further includes a third sub-control area; by responding to a fourth operation acting on the third sub-control area, according to the fourth operation, the target virtual character is controlled to perform the derived action. In this way, by setting a double-insurance triggering method, that is, providing two different triggering methods for the derived action, the triggering success rate of the derived action can be further improved.
[0041] To make the above objects, features, and advantages of the present application more obvious and understandable, the following specifically enumerates preferred embodiments and, in conjunction with the accompanying drawings, makes the following detailed description. BRIEF DESCRIPTION OF THE DRAWINGS
[0042] To more clearly illustrate the technical solutions of the embodiments of the present application, the following will briefly introduce the drawings required to be used in the embodiments. It should be understood that the following drawings only show some embodiments of the present application and should not be regarded as limiting the scope. For those of ordinary skill in the art, other related drawings can be obtained based on these drawings without creative efforts.
[0043] Figure 1 Shows a flowchart of a control method in a game provided by an embodiment of the present application;
[0044] Figure 2 Shows a schematic diagram of a graphical user interface provided by a terminal device in an embodiment of the present application;
[0045] Figure 3 Shows a functional module diagram of a control device in a game provided by an embodiment of the present application;
[0046] Figure 4 Shows a functional module diagram of a control device in a game provided by an embodiment of the present application;
[0047] Figure 5 Shows the third functional module diagram of a control device in a game provided by an embodiment of the present application;
[0048] Figure 6 Shows the structural schematic diagram of an electronic device provided by an embodiment of the present application. Detailed implementation manners
[0049] To make the objectives, technical solutions, and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application. It should be understood that the accompanying drawings in the present application are only for the purposes of illustration and description, and are not used to limit the protection scope of the present application. In addition, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in the present application show operations implemented according to some embodiments of the present application. It should be understood that the operations in the flowcharts may not be implemented in sequence, and steps without logical context relationships may be reversed or implemented simultaneously. In addition, those skilled in the art can add one or more other operations to the flowchart or remove one or more operations from the flowchart under the guidance of the content of the present application.
[0050] In addition, the described embodiments are only some embodiments of the present application, rather than all embodiments. The components of the embodiments of the present application usually described and illustrated in the accompanying drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the accompanying drawings is not intended to limit the scope of the present application to be protected, but only represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without creative efforts fall within the protection scope of the present application.
[0051] In order to enable those skilled in the art to use the content of the present application, the following implementation manners are given in combination with a specific application scenario, "multiplayer action competitive game". For those skilled in the art, without departing from the spirit and scope of the present application, the general principles defined here can be applied to other embodiments and application scenarios.
[0052] The methods, devices, electronic devices, or computer-readable storage media in the embodiments of the present application can be applied to any scenario that requires game control. The embodiments of the present application do not limit the specific application scenarios. Any solution that uses the game control method, game control device, electronic device, and storage medium provided in the embodiments of the present application falls within the protection scope of the present application.
[0053] It should be noted that before the present application was proposed, in existing solutions, the control form of multiplayer online action games was mostly that the left joystick controlled movement and the right buttons controlled the virtual character to perform different actions. However, with the continuous enrichment of game play, in addition to basic actions such as running, jumping, and squatting for the control of virtual characters, derivative actions such as "blocking" and "weapon sheathing" that implement other functions on top of the basic actions have emerged. The trigger commands between these derivative actions and the basic actions are extremely easy to confuse. Therefore, new challenges are posed to the control design of the game, such as how to avoid the confusion of trigger commands between derivative actions and basic actions to improve the accuracy of controlling the target virtual character to perform derivative actions.
[0054] In response to a first operation acting on a first control area, the method according to an embodiment of the present application controls a target virtual character to move in a game scene; in response to a second operation acting on a second control area, controls the target virtual character to perform a game action corresponding to the second operation in the game scene; in response to a third operation acting on the first control area and the second control area respectively, and when the third operations acting on the first control area and the second control area respectively meet a preset condition, controls the target virtual character to perform a derivative action corresponding to the third operation; wherein, the third operation is an operation different from the first operation. Compared with the control method in the prior art where the left hand manipulates the joystick to control movement and the right hand manipulates the buttons to control the virtual character to perform different game actions, which easily confuses the trigger commands of basic actions and derivative actions, adopting the solution of the present application can avoid the situation of misjudgment of operations caused by the confusion of trigger commands, that is, it can improve the accuracy of operation determination, and thus can accurately control the virtual character to perform game actions.
[0055] It should be noted that the terminal device is any touch device that can run game software, such as: smart phones, tablet computers, etc.
[0056] For ease of understanding of the present application, the technical solutions provided by the present application will be described in detail below with reference to specific embodiments.
[0057] The control method in the game in one embodiment of the present application can run on a local terminal device or a server. When the control method in the game runs on the server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0058] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game loading method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0059] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0060] In a possible implementation, an embodiment of the present invention provides a control method in a game, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interaction system mentioned above.
[0061] Figure 1 This is a flow chart of a control method in a game provided by an embodiment of the present application. Figure 1 As shown, the control method in the game provided by the embodiment of the present application provides a graphical user interface through a terminal device, the graphical user interface includes a first control area and a second control area, and the graphical user interface displays at least part of the game scene, and the game scene includes a target virtual character controlled by the terminal device; the method includes the following steps:
[0062] S101: In response to a first operation applied to the first control area, control the target virtual character to move in the game scene according to the first operation.
[0063] In a specific implementation, by detecting the operation applied by the player to the first control area displayed on the terminal device, the target virtual character is controlled to perform corresponding game actions in the game scene. For example, when the first operation on the first control area is detected, the target virtual character is controlled to move in the game scene. Here, the first operation can be a sliding operation.
[0064] Here, the target virtual character is the game character controlled by the player in the game; the first control area can be a virtual joystick control, and the player can apply sliding operations, click operations, double-click operations, etc. to it. Generally, different operations on the virtual joystick control can control the target virtual character to perform different game actions. Specifically, the target virtual character can be controlled to move in a certain direction by holding and dragging the virtual joystick control, or the running lock can be performed by dragging the virtual joystick control to a specific position, that is, controlling the target virtual character to run continuously. The running lock can also be cancelled by clicking on this position after the running lock.
[0065] S102: Respond to the second operation acting on the second control area, and control the target virtual character to perform the game action corresponding to the second operation in the game scene.
[0066] In a specific implementation, by detecting the operation applied by the player to the second control area displayed on the terminal device, the target virtual character is controlled to perform corresponding game actions in the game scene.
[0067] Here, the second control area can be an area displaying one or more virtual buttons. The virtual buttons in the second control area can be various types of virtual buttons, such as "skill button", "jump button", "attack button", etc. Generally, when using this virtual button alone, its main function is to control the target virtual character to perform the game action corresponding to the set function of this virtual button. For example, when the second operation is performed on the attack button in the second control area, the game action performed by the target virtual character in the game scene is the attack action, that is, the attack behavior; when this virtual button is used together with the first control area to form a combined gesture operation, the target virtual character will be controlled to perform the game action corresponding to this combined gesture operation. Among them, other virtual buttons can be virtual joystick controls.
[0068] It should be noted that for games with a large number of control attack methods, especially mobile games, if each attack method is correspondingly set with a virtual button on the graphical user interface, then as the number of attack methods increases, the space on the graphical user interface will not be able to accommodate so many virtual buttons. Moreover, even if it can be accommodated, if these virtual buttons are too dense or too small, it will reduce the accuracy of players' operations on the virtual buttons. In view of this situation, in this application, different attack actions can be controlled for the target virtual character through different operations on the same virtual button. For example, a click operation on a virtual button in the second control area can trigger a normal attack; a long press operation on this virtual button can trigger a charged attack. In addition, different operations can be set for different attack directions, such as vertical strikes and horizontal strikes.
[0069] Among them, the first operation and the second operation can be sliding operations, click operations, double-click operations, etc. The first operation and the second operation can be the same operation or different operations, and no specific restrictions are made here.
[0070] In an example, when the first operation is a sliding operation to the left, the target virtual character is controlled to move to the left; when the second operation is a click operation on the "skill button", the target virtual character is controlled to cast the skill corresponding to the "skill button".
[0071] S103: In response to a third operation acting on the first control area and the second control area respectively, and when the third operation acting on the first control area and the second control area respectively meets a preset condition, control the target virtual character to execute a derived action corresponding to the third operation.
[0072] In a specific implementation, when the operations acting on the first control area and the second control area are both the same third operation, and this third operation meets the preset condition, control the target virtual character to execute a derived action corresponding to the third operation. Here, the first operation is different from the third operation, and the third operation is a preset operation, such as a click operation, a double-click operation, a long press operation, etc.
[0073] Here, the derived action is a preset defensive behavior; the defensive behavior includes at least one of the following: blocking, disarming, swinging the sword, and domineering. "Blocking" means that when a player is fighting with other players, the action of resisting other players' attacks is called blocking. For example, attacks are divided into swinging sword stance, charging attack, and ordinary attack. These attacks restrain each other and can be understood as a kind of blocking; "Disarming" means that when a player is fighting with other players, he takes the weapon from other players; "swinging sword" means shaking off the enemy's weapon through blocking. Specifically, when a player is fighting with other players, the move of knocking off the opponent's weapon and shaking the opponent away through blocking is called swinging sword; "Hegemony" is divided into gold hegemony and blue hegemony. The hegemony attack effects of different weapons can be different. The premise of triggering gold hegemony is swinging sword. After swinging sword, the enemy will enter a long state of stiffness. When the gold hegemony is released, the enemy has entered a state of stiffness and cannot be blocked or counterattacked; blue hegemony refers to the main moves of the broadsword, such as the rock stance; the difference between gold hegemony and blue hegemony is that the gold hegemony cannot be controlled, but it does not gain the damage reduction effect.
[0074] It should be noted that the present application uses specific areas, preset operations, and preset conditions to clearly determine the derived actions that the player wants to perform. In this way, it can avoid the situation where the operation is misjudged due to confusion of trigger instructions, that is, the accuracy of operation judgment can be improved, and thus the virtual character can be accurately controlled to perform game actions; moreover, the present application, through the combination of the first control area and the second control area, can provide players with a more manipulable and immersive two-handed interactive experience similar to "blocking" and "vibrating the sword", and can achieve the feel and operation experience on the PC side under the relevant original operation mode.
[0075] It should be noted that in the games of the related art, the interactive operation mode of left-hand joystick and right-hand button is usually adopted. Specifically, the virtual character is controlled to move by operating the virtual joystick control with the left hand, and the virtual character is controlled to attack by operating the button with the right hand. However, this operation mode has the following problems:
[0076] Problem 1: The operating strength of the left and right hands is unbalanced. In games on mobile terminals with complex operations, the left thumb usually only has the function of controlling movement, and the player's right hand needs to take on more complex action operations and perspective movement, resulting in an imbalance in the operating strength of the left and right hands. This is especially true in action and battle royale games, where the presence of a large number of action trigger buttons leads to an imbalance in the operating strength of the left and right hand panels.
[0077] Problem 2: It is not compatible with more operations; the left thumb needs to operate the virtual joystick control for a long time, the function is single and the operation is relatively monotonous, and it is impossible to combine with the right hand to complete some operations that require immediacy while moving.
[0078] Problem 3: Poor feel and insufficient operation experience: In action + battle royale games, in addition to basic actions such as "jump", "crouch", and "dodge", there are also derivative actions such as "weapon sheathing", "disarming", "blocking", and "invincibility". For interactive operations with potentially high risks for derivative actions, a higher trigger accuracy is usually required. However, with the current operation method, the feel of button triggering is weak and the operation immersion is poor.
[0079] Problem 4: The operation logic is inconsistent with the character movement logic and the immersion is poor; taking the "weapon sheathing" and "blocking" actions as examples, in the game, the virtual character's action is a two-handed blocking action and cannot use the joystick for displacement. However, when using button triggering, usually only one hand performs the action trigger, resulting in poor immersion.
[0080] Here, in response to the problems existing in the interactive operation method of the virtual joystick control and buttons in the games of the related art, the present application proposes a new operation method for the virtual joystick control. Specifically, by performing click operations in the first control area and the second control area simultaneously to control the target virtual character to execute the derivative actions corresponding to the combined gesture operations. In this way, when there are multiple single operations and combined operations in the game, the actions that the player wants to execute can be clearly determined through specific areas, preset operations, and preset conditions. In addition to avoiding the situation of misjudgment of operations caused by confusion of trigger commands and accurately controlling the virtual character to execute game actions, it can also enable the player's left hand to carry more operation methods in addition to controlling the movement of the virtual character, and does not affect the operation experience of moving the virtual joystick control; in addition, it enables the player to experience the manipulation and immersion of action games in mobile games, creating a more intuitive operation experience and a better game experience.
[0081] The technical effects achieved above are described in detail below:
[0082] First: Balance the operation intensity of both hands; when the left hand clicks the virtual joystick control and the right hand clicks the corresponding operation area button, through different operation methods of the same button, the intensive triggering of the right hand buttons can be reduced, and at the same time, the accidental triggering of the buttons can be reduced.
[0083] Second: Compatibility with more operations; by simultaneously clicking on the virtual joystick control and the button, the player's left hand can trigger actions both in the moving and stationary states at the same time, giving the left hand more operation space.
[0084] Third: Improve the operation feel; the action of simultaneously clicking the touch panel with both hands is an operation behavior with a strong awareness of the player, with a larger action amplitude than tapping, and the experience of triggering disarming actions such as "weapon sheathing" is more intense;
[0085] Fourth: Enhance the immersion, and the operation logic conforms to the character's actions; taking the actions of "drawing the sword" and "blocking" as examples, the actions of the virtual character in the game are double-handed blocking actions and cannot use the virtual joystick control for displacement. The two-handed operation conforms to the trend of the virtual character's actions in the game. Clicking with the left and right hands is more in line with the player's perception of "drawing the sword" compared to the traditional button presses, and it has a stronger sense of immersion.
[0086] In a possible implementation manner, if the target virtual character moves in the game scene before the third operation that respectively acts on the first control area and the second control area in step S103, then before controlling the target virtual character to execute the derivative action corresponding to the third operation, the method further includes: controlling the target virtual character to stop moving in the game scene.
[0087] Here, since derivative actions are some high-difficulty actions that usually need to be completed when the virtual character is in a stationary state, therefore, before detecting whether the player has triggered an operation for a derivative action, it is first necessary to determine whether the target virtual character is in a moving state. If so, it is necessary to first control the target virtual character that is still in the moving process to stop moving.
[0088] Specifically, the following steps are used to determine that the third operations acting on the first control area and the second control area respectively meet the preset conditions:
[0089] In response to the third operation being a preset operation, and the time difference between the first occurrence time of the third operation acting on the first control area and the second occurrence time of the third operation acting on the second control area is not greater than a preset threshold, it is determined that the third operations acting on the first control area and the second control area respectively meet the preset conditions.
[0090] It should be noted that since it is impossible to ensure that the third operations acting on the first control area and the second control area are completely synchronized when the player performs operations on the terminal device, therefore, here, a preset threshold is set. By comparing the time difference between the first occurrence time of the third operation acting on the first control area and the second occurrence time of the third operation acting on the second control area with this preset threshold, when the time difference is less than or equal to the preset threshold, it is determined that the third operations acting on the first control area and the second control area respectively meet the preset conditions.
[0091] In this way, as long as the third operations are completed successively at approximately the same moment in the first control area and the second control area, the target virtual character can be triggered to execute the derivative action, which can greatly improve the success rate of releasing the derivative action. Among them, the preset operation can be a click operation, a double-click operation, a long-press operation, etc. Here, the third operations acting on the first control area and the second control area can be the same or different.
[0092] In a specific implementation, there are two ways to determine that the target virtual character performs a derivative action. One way is that the third operation first acts on the first control area and then acts on the second control area; the other way is that the third operation first acts on the second control area and then acts on the first control area; as long as the time difference (time interval) between the first occurrence time and the second occurrence time is not greater than a preset threshold.
[0093] In a possible implementation, if the third operation that acts on the first control area and the second control area respectively does not meet the preset conditions, then according to the sequence of the first occurrence time and the second occurrence time, the target virtual character is sequentially controlled to perform a game action corresponding to the third operation in the game scene.
[0094] In a possible implementation, the second control area at least includes a first sub-control area and a second sub-control area. The first sub-control area is configured to execute a first game action in response to the second operation, and the second sub-control area is configured to execute a second game action in response to the second operation.
[0095] The step of controlling the target virtual character to perform a derivative action corresponding to the third operation when the third operation that acts on the first control area and the second control area respectively meets the preset conditions includes:
[0096] When the third operation that acts on any one sub-control area in the first control area and the second control area respectively meets the preset conditions, control the target virtual character to perform a derivative action corresponding to the third operation.
[0097] In a specific implementation, a derivative action can be triggered by a third operation that acts on any one sub-control area (the first sub-control area or the second sub-control area) in the first control area and the second control area respectively. Here, for different sub-control areas in the second control area, the specific derivative actions triggered can be the same or different. In addition, the game actions include but are not limited to attack actions, skill release actions, body actions, etc. That is to say, the way of triggering derivative actions by the combined keys in this application is the fixed way of the first control area + any one sub-control area in the second control area, which can improve the success rate of triggering derivative actions.
[0098] Specifically, according to the key type of the virtual button in the sub-control area of the second control area, the operation type for the operation of the virtual button, and the control type of the virtual control in the first control area and the operation type for the operation of the virtual control, that is, by whether the operation type and operation time of the third operation meet the preset conditions, it is jointly determined whether a combined gesture operation capable of performing a derived action is formed. For this application, the virtual control is a virtual joystick control. Here, different derived actions corresponding to different combined gesture operations can be pre-set according to specific games.
[0099] Here, the derived action has different action types. In the combined gesture operation, for different types of virtual buttons in the second control area by the third operation, the action type of the derived action triggered by the combined gesture operation can be determined.
[0100] In one example, in the case where the third operation in the combined gesture operation is a click operation in the first control area, at the same time, if the third operation is a click operation on the "defense button" in the second control area, the action type of the derived action triggered by the combined gesture operation can be "block"; if the third operation is a click operation on the "attack button" in the second control area, the action type of the derived action triggered by the combined gesture operation can be "sword draw" or "in-place control"; if the third operation is a click operation on the "dodge button" in the second control area, the action type of the derived action triggered by the combined gesture operation can be "invincibility".
[0101] In a possible implementation manner, the first control area and the second control area are relatively arranged on the graphical user interface.
[0102] It should be noted that the relative arrangement includes the arrangement methods of up and down arrangement, left and right arrangement, and diagonal arrangement. For example, in the left and right arrangement, the first control area is located on one side of the graphical user interface, and the second control area is located on the other side of the graphical user interface.
[0103] Here, the third operation performed by the player simultaneously in the left-handed first control area and the right-handed second control area is not a common interaction action. In the actual application process, there may be a situation where the player wants to trigger it but fails to trigger it successfully. Therefore, to improve the triggering success rate of the derived action, for example, the first control area can be widened to the left side of the screen of the terminal device, and the second control area can be widened to the right side of the screen of the terminal device. Of course, the first control area can also be displayed on the right side of the screen of the terminal device, and the second control area can be displayed on the left side of the screen of the terminal device. The widest can respectively occupy the left and right half-screens of the screen. In this way, the triggering success rate of the derived action can be improved.
[0104] Further, the second control area at least includes a first sub-control area and a second sub-control area. The first sub-control area is configured to execute a first game action in response to the second operation, and the second sub-control area is configured to execute a second game action in response to the second operation;
[0105] The step of controlling the target virtual character to execute a derived action corresponding to the third operation when the third operation respectively acting on the first control area and the second control area meets a preset condition includes:
[0106] Respond to the third operation respectively acting on any one sub-control area in the first control area and the second control area, and when the third operation respectively acting on any one sub-control area in the first control area and the second control area meets the preset condition, control the target virtual character to execute the derived action corresponding to the third operation.
[0107] Further, to improve the triggering success rate of the derived action, in another possible implementation manner, the second control area further includes a third sub-control area; respond to the fourth operation acting on the third sub-control area, and control the target virtual character to execute the derived action according to the fourth operation. In this way, corresponding to the way of triggering the derived action by the third operation respectively acting on the first control area and the second control area, this implementation manner also provides a "double insurance" triggering method, that is, without performing a combined gesture operation, only need to perform the fourth operation on the third sub-control area in the second control area, and the same derived action can also be triggered. That is, the present application can greatly improve the triggering success rate of the derived action by providing two operation methods to trigger the derived action.
[0108] Among them, the third sub-control area may include a virtual button for triggering the derived action; the fourth operation may be various operation methods such as a click operation and a long-press operation. The fourth operation may be the same as or different from the third operation, and no specific limitation is made here.
[0109] For ease of understanding of this embodiment, as Figure 2 shown, Figure 2 is a schematic diagram of a graphical user interface provided by a terminal device in an embodiment of the present application. The graphical user interface displays a first control area and a second control area. The second control area includes a first sub-control area, a second sub-control area, and a third sub-control area. The first control area includes a joystick control; a button 1 is arranged in the first sub-control area, a button 2 is arranged in the second sub-control area, and a button 3 is arranged in the third sub-control area.
[0110] Here, if the player operates on Button 1 and Button 2 separately, the target virtual character is controlled to perform basic actions such as "running", "squatting", and "skill casting". For Button 1 and Button 2, a combined gesture operation that requires simultaneous operation with the joystick control is needed to trigger a derivative action; operating on Button 3 alone can trigger a derivative action.
[0111] It should be noted that the first control area and the second control area are permanent buttons on the graphical user interface, that is, the first sub-control area and the second sub-control area in the first control area and the second control area are areas that will default to appear on the graphical interface during the game process, while the third sub-control area can be set to be displayed or not on the graphical user interface according to the player's needs. The first sub-control area and the second sub-control area can be displayed simultaneously with the third sub-control area, or only the first sub-control area and the second sub-control area can be displayed.
[0112] In another possible implementation manner, in response to a fifth operation acting on the first control area, the target virtual character is controlled to perform a jump action in the game scene according to the fifth operation; the fifth operation is an operation different from the first operation. Here, different operations can be performed on the virtual joystick control in the first control area to perform different actions. For example, if the first operation is a sliding operation, the target virtual character is controlled to perform a moving action, and if the fifth operation is a double-click operation, the target virtual character is controlled to perform a jump action. Here, the fifth operation can also be other operations except the double-click operation, and no specific limitation is made thereto.
[0113] A control method in a game provided by an embodiment of the present application controls a target virtual character to move in a game scene by responding to a first operation acting on a first control area, controls the target virtual character to perform an attack behavior corresponding to a second operation in the game scene by responding to a second operation acting on a second control area, and controls the target virtual character to perform a derivative action corresponding to a third operation when the third operations respectively acting on the first control area and the second control area meet a preset condition. Compared with the control method in the prior art where the left joystick controls movement and the right button controls the virtual character to perform different actions, which is prone to confusing the triggering instructions of basic actions and derivative actions, adopting the solution of the present application can avoid the situation of misjudgment of operations caused by confusion of triggering instructions, that is, it can improve the accuracy of operation determination, and thus can accurately control the virtual character to perform game actions.
[0114] In a possible implementation manner, in response to a first operation on the first control area and a second operation on the second control area, and both the first operation and the second operation are sliding operations, the target virtual character is controlled to move in the game scene according to the sliding operation on the first control area, and the target virtual character is controlled to perform an attack action according to the sliding direction of the sliding operation on the second control area.
[0115] It should be noted that on the one hand, different operations on different sub-control areas in the second control area of the present application can trigger a variety of different basic actions, and on the other hand, through the combined gesture operations of different sub-control areas and the first control area in the second control area, a variety of different derived actions can also be triggered. In this way, the number of virtual buttons in the control area displayed on the graphical user interface can be greatly reduced, and the density of virtual touch buttons can also be reduced, saving screen space and reducing misoperations at the same time.
[0116] In a possible implementation manner, in response to a first operation on the first control area and a second operation on the second control area, and the first operation is a sliding operation, and the second operation is a long-press operation, the target virtual character is controlled to move in the game scene according to the sliding operation, and the target virtual character is controlled to perform an attack action according to the long-press operation.
[0117] In a specific implementation, when the player performs a sliding operation in the first control area and a long-press operation in the second control area, the target virtual character is triggered to perform an action of attacking while moving. During this process, the target virtual character moves in the game scene according to the sliding direction of the player in the first control area and attacks other virtual characters during the movement.
[0118] Here, through the specific operation content of the combined gesture operation of the present application, two operation instructions of "attacking while moving" and "derived action" can be distinguished, and the specific operation content uses "specific area", "preset operation", and "preset condition" to clearly determine the game action that the player wants to execute.
[0119] In a possible implementation manner, the game action may include a normal attack and a charged attack; the second operation is a click operation or a long-press operation; the step of controlling the target virtual character to perform a game action corresponding to the second operation in response to the second operation on the second control area in step S102 includes:
[0120] In response to a click operation on the second control area, controlling the target virtual character to perform a normal attack corresponding to the click operation in the game scene;
[0121] In response to a long - press operation on the second control area, control the target virtual character to perform a charged attack corresponding to the long - press operation in the game scene.
[0122] Specifically, detect the duration of holding on the second control area; if the holding duration is greater than the first duration threshold and less than the second duration threshold, and it is determined that the second operation is a click operation, then control the target virtual character to perform a normal attack; if the holding duration is greater than or equal to the second duration threshold, and it is determined that the second operation is a long - press operation, then control the target virtual character to perform a charged attack.
[0123] Here, different holding durations trigger different attack actions. Specifically, short - time key presses can trigger normal attacks, and long - time key presses can trigger charged attacks; of course, it can also be that short - time key presses trigger charged attacks and long - time key presses trigger normal attacks. Among them, normal attacks, charged attacks, blade - drawing, and invulnerability have mutual restraint relationships. Specifically, charged attacks restrain normal attacks, blade - drawing and invulnerability restrain charged attacks, and normal attacks restrain blade - drawing; if both attack simultaneously, the attack of the restraining side will successfully hit, and the attack of the restrained side will be invalid.
[0124] In addition, in the present application, different operation methods on the same control area can trigger different functions. Here, different operation methods include, for example, different operation types, single operations, and combined operations. In this way, the number of virtual buttons and virtual controls displayed on the user's graphical interface can be greatly reduced, and the probability of accidental triggering can be further reduced.
[0125] It should be noted that the first duration threshold and the second duration threshold can be set as needed during the actual application of the game, and no specific limitation is made here.
[0126] In a possible implementation manner, in step S101, the response to the first operation on the first control area, and controlling the target virtual character to move in the game scene according to the first operation includes:
[0127] In response to the first operation being a specified operation, lock the first control area, and control the target virtual character to continuously move in the game scene according to the specified operation;
[0128] Among them, the specified operation is an operation of sliding the joystick in the first control area to a predetermined position.
[0129] In the specific implementation process, when it is detected that the first operation of the player on the first control area is a sliding operation, the moving position of the virtual joystick control in the first control area is monitored in real time. When the moving position of the virtual joystick control is a predetermined position, the first control area is locked. At this time, the target virtual character is controlled to continuously move in the direction of the sliding operation.
[0130] It should be noted that the predetermined position can be a certain fixed position in the graphical user interface or not. In an actual game, the virtual joystick control in the first control area moves following the player's sliding operation. When the displacement distance from the initial position is greater than the preset distance threshold, this position can be regarded as the predetermined position. Among them, the preset distance threshold can be selected according to actual needs and is not specifically limited here.
[0131] Furthermore: after locking the first control area, in response to an unlocking operation on the first control area, the first control area is unlocked.
[0132] In the specific implementation process, the unlocking operation can be any operation that is not confused with other actions, such as: double-clicking the first control area, etc., which can be selected according to the actual settings of the action trigger instructions in the game and is not specifically limited here.
[0133] In one example, when the first control area is in a locked state, an unlocking virtual button can be displayed in the first control area. When a click operation on the unlocking virtual button is detected, the first control area is unlocked.
[0134] Based on the same inventive concept, in the embodiments of the present application, a control device in a game corresponding to the control method in the game provided in the above embodiments is also provided. Since the principle of solving problems by the device in the embodiments of the present application is similar to the control method in the game in the above embodiments of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be elaborated.
[0135] As Figures 3 - 5 shown, Figure 3 is one of the functional module diagrams of a control device 300 in a game provided by an embodiment of the present application; Figure 4 is the second of the functional module diagrams of a control device 300 in a game provided by an embodiment of the present application; Figure 5 is the third of the functional module diagrams of a control device 300 in a game provided by an embodiment of the present application.
[0136] As Figure 3 shown, the control device 300 in the game includes:
[0137] The first control module 310 is configured to respond to a first operation acting on the first control area and control the target virtual character to move in the game scene according to the first operation;
[0138] The second control module 320 is configured to respond to a second operation acting on the second control area and control the target virtual character to perform a game action corresponding to the second operation in the game scene;
[0139] The third control module 330 is configured to respond to a third operation acting on the first control area and the second control area respectively, and when the third operations acting on the first control area and the second control area respectively meet a preset condition, control the target virtual character to perform a derived action corresponding to the third operation;
[0140] Wherein, the third operation is an operation different from the first operation.
[0141] In a possible implementation manner, the second control area at least includes a first sub-control area and a second sub-control area. The first sub-control area is configured to respond to the second operation and perform a first game action, and the second sub-control area is configured to respond to the second operation and perform a second game action;
[0142] The third control module 330 is specifically configured to respond to a third operation acting on any one of the sub-control areas in the first control area and the second control area respectively, and when the third operations acting on any one of the sub-control areas in the first control area and the second control area respectively meet a preset condition, control the target virtual character to perform a derived action corresponding to the third operation.
[0143] In a possible implementation manner, the second control area further includes a third sub-control area; the second control module 320 is further configured to:
[0144] Respond to a fourth operation acting on the third sub-control area, and control the target virtual character to perform the derived action according to the fourth operation.
[0145] In a possible implementation manner, the third control module 330 is specifically configured to:
[0146] Respond when the third operation is a preset operation, and when the time difference between the first occurrence time of the third operation acting on the first control area and the second occurrence time of the third operation acting on the second control area is not greater than a preset threshold, determine that the third operations acting on the first control area and the second control area respectively meet the preset condition.
[0147] In a possible implementation manner, such as Figure 4As shown, the control device 300 in the game further includes a fourth control module 340; the fourth control module 340 is configured to, if the third operations respectively acting on the first control area and the second control area do not meet the preset conditions, sequentially control the target virtual character to execute game actions corresponding to the third operations in the game scene according to the sequence of the first occurrence time and the second occurrence time.
[0148] In a possible implementation manner, the second operation is a click operation or a long-press operation; the second control module 320 is further configured to:
[0149] In response to a click operation acting on the second control area, control the target virtual character to execute a normal attack corresponding to the click operation in the game scene;
[0150] In response to a long-press operation acting on the second control area, control the target virtual character to execute a charged attack corresponding to the long-press operation in the game scene.
[0151] In a possible implementation manner, the third control module 330 is further configured to:
[0152] If the target virtual character moves in the game scene before the third operations respectively acting on the first control area and the second control area are responded to, control the target virtual character to stop moving in the game scene before controlling the target virtual character to execute a derivative action corresponding to the third operations.
[0153] In a possible implementation manner, as Figure 3 shown, the first control module 310 is further configured to:
[0154] In response to the first operation being a specified operation, lock the first control area and control the target virtual character to continuously move in the game scene according to the specified operation;
[0155] wherein, the specified operation is an operation of sliding the joystick in the first control area to a predetermined position.
[0156] In a possible implementation manner, as Figure 5 shown, the first control module 310 further includes an unlocking unit 311, and the unlocking unit 311 is configured to:
[0157] After locking the first control area, in response to an unlocking operation acting on the first control area, unlock the first control area.
[0158] In a possible implementation manner, the first control module 310 is further configured to:
[0159] In response to a fifth operation acting on the first control area, control the target virtual character to perform a jumping action in the game scene according to the fifth operation;
[0160] The fifth operation is an operation different from the first operation.
[0161] A control device 300 in a game provided by an embodiment of the present application responds to a first operation acting on a first control area, controls a target virtual character to move in a game scene according to the first operation; responds to a second operation acting on a second control area, and controls the target virtual character to perform an attack behavior corresponding to the second operation in the game scene; responds to a third operation acting on the first control area and the second control area respectively, and when the third operations acting on the first control area and the second control area respectively meet a preset condition, controls the target virtual character to perform a derived action corresponding to the third operation; wherein, the third operation is an operation different from the first operation, which can avoid the situation of misjudgment of operations caused by confusion of trigger instructions, that is, it can improve the accuracy of operation determination, and thus can accurately control the virtual character to perform game actions.
[0162] Based on the same application concept, see Figure 6 As shown, it is a schematic structural diagram of an electronic device 600 provided by an embodiment of the present application, including: a processor 610, a memory 620, and a bus 630. The memory 620 stores machine-readable instructions executable by the processor 610. When the electronic device 600 runs, the processor 610 communicates with the memory 620 through the bus 630. When the machine-readable instructions are run by the processor 610, the steps of the control method in the game as described in any one of the above embodiments are executed.
[0163] Specifically, when the machine-readable instructions are executed by the processor 610, the following processing can be performed:
[0164] In response to a first operation acting on the first control area, control the target virtual character to move in the game scene according to the first operation;
[0165] In response to a second operation acting on the second control area, control the target virtual character to perform a game action corresponding to the second operation in the game scene;
[0166] In response to a third operation acting on the first control area and the second control area respectively, and when the third operations acting on the first control area and the second control area respectively meet a preset condition, control the target virtual character to perform a derived action corresponding to the third operation;
[0167] Wherein, the third operation is an operation different from the first operation.
[0168] In this way, the execution of derivative actions by the virtual character can be accurately controlled, avoiding misjudgment of operations caused by confusion of triggered instructions.
[0169] Further, the second control area at least includes a first sub-control area and a second sub-control area. The first sub-control area is configured to execute a first game action in response to the second operation, and the second sub-control area is configured to execute a second game action in response to the second operation. When the machine-readable instruction is executed by the processor 610, the following processing can also be performed:
[0170] In response to a third operation acting on any one sub-control area in the first control area and the second control area respectively, and when the third operation acting on any one sub-control area in the first control area and the second control area respectively meets a preset condition, control the target virtual character to execute a derivative action corresponding to the third operation.
[0171] Further, the second control area further includes a third sub-control area. When the machine-readable instruction is executed by the processor 610, the following processing can also be performed:
[0172] In response to a fourth operation acting on the third sub-control area, control the target virtual character to execute the derivative action according to the fourth operation.
[0173] In this way, the triggering success rate of the derivative action can be increased, and the probability of misoperation can be reduced.
[0174] Further, when the machine-readable instruction is executed by the processor 610, the following processing can also be performed:
[0175] In response to the third operation being a preset operation, and when the time difference between the first occurrence time of the third operation acting on the first control area and the second occurrence time of the third operation acting on the second control area is not greater than a preset threshold, it is determined that the third operations acting on the first control area and the second control area respectively meet the preset condition.
[0176] In this way, as long as the third operations are completed successively at approximately the same moment in the first control area and the second control area, the target virtual character can be triggered to execute the derivative action, which can greatly increase the casting success rate of the derivative action.
[0177] Further, when the machine-readable instruction is executed by the processor 610, the following processing can also be performed:
[0178] If the third operation respectively acting on the first control area and the second control area does not meet the preset condition, then according to the sequence of the first occurrence time and the second occurrence time, the target virtual character is sequentially controlled to execute the game actions corresponding to the third operation in the game scene.
[0179] Further, the second operation is a click operation or a long-press operation; when the machine-readable instruction is executed by the processor 610, the following processing may also be performed:
[0180] In response to a click operation acting on the second control area, control the target virtual character to execute a normal attack corresponding to the click operation in the game scene;
[0181] In response to a long-press operation acting on the second control area, control the target virtual character to execute a charged attack corresponding to the long-press operation in the game scene.
[0182] In this way, different operations on the second control area can trigger a variety of different basic actions, thereby reducing the number of dense buttons for different basic actions in the second control area, saving screen space and reducing misoperations.
[0183] Further, when the machine-readable instruction is executed by the processor 610, the following processing may also be performed:
[0184] If the target virtual character moves in the game scene before the third operation respectively acting on the first control area and the second control area is responded to, then before controlling the target virtual character to execute the derivative action corresponding to the third operation, control the target virtual character to stop moving in the game scene.
[0185] Further, when the machine-readable instruction is executed by the processor 610, the following processing may also be performed:
[0186] In response to a fifth operation acting on the first control area, control the target virtual character to execute a jump action in the game scene according to the fifth operation;
[0187] The fifth operation is an operation different from the first operation.
[0188] In the embodiments of the present application, by responding to a first operation acting on a first control area, controlling a target virtual character to move in a game scene according to the first operation; responding to a second operation acting on a second control area, controlling the target virtual character to perform an attack behavior corresponding to the second operation in the game scene; responding to a third operation acting on the first control area and the second control area respectively, and when the third operations acting on the first control area and the second control area respectively meet a preset condition, controlling the target virtual character to perform a derivative action corresponding to the third operation; wherein, the third operation is an operation different from the first operation, which can accurately control the virtual character to perform the derivative action and avoid misjudgment of operations caused by confusion of trigger instructions.
[0189] Based on the same inventive concept, the embodiments of the present application further provide a computer-readable storage medium, on which a computer program is stored, and when the computer program is run by a processor, the following steps are performed:
[0190] Responding to a first operation acting on the first control area, controlling the target virtual character to move in the game scene according to the first operation;
[0191] Responding to a second operation acting on the second control area, controlling the target virtual character to perform a game action corresponding to the second operation in the game scene;
[0192] Responding to a third operation acting on the first control area and the second control area respectively, and when the third operations acting on the first control area and the second control area respectively meet a preset condition, controlling the target virtual character to perform a derivative action corresponding to the third operation;
[0193] Wherein, the third operation is an operation different from the first operation.
[0194] In this way, the virtual character can be accurately controlled to perform the derivative action, and misjudgment of operations caused by confusion of trigger instructions can be avoided.
[0195] Further, the second control area at least includes a first sub-control area and a second sub-control area, the first sub-control area is configured to respond to the second operation to perform a first game action, and the second sub-control area is configured to respond to the second operation to perform a second game action; when the computer program is run by a processor, the following steps are performed:
[0196] Responding to a third operation acting on any one of the first control area and the second control area, and when the third operations acting on any one of the first control area and the second control area meet a preset condition, controlling the target virtual character to perform a derivative action corresponding to the third operation.
[0197] Further, the second control area further includes a third sub-control area; when the computer program is run by a processor, the following steps are executed:
[0198] In response to a fourth operation acting on the third sub-control area, according to the fourth operation, control the target virtual character to execute the derived action.
[0199] In this way, the triggering success rate of the derived action can be improved, and the probability of misoperation can be reduced.
[0200] Further, when the computer program is run by a processor, the following steps are executed:
[0201] In response to the third operation being a preset operation, and the time difference between the first occurrence time of the third operation acting on the first control area and the second occurrence time of the third operation acting on the second control area is not greater than a preset threshold, determine that the third operations respectively acting on the first control area and the second control area meet the preset conditions.
[0202] In this way, as long as the third operations are completed successively at approximately the same time in the first control area and the second control area, the target virtual character can be triggered to execute the derived action, which can greatly improve the casting success rate of the derived action.
[0203] Further, when the computer program is run by a processor, the following steps are executed:
[0204] If the third operations respectively acting on the first control area and the second control area do not meet the preset conditions, then according to the order of the first occurrence time and the second occurrence time, sequentially control the target virtual character to execute the game actions corresponding to the third operation in the game scene.
[0205] Further, the second operation is a click operation or a long-press operation; when the computer program is run by a processor, the following steps are executed:
[0206] In response to a click operation acting on the second control area, control the target virtual character to execute a normal attack corresponding to the click operation in the game scene;
[0207] In response to a long-press operation acting on the second control area, control the target virtual character to execute a charged attack corresponding to the long-press operation in the game scene.
[0208] In this way, different operations on the second control area can trigger a variety of different basic actions, thereby reducing the number of dense buttons for different basic actions in the second control area, saving screen space and reducing misoperations while.
[0209] Further, when the computer program is run by a processor, the following steps are performed:
[0210] If the target virtual character moves in the game scene before the third operation in which the response acts on the first control area and the second control area respectively, then before controlling the target virtual character to execute a derived action corresponding to the third operation, control the target virtual character to stop moving in the game scene.
[0211] Further, when the computer program is run by a processor, the following steps are performed:
[0212] In response to a fifth operation acting on the first control area, control the target virtual character to execute a jump action in the game scene according to the fifth operation;
[0213] The fifth operation is an operation different from the first operation.
[0214] It should be noted that the storage medium can be a general storage medium, such as a mobile disk, a hard disk, etc. When the computer program on the storage medium is run, it can execute the control method in the above game. By responding to the first operation acting on the first control area, control the target virtual character to move in the game scene according to the first operation; respond to the second operation acting on the second control area, and control the target virtual character to execute an attack behavior corresponding to the second operation in the game scene; respond to the third operation acting on the first control area and the second control area respectively, and when the third operations acting on the first control area and the second control area respectively meet the preset conditions, control the target virtual character to execute a derived action corresponding to the third operation; wherein, the third operation is an operation different from the first operation. In this application, by judging whether the third operations acting on the first control area and the second control area respectively meet the preset conditions, the accuracy of controlling the target virtual character to execute the derived action can be improved.
[0215] Those skilled in the art can clearly understand that for the convenience and brevity of description, the specific working processes of the systems and devices described above can refer to the corresponding processes in the foregoing method embodiments, and will not be repeated here. In the several embodiments provided in this application, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. The device embodiments described above are only illustrative. For example, the division of the units is only a logical function division, and there may be other division methods in actual implementation. For another example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point, the displayed or discussed coupling or direct coupling or communication connection between each other can be through some communication interfaces, and the indirect coupling or communication connection of the devices or units can be in an electrical, mechanical or other forms.
[0216] The unit described as a separation component may or may not be physically separated. The component displayed as a unit may or may not be a physical unit, that is, it may be located in one place or distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0217] In addition, each functional unit in various embodiments of the present application may be integrated in a processing unit, may exist separately as individual physical units, or two or more units may be integrated in one unit.
[0218] If the above functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium executable by a processor. Based on this understanding, the technical solution of the present application, in essence, or the part that contributes to the prior art, or part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present application. The foregoing storage medium includes: USB flash drives, mobile hard disks, read-only memories (ROMs), random access memories (RAMs), magnetic disks, or optical discs, etc., which can store program codes.
[0219] The above is only the specific implementation manner of the present application, but the protection scope of the present application is not limited thereto. Any person skilled in the art within the technical scope disclosed by the present application can easily think of changes or substitutions, which should all be covered by the protection scope of the present application. Therefore, the protection scope of the present application should be subject to the protection scope of the claims.
Claims
1. A control method in a game, characterized in that, Provide a graphical user interface through a terminal device. The graphical user interface includes a first control area and a second control area. At least part of a game scene is displayed in the graphical user interface, and the game scene includes a target virtual character controlled by the terminal device. The method includes: Respond to a first operation on the first control area, and control the target virtual character to move in the game scene according to the first operation; Respond to a second operation on the second control area, and control the target virtual character to perform a game action corresponding to the second operation in the game scene; Respond to a third operation on the first control area and the second control area respectively. When the third operations on the first control area and the second control area respectively meet a preset condition, control the target virtual character to perform a derived action corresponding to the third operation; Among them, determine that the third operations on the first control area and the second control area respectively meet the preset condition according to the following steps: Respond to the third operation as a preset operation, and when the time difference between the first occurrence time of the third operation on the first control area and the second occurrence time of the third operation on the second control area is not greater than a preset threshold, determine that the third operations on the first control area and the second control area respectively meet the preset condition; The third operation is an operation different from the first operation.
2. The control method according to claim 1, wherein The second control area at least includes a first sub-control area and a second sub-control area. The first sub-control area is configured to respond to the second operation to perform a first game action, and the second sub-control area is configured to respond to the second operation to perform a second game action; The step of responding to the third operations on the first control area and the second control area respectively. When the third operations on the first control area and the second control area respectively meet the preset condition, control the target virtual character to perform a derived action corresponding to the third operation includes: Respond to the third operation on any one sub-control area in the first control area and the second control area respectively. When the third operations on any one sub-control area in the first control area and the second control area respectively meet the preset condition, control the target virtual character to perform a derived action corresponding to the third operation.
3. The control method according to claim 2, characterized in that, The second control area further includes a third sub-control area; The method further includes: Respond to a fourth operation on the third sub-control area, and control the target virtual character to perform the derived action according to the fourth operation.
4. The control method according to claim 1, characterized in that, The first control area and the second control area are oppositely arranged on the graphical user interface.
5. The control method according to claim 1, wherein The method includes: If the third operations on the first control area and the second control area respectively do not meet the preset condition, then control the target virtual character to perform the game actions corresponding to the third operation in the game scene in the order of the first occurrence time and the second occurrence time.
6. The control method according to claim 1, wherein The second operation is a click operation or a long-press operation; The step of using the response to perform a second operation on the second control area to control the target virtual character to perform a game action corresponding to the second operation in the game scene includes: Using the response to a click operation on the second control area to control the target virtual character to perform a normal attack corresponding to the click operation in the game scene; Using the response to a long - press operation on the second control area to control the target virtual character to perform a charged attack corresponding to the long - press operation in the game scene.
7. The control method according to claim 1, wherein If the target virtual character moves in the game scene before the response acts on the third operation of the first control area and the second control area respectively, before controlling the target virtual character to perform a derived action corresponding to the third operation, the method further includes: Controlling the target virtual character to stop moving in the game scene.
8. The control method according to claim 1, wherein The derived action is a preset defensive behavior; the defensive behavior includes at least one of the following: blocking, disarming, deflecting, and having armor.
9. A control device in a game, characterized in that, Providing a graphical user interface through a terminal device, the graphical user interface includes a first control area and a second control area, at least part of the game scene is displayed in the graphical user interface, and the game scene includes a target virtual character controlled by the terminal device; the device includes: A first control module, configured to use the response to a first operation on the first control area to control the target virtual character to move in the game scene according to the first operation; A second control module, configured to use the response to a second operation on the second control area to control the target virtual character to perform a game action corresponding to the second operation in the game scene; A third control module, configured to use the response to the third operation on the first control area and the second control area respectively, and when the third operations on the first control area and the second control area respectively meet a preset condition, control the target virtual character to perform a derived action corresponding to the third operation; Wherein, the third control module is specifically configured to: when the third operation is a preset operation, and the time difference between the first occurrence time of the third operation on the first control area and the second occurrence time of the third operation on the second control area is not greater than a preset threshold, determine that the third operations on the first control area and the second control area respectively meet the preset condition; the third operation is an operation different from the first operation.
10. An electronic device, characterized in that, Including: A processor, a memory, and a bus, the memory stores machine - readable instructions executable by the processor. When the electronic device runs, the processor communicates with the memory through the bus. When the machine - readable instructions are run by the processor, the steps of the control method in the game as described in any one of claims 1 to 8 are executed.
11. A computer-readable storage medium, characterized in that, A computer program is stored on the computer - readable storage medium. When the computer program is run by the processor, the steps of the control method in the game as described in any one of claims 1 to 8 are executed.
12. A computer program product, comprising a computer program / instructions, characterized in that, When the computer program / instructions are executed by a processor, the steps of the control method in the game according to any one of claims 1 to 8 are implemented.
Citation Information
Patent Citations
Game control method and device, computer storage medium and electronic equipment
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